You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
+36-5Lines changed: 36 additions & 5 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -118,7 +118,6 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
118
118
- Fixed `DeployToFire` not considering building placement rules for `DeploysInto` buildings and as a result not working properly with `WaterBound` buildings.
119
119
- Fixed `DeployToFire` not recalculating firer's position on land if it cannot currently deploy.
120
120
-`Arcing=true` projectile elevation inaccuracy can now be fixed by setting `Arcing.AllowElevationInaccuracy=false`.
121
-
- Wall overlays are now drawn with the custom palette defined in `Palette` in `artmd.ini` if possible.
122
121
- Setting `ReloadInTransport` to true on units with `Ammo` will allow the ammo to be reloaded according to `Reload` or `EmptyReload` timers even while the unit is inside a transport.
123
122
- It is now possible to enable `Verses` and `PercentAtMax` to be applied on negative damage by setting `ApplyModifiersOnNegativeDamage` to true on the Warhead.
124
123
- Attached animations on flying units now have their layer updated immediately after the parent unit, if on same layer they always draw above the parent.
@@ -146,7 +145,6 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
146
145
- Units & buildings with `DecloakToFire=false` weapons now cloak while targeting & reloading.
147
146
- Units with `Sensors=true` will no longer reveal ally buildings.
148
147
- Air units are now reliably included by target scan with large range and Warhead detonation by large `CellSpread`.
149
-
- OverlayTypes now read and use `ZAdjust` if specified in their `artmd.ini` entry.
150
148
- Weapons with `AA=true` Projectile can now correctly fire at air units when both firer and target are over a bridge.
151
149
- Fixed disguised units not using the correct palette if target has custom palette.
152
150
- Building upgrades now consistently use building's `PowerUpN` animation settings corresponding to the upgrade's `PowersUpToLevel` where possible.
@@ -221,7 +219,6 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
221
219
- Fixed the bug that infantry ignored `Passengers` and `SizeLimit` when entering buildings.
222
220
- Fixed `VoiceDeploy` not played, when deployed through hot-key/command bar.
223
221
- Fixed the bug that ships can travel on elevated bridges.
224
-
- Dehardcoded 255 limit of `OverlayType`.
225
222
- Fixed an issue where airstrike flare line drawn to target at lower elevation would clip.
226
223
- Elite technos no longer scatter by default, behaviour is controlled by `SCATTER` veterancy ability now.
227
224
- Second weapon with `ElectricAssault=yes` will not unconditionally attack your building with `Overpowerable=yes`.
@@ -1176,9 +1173,43 @@ ProneSpeed.NoCrawls=1.5 ; floating point value, multiplier
1176
1173
ProneSpeed= ; floating point value, multiplier, by default, use the corresponding global value according to Crawls
1177
1174
```
1178
1175
1179
-
<!--
1180
1176
## Overlays
1181
-
-->
1177
+
1178
+
### Buildable-upon OverlayTypes
1179
+
1180
+
- It is now possible to make OverlayTypes allow buildings to be placed on them by setting `CanBeBuiltOn` to true. This still requires the tile's landtype (which is changed to overlay's land type unless OverlayType has `NoUseTileLandType=false`) to allow buildings to be placed.
1181
+
- If `CanBeBuiltOn.Remove=true`, the overlay will be removed upon the building being placed. If this is not set to true, buildings with `Wall=true` cannot be placed on the overlay and neither does overlay with `Wall=true` allow buildings to be placed on itself regardless of other settings.
1182
+
1183
+
In `rulesmd.ini`:
1184
+
```ini
1185
+
[SOMEOVERLAY]; OverlayType
1186
+
CanBeBuiltOn=false ; boolean
1187
+
CanBeBuiltOn.Remove=true ; boolean
1188
+
```
1189
+
1190
+
### More than 255 OverlayTypes
1191
+
1192
+
- Game now supports more than 255 distinct OverlayTypes, up to 65535. For map file/editor support, see [Increased Overlay Limit](AI-Scripting-and-Mapping.md#increased-overlay-limit).
1193
+
1194
+
### Custom palette
1195
+
1196
+
- You can now specify custom palette for OverlayTypes in similar manner as TechnoTypes can.
0 commit comments