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2166142
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
DeathFishAtEase Mar 17, 2026
4459577
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
DeathFishAtEase Mar 18, 2026
50bb1ea
[en] improve & [cn] update
DeathFishAtEase Mar 18, 2026
ac9b8c8
Correct the position of the entry of #2075
DeathFishAtEase Mar 21, 2026
3ff76bb
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
DeathFishAtEase Mar 22, 2026
3b2042c
organize
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5c97602
Merge branch 'develop' into dev-docs
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13d34a2
[cn] update
DeathFishAtEase Mar 25, 2026
870d2d7
Correct the heading level of the "Contribution process"
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51b904e
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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6806f3f
[en] fix & [cn] update
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bdac127
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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2bec732
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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4557e2f
[en] fix & [cn] update
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[cn] update
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5e06fd9
[cn] (`RE` || `异步`)→`不同步`
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339bbee
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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44ad573
[cn] update
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235f9c0
Normalization of int and float values
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23a3e20
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[cn] update
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[en] fix & [cn] update
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[en] fix & improve & [cn] update
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c5667c2
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] fix & [cn] update
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9319f83
Changelog `(by A, B)`→`(by A & B)`
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061fe3f
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[cn] update
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[cn] fix
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f60eafa
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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3cac6f6
[en] fix & [cn] update
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[cn] update
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[cn] update
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8f470a3
Merge remote-tracking branch 'Phobos-developers/develop' into dump
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c5a68ac
[en] fix & [cn] update
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e4f4d92
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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f18cd44
[en] fix & [cn] update
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13a01b2
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[cn] update
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a7e21ed
[en] fix
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75a4f5f
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031e6f7
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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94ce20c
[cn] update
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3dd732f
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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2feb5bd
[en] improve & [cn] update
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886defa
[cn] `(by A & B)`, `(by A 与 B)`→`(by A 与 B)`
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782d17a
[en] & [cn] `CnCNet`, `CNCNet`→`CnCNet`
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0be65de
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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71bd517
[cn] update
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8a7f81b
Merge branch 'develop' into dev-docs
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c8df090
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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da1b9d9
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bb2b499
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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1336105
[en] improve & [cn] update
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04caed6
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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3395a0c
[cn] update
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bd859e3
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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f0c48d5
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8f7b053
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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1959c3e
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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656389e
[en] fix & [cn] update
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0919474
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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b47bd27
[cn] update
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a44eefd
[cn] fix
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e073da5
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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e94aa8b
[cn] update
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532d274
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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a749113
[en] improve & [cn] update
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[cn] update
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2ec30ba
[en] Add documentation for the `Bolt.Arcs` flag introduced in #1706
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0d21fd2
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
DeathFishAtEase May 14, 2026
7cbf410
[cn] 2146 `/`→`/`
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692b894
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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31d6150
[cn] update
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9add9cf
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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d893d42
[cn] update
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6a53e9d
Merge branch 'develop' into dev-docs
DeathFishAtEase May 20, 2026
ef575c2
[en] `—`→` - `
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7a28a65
[cn] update
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e2d8061
[en] improve & [cn] update & + f0c48d510e50129d521a1fe79746d16480721947
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f12619e
[cn] update + 31d6150013562ff5b541ea98c4e0fb441bbe1154
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1de2ba9
Merge branch 'develop' into dev-docs
DeathFishAtEase May 23, 2026
fd772f6
[en] `SOMENAME`, `SOMETECHNOTYPE`→`SOMETECHNO(/SOMESW)`
DeathFishAtEase May 23, 2026
d9bfbbe
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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61f94c3
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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e673d68
[cn] update
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[cn] update
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d31fd0c
[en] Move the Changelog of #2149 to the correct location
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58dd5ec
[cn] fix
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a52ef9e
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[cn] update
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[en] fix
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[en] improve & [cn] update
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clean
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62b66eb
Merge branch 'develop' into dev-docs
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ad81a15
[en] improve & [cn] update
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6723cc7
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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3d88799
[cn] fix `只和`→`之和`
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d42d486
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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c62719a
[cn] update
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[cn] update
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0df3b55
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
DeathFishAtEase Jun 7, 2026
b5018d6
[cn] improve `LowPower`→`断电`
DeathFishAtEase Jun 7, 2026
d4fcef1
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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e770386
[cn] update
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77b1fa6
Merge branch 'develop' into dev-docs
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b7850e1
[en] improve & [cn] update
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135d321
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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17ef81a
[en] improve & [cn] update
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5501525
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] improve
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ca8c609
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] fix ini block `|`→`/`
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[en] ` `→` `
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e1a91e8
Move Noble_Fish's CREDITS entry back to its original added position a…
DeathFishAtEase Jun 14, 2026
c325008
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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aeab1d6
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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a64988c
[en] improve & [cn] update
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[en] fix & [cn] update
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3463a83
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] improve & [cn] update
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a01e4c2
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] improve & [cn] update
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] fix & [cn] update
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fa2cfdc
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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ab8a9d1
[en] improve & [cn] fix
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f158c93
Merge branch 'develop' into dev-docs
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5a7b56c
[en] improve & [cn] update
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` `→` `
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[en] improve - explanation in *interactions with other extensions*
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Preprocess sphinx automatic format changes
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[en] improve & [cn] update
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[cn] fix `世纪之战`→`万世之战`
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[cn] fix
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84a6645
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] fix & [cn] update
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[cn] update
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Improve the documentation for ce1679344eeca8b8533e3fd8c0869545af3019ce
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[en] fix & [cn] bold
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] fix & [cn] fix
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move #2289 to v0.4.0.3
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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Correct the CREDITS entry format for #2132 following #2293
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sphinx refresh
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Ensure that the flag rename is immediately adjacent to its correspond…
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[en] fix & [cn] update
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merge `[General]` in AE section
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move `RevealToAll` radius to Improved Logics
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move Berzerk on allies to global (only one `[CombatDamage]` setting)
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`TiltsWhenCrusher`→`TiltsWhenCrushes`
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[en] improve
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] rewrite & [cn] update
DeathFishAtEase Aug 6, 2026
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8 changes: 4 additions & 4 deletions CREDITS.md
Original file line number Diff line number Diff line change
Expand Up @@ -159,7 +159,7 @@ This page lists all the individual contributions to the project by their author.
- Event 606: AttachEffect is attaching to a Techno
- Linked superweapons
- Unit & infantry auto-conversion on ammo change
- ScriptType action `Play speech`
- Restore the ScriptType action#24 `Play speech` from Tiberian Sun
- **Starkku**:
- Misc. minor bugfixes & improvements
- AI script actions:
Expand Down Expand Up @@ -438,9 +438,9 @@ This page lists all the individual contributions to the project by their author.
- SHP turret vehicles support the use of `*tur.shp` files
- Fix a bug where game will crash after loading if a techno with `AlphaImage` converts to a type without it, or an anim with `AlphaImage` changes to a type without it through `Next`
- `EVA.Tag` already supports being set for specific countries, and `EVAIndex` is no longer reset after load game
- DeployFire supports buildings
- `OmniFire` supports buildings with `Turret=yes`
- Fixed an issue where setting a production building as `Primary` could cause it to enter an unload state
- `DeployFire` supports buildings
- Fix an issue where `OmniFire` was ineffective on buildings with `Turret=yes`
- Fix an issue where setting a production building as `Primary` could cause it to enter an unload state
- **NetsuNegi**:
- Forbidding parallel AI queues by type
- Jumpjet crash speed fix when crashing onto building
Expand Down
14 changes: 1 addition & 13 deletions docs/AI-Scripting-and-Mapping.md
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@ This page describes all AI scripting and mapping related additions and changes i
- If a pre-placed building has a `NaturalParticleSystem`, it used to always be created when the game starts. This has been removed.
- Superweapons used by AI for script actions `56 Chronoshift to Building`, `57 Chronoshift to a Target Type` and `10104 Chronoshift to Enemy Base` can now be explicitly set via `[General] -> AIChronoSphereSW` & `AIChronoWarpSW` respectively. If `AIChronoSphereSW` is set but `AIChronoWarpSW` is not, game will check former's `SW.PostDependent` for a second superweapon to use. Otherwise if not set, last superweapon listed in `[SuperWeaponTypes]` with `Type=ChronoSphere` or `Type=ChronoWarp` will be used, respectively.
- Fixed AI team recruitment inconsistency causing underfilled teams.
- Restored the ScriptType action#24 `Play speech` from Tiberian Sun.

### Dynamic Team Delays

Expand Down Expand Up @@ -161,19 +162,6 @@ ShowBriefing=true ; boolean

## Script Actions

### Below `10000`

#### `24` Play speech

- Restored functionality.
- Given a speech index, the game will play it. Just like action 24 from Tiberian Sun.

In `aimd.ini`:
```ini
[SOMESCRIPTTYPE] ; ScriptType
x=24,n
```

### `10000-10999` Ingame Actions

#### `10000-10049` Attack Actions
Expand Down
57 changes: 40 additions & 17 deletions docs/Fixed-or-Improved-Logics.md
Original file line number Diff line number Diff line change
Expand Up @@ -324,6 +324,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
- Fixed incorrect shadow rendering positions for non-Aircraft units with `Locomotor=Fly`, and for Aircraft units being dragged by warheads with `IsLocomotor=yes`.
- Fixed the issue that spawnee or slave would execute some player commands.
- Fixed the bug that technos do not reset their link with the linked building when deactivated.
- Fixed an issue where `OmniFire` was ineffective on buildings with `Turret=yes`.
- Fixed an issue where setting a production building as `Primary` could cause it to enter an unload state.

## Fixes / interactions with other extensions
Expand Down Expand Up @@ -379,7 +380,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
- Allowed adding custom cruise missiles, so that Ares' `Missile.RaiseRate` is no longer meaningless.
- Fixed the issue of Ares' EMP not suspending the production of AI factories.
- Removed the restriction that prohibits InfantryTypes from using the InitialPayload logic.
- `ProjectileRange` now has weapon range modifiers applied to it if greater than 0 and unless `ProjectileRange.ApplyModifiers` is set to false on the WeaponType
- `ProjectileRange` now has weapon range modifiers applied to it if greater than 0 and unless `ProjectileRange.ApplyModifiers` is set to false on the WeaponType.

## Newly added global settings

Expand Down Expand Up @@ -424,6 +425,20 @@ In `rulesmd.ini`:
AutoRemoveEarliestBeacon=no ; boolean
```

### Berzerk on allies

- In vanilla, `Psychedelic` warheads is hardcoded to ignore allies' target. Now you can turn this off.

In `rulesmd.ini`:
```ini
[CombatDamage]
AllowBerzerkOnAllies=false ; boolean
```

```{note}
No per-warhead setting because `AffectsAllies` etc. is respected.
```

### Chrono sparkle animation customization & improvements

- It is now possible to customize the frame delay between instances of `[General] -> ChronoSparkle1` animations created on objects being warped by setting `[General] -> ChronoSparkleDisplayDelay`.
Expand Down Expand Up @@ -1305,6 +1320,16 @@ Overpower.ChargeWeapon=1 ; integer, negative values mean that weapons can never
Ares' [Battery Super Weapon](https://ares-developers.github.io/Ares-docs/new/superweapons/types/battery.html) won't be affected by this.
```

### Customize reveal radius of `RevealToAll`

- In vanilla, `RevealToAll` is hardcoded to reveal area in radius is `Sight`. Now you can customize it.

In `rulesmd.ini`:
```ini
[SOMEBUILDING] ; BuildingType
RevealToAll.Radius= ; integer, defaults to [BuildingType] -> Sight
```

### Customize the initial facing of buildings

- In vanilla, buildings always face due north (0). Now you can customize it.
Expand All @@ -1324,6 +1349,18 @@ StartFacing.Random= ; boolean, defaults to [General] -> BuildingSt
Unlike the identically named INI flag in Tiberian Sun, this flag uses a 256-point circle rather than an 8-point circle.
```

### DeployFire supports buildings

- Building types now also support using `DeployFire` and `DeployFireWeapon`.
- If a building has other configurations such as `Factory`, `GapGenerator`, or `Passengers`, it will prioritize executing those deployment actions instead.
- `DeployFireDelay` specifies the frame interval at which deployed weapons attempt to fire. If the weapon is unavailable due to `ROF`, `CanTarget`, or other reasons, the deployed weapon will not fire.

In `rulesmd.ini`:
```ini
[SOMEBUILDING] ; BuildingType, with DeployFire=yes
DeployFireDelay= ; integer, default value ranges from 14 to 16
```

### Disable `DamageSound`

- Now you can disable `DamageSound` of a building.
Expand Down Expand Up @@ -2288,8 +2325,8 @@ RadarInvisibleToHouse= ; Affected House Enumeration (none|owner/se

- It is now possible to control the height at which units with subterranean (Tunnel) `Locomotor` travel, globally or per TechnoType.
- Subterranean movement speed is now also customizable, both globally and per TechnoType. If per-TechnoType value is negative, global value is used.
- This does not affect the speed at which the unit moves vertically when burrowing which is determined by `Speed` multiplied by `[General] -> TunnelSpeed`.
- This speed value uses the same algorithm as `Speed`. The global default value `7.5` in the INI block is an approximation of the converted value of the vanilla internal value `19` (`7.5 ≈ 19 * 100 / 256`).
- This does not affect the speed at which the unit moves vertically when burrowing which is determined by `Speed` multiplied by `[General] -> TunnelSpeed`.

In `rulesmd.ini`:
```ini
Expand Down Expand Up @@ -2579,7 +2616,7 @@ TypeSelectUseIFVMode=true ; boolean

### Customizing crushing tilt and slowdown

- Vehicles with `Crusher=true` and `OmniCrusher=true` / `MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles / walls respectively. This now obeys `TiltsWhenCrushes` but can be customized individually for these two scenarios using `TiltsWhenCrusher.Vehicles` and `TiltsWhenCrusher.Overlays`, which both default to `TiltsWhenCrushes`.
- Vehicles with `Crusher=true` and `OmniCrusher=true` / `MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles / walls respectively. This now obeys `TiltsWhenCrushes` but can be customized individually for these two scenarios using `TiltsWhenCrushes.Vehicles` and `TiltsWhenCrushes.Overlays`, which both default to `TiltsWhenCrushes`.
- `CrushForwardTiltPerFrame` determines how much the forward tilt is adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 for vehicles using Ship locomotor crushing overlays, -0.050000001 for all other cases.
- `CrushOverlayExtraForwardTilt` is additional forward tilt applied after an overlay has been crushed by the vehicle.
- It is possible to customize the movement speed slowdown when `MovementZone=CrusherAll` vehicle crushes walls by setting `CrushSlowdownMultiplier`.
Expand Down Expand Up @@ -2849,20 +2886,6 @@ AllowDamageOnSelf=false ; boolean
AllowDamageOnSelf= ; boolean, default to [General] -> AllowDamageOnSelf
```

### Berzerk on allies

- In vanilla, `Psychedelic` warheads is hardcoded to ignore allies' target. Now you can turn this off.

In `rulesmd.ini`:
```ini
[CombatDamage]
AllowBerzerkOnAllies=false ; boolean
```

```{note}
No per-warhead setting because `AffectsAllies` etc. is respected.
```

### Berzerk (`Psychedelic`) duration stacking customization

- By default `Psychedelic` warheads override the current duration of the berzerk effect regardless of if the new duration is higher or lower than the current one. This can now be customized with `Psychedelic.StackingMode`, with both global setting under `[CombatDamage]` and per-Warhead customization.
Expand Down
22 changes: 0 additions & 22 deletions docs/New-or-Enhanced-Logics.md
Original file line number Diff line number Diff line change
Expand Up @@ -675,28 +675,6 @@ Adjacent.Disallowed.ProhibitDistance=0 ; integer, cell offset
NoBuildAreaOnBuildup=false ; boolean
```

### Customize reveal radius of `RevealToAll`

- In vanilla, `RevealToAll` is hardcoded to reveal area in radius is `Sight`. Now you can customize it.

In `rulesmd.ini`:
```ini
[SOMEBUILDING] ; BuildingType
RevealToAll.Radius= ; integer, defaults to [BuildingType] -> Sight
```

### DeployFire supports

- Building types now also support using `DeployFire` and `DeployFireWeapon`.
- If a building has other configurations such as `Factory`, `GapGenerator`, or `Passengers`, it will prioritize executing those deployment actions instead.
- `DeployFireDelay` specifies the frame interval at which deployed weapons attempt to fire. If the weapon is unavailable due to `ROF`, `CanTarget`, or other reasons, the deployed weapon will not fire.

In `rulesmd.ini`:
```ini
[SOMEBUILDING] ; BuildingType, with DeployFire=yes
DeployFireDelay= ; integer, default value ranges from 14 to 16
```

### Destroyable pathfinding obstacles

- It is possible to make buildings be considered pathfinding obstacles that can be destroyed by setting `IsDestroyableBlockage` to true. What this does is make the building be considered impassable and impenetrable pathfinding obstacle to every unit that is not flying or have appropriate `MovementZone` (ones that allow destroyable obstacles to be overcome, e.g `(Infantry|Amphibious)Destroyer`) akin to wall overlays and TerrainTypes.
Expand Down
10 changes: 5 additions & 5 deletions docs/Whats-New.md
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ You can use the migration utility (can be found on [Phobos supplementaries repo]
- Translucent RLE SHPs will now be drawn using a more precise and performant algorithm that has no green tint and banding. Can be disabled with `rulesmd.ini -> [General] -> FixTransparencyBlitters=no`.
- Iron Curtain status is now preserved by default when converting between TechnoTypes via `DeploysInto` / `UndeploysInto`. This behavior can be turned off per-TechnoType and global basis using `[TechnoType]/[CombatDamage] -> IronCurtain.KeptOnDeploy=no`.
- The obsolete `[General] -> WarpIn` has been enabled for the default anim type when technos are warping in. If you want to restore the vanilla behavior, use the same anim type as `[General] -> WarpOut`.
- Vehicles with `Crusher=true` + `OmniCrusher=true` / `MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles / walls respectively. This now obeys `TiltsWhenCrushes` but can be customized individually for these two scenarios using `TiltsWhenCrusher.Vehicles` and `TiltsWhenCrusher.Overlays`, which both default to `TiltsWhenCrushes`.
- Vehicles with `Crusher=true` + `OmniCrusher=true` / `MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles / walls respectively. This now obeys `TiltsWhenCrushes` but can be customized individually for these two scenarios using `TiltsWhenCrushes.Vehicles` and `TiltsWhenCrushes.Overlays`, which both default to `TiltsWhenCrushes`.
- The default direction for aircraft landing on an airfield will use the direction specified by `[AudioVisual] -> PoseDir=` instead of the building's direction, which can be reverted by setting `AircraftDockingDir.DefaultToPoseDir=false`.

## Breaking changes
Expand Down Expand Up @@ -645,18 +645,17 @@ HideShakeEffects=false ; boolean
- [Change target Owner on warhead impact](New-or-Enhanced-Logics.md#change-target-owner-on-impact) (by Fryone)
- [New hotkey to select the units within the current screen that are captured by non-permanent mind-controller](User-Interface.md#select-captured-units) (by TaranDahl)
- Separately define the global default values of TerrainTypes' `IsPassable` and `CanBeBuiltOn` based on `SpawnsTiberium` (by Noble_Fish)
- [Customize reveal radius of `RevealToAll`](New-or-Enhanced-Logics.md#customize-reveal-radius-of-revealtoall) (by NetsuNegi)
- [Customize reveal radius of `RevealToAll`](Fixed-or-Improved-Logics.md#customize-reveal-radius-of-revealtoall) (by NetsuNegi)
- [Set sidebar tab by selecting factory](User-Interface.md#set-sidebar-tab-by-selecting-factory) (by Fryone)
- [Customize whether aircraft is a cargo plane](Fixed-or-Improved-Logics.md#customize-whether-aircraft-is-a-cargo-plane) (by TaranDahl)
- Keep Syringe open until the game exits (by 11EJDE11, ported from Vinifera, original by ZivDero & secsome)
- [Drop crates on death](New-or-Enhanced-Logics.md#drop-crates-on-death) (by FS-21)
- [`600` Configure Drop Crate](AI-Scripting-and-Mapping.md#configure-drop-crate) (by FS-21)
- [DeployFire supports buildings](New-or-Enhanced-Logics.md#deployfire-supports) (By FlyStar)
- `OmniFire` supports buildings with `Turret=yes` (by FlyStar)
- [`DeployFire` supports buildings](Fixed-or-Improved-Logics.md#deployfire-supports-buildings) (By FlyStar)
- [Automatic conversion based on health](New-or-Enhanced-Logics.md#automatic-conversion-based-on-health) (by obsidianus)
- Add `ammo`, `health`, `mission`, `landtype` and `sequence` conditions to `DiscardOn` (by Noble_Fish)
- [Berzerk / `Psychedelic` duration stacking customization](Fixed-or-Improved-Logics.md#berzerk-psychedelic-duration-stacking-customization) (by Starkku)
- ScriptType action `Play speech` (by FS-21)
- Restored the ScriptType action#24 `Play speech` from Tiberian Sun (by FS-21)

#### Vanilla fixes:
- Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya)
Expand Down Expand Up @@ -745,6 +744,7 @@ HideShakeEffects=false ; boolean
- Fixed incorrect shadow rendering positions for non-Aircraft units with `Locomotor=Fly`, and for Aircraft units being dragged by warheads with `IsLocomotor=yes` (by NetsuNegi)
- Fixed the issue that spawnee or slave would execute some player commands (by TaranDahl)
- Fixed the bug that technos do not reset their link with the linked building when deactivated (by NetsuNegi)
- Fixed an issue where `OmniFire` was ineffective on buildings with `Turret=yes` (by FlyStar)
- Fixed an issue where setting a production building as `Primary` could cause it to enter an unload state (by FlyStar)

#### Phobos fixes:
Expand Down
27 changes: 12 additions & 15 deletions docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Phobos \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2026-08-01 18:48+0800\n"
"POT-Creation-Date: 2026-08-06 23:03+0800\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
Expand Down Expand Up @@ -98,6 +98,10 @@ msgstr ""
msgid "Fixed AI team recruitment inconsistency causing underfilled teams."
msgstr "修复了 AI 小队招募数量与生产计划不一致导致不足以建立小队的问题。"

msgid "Restored the ScriptType action#24 `Play speech` from Tiberian Sun."
msgstr ""
"复原了《泰伯利亚之日》中的动作脚本 `24 - 播放语音`。"

msgid "Dynamic Team Delays"
msgstr "动态 `TeamDelays`"

Expand Down Expand Up @@ -1409,32 +1413,25 @@ msgid "Invalid for non-vehicle objects."
msgstr "非载具类对象无效。"

msgid "`600` Configure Drop Crate"
msgstr ""
"`600` 配置掉落箱子行为"
msgstr "`600` 配置掉落箱子行为"

msgid "Set or overwrite the `DropCrate` of the affected objects."
msgstr ""
"设置或覆盖受影响对象的 `DropCrate`。"
msgstr "设置或覆盖受影响对象的 `DropCrate`。"

msgid "Only functions when used as attached triggers within objects."
msgstr ""
"仅通过关联标签附加到对象上时生效。"
msgstr "仅通过关联标签附加到对象上时生效。"

msgid "*Behaviour*"
msgstr ""
"*行为*"
msgstr "*行为*"

msgid "Use default Techno settings"
msgstr ""
"使用单位的默认设置"
msgstr "使用单位的默认设置"

msgid "Clear `DropCrate` type"
msgstr ""
"清除 `DropCrate` 类型"
msgstr "清除 `DropCrate` 类型"

msgid "Overwrite `DropCrate` type"
msgstr ""
"覆盖 `DropCrate` 类型"
msgstr "覆盖 `DropCrate` 类型"

msgid "`606` Edit Hate-Value"
msgstr "`606` 编辑仇恨值"
Expand Down
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