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Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -250,7 +250,6 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Fixed the bug that Locomotor warhead won't stop working when firer (except for vehicle) stop firing.
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- Fixed the bug that hover vehicle will sink if destroyed on bridge.
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- Fixed the fact that when the selected unit is in a rearmed state, it can unconditionally use attack mouse on the target.
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- When `Speed=0` or the TechnoTypes cell cannot move due to `MovementRestrictedTo`, vehicles cannot attack targets beyond the weapon's range. `Area Guard` and `Hunt` missions will also become ineffective.
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- Fixed an issue that barrel anim data will be incorrectly overwritten by turret anim data if the techno's section exists in the map file.
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- Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that happened on bigger maps due to too small pathfinding node buffer.
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-`IsSimpleDeployer``BalloonHover=true` units with `DeployToLand=false` are no longer forced to land when hovering.
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RadarInvisibleToHouse= ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all), default to enemy if RadarInvisible=true, none otherwise
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```
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### Stationary units
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- Infantry & vehicles with `Speed=0` or those that are prevented from moving on their cell by `MovementRestrictedTo` are now truly stationary will not attempt to move if issued movement commands. Should not be used on trainable/buildable units as they become stuck in factory. Following behaviours apply:
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- Cannot retaliate if target is beyond their weapon range.
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- Cannot acquire units outside their weapon range on `Area Guard` mission.
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-`Hunt` mission is reassigned to `Guard`.
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- Units rendered stationary by speed multipliers instead of intrinsic properties of TechnoType will respond to cursor actions e.g assigning destination but will not move while the multiplier is in effect.
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### Subterranean unit travel height and speed
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- It is now possible to control the height at which units with subterranean (Tunnel) `Locomotor` travel, globally or per TechnoType.
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Sinkable.SquidGrab=true ; boolean
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```
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### Stationary vehicles
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- Setting VehicleType `Speed` to 0 now makes game treat them as stationary, behaving in very similar manner to deployed vehicles with `IsSimpleDeployer` set to true. Should not be used on buildable vehicles, as they won't be able to exit factories.
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### Turret recoil
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- Now you can use `TurretRecoil` to control units' turret/barrel recoil effect when firing.
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