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Weekly Regular Documentation Revisions 11.17-11.23 - develop (#1961)
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docs/Fixed-or-Improved-Logics.md

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@@ -766,7 +766,7 @@ BuildingWaypoints=false ; boolean
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### Customize if cloning need power
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- In vanilla, cloning vats can work fine even low power. In ares, they need power to work. Now you can specific it.
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- In vanilla, cloning vats can work fine even low power. Starting from Ares 2.0, they need power to work. Now you can specific it.
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In `rulesmd.ini`:
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```ini

docs/New-or-Enhanced-Logics.md

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@@ -142,7 +142,7 @@ ReflectDamage.Override= ; integer
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ReflectDamage.UseInvokerAsOwner=false ; boolean
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DisableWeapons=false ; boolean
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Unkillable=false ; boolean
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LaserTrail.Type= ; lasertrail type
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LaserTrail.Type= ; LaserTrailType
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Groups= ; comma-separated list of strings (group IDs)
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[SOMETECHNO] ; TechnoType
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```{note}
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Only vanilla projectiles with `Inviso=yes` set or [Phobos projectiles](#projectile-trajectories) `Straight` with `Trajectory.Straight.SubjectToGround=false` enabled and `Bombard` with `Trajectory.Bombard.SubjectToGround=false` enabled can go beneath the ground. Otherwise, the projectile will be forced to detonate upon hitting the ground.
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In order to attack units moving horizontally underground, the attacker needs to have `SensorsSight` settings.
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```
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### Parabombs
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In `rulesmd.ini`:
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```ini
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[SOMETECHNO] ; TechnoType
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[SOMETECHNO] ; TechnoType, with RadarJamRadius=
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RadarJamHouses=enemies ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
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RadarJamDelay=30 ; integer
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RadarJamAffect= ; List of BuildingTypes

docs/Whats-New.md

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@@ -459,8 +459,8 @@ New:
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- Toggle off laser trail and shake effects (by Ollerus)
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- [Dehardcode the `ZAdjust` of warhead anim](Fixed-or-Improved-Logics.md#dehardcode-the-zadjust-of-warhead-anim) (by TaranDahl)
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- [Interceptor target scan delay customization](New-or-Enhanced-Logics.md#projectile-interception-logic) (by Starkku)
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- Allow deploy controlled MCV (by NetsuNegi)
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- Customize if cloning need power (by NetsuNegi)
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- [Allow deploy controlled MCV](Fixed-or-Improved-Logics.md#allow-deploy-controlled-mcv) (by NetsuNegi)
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- [Customize if cloning need power](Fixed-or-Improved-Logics.md#customize-if-cloning-need-power) (by NetsuNegi)
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Vanilla fixes:
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- Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya)
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- Fixed an issue that Ares' Type Conversion not resetting barrel's direction by `FireAngle` (by TaranDahl)
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- Fixed the issue where Ares' `Flash.Duration` cannot override the weapon's repair flash effect (by Sovietianqi, based on knowledge of DeathFish)
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- Fixed the bug that building with `CloningFacility=true` and `WeaponsFactory=true` may cloning multiple vehicles and then they get stuck (by NetsuNegi)
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- Customize Ares's radar jam logic (by NetsuNegi)
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- [Customize Ares's radar jam logic](New-or-Enhanced-Logics.md#customize-ares-s-radar-jam-logic) (by NetsuNegi)
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```
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### 0.4.0.1
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Phobos fixes:
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- AttachEffect `DisableWeapons` no longer interferes with 'can this unit/building fire weapons?' checks for units/buildings with no weapons (by Starkku)
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- Fixed starting infantry being scattered randomly on game start instead of being grouped (by 11EJDE11, Belonit & Ollerus)
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- Fixed starting infantry being scattered randomly on game start instead of being grouped (by 11EJDE11, Belonit, Ollerus)
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- Fixed OverlayType `ZAdjust` as well as some shield & AttachEffect variables not being correctly saved & loaded (by Ollerus)
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- Fixed an issue with certain Warhead detonation features (f.ex `Crit.Warhead` without `Crit.Warhead.FullDetonation`=true` not snapping on the intended target without `CellSpread` (by Starkku)
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- Fixed an issue with certain Warhead detonation features (f.ex `Crit.Warhead` without `Crit.Warhead.FullDetonation=true` not snapping on the intended target without `CellSpread`) (by Starkku)
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- Fixed an issue with `UndeploysInto.Sellable` (by TaranDahl)
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- Fixed an issue with `Powered`/`PoweredSpecial` building animation ownership change fix (by Trsdy)
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```

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