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339bbee
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
DeathFishAtEase Apr 5, 2026
44ad573
[cn] update
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235f9c0
Normalization of int and float values
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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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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] fix & [cn] update
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Changelog `(by A, B)`→`(by A & B)`
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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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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] fix & [cn] update
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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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[en] fix & [cn] update
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] fix
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[cn] update
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] improve & [cn] update
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[cn] `(by A & B)`, `(by A 与 B)`→`(by A 与 B)`
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[en] & [cn] `CnCNet`, `CNCNet`→`CnCNet`
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[cn] update
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Merge branch '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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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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[cn] update
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[cn] update
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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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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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2ec30ba
[en] Add documentation for the `Bolt.Arcs` flag introduced in #1706
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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7cbf410
[cn] 2146 `/`→`/`
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] `—`→` - `
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[en] improve & [cn] update & + f0c48d510e50129d521a1fe79746d16480721947
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[cn] update + 31d6150013562ff5b541ea98c4e0fb441bbe1154
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Merge branch 'develop' into dev-docs
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fd772f6
[en] `SOMENAME`, `SOMETECHNOTYPE`→`SOMETECHNO(/SOMESW)`
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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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[en] Move the Changelog of #2149 to the correct location
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58dd5ec
[cn] fix
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a52ef9e
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e72d656
[cn] update
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[en] fix
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[en] improve & [cn] update
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[cn] update
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[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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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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c62719a
[cn] update
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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b5018d6
[cn] improve `LowPower`→`断电`
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[cn] update
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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] improve & [cn] update
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[en] improve
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[cn] update
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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…
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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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4347fc6
[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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[cn] update
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c904c29
Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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3389a29
[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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37edeb0
Preprocess sphinx automatic format changes
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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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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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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Improve the documentation for ce1679344eeca8b8533e3fd8c0869545af3019ce
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[en] fix & [cn] bold
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[cn] improve
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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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Merge branch 'develop' into dev-docs
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[en] fix
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[en] fix & [cn] update
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More than 255 OverlayTypes
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move `RevealToAll` radius to Improved Logics
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Warn `UseGlobalRadApplicationDelay`
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Merge remote-tracking branch 'Phobos-developers/develop' into dev-docs
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[cn] update
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prefix - `建筑`
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[en] fix & [cn] update
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Indentation level
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Move *Jumpjet climbing logic enhancement* out of global because it ha…
DeathFishAtEase Aug 14, 2026
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66 changes: 33 additions & 33 deletions docs/Fixed-or-Improved-Logics.md
Original file line number Diff line number Diff line change
Expand Up @@ -408,7 +408,7 @@ AllowBeaconHotKeyInSinglePlayer=false ; boolean

### Allow deploy controlled MCV

In vanilla, you cannot deploy a controlled vehicle to `ConstructionYard=true` building. Now you can customize it.
- In vanilla, you cannot deploy a controlled vehicle to `ConstructionYard=true` building. Now you can customize it.

In `rulesmd.ini`:
```ini
Expand Down Expand Up @@ -458,12 +458,12 @@ ChronoSparkleBuildingDisplayPositions=occupantslots ; List of chrono sparkle po

### Crate improvements

There are some improvements on goodie crate logic:
- The statistic distribution of the randomly generated crates is now more uniform within the visible map region by using an optimized sampling procedure.
- You can now limit the crates' spawn region to land only by setting `[CrateRules] -> CreateOnlyOnLand` to true.
- The limit of vehicles a player can own before unit crates start giving money instead can now be customized by setting `UnitCrateVehicleCap`. Negative numbers disable the cap entirely.
- `FreeMCV` setting is now actually respected and can be used to disable the forced unit selected from `[General] -> BaseUnit` that is given if player picks a crate and has enough credits but no existing buildings or `BaseUnit` vehicles.
- The previously hardcoded credits threshold that must be passed can also now be customized via `FreeMCV.CreditsThreshold`.
- There are some improvements on goodie crate logic:
- The statistic distribution of the randomly generated crates is now more uniform within the visible map region by using an optimized sampling procedure.
- You can now limit the crates' spawn region to land only by setting `[CrateRules] -> CreateOnlyOnLand` to true.
- The limit of vehicles a player can own before unit crates start giving money instead can now be customized by setting `UnitCrateVehicleCap`. Negative numbers disable the cap entirely.
- `FreeMCV` setting is now actually respected and can be used to disable the forced unit selected from `[General] -> BaseUnit` that is given if player picks a crate and has enough credits but no existing buildings or `BaseUnit` vehicles.
- The previously hardcoded credits threshold that must be passed can also now be customized via `FreeMCV.CreditsThreshold`.

In `rulesmd.ini`:
```ini
Expand Down Expand Up @@ -592,27 +592,9 @@ IronCurtain.ExtraTintIntensity=0.0 ; floating point value
ForceShield.ExtraTintIntensity=0.0 ; floating point value
```

### Jumpjet climbing logic enhancement

- You can now let the jumpjets increase their height earlier by set `JumpjetClimbPredictHeight` to true. The jumpjet will raise its height 5 cells in advance, instead of only raising its height when encountering cliffs or buildings in front of it.
- You can also let them simply skip the stop check by set `JumpjetClimbWithoutCutOut` to true. The jumpjet will not stop moving horizontally when encountering cliffs or buildings in front of it, but will continue to move forward while raising its altitude.
- When `JumpjetClimbPredictHeight` is enabled, if the height raised five grids in advance is still not enough to cross cliffs or buildings, it will stop and move horizontally as before, unless `JumpjetClimbWithoutCutOut` is also enabled.
- You can set `JumpjetClimbIgnoreBuilding` to true to make the jumpjet treat the building height as 0 when climbing.

In `rulesmd.ini`:
```ini
[General]
JumpjetClimbPredictHeight=false ; boolean
JumpjetClimbWithoutCutOut=false ; boolean
JumpjetClimbIgnoreBuilding=false ; boolean

[SOMETECHNO] ; TechnoType
JumpjetClimbIgnoreBuilding= ; boolean, default to [General] -> JumpjetClimbIgnoreBuilding
```

### Move IvanBomb Position

In vanilla, IvanBomb images display and the bombs detonate at the top-leftmost cell of the building foundation instead of at the center of buildings. This can now be changed.
- In vanilla, IvanBomb images display and the bombs detonate at the top-leftmost cell of the building foundation instead of at the center of buildings. This can now be changed.

In `rulesmd.ini`:
```ini
Expand All @@ -626,8 +608,8 @@ Due to technical constraints this cannot be customized per WeaponType.

### RadialIndicator visibility

In vanilla game, a structure's radial indicator can be drawn only when it belongs to the player. Now it can also be visible to observer.
On top of that, you can specify its visibility from other houses.
- In vanilla game, a structure's radial indicator can be drawn only when it belongs to the player. Now it can also be visible to observer.
- On top of that, you can specify its visibility from other houses.

In `rulesmd.ini`:
```ini
Expand Down Expand Up @@ -2241,6 +2223,24 @@ ForceShield.Effect= ; IronCurtain effect Enumeration (kill | invu
ForceShield.KillWarhead= ; WarheadType, default to [CombatDamage] -> ForceShield.KillOrganicsWarhead
```

### Jumpjet climbing logic enhancement

- You can now let the jumpjets increase their height earlier by set `JumpjetClimbPredictHeight` to true. The jumpjet will raise its height 5 cells in advance, instead of only raising its height when encountering cliffs or buildings in front of it.
- You can also let them simply skip the stop check by set `JumpjetClimbWithoutCutOut` to true. The jumpjet will not stop moving horizontally when encountering cliffs or buildings in front of it, but will continue to move forward while raising its altitude.
- When `JumpjetClimbPredictHeight` is enabled, if the height raised five grids in advance is still not enough to cross cliffs or buildings, it will stop and move horizontally as before, unless `JumpjetClimbWithoutCutOut` is also enabled.
- You can set `JumpjetClimbIgnoreBuilding` to true to make the jumpjet treat the building height as 0 when climbing.

In `rulesmd.ini`:
```ini
[General]
JumpjetClimbPredictHeight=false ; boolean
JumpjetClimbWithoutCutOut=false ; boolean
JumpjetClimbIgnoreBuilding=false ; boolean

[SOMETECHNO] ; TechnoType
JumpjetClimbIgnoreBuilding= ; boolean, default to [General] -> JumpjetClimbIgnoreBuilding
```

### Jumpjet rotating on crashing toggle

- Jumpjet that is going to crash starts to change its facing uncontrollably, this can now be turned off.
Expand Down Expand Up @@ -2635,11 +2635,11 @@ HarvesterLoadRate= ; integer, default to [General] -> Harvest

### Customize type selection for IFV

In vanilla game, when using type selection command on IFVs, all of them will be selected regardless of their current modes, which is allowed to customize now.
- `WeaponGroupAsN` determines which group the IFV is in when enabling `WeaponN`, where N stands for 1-based weapon mode index. IFVs in the same group will be selected together during type a selection, while not included those in different groups.
- `TypeSelectUseIFVMode` determines whether all IFV modes will be considered as its own group by default during a type selection.
- If it's set to true, `WeaponGroupAsN` will be default to N for each `WeaponN`, which makes each of them become a standalone type during a type selection.
- If it's set to false, `WeaponGroupAsN` will be default to 0 for all weapons, which makes type selection on IFVs work the same as before.
- In vanilla game, when using type selection command on IFVs, all of them will be selected regardless of their current modes, which is allowed to customize now.
- `WeaponGroupAsN` determines which group the IFV is in when enabling `WeaponN`, where N stands for 1-based weapon mode index. IFVs in the same group will be selected together during type a selection, while not included those in different groups.
- `TypeSelectUseIFVMode` determines whether all IFV modes will be considered as its own group by default during a type selection.
- If it's set to true, `WeaponGroupAsN` will be default to N for each `WeaponN`, which makes each of them become a standalone type during a type selection.
- If it's set to false, `WeaponGroupAsN` will be default to 0 for all weapons, which makes type selection on IFVs work the same as before.

In `rulesmd.ini`:
```ini
Expand Down
18 changes: 9 additions & 9 deletions docs/Miscellanous.md
Original file line number Diff line number Diff line change
Expand Up @@ -269,17 +269,17 @@ This feature may noticeably increase game loading time, depending on the size of

### Turning off/on in-game exception handling

You can turn on/off the exception handler of the game's main loop using the following command line arg: `-ExceptionHandler=boolean` where `boolean` is `(true|false|yes|no|1|0)`.
- You can turn on/off the exception handler of the game's main loop using the following command line arg: `-ExceptionHandler=boolean` where `boolean` is `(true|false|yes|no|1|0)`.

When the exception handler is enabled, Phobos replaces the game's own crash handling (and Ares', if present) with its own exception handler, ported from [Vinifera](https://github.com/Vinifera-Developers/Vinifera). When the game crashes, it will:
- create a per-crash folder `debug\snapshot-<timestamp>\` and write into it a detailed crash report (`except.txt`) with registers, call stacks, a stack dump and the list of loaded modules, a minidump (`crashdump.dmp`) and a copy of the debug log (if one is found). This is the same folder layout Ares uses, so the CnCNet client will also fold `debug.log` and `syringe.log` into it;
- show a dialog displaying the crash report, with buttons to quit, break into an attached debugger, or additionally save a full memory dump (`fulldump.dmp`, into the same folder) - large, but the most useful to developers.
- When the exception handler is enabled, Phobos replaces the game's own crash handling (and Ares', if present) with its own exception handler, ported from [Vinifera](https://github.com/Vinifera-Developers/Vinifera). When the game crashes, it will:
- create a per-crash folder `debug\snapshot-<timestamp>\` and write into it a detailed crash report (`except.txt`) with registers, call stacks, a stack dump and the list of loaded modules, a minidump (`crashdump.dmp`) and a copy of the debug log (if one is found). This is the same folder layout Ares uses, so the CnCNet client will also fold `debug.log` and `syringe.log` into it;
- show a dialog displaying the crash report, with buttons to quit, break into an attached debugger, or additionally save a full memory dump (`fulldump.dmp`, into the same folder) - large, but the most useful to developers.

Crash folders older than 5 days are cleaned up automatically. The `-FullCrashDump` command line arg makes the automatically written minidump a full memory dump (useful for unattended setups).
- Crash folders older than 5 days are cleaned up automatically. The `-FullCrashDump` command line arg makes the automatically written minidump a full memory dump (useful for unattended setups).

Crash reports can be enriched with extra information:
- If a `gamemd.pdb` file is present in the game directory, it is used to resolve game addresses to symbol names in the call stacks. `Phobos.pdb` (shipped with devbuilds and nightlies) is picked up automatically for Phobos's own addresses.
- If a `gamemd.edb` exception database file is present in the game directory, its description for the faulting address (if any) is included in the report under "Additional information". The format is shared with Vinifera: one entry per line, `;` starts a comment.
- Crash reports can be enriched with extra information:
- If a `gamemd.pdb` file is present in the game directory, it is used to resolve game addresses to symbol names in the call stacks. `Phobos.pdb` (shipped with devbuilds and nightlies) is picked up automatically for Phobos's own addresses.
- If a `gamemd.edb` exception database file is present in the game directory, its description for the faulting address (if any) is included in the report under "Additional information". The format is shared with Vinifera: one entry per line, `;` starts a comment.

```text
; address,can-continue,ignore,description (the two flags are parsed but not used)
Expand All @@ -297,7 +297,7 @@ The CnCNet 5 spawner uses the main loop exception handler for fixes. If you get

### Visual styles

gamemd.exe ships without an application manifest, so its windows bind the old Common Controls v5 and render in the Windows 9x style. Phobos now activates its embedded Common Controls v6 manifest for the lifetime of the process, so windows created by the game and Phobos - dialogs, message boxes and the crash dialog - render with modern visual styles.
- gamemd.exe ships without an application manifest, so its windows bind the old Common Controls v5 and render in the Windows 9x style. Phobos now activates its embedded Common Controls v6 manifest for the lifetime of the process, so windows created by the game and Phobos - dialogs, message boxes and the crash dialog - render with modern visual styles.

## Player colors

Expand Down
3 changes: 3 additions & 0 deletions docs/New-or-Enhanced-Logics.md
Original file line number Diff line number Diff line change
Expand Up @@ -1749,6 +1749,7 @@ Due to technical issues, the behaviors of `OpenTopped/OpenTransport.FireWhileMov
```

### Customizable spawns queue

- It is now possible to spawn multiple types of spawnees from a spawner with `Spawns.Queue`. The order of spawnees in this queue is the order of their respawn.
- `Spawns` still needs to be set to enable the spawner logic and act as a default spawnee.
- `SpawnsNumber` still needs to be set to determine the amount of spawnee slots.
Expand Down Expand Up @@ -2037,6 +2038,7 @@ If `NoQueueUpToEnter.BoardDistance` is set to a too small value, the passenger u
```

### Initial spawns number

- It is now possible to set the initial amount of spawnees for a spawner, instead of always being filled. Won't work if it's larger than `SpawnsNumber`.

In `rulesmd.ini`:
Expand Down Expand Up @@ -2870,6 +2872,7 @@ This feature requires Ares 3.0 or higher to function! When Ares 3.0+ is not dete
```

### Custom Mind Control Animation

- Allows Warheads to play custom `MindControl.Anim`.

In `rulesmd.ini`:
Expand Down
3 changes: 1 addition & 2 deletions docs/User-Interface.md
Original file line number Diff line number Diff line change
Expand Up @@ -651,7 +651,7 @@ DisableEmptySpawnPositions=false ; boolean

### Skip saving game on starting a new campaign

When starting a new campaign, the game automatically saves the game. Now you can decide whether you want that to happen or not.
- When starting a new campaign, the game automatically saves the game. Now you can decide whether you want that to happen or not.

In `RA2MD.INI`:
```ini
Expand All @@ -661,7 +661,6 @@ SaveGameOnScenarioStart=true ; boolean

## Sidebar / Battle UI


### Allow replacing vanilla repairing with togglable auto repairing

- Now you can replace the vanilla repair method with a togglable auto-repair.
Expand Down
2 changes: 1 addition & 1 deletion docs/Whats-New.md
Original file line number Diff line number Diff line change
Expand Up @@ -665,7 +665,6 @@ HideShakeEffects=false ; boolean
- [Customize whether warhead can prevent crew escape from techno](New-or-Enhanced-Logics.md#customize-whether-warhead-can-prevent-crew-escape-from-techno) (by NetsuNegi)
- [Disable AlphaImage during Buildup](Fixed-or-Improved-Logics.md#disable-alphaimage-during-buildup) (by Noble_Fish)
- [Reload speed adjustment on promotion](New-or-Enhanced-Logics.md#reload-speed-adjustment-on-promotion) (by Nuke)
- Allowed customizing the default value of `[Warhead] -> PreventScatter` via `[CombatDamage] -> Warhead.PreventScatter` (by Noble_Fish)

#### 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 @@ -829,6 +828,7 @@ HideShakeEffects=false ; boolean
- Fixed the issue of Ares' EMP not suspending the production of AI factories (by CrimRecya)
- Removed the restriction that prohibits InfantryTypes from using the InitialPayload logic (by Noble_Fish)
- `ProjectileRange` now has weapon range modifiers applied to it if greater than 0 and unless `ProjectileRange.ApplyModifiers` is set to false on the WeaponType (by Starkku)
- Allowed customizing the default value of `[Warhead] -> PreventScatter` via `[CombatDamage] -> Warhead.PreventScatter` (by Noble_Fish)
```

### 0.4.0.3
Expand Down
20 changes: 14 additions & 6 deletions docs/locale/zh_CN/LC_MESSAGES/CREDITS.po
Original file line number Diff line number Diff line change
Expand Up @@ -8,14 +8,14 @@ msgid ""
msgstr ""
"Project-Id-Version: Phobos \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2026-08-09 20:48+0800\n"
"POT-Creation-Date: 2026-08-14 18:44+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"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=utf-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Generated-By: Babel 2.16.0\n"
"Generated-By: Babel 2.18.0\n"

msgid "Credits"
msgstr "鸣谢"
Expand Down Expand Up @@ -2518,6 +2518,15 @@ msgid ""
"`DiscardOn`"
msgstr "为 `DiscardOn` 添加 `ammo`、`health`、`mission`、`landtype` 和 `sequence` 条件"

msgid "Disable AlphaImage during Buildup"
msgstr ""
"建筑拔起期间关闭 AlphaImage"

msgid ""
"Allow customizing the default value of `[Warhead] -> PreventScatter` via "
"`[CombatDamage] -> Warhead.PreventScatter`"
msgstr ""

msgid "**Ollerus**:"
msgstr "**Ollerus**:"

Expand Down Expand Up @@ -2968,12 +2977,10 @@ msgstr "自定义飞机是否是cargo plane"
msgid ""
"Allow the unit to stop immediately if the target enters the range during "
"ApproachTarget"
msgstr ""
"允许单位在接近目标期间若目标进入射程则立即停止"
msgstr "允许单位在接近目标期间若目标进入射程则立即停止"

msgid "Allow the unit to keep pursuing the target during ApproachTarget"
msgstr ""
"允许单位在接近目标期间持续追踪目标"
msgstr "允许单位在接近目标期间持续追踪目标"

msgid "**solar-III (凤九歌)**"
msgstr "**solar-III(凤九歌)**"
Expand Down Expand Up @@ -3185,3 +3192,4 @@ msgstr "**obsidianus** - 自动根据血量变形"

msgid "**Nuke** - Reload speed adjustment on promotion"
msgstr "**Nuke** - 升级时调整装填速率"

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