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Add missing docs in 3f56ed1da0505cb26f8e14f4e4ae682129b7672c
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docs/Fixed-or-Improved-Logics.md

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@@ -101,7 +101,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still targeting TerrainTypes (trees etc.) on land with `Primary` weapon.
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- Fixed infantry without `C4=true` being killed in water if paradropped, chronoshifted etc. even if they can normally enter water.
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- Allowed MCV to redeploy in campaigns using a new toggle different from `[MultiplayerDialogSettings] -> MCVRedeploys`.
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- Fixed buildings with `UndeploysInto` but `Unsellable=no` & `ConstructionYard=no` unable to be sold normally. Restored `EVA_StructureSold` for buildings with `UndeploysInto` when being selled.
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- Fixed buildings with `UndeploysInto` but `Unsellable=no` & `ConstructionYard=no` unable to be sold normally, by using `UndeploysInto.Sellable=true`. Restored `EVA_StructureSold` for buildings with `UndeploysInto` when being selled.
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- Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly setting the location for the vehicle to move into when undeployed.
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- `CanC4=false` on building makes building take atleast 1 point of damage **if** the raw damage is non-zero but is lowered to below 1 by `Verses` etc. `CanC4.AllowZeroDamage=true` disables this. Negative damage (that is, after `Verses` etc have been applied) also now bypasses this check entirely without having to enable anything.
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- Buildings with primary weapon that has `AG=false` projectile now have attack cursor when selected.

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