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More veteran abilities - #2369

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Coronia:veteran-ability
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More veteran abilities#2369
Coronia wants to merge 5 commits into
Phobos-developers:developfrom
Coronia:veteran-ability

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@Coronia

@Coronia Coronia commented Aug 24, 2026

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What kind of change is this?

  • New feature, vanilla bugfix or enhancement of a released feature - changelog, docs and credits entries are needed.
  • Improvement to a new (unreleased) feature - docs and credits entries are needed; no changelog entry (Skip Changelog).
  • Bugfix to a new (unreleased) feature - credits entry is needed; no changelog or docs entries (Skip Changelog, Skip Docs).
  • Bugfix to an old (released) feature - changelog and credits entries are needed; no docs entry (Skip Docs).
  • Completely minor change (e.g. a typo fix) - no entries are needed (Skip Changelog, Skip Docs, Skip Credits).

Description

Weapon range adjustment on promotion

  • Now you can add RANGE to VeteranAbilities and EliteAbilities to adjust the weapon range of this TechnoType.
    • ProjectileRange of the weapon's projectile will also be affected if Projectile.ApplyModifiers set to true.
- Abilities from `VeteranAbilities` keep working at elite level, and `EliteAbilities` are added on top, matching how vanilla abilities accumulate.
- `VeteranRange` will be applied to the range calculation. Values greater than `1.0` lengthen the range, values smaller than `1.0` shorten it, and `1.0` (the default) leaves it unchanged.

In rulesmd.ini:

[General]
VeteranRange=1.0        ; floating point value, multiplier

[SOMETECHNO]            ; TechnoType, with VeteranAbilities and/or EliteAbilities containing RANGE.
VeteranRange=           ; floating point value, multiplier, default to [General] -> VeteranRange
  • You can also add CRITIMMUNE to the TechnoTypes' VeteranAbilities and EliteAbilities to grant them immunity when promoting.
  • You can add CRITCHANCE to VeteranAbilities and EliteAbilities to adjust the critical hit chance of this TechnoType.
- Abilities from `VeteranAbilities` keep working at elite level, and `EliteAbilities` are added on top, matching how vanilla abilities accumulate.
- `VeteranCritChance` will be applied to the range calculation. Values greater than `1.0` increase the chance, values smaller than `1.0` decrease it, and `1.0` (the default) leaves it unchanged.

In rulesmd.ini:

[General]
VeteranCritChance=1.0                      ; floating point value

[SOMETECHNO]                               ; TechnoType, with VeteranAbilities and/or EliteAbilities containing CRITCHANCE.
VeteranCritChance=                         ; floating point value, multiplier, default to [General] -> VeteranCritChance

@Coronia

Coronia commented Aug 24, 2026

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if there're more vanilla or Phobos stuffs that you think should be added to Veteran/EliteAbilities please comment here

@Metadorius

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Sectorz in Discord wanted gap and psychic beacon range increase badly as a veteran ability.

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2 participants