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ChangeLog
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ChangeLog
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0.96 -> 0.97 (Nov 01 2014)
GENERAL:
* (windows) Moved VCMI data directory from '%userprofile%\vcmi' to '%userprofile%\Documents\My Games\vcmi'
* (windows) (OSX) Moved VCMI save directory from 'VCMI_DATA\Games' to 'VCMI_DATA\Saves'
* (linux)
* Changes in used librries:
- VCMI can now be compiled with SDL2
- Movies will use ffmpeg library
- change boost::bind to std::bind
- removed boost::asign
- Updated FuzzyLite to 5.0
* Multiplayer load support was implemented through command-line options
ADVENTURE AI:
* Significantly optimized execution time, AI should be much faster now.
ADVENTURE MAP:
* Non-latin characters can now be entered in chat window or used for save names.
* Implemented separate speed for owned heroes and heroes owned by other players
GRAPHICS:
* Better upscaling when running in fullscreen mode.
* New creature/commader window
* New resolutions and bonus icons are now part of a separate mod
* Added graphics for GENERAL_DAMAGE_REDUCTION bonus (Kuririn)
RANDOM MAP GENERATOR:
* Random map generator now creates complete and playable maps, should match original RMG
* All important features from original map templates are implemented
* Fixed major crash on removing objects
* Undeground zones will look just like surface zones
LAUNCHER:
* Implemented switch to disable intro movies in game
0.95 -> 0.96 (Jul 01 2014)
GENERAL:
* (linux) now VCMI follows XDG specifications. See http://forum.vcmi.eu/viewtopic.php?t=858
ADVENTURE AI:
* Optimized speed and removed various bottlenecks.
ADVENTURE MAP:
* Heroes auto-level primary and secondary skill levels according to experience
BATTLES:
* Wall hit/miss sound will be played when using catapult during siege
SPELLS:
* New configuration format: http://wiki.vcmi.eu/index.php?title=Spell_Format
RANDOM MAP GENERATOR
* Towns from mods can be used
* Reading connections, terrains, towns and mines from template
* Zone placement
* Zone borders and connections, fractalized paths inside zones
* Guard generation
* Treasue piles generation (so far only few removable objects)
MODS:
* Support for submods - mod may have their own "submods" located in <modname>/Mods directory
* Mods may provide their own changelogs and screenshots that will be visible in Launcher
* Mods can now add new (offensive, buffs, debuffs) spells and change existing
* Mods can use custom mage guild background pictures and videos for taverns, setting of resources daily income for buildings
GENERAL:
* Added configuring of heroes quantity per player allowed in game
0.94 -> 0.95 (Mar 01 2014)
GENERAL:
* Components of combined artifacts will now display info about entire set.
* Implements level limit
* Added WoG creature abilities by Kuririn
* Implemented a confirmation dialog when pressing Alt + F4 to quit the game
* Added precompiled header compilation for CMake (can be enabled per flag)
* VCMI will detect changes in text files using crc-32 checksum
* Basic support for unicode. Internally vcmi always uses utf-8
* (linux) Launcher will be available as "VCMI" menu entry from system menu/launcher
* (linux) Added a SIGSEV violation handler to vcmiserver executable for logging stacktrace (for convenience)
ADVENTURE AI:
More info at http://wiki.vcmi.eu/index.php?title=Adventure_AI
* AI will use fuzzy logic to compare and choose multiple possible subgoals.
* AI will now use SectorMap to find a way to guarded / covered objects.
* Significantly improved exploration algorithm.
* Locked heroes now try to decompose their goals exhaustively.
* Fixed (common) issue when AI found neutral stacks infinitely strong.
* Improvements for army exchange criteria.
* GatherArmy may include building dwellings in town (experimental).
* AI should now conquer map more aggressively and much faster
* Fuzzy rules will be printed out at map launch (if AI log is enabled)
CAMPAIGNS:
* Implemented move heroes to next scenario
* Support for non-standard victory conditions for H3 campaigns
* Campaigns use window with bonus & scenario selection than scenario information window from normal maps
* Implemented hero recreate handling (e.g. Xeron will be recreated on AB campaign)
* Moved place bonus hero before normal random hero and starting hero placement -> same behaviour as in OH3
* Moved placing campaign heroes before random object generation -> same behaviour as in OH3
TOWNS:
* Extended building dependencies support
MODS:
* See http://wiki.vcmi.eu/index.php?title=Modding_changelog#0.94_-.3E_0.95 for format changes
* Custom victory/loss conditions for maps or campaigns
* 7 days without towns loss condition is no longer hardcoded
* Only changed mods will be validated
0.93 -> 0.94 (Oct 01 2013)
GENERAL:
* New Launcher application, see
* Filesystem now supports zip archives. They can be loaded similarly to other archives in filesystem.json. Mods can use Content.zip instead of Content/ directory.
* fixed "get txt" console command
* command "extract" to extract file by name
* command "def2bmp" to convert def into set of frames.
* fixed crash related to cammander's SPELL_AFTER_ATTACK spell id not initialized properly (text id was resolved on copy of bonus)
* fixed duels, added no-GUI mode for automatic AI testing
* Sir Mullich is available at the start of the game
* Upgrade cost will never be negative.
* support for Chinese fonts (GBK 2-byte encoding)
ADVENTURE MAP
* if Quick Combat option is turned on, battles will be resolved by AI
* first hero is awakened on new turn
* fixed 3000 gems reward in shipwreck
BATTLES:
* autofight implemented
* most of the animations is time-based
* simplified postioning of units in battle, should fix remaining issues with unit positioning
* synchronized attack/defence animation
* spell animation speed uses game settings
* fixed disrupting ray duration
* added logging domain for battle animations
* Fixed crashes on Land Mines / Fire Wall casting.
* UI will be correctly greyed-out during opponent turn
* fixed remaining issues with blit order
* Catapult attacks should be identical to H3. Catapult may miss and attack another part of wall instead (this is how it works in H3)
* Fixed Remove Obstacle.
*defeating hero will yield 500 XP
* Added lots of missing spell immunities from Strategija
* Added stone gaze immunity for Troglodytes (did you know about it?)
* damage done by turrets is properly increased by built buldings
* Wyverns will cast Poison instead of Stone Gaze.
TOWN:
* Fixed issue that allowed to build multiple boats in town.
* fix for lookout tower
0.92 -> 0.93 (Jun 01 2013)
GENERAL:
* Support for SoD-only installations, WoG becomes optional addition
* New logging framework
* Negative luck support, disabled by default
* Several new icons for creature abilities (Fire Shield, Non-living, Magic Mirror, Spell-like Attack)
* Fixed stack artifact (and related buttons) not displaying in creature window.
* Fixed crash at month of double population.
MODS:
* See http://wiki.vcmi.eu/index.php?title=Modding_changelog#0.92_-.3E_0.93 for compatibility info.
* Improved json validation. Now it support most of features from latest json schema draft.
* Icons use path to icon instead of image indexes.
* It is possible to edit data of another mod or H3 data via mods.
* Mods can access only ID's from dependenies, virtual "core" mod and itself (optional for some mods compatibility)
* Removed no longer needed field "projectile spins"
* Heroes: split heroes.json in manner similar to creatures\factions; string ID's for H3 heroes; h3 hero classes and artifacts can be modified via json.
BATTLES:
* Fixed Death Stare of Commanders
* Projectile blitting should be closer to original H3. But still not perfect.
* Fixed missing Mirth effects
* Stack affected by Berserk should not try to attack itself
* Fixed several cases of incorrect positioning of creatures in battles
* Fixed abilities of Efreet.
* Fixed broken again palette in some battle backgrounds
TOWN:
* VCMI will not crash if building selection area is smaller than def
* Detection of transparency on selection area is closer to H3
* Improved handling buildings with mode "auto":
- they will be properly processed (new creatures will be added if dwelling, spells learned if mage guild, and so on)
- transitive dependencies are handled (A makes B build, and B makes C and D)
SOUND:
* Added missing WoG creature sounds (from Kuririn).
* The Windows package comes with DLLs needed to play .ogg files
* (linux) convertMP3 option for vcmibuilder for systems where SDL_Mixer can't play mp3's
* some missing sounds for battle effects
ARTIFACTS:
* Several fixes to combined artifacts added via mods.
* Fixed Spellbinder's Hat giving level 1 spells instead of 5.
* Fixed incorrect components of Cornucopia.
* Cheat code with grant all artifacts, including the ones added by mods
0.91 -> 0.92 (Mar 01 2013)
GENERAL:
* hero crossover between missions in campaigns
* introduction before missions in campaigns
MODS:
* Added CREATURE_SPELL_POWER for commanders
* Added spell modifiers to various spells: Hypnotize (Astral), Firewall (Luna), Landmine
* Fixed ENEMY_DEFENCE_REDUCTION, GENERAL_ATTACK_REDUCTION
* Extended usefulness of ONLY_DISTANCE_FIGHT, ONLY_MELEE_FIGHT ranges
* Double growth creatures are configurable now
* Drain Life now has % effect depending on bonus value
* Stack can use more than 2 attacks. Additional attacks can now be separated as "ONLY_MELEE_FIGHT and "ONLY_DISTANCE_FIGHT".
* Moat damage configurable
* More config options for spells:
- mind immunity handled by config
- direct damage immunity handled by config
- immunity icon configurable
- removed mind_spell flag
* creature config use string ids now.
* support for string subtype id in short bonus format
* primary skill identifiers for bonuses
0.9 -> 0.91 (Feb 01 2013)
GENERAL:
* VCMI build on OS X is now supported
* Completely removed autotools
* Added RMG interace and ability to generate simplest working maps
* Added loading screen
MODS:
- Simplified mod structure. Mods from 0.9 will not be compatible.
* Mods can be turned on and off in config/modSettings.json file
* Support for new factions, including:
- New towns
- New hero classes
- New heroes
- New town-related external dwellings
* Support for new artifact, including combined, commander and stack artifacts
* Extended configuration options
- All game objects are referenced by string identifiers
- Subtype resolution for bonuses
BATTLES:
* Support for "enchanted" WoG ability
ADVENTURE AI:
* AI will try to use Subterranean Gate, Redwood Observatory and Cartographer for exploration
* Improved exploration algorithm
* AI will prioritize dwellings and mines when there are no opponents visible
0.89 -> 0.9 (Oct 01 2012)
GENERAL:
* Provisional support creature-adding mods
* New filesystem allowing easier resource adding/replacing
* Reorganized package for better compatibility with HotA and not affecting the original game
* Moved many hard-coded settings into text config files
* Commander level-up dialog
* New Quest Log window
* Fixed a number of bugs in campaigns, support for starting hero selection bonus.
BATTLES
* New graphics for Stack Queue
* Death Stare works identically to H3
* No explosion when catapult fails to damage the wall
* Fixed crash when attacking stack dies before counterattack
* Fixed crash when attacking stack dies in the Moat just before the attack
* Fixed Orb of Inhibition and Recanter's Cloak (they were incorrectly implemented)
* Fleeing hero won't lose artifacts.
* Spellbook won't be captured.
ADVENTURE AI
* support for quests (Seer Huts, Quest Guardians, and so)
* AI will now wander with all the heroes that have spare movement points. It should prevent stalling.
* AI will now understand threat of Abandoned Mine.
* AI can now exchange armies between heroes. By default, it will pass army to main hero.
* Fixed strange case when AI found allied town extremely dangerous
* Fixed crash when AI tried to "revisit" a Boat
* Fixed crash when hero assigned to goal was lost when attempting realizing it
* Fixed a possible freeze when exchanging resources at marketplace
BATTLE AI
* It is possible to select a battle AI module used by VCMI by typing into the console "setBattleAI <name>". The names of avaialble modules are "StupidAI" and "BattleAI". BattleAI may be a little smarter but less stable. By the default, StupidAI will be used, as in previous releases.
* New battle AI module: "BattleAI" that is smarter and capable of casting some offensive and enchantment spells
0.88 -> 0.89 (Jun 01 2012)
GENERAL
* Mostly implemented Commanders feature (missing level-up dialog)
* Support for stack artifacts
* New creature window graphics contributed by fishkebab
* Config file may have multiple upgrades for creatures
* CTRL+T will open marketplace window
* G will open thieves guild window if player owns at least one town with tavern
* Implemented restart functionality. CTRL+R will trigger a quick restart
* Save game screen and returning to main menu will work if game was started with --start option
* Simple mechanism for detecting game desynchronization after init
* 1280x800 resolution graphics, contributed by Topas
ADVENTURE MAP
* Fixed monsters regenerating casualties from battle at the start of new week.
* T in adventure map will switch to next town
BATTLES
* It's possible to switch active creature during tacts phase by clicking on stack
* After battle artifacts of the defeated hero (and his army) will be taken by winner
* Rewritten handling of battle obstacles. They will be now placed following H3 algorithm.
* Fixed crash when death stare or acid breath activated on stack that was just killed
* First aid tent can heal only creatures that suffered damage
* War machines can't be healed by tent
* Creatures casting spells won't try to cast them during tactic phase
* Console tooltips for first aid tent
* Console tooltips for teleport spell
* Cursor is reset to pointer when action is requested
* Fixed a few other missing or wrong tooltips/cursors
* Implemented opening creature window by l-clicking on stack
* Fixed crash on attacking walls with Cyclop Kings
* Fixed and simplified Teleport casting
* Fixed Remove Obstacle spell
* New spells supported:
- Chain Lightning
- Fire Wall
- Force Field
- Land Mine
- Quicksands
- Sacrifice
TOWNS:
* T in castle window will open a tavern window (if available)
PREGAME
* Pregame will use same resolution as main game
* Support for scaling background image
* Customization of graphics with config file.
ADVENTURE AI
* basic rule system for threat evaluation
* new town development logic
* AI can now use external dwellings
* AI will weekly revisit dwellings & mills
* AI will now always pick best stacks from towns
* AI will recruit multiple heroes for exploration
* AI won't try attacking its own heroes
0.87 -> 0.88 (Mar 01 2012)
* added an initial version of new adventure AI: VCAI
* system settings window allows to change default resolution
* introduced unified JSON-based settings system
* fixed all known localization issues
* Creature Window can handle descriptions of spellcasting abilities
* Support for the clone spell
0.86 -> 0.87 (Dec 01 2011)
GENERAL:
* Pathfinder can find way using ships and subterranean gates
* Hero reminder & sleep button
PREGAME:
* Credits are implemented
BATTLES
* All attacked hexes will be highlighted
* New combat abilities supported:
- Spell Resistance aura
- Random spellcaster (Genies)
- Mana channeling
- Daemon summoning
- Spellcaster (Archangel Ogre Mage, Elementals, Faerie Dragon)
- Fear
- Fearless
- No wall penalty
- Enchanter
- Bind
- Dispell helpful spells
0.85 -> 0.86 (Sep 01 2011)
GENERAL:
* Reinstated music support
* Bonus system optimizations (caching)
* converted many config files to JSON
* .tga file support
* New artifacts supported
- Admiral's Hat
- Statue of Legion
- Titan's Thunder
BATTLES:
* Correct handling of siege obstacles
* Catapult animation
* New combat abilities supported
- Dragon Breath
- Three-headed Attack
- Attack all around
- Death Cloud / Fireball area attack
- Death Blow
- Lightning Strike
- Rebirth
* New WoG abilities supported
- Defense Bonus
- Cast before attack
- Immunity to direct damage spells
* New spells supported
- Magic Mirror
- Titan's Lightning Bolt
0.84 -> 0.85 (Jun 01 2011)
GENERAL:
* Support for stack experience
* Implemented original campaign selection screens
* New artifacts supported:
- Statesman's Medal
- Diplomat's Ring
- Ambassador's Sash
TOWNS:
* Implemented animation for new town buildings
* It's possible to sell artifacts at Artifact Merchants
BATTLES:
* Neutral monsters will be split into multiple stacks
* Hero can surrender battle to keep army
* Support for Death Stare, Support for Poison, Age, Disease, Acid Breath, Fire / Water / Earth / Air immunities and Receptiveness
* Partial support for Stone Gaze, Paralyze, Mana drain
0.83 -> 0.84 (Mar 01 2011)
GENERAL:
* Bonus system has been rewritten
* Partial support for running VCMI in duel mode (no adventure map, only one battle, ATM only AI-AI battles)
* New artifacts supported:
- Angellic Alliance
- Bird of Perception
- Emblem of Cognizance
- Spell Scroll
- Stoic Watchman
BATTLES:
* Better animations handling
* Defensive stance is supported
HERO:
* New secondary skills supported:
- Artillery
- Eagle Eye
- Tactics
AI PLAYER:
* new AI leading neutral creatures in combat, slightly better then previous
0.82 -> 0.83 (Nov 01 2010)
GENERAL:
* Alliances support
* Week of / Month of events
* Mostly done pregame for MP games (temporarily only for local clients)
* Support for 16bpp displays
* Campaigns:
- support for building bonus
- moving to next map after victory
* Town Portal supported
* Vial of Dragon Blood and Statue of Legion supported
HERO:
* remaining specialities have been implemented
TOWNS:
* town events supported
* Support for new town structures: Deiety of Fire and Escape Tunnel
BATTLES:
* blocked retreating from castle
0.81 -> 0.82 (Aug 01 2010)
GENERAL:
* Some of the starting bonuses in campaigns are supported
* It's possible to select difficulty level of mission in campaign
* new cheat codes:
- vcmisilmaril - player wins
- vcmimelkor - player loses
ADVENTURE MAP:
* Neutral armies growth implemented (10% weekly)
* Power rating of neutral stacks
* Favourable Winds reduce sailing cost
HERO:
* Learning secondary skill supported.
* Most of hero specialities are supported, including:
-Creature specialities (progressive, fixed, Sir Mullich)
-Spell damage specialities (Deemer), fixed bonus (Ciele)
-Secondary skill bonuses
-Creature Upgrades (Gelu)
-Resorce generation
-Starting Skill (Adrienne)
TOWNS:
* Support for new town structures:
- Artifact Merchant
- Aurora Borealis
- Castle Gates
- Magic University
- Portal of Summoning
- Skeleton transformer
- Veil of Darkness
OBJECTS:
* Stables will now upgrade Cavaliers to Champions.
New object supported:
- Abandoned Mine
- Altar of Sacrifice
- Black Market
- Cover of Darkness
- Hill Fort
- Refugee Camp
- Sanctuary
- Tavern
- University
- Whirlpool
0.8 -> 0.81 (Jun 01 2010)
GENERAL:
* It's possible to start campaign
* Support for build grail victory condition
* New artifacts supported:
- Angel's Wings
- Boots of levitation
- Orb of Vulnerability
- Ammo cart
- Golden Bow
- Hourglass of Evil Hour
- Bow of Sharpshooter
- Armor of the Damned
ADVENTURE MAP:
* Creatures now guard surrounding tiles
* New adventura map spells supported:
- Summon Boat
- Scuttle Boat
- Dimension Door
- Fly
- Water walk
BATTLES:
* A number of new creature abilities supported
* First Aid Tent is functional
* Support for distance/wall/melee penalties & no * penalty abilities
* Reworked damage calculation to fit OH3 formula better
* Luck support
* Teleportation spell
HERO:
* First Aid secondary skill
* Improved formula for necromancy to match better OH3
TOWNS:
* Sending resources to other players by marketplace
* Support for new town structures:
- Lighthouse
- Colossus
- Freelancer's Guild
- Guardian Spirit
- Necromancy Amplifier
- Soul Prison
OBJECTS:
New object supported:
- Freelancer's Guild
- Trading Post
- War Machine Factory
0.75 -> 0.8 (Mar 01 2010)
GENERAL:
* Victory and loss conditions are supported. It's now possible to win or lose the game.
* Implemented assembling and disassembling of combination artifacts.
* Kingdom Overview screen is now available.
* Implemented Grail (puzzle map, digging, constructing ultimate building)
* Replaced TTF fonts with original ones.
ADVENTURE MAP:
* Implemented rivers animations (thx to GrayFace).
BATTLES:
* Fire Shield spell (and creature ability) supported
* affecting morale/luck and casting spell after attack creature abilities supported
HERO:
* Implementation of Scholar secondary skill
TOWN:
* New left-bottom info panel functionalities.
TOWNS:
* new town structures supported:
- Ballista Yard
- Blood Obelisk
- Brimstone Clouds
- Dwarven Treasury
- Fountain of Fortune
- Glyphs of Fear
- Mystic Pond
- Thieves Guild
- Special Grail functionalities for Dungeon, Stronghold and Fortress
OBJECTS:
New objects supported:
- Border gate
- Den of Thieves
- Lighthouse
- Obelisk
- Quest Guard
- Seer hut
A lot of of various bugfixes and improvements:
http://bugs.vcmi.eu/changelog_page.php?version_id=14
0.74 -> 0.75 (Dec 01 2009)
GENERAL:
* Implemented "main menu" in-game option.
* Hide the mouse cursor while displaying a popup window.
* Better handling of huge and empty message boxes (still needs more changes)
* Fixed several crashes when exiting.
ADVENTURE INTERFACE:
* Movement cursor shown for unguarded enemy towns.
* Battle cursor shown for guarded enemy garrisons.
* Clicking on the border no longer opens an empty info windows
HERO WINDOW:
* Improved artifact moving. Available slots are higlighted. Moved artifact is bound to mouse cursor.
TOWNS:
* new special town structures supported:
- Academy of Battle Scholars
- Cage of Warlords
- Mana Vortex
- Stables
- Skyship (revealing entire map only)
OBJECTS:
* External dwellings increase town growth
* Right-click info window for castles and garrisons you do not own shows a rough amount of creatures instead of none
* Scholar won't give unavaliable spells anymore.
A lot of of various bugfixes and improvements:
http://bugs.vcmi.eu/changelog_page.php?version_id=2
0.73 -> 0.74 (Oct 01 2009)
GENERAL:
* Scenario Information window
* Save Game window
* VCMI window should start centered
* support for Necromancy and Ballistics secondary skills
* new artifacts supported, including those improving Necromancy, Legion Statue parts, Shackles of War and most of combination artifacts (but not combining)
* VCMI client has its own icon (thx for graphic to Dikamilo)
* Ellipsis won't be split when breaking text on several lines
* split button will be grayed out when no creature is selected
* fixed issue when splitting stack to the hero with only one creatures
* a few fixes for shipyard window
ADVENTURE INTERFACE:
* Cursor shows if tile is accesible and how many turns away
* moving hero with arrow keys / numpad
* fixed Next Hero button behaviour
* fixed Surface/Underground switch button in higher resolutions
BATTLES:
* partial siege support
* new stack queue for higher resolutions (graphics made by Dru, thx!)
* 'Q' pressing toggles the stack queue displaying (so it can be enabled/disabled it with single key press)
* more creatures special abilities supported
* battle settings will be stored
* fixed crashes occurring on attacking two hex creatures from back
* fixed crash when clicking on enemy stack without moving mouse just after receiving action
* even large stack numbers will fit the boxes
* when active stack is killed by spell, game behaves properly
* shooters attacking twice (like Grand Elves) won't attack twice in melee
* ballista can shoot even if there's an enemy creature next to it
* improved obstacles placement, so they'll better fit hexes (thx to Ivan!)
* selecting attack directions works as in H3
* estimating damage that will be dealt while choosing stack to be attacked
* modified the positioning of battle effects, they should look about right now.
* after selecting a spell during combat, l-click is locked for any action other than casting.
* flying creatures will be blitted over all other creatures, obstacles and wall
* obstacles and units should be printed in better order (not tested)
* fixed armageddon animation
* new spells supported:
- Anti-Magic
- Cure
- Resurrection
- Animate Dead
- Counterstrike
- Berserk
- Hypnotize
- Blind
- Fire Elemental
- Earth Elemental
- Water Elemental
- Air Elemental
- Remove obstacle
TOWNS:
* enemy castle can be taken over
* only one capitol per player allowed (additional ones will be lost)
* garrisoned hero can buy a spellbook
* heroes available in tavern should be always different
* ship bought in town will be correctly placed
* new special town structures supported:
- Lookout Tower
- Temple of Valhalla
- Wall of Knowledge
- Order of Fire
HERO WINDOW:
* war machines cannot be unequiped
PREGAME:
* sorting: a second click on the column header sorts in descending order.
* advanced options tab: r-click popups for selected town, hero and bonus
* starting scenario / game by double click
* arrows in options tab are hidden when not available
* subtitles for chosen hero/town/bonus in pregame
OBJECTS:
* fixed pairing Subterranean Gates
New objects supported:
- Borderguard & Keymaster Tent
- Cartographer
- Creature banks
- Eye of the Magi & Hut of the Magi
- Garrison
- Stables
- Pandora Box
- Pyramid
0.72 -> 0.73 (Aug 01 2009)
GENERAL:
* infowindow popup will be completely on screen
* fixed possible crash with in game console
* fixed crash when gaining artifact after r-click on hero in tavern
* Estates / hero bonuses won't give resources on first day.
* video handling (intro, main menu animation, tavern animation, spellbook animation, battle result window)
* hero meeting window allowing exchanging armies and artifacts between heroes on adventure map
* 'T' hotkey opens marketplace window
* giving starting spells for heroes
* pressing enter or escape close spellbook
* removed redundant quotation marks from skills description and artifact events texts
* disabled autosaving on first turn
* bonuses from bonus artifacts
* increased char per line limit for subtitles under components
* corrected some exp/level values
* primary skills cannot be negative
* support for new artifacts: Ring of Vitality, Ring of Life, Vial of Lifeblood, Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity
* fixed timed events reappearing
* saving system options
* saving hero direction
* r-click popups on enemy heroes and towns
* hero leveling formula matches the H3
ADVENTURE INTERFACE:
* Garrisoning, then removing hero from garrison move him at the end of the heroes list
* The size of the frame around the map depends on the screen size.
* spellbook shows adventure spells when opened on adventure map
* erasing path after picking objects with last movement point
BATTLES:
* spell resistance supported (secondary skill, artifacts, creature skill)
* corrected damage inflicted by spells and ballista
* added some missing projectile infos
* added native terrain bonuses in battles
* number of units in stack in battle should better fit the box
* non-living and undead creatures have now always 0 morale
* displaying luck effect animation
* support for battleground overlays:
- cursed ground
- magic plains
- fiery fields
- rock lands
- magic clouds
- lucid pools
- holy ground
- clover field
- evil fog
TOWNS:
* fixes for horde buildings
* garrisoned hero can buy a spellbook if he is selected or if there is no visiting hero
* capitol bar in town hall is grey (not red) if already one exists
* fixed crash on entering hall when town was near map edge
HERO WINDOW:
* garrisoned heroes won't be shown on the list
* artifacts will be present on morale/luck bonuses list
PREGAME:
* saves are sorted primary by map format, secondary by name
* fixed displaying date of saved game (uses local time, removed square character)
OBJECTS:
* Fixed primary/secondary skill levels given by a scholar.
* fixed problems with 3-tiles monoliths
* fixed crash with flaggable building next to map edge
* fixed some descriptions for events
* New objects supported:
- Buoy
- Creature Generators
- Flotsam
- Mermaid
- Ocean bottle
- Sea Chest
- Shipwreck Survivor
- Shipyard
- Sirens
0.71 -> 0.72 (Jun 1 2009)
GENERAL:
* many sound effects and music
* autosave (to 5 subsequent files)
* artifacts support (most of them)
* added internal game console (activated on TAB)
* fixed 8 hero limit to check only for wandering heroes (not garrisoned)
* improved randomization
* fixed crash on closing application
* VCMI won't always give all three stacks in the starting armies
* fix for drawing starting army creatures count
* Diplomacy secondary skill support
* timed events won't cause resources amount to be negative
* support for sorcery secondary skill
* reduntant quotation marks from artifact descriptions are removed
* no income at the first day
ADVENTURE INTERFACE:
* fixed crasbug occurring on revisiting objects (by pressing space)
* always restoring default cursor when movng mouse out of the terrain
* fixed map scrolling with ctrl+arrows when some windows are opened
* clicking scrolling arrows in town/hero list won't open town/hero window
* pathfinder will now look for a path going via printed positions of roads when it's possible
* enter can be used to open window with selected hero/town
BATTLES:
* many creatures special skills implemented
* battle will end when one side has only war machines
* fixed some problems with handling obstacles info
* fixed bug with defending / waiting while no stack is active
* spellbook button is inactive when hero cannot cast any spell
* obstacles will be placed more properly when resolution is different than 800x600
* canceling of casting a spell by pressing Escape or R-click (R-click on a creatures does not cancel a spell)
* spellbook cannot be opened by L-click on hero in battle when it shouldn't be possible
* new spells:
- frost ring
- fireball
- inferno
- meteor shower
- death ripple
- destroy undead
- dispel
- armageddon
- disrupting ray
- protection from air
- protection from fire
- protection from water
- protection from earth
- precision
- slayer
TOWNS:
* resting in town with mage guild will replenih all the mana points
* fixed Blacksmith
* the number of creatures at the beginning of game is their base growth
* it's possible to enter Tavern via Brotherhood of Sword
HERO WINDOW:
* fixed mana limit info in the hero window
* war machines can't be removed
* fixed problems with removing artifacts when all visible slots in backpack are full
PREGAME:
* clicking on "advanced options" a second time now closes the tab instead of refreshing it.
* Fix position of maps names.
* Made the slider cursor much more responsive. Speedup the map select screen.
* Try to behave when no maps/saves are present.
* Page Up / Page Down / Home / End hotkeys for scrolling through scenarios / games list
OBJECTS:
* Neutral creatures can join or escape depending on hero strength (escape formula needs to be improved)
* leaving guardians in flagged mines.
* support for Scholar object
* support for School of Magic
* support for School of War
* support for Pillar of Fire
* support for Corpse
* support for Lean To
* support for Wagon
* support for Warrior's Tomb
* support for Event
* Corpse (Skeleton) will be accessible from all directions
0.7 -> 0.71 (Apr 01 2009)
GENERAL:
* fixed scrolling behind window problem (now it's possible to scroll with CTRL + arrows)
* morale/luck system and corresponding sec. skills supported
* fixed crash when hero get level and has less than two sec. skills to choose between
* added keybindings for components in selection window (eg. for treasure chest dialog): 1, 2, and so on. Selection dialog can be closed with Enter key
* proper handling of custom portraits of heroes
* fixed problems with non-hero/town defs not present in def list but present on map (occurring probably only in case of def substitution in map editor)
* fixed crash when there was no hero available to hire for some player
* fixed problems with 1024x600 screen resolution
* updating blockmap/visitmap of randomized objects
* fixed crashes on loading maps with flag all mines/dwelling victory condition
* further fixes for leveling-up (stability and identical offered skills bug)
* splitting window allows to rebalance two stack with the same creatures
* support for numpad keyboard
* support for timed events
ADVENTURE INTERFACE:
* added "Next hero" button functionality
* added missing path arrows
* corrected centering on hero's position
* recalculating hero path after reselecting hero
* further changes in pathfinder making it more like original one
* orientation of hero can't be change if movement points are exhausted
* campfire, borderguard, bordergate, questguard will be accessible from the top
* new movement cost calculation algorithm
* fixed sight radious calculation
* it's possible to stop hero movement
* faster minimap refreshing
* provisional support for "Save" button in System Options Window
* it's possible to revisit object under hero by pressing Space
BATTLES:
* partial support for battle obstacles
* only one spell can be casted per turn
* blocked opening sepllbook if hero doesn't have a one
* spells not known by hero can't be casted
* spell books won't be placed in War Machine slots after battle
* attack is now possible when hex under cursor is not displayed
* glowing effect of yellow border around creatures
* blue glowing border around hovered creature
* made animation on battlefield more smooth
* standing stacks have more static animation
* probably fixed problem with displaying corpses on battlefield
* fixes for two-hex creatures actions
* fixed hero casting spell animation
* corrected stack death animation
* battle settings will be remembered between battles
* improved damage calculation formula
* correct handling of flying creatures in battles
* a few tweaks in battle path/available hexes calculation (more of them is needed)
* amounts of units taking actions / being an object of actions won't be shown until action ends
* fixed positions of stack queue and battle result window when resolution is != 800x600
* corrected duration of frenzy spell which was incorrect in certain cases
* corrected hero spell casting animation
* better support for battle backgrounds
* blocked "save" command during battle
* spellbook displays only spells known by Hero
New spells supported:
- Mirth
- Sorrow
- Fortune
- Misfortune
TOWN INTERFACE:
* cannot build more than one capitol
* cannot build shipyard if town is not near water
* Rampart's Treasury requires Miner's Guild
* minor improvements in Recruitment Window
* fixed crash occurring when clicking on hero portrait in Tavern Window, minor improvements for Tavern Window
* proper updating resdatabar after building structure in town or buying creatures (non 800x600 res)
* fixed blinking resdatabar in town screen when buying (800x600)
* fixed horde buildings displaying in town hall
* forbidden buildings will be shown as forbidden, even if there are no res / other conditions are not fulfilled
PREGAME:
* added scrolling scenario list with mouse wheel
* fixed mouse slow downs
* cannot select heroes for computer player (pregame)
* no crash if uses gives wrong resolution ID number
* minor fixes
OBJECTS:
* windmill gives 500 gold only during first week ever (not every month)
* After the first visit to the Witch Hut, right-click/hover tip mentions the skill available.
New objects supported:
* Prison
* Magic Well
* Faerie Ring
* Swan Pond
* Idol of Fortune
* Fountain of Fortune
* Rally Flag