* * FIRST_STRIKE - creature counterattacks before attack if possible
* * SYNERGY_TARGET - placeholder bonus for Mod Design Team (subject to removal in future)
* * SHOOTS_ALL_ADJACENT - makes creature shots affect all neighbouring hexes
* * BLOCK_MAGIC_BELOW - allows blocking spells below particular spell level. HotA cape artifact can be implemented with this
* * DESTRUCTION - creature ability for killing extra units after hit, configurable
### MULTIPLAYER:
* Loading support. Save from single client could be used to load all clients.
* Restart support. All clients will restart together on same server.
* Hotseat mixed with network game. Multiple colors can be controlled by each client.
### SPELLS:
* Implemented cumulative effects for spells
### MODS:
* Improve support for WoG commander artifacts and skill descriptions
* Added support for modding of original secondary skills and creation of new ones.
* Map object sounds can now be configured via json
* Added bonus updaters for hero specialties
* Added allOf, anyOf and noneOf qualifiers for bonus limiters
* Added bonus limiters: alignment, faction and terrain
* Supported new terrains, new battlefields, custom water and rock terrains
* Following special buildings becomes available in the fan towns:
* * attackVisitingBonus
* * defenceVisitingBonus
* * spellPowerVisitingBonus
* * knowledgeVisitingBonus
* * experienceVisitingBonus
* * lighthouse
* * treasury
### SOUND:
* Fixed many mising or wrong pickup and visit sounds for map objects
* All map objects now have ambient sounds identical to OH3
### RANDOM MAP GENERATOR:
* Random map generator supports water modes (normal, islands)
* Added config randomMap.json with settings for map generator
* Added parameter for template allowedWaterContent
* Extra resource packs appear nearby mines
* Underground can be player starting place for factions allowed to be placed underground
* Improved obstacles placement aesthetics
* Rivers are generated on the random maps
* RMG works more stable, various crashes have been fixed
* Treasures requiring guards are guaranteed to be protected
### VCAI:
* Reworked goal decomposition engine, fixing many loopholes. AI will now pick correct goals faster.
* AI will now use universal pathfinding globally
* AI can use Summon Boat and Town Portal
* AI can gather and save resources on purpose
* AI will only buy army on demand instead of every turn
* AI can distinguish the value of all map objects
* General speed optimizations
### BATTLES:
* Towers should block ranged retaliation
* AI can bypass broken wall with moat instead of standing and waiting until gate is destroyed
* Towers do not attack war machines automatically
* Draw is possible now as battle outcome in case the battle ends with only summoned creatures (both sides loose)
### ADVENTURE MAP:
* Added buttons and keyboard shortcuts to quickly exchange army and artifacts between heroes
* Fix: Captured town should not be duplicated on the UI
### LAUNCHER:
* Implemented notifications about updates
* Supported redirection links for downloading mods
# 0.98 -> 0.99
### GENERAL:
* New Bonus NO_TERRAIN_PENALTY
* Nomads will remove Sand movement penalty from army
* Flying and water walking is now supported in pathfinder
* New artifacts supported
* * Angel Wings
* * Boots of Levitation
* Implemented rumors in tavern window
* New cheat codes:
* * vcmiglaurung - gives 5000 crystal dragons into each slot
* * vcmiungoliant - conceal fog of war for current player
* New console commands:
* * gosolo - AI take control over human players and vice versa
* * controlai - give control of one or all AIs to player
* * set hideSystemMessages on/off - supress server messages in chat
### BATTLES:
* Drawbridge mechanics implemented (animation still missing)
* Merging of town and visiting hero armies on siege implemented
* Hero info tooltip for skills and mana implemented
### ADVENTURE AI:
* Fixed AI trying to go through underground rock
* Fixed several cases causing AI wandering aimlessly
* AI can again pick best artifacts and exchange artifacts between heroes
* AI heroes with patrol enabled won't leave patrol area anymore
### RANDOM MAP GENERATOR:
* Changed fractalization algorithm so it can create cycles
* Zones will not have straight paths anymore, they are totally random
* Generated zones will have different size depending on template setting
* Added Thieves Guild random object (1 per zone)
* Added Seer Huts with quests that match OH3
* RMG will guarantee at least 100 pairs of Monoliths are available even if there are not enough different defs
# 0.97 -> 0.98
### GENERAL:
* Pathfinder can now find way using Monoliths and Whirlpools (only used if hero has protection)
### ADVENTURE AI:
* AI will try to use Monolith entrances for exploration
* AI will now always revisit each exit of two way monolith if exit no longer visible
* AI will eagerly pick guarded and blocked treasures
### ADVENTURE MAP:
* Implemented world view
* Added graphical fading effects
### SPELLS:
* New spells handled:
* * Earthquake
* * View Air
* * View Earth
* * Visions
* * Disguise
* Implemented CURE spell negative dispell effect
* Added LOCATION target for spells castable on any hex with new target modifiers
### BATTLES:
* Implemented OH3 stack split / upgrade formulas according to AlexSpl
### RANDOM MAP GENERATOR:
* Underground tunnels are working now
* Implemented "junction" zone type
* Improved zone placing algorithm
* More balanced distribution of treasure piles
* More obstacles within zones
# 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
### 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:
* 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:
* 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:
* 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)
* 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
* 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
* 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
* * Oasis
* * Temple
* * Watering Hole
* * Fountain of Youth
* * support for Redwood Observatory
* * support for Shrine of Magic Incantation / Gesture / Thought
* * support for Sign / Ocean Bottle
### AI PLAYER:
* Minor improvements and fixes.
# 0.64 -> 0.7 (Feb 01 2009)
### GENERAL:
* move some settings to the config/settings.txt file
* partial support for new screen resolutions
* it's possible to set game resolution in pregame (type 'resolution' in the console)
* /Data and /Sprites subfolders can be used for adding files not present in .lod archives
* fixed crashbug occurring when hero levelled above 15 level
* support for non-standard screen resolutions
* F4 toggles between full-screen and windowed mode
* minor improvements in creature card window
* splitting stacks with the shift+click
* creature card window contains info about modified speed
### ADVENTURE INTERFACE:
* added water animation
* speed of scrolling map and hero movement can be adjusted in the System Options Window
* partial handling r-clicks on adventure map
### TOWN INTERFACE:
* the scroll tab won't remain hanged to our mouse position if we move the mouse is away from the scroll bar
* fixed cloning creatures bug in garrisons (and related issues)
### BATTLES:
* support for the Wait command
* magic arrow *really* works
* war machines support partially added
* queue of stacks narrowed
* spell effect animation displaying improvements
* positive/negative spells cannot be cast on hostile/our stacks
* showing spell effects affecting stack in creature info window
* more appropriate coloring of stack amount box when stack is affected by a spell
* battle console displays notifications about wait/defend commands
* several reported bugs fixed
* new spells supported:
* * Haste
* * lightning bolt
* * ice bolt
* * slow
* * implosion
* * forgetfulness
* * shield
* * air shield
* * bless
* * curse
* * bloodlust
* * weakness
* * stone skin
* * prayer
* * frenzy
### AI PLAYER:
* Genius AI (first VCMI AI) will control computer creatures during the combat.
### OBJECTS:
* Guardians property for resources is handled
* support for Witch Hut
* support for Arena
* support for Library of Enlightenment
And a lot of minor fixes
# 0.63 -> 0.64 (Nov 01 2008)
### GENERAL:
* sprites from /Sprites folder are handled correctly
* several fixes for pathfinder and path arrows
* better handling disposed/predefined heroes
* heroes regain 1 mana point each turn
* support for mistycisim and intelligence skills
* hero hiring possible
* added support for a number of hotkeys
* it's not possible anymore to leave hero level-up window without selecting secondary skill
* many minor improvements
* Added some kind of simple chatting functionality through console. Implemented several WoG cheats equivalents:
* * woggaladriel -> vcmiainur
* * wogoliphaunt -> vcminoldor
* * wogshadowfax -> vcminahar
* * wogeyeofsauron -> vcmieagles
* * wogisengard -> vcmiformenos
* * wogsaruman -> vcmiistari
* * wogpathofthedead -> vcmiangband
* * woggandalfwhite -> vcmiglorfindel
### ADVENTURE INTERFACE:
* clicking on a tile in advmap view when a path is shown will not only hide it but also calculate a new one
* slowed map scrolling
* blocked scrolling adventure map with mouse when left ctrl is pressed
* blocked map scrolling when dialog window is opened