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Merge pull request #3165 from vcmi/update_doc

Update and edit docs
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@ -6,13 +6,13 @@ The bonuses were grouped according to their original purpose. The bonus system a
### NONE
Special bonus that gives no effect
Bonus placeholder that gives no effect
### MORALE
Changes morale of affected units
- val: change in morale
- val: change in morale, eg. 1, -2
### LUCK
@ -29,7 +29,7 @@ Changes mastery level of spells of affected heroes and units. Examples are magic
### DARKNESS
On each turn, hides area in fog of war around affected town for all players other than town owner
On each turn, hides area in fog of war around affected town for all players other than town owner. Currently does not work for any entities other than towns.
- val: radius in tiles
@ -40,21 +40,21 @@ On each turn, hides area in fog of war around affected town for all players othe
Increases amount of movement points available to affected hero on new turn
- subtype:
- - heroMovementLand: only land movement will be affected
- - heroMovementSea: only sea movement will be affected
- heroMovementLand: only land movement will be affected
- heroMovementSea: only sea movement will be affected
- val: number of movement points (100 points for a tile)
### WATER_WALKING
Allows movement over water for affected heroes
- val: TODO
- val: Penalty to movement, in percent (Basic Water Walk - 40, Advanced Water Walk - 20)
### FLYING_MOVEMENT
Allows flying movement for affected heroes
- val: TODO
- val: Penalty to movement, in percent
### NO_TERRAIN_PENALTY
@ -62,11 +62,11 @@ Eliminates terrain penalty on certain terrain types for affected heroes (Nomads
Note: to eliminate all terrain penalties see ROUGH_TERRAIN_DISCOUNT bonus
- subtype: type of terrain
- subtype: type of terrain, eg `terrain.sand`
### TERRAIN_NATIVE
Affected units will view any terrain as native
Affected units will view any terrain as native. This means army containing these creature will have no movement penalty, and will be able to see Mines and Quick Sand in battle.
### PRIMARY_SKILL
@ -93,38 +93,40 @@ Restores entire mana pool for affected heroes on new turn
### NONEVIL_ALIGNMENT_MIX
Allows mixing of creaturs of neutral and good factions in affected armies without penalty to morale
Allows mixing of creaturs of neutral and good factions in affected armies without penalty to morale (Angelic Alliance effect)
### SURRENDER_DISCOUNT
Changes surrender cost for affected heroes
- val: decrease in cost, in precentage
- val: decrease in cost, in percentage
### IMPROVED_NECROMANCY
TODO: Determine units which is raised by necromancy skill.
Allows to raise different creatures than Skeletons after battle.
- subtype: creature raised
- val: Necromancer power
- addInfo: limiter by Necromancer power
- Example (from Necromancy skill):
- addInfo: Level of Necromancy secondary skill (1 - Basic, 3 - Expert)
- Example (from Cloak Of The Undead King):
` "power" : {`
` "type" : "IMPROVED_NECROMANCY",`
` "subtype" : "creature.skeleton",`
` "addInfo" : 0`
` }`
```jsonc
{
"type" : "IMPROVED_NECROMANCY",
"subtype" : "creature.walkingDead",
"addInfo" : 1
}
```
### LEARN_BATTLE_SPELL_CHANCE
Determines chance for affected heroes to learn spell casted by enemy hero after battle
Determines chance for affected heroes to learn spell cast by enemy hero after battle
- val: chance to learn spell, percentage
### LEARN_BATTLE_SPELL_LEVEL_LIMIT
Allows affected heroes to learn spell casted by enemy hero after battle
Allows affected heroes to learn spell cast by enemy hero after battle
- val: maximal level of spell that can be learned
@ -207,7 +209,7 @@ Defines maximum level of spells than hero can learn from any source (Wisdom)
### SPECIAL_SPELL_LEV
Gives additional bonus to effect of specific spell based on level of creature it is casted on
Gives additional bonus to effect of specific spell based on level of creature it is cast on
- subtype: identifier of affected spell
- val: bonus to spell effect, percentage, divided by target creature level
@ -228,25 +230,43 @@ Gives additional bonus to effect of specific spell
### SPECIAL_PECULIAR_ENCHANT
TODO: blesses and curses with id = val dependent on unit's level
Gives creature under effect of this spell additional bonus, which is hardcoded and depends on the creature tier.
- subtype: affected spell identifier
- subtype: affected spell identifier, ie. `spell.haste`
### SPECIAL_ADD_VALUE_ENCHANT
TODO: specialty spell like Aenin has, increased effect of spell, additionalInfo = value to add
Increased effect of spell affecting creature, ie. Aenain makes Disrupting Ray decrease target's defense by additional 2 points:
```jsonc
"disruptingRay" : {
"addInfo" : -2,
"subtype" : "spell.disruptingRay",
"type" : "SPECIAL_ADD_VALUE_ENCHANT"
}
``````
- subtype: affected spell identifier
- additionalInfo: value to add
### SPECIAL_FIXED_VALUE_ENCHANT
TODO: specialty spell like Melody has, constant spell effect (i.e. 3 luck), additionalInfo = value to fix.
Spell affecting creature has fixed effect, eg. hero Melody has constant spell effect of +3:
```jsonc
"fortune" : {
"addInfo" : 3,
"subtype" : "spell.fortune",
"type" : "SPECIAL_FIXED_VALUE_ENCHANT"
}
```
- subtype: affected spell identifier
- additionalInfo = fixed value
### SPECIAL_UPGRADE
Allows creature upgrade for affected armies
Allows creature being upgraded to another creature (Gelu, Dracon)
- subtype: identifier of creature that can being upgraded
- addInfo: identifier of creature to which perform an upgrade
@ -255,7 +275,7 @@ Allows creature upgrade for affected armies
### SPELL_DURATION
Changes duration of timed spells casted by affected hero
Changes duration of timed spells cast by affected hero
- val: additional duration, turns
- subtype: optional, identifier of affected spells, or all if not set
@ -291,25 +311,25 @@ Affected heroes will add specified resources amounts to player treasure on new d
Increases weekly growth of creatures in affected towns (Legion artifacts)
- value: number of additional weekly creatures
- subtype: dwelling level, in form "creatureLevelX" where X is desired level (1-7)
- subtype: dwelling level, in form `creatureLevelX` where X is desired level (1-7)
### CREATURE_GROWTH_PERCENT
Increases weekly growth of creatures in affected towns
Increases weekly growth of creatures in affected towns (Statue of Legion)
- val: additional growth, percentage
### BATTLE_NO_FLEEING
Heroes affected by this bonus can not retreat or surrender in battle
Heroes affected by this bonus can not retreat or surrender in battle (Shackles of War effect)
### NEGATE_ALL_NATURAL_IMMUNITIES
Negates all natural immunities for affected stacks. (Orb of Vulnerability)
- subtype:
- - immunityBattleWide: Entire battle will be affected by bonus
- - immunityEnemyHero: Only enemy hero will be affected by bonus
- immunityBattleWide: Entire battle will be affected by bonus
- immunityEnemyHero: Only enemy hero will be affected by bonus
### OPENING_BATTLE_SPELL
@ -320,7 +340,7 @@ In battle, army affected by this bonus will cast spell at the very start of the
### FREE_SHIP_BOARDING
Heroes affected by this bonus will keep all their movement points when embarking or disembarking ship
Heroes affected by this bonus will not lose all movement points when embarking or disembarking ship. Movement points are converted depending on max land and water movement range.
### WHIRLPOOL_PROTECTION
@ -345,9 +365,9 @@ Increases movement speed of units in battle
Increases base damage of creature in battle
- subtype:
- - creatureDamageMin: increases only minimal damage
- - creatureDamageMax: increases only maximal damage
- - creatureDamageBoth: increases both minimal and maximal damage
- creatureDamageMin: increases only minimal damage
- creatureDamageMax: increases only maximal damage
- creatureDamageBoth: increases both minimal and maximal damage
- val: additional damage points
### SHOTS
@ -370,11 +390,11 @@ Affected unit is considered to be a gargoyle and not affected by certain spells
### UNDEAD
Affected unit is considered to be undead
Affected unit is considered to be undead, which makes it immune to many effects, and also reduce morale of allied living units.
### SIEGE_WEAPON
Affected unit is considered to be a siege machine and can not be raised, healed, have morale or move.
Affected unit is considered to be a siege machine and can not be raised, healed, have morale or move. All War Machines should have this bonus.
### DRAGON_NATURE
@ -405,8 +425,8 @@ Affected units can not receive good or bad morale
Affected unit can fly on the battlefield
- subtype:
- - movementFlying: creature will fly (slowly move across battlefield)
- - movementTeleporting: creature will instantly teleport to destination
- movementFlying: creature will fly (slowly move across battlefield)
- movementTeleporting: creature will instantly teleport to destination, skipping movement animation.
### SHOOTER
@ -414,21 +434,21 @@ Affected unit can shoot
### CHARGE_IMMUNITY
Affected unit is immune to JOUSTING ability
Affected unit is immune to JOUSTING ability of (ie. Champions).
### ADDITIONAL_ATTACK
Affected unit can perform additional attacks. Attacked unit will retaliate after each attack if can
Affected unit can perform additional attacks. Attacked unit will retaliate after each attack if able.
- val: number of additional attacks to perform
### UNLIMITED_RETALIATIONS
Affected unit will always retaliate if able
Affected unit will always retaliate if able (Royal Griffin)
### ADDITIONAL_RETALIATION
Affected unit can retaliate multiple times per turn
Affected unit can retaliate multiple times per turn (basic Griffin)
- value: number of additional retaliations
@ -442,7 +462,7 @@ Affected unit will deal more damage based on movement distance (Champions)
Affected unit will deal more damage when attacking specific creature
- subtype - identifier of hated creature
- subtype - identifier of hated creature, ie. "creature.genie"
- val - additional damage, percentage
### SPELL_LIKE_ATTACK
@ -470,9 +490,9 @@ Affected unit can return to his starting location after attack (Harpies)
### ENEMY_DEFENCE_REDUCTION
Affected unit will ignore specified percentage of attacked unit defence (Behemoth)
Affected unit will ignore specified percentage of attacked unit defense (Behemoth)
- val: amount of defence points to ignore, percentage
- val: amount of defense points to ignore, percentage
### GENERAL_DAMAGE_REDUCTION
@ -480,9 +500,9 @@ Affected units will receive reduced damage from attacks by other units
- val: damage reduction, percentage
- subtype:
- - damageTypeMelee: only melee damage will be reduced
- - damageTypeRanged: only ranged damage will be reduced
- - damageTypeAll: all damage will be reduced
- damageTypeMelee: only melee damage will be reduced
- damageTypeRanged: only ranged damage will be reduced
- damageTypeAll: all damage will be reduced
### PERCENTAGE_DAMAGE_BOOST
@ -490,8 +510,8 @@ Affected units will deal increased damage when attacking other units
- val: damage increase, percentage
- subtype:
- - damageTypeMelee: only melee damage will increased
- - damageTypeRanged: only ranged damage will increased
- damageTypeMelee: only melee damage will increased
- damageTypeRanged: only ranged damage will increased
### GENERAL_ATTACK_REDUCTION
@ -501,9 +521,9 @@ Affected units will deal reduced damage when attacking other units (Blind or Par
### DEFENSIVE_STANCE
Affected units will receive increased bonus to defence while defending
Affected units will receive increased bonus to defense while defending
- val: additional bonus to defence, in skill points
- val: additional bonus to defense, in skill points
### NO_DISTANCE_PENALTY
@ -519,7 +539,7 @@ Affected unit will deal full damage when shooting over walls in sieges. Does not
### FREE_SHOOTING
Affected unit can use ranged attack even when blocked by enemy unit. (Sharpshooter's Bow)
Affected unit can use ranged attack even when blocked by enemy unit, like with Bow of the Sharpshooter relic
### BLOCKS_RETALIATION
@ -531,8 +551,8 @@ Affected unit will gain new creatures for each enemy killed by this unit
- val: number of units gained per enemy killed
- subtype:
- - soulStealPermanent: creature will stay after the battle
- - soulStealBattle: creature will be lost after the battle
- soulStealPermanent: creature will stay after the battle
- soulStealBattle: creature will be lost after the battle
### TRANSMUTATION
@ -540,8 +560,8 @@ Affected units have chance to transform attacked unit to other creature type
- val: chance for ability to trigger, percentage
- subtype:
- - transmutationPerHealth: transformed unit will have same HP pool as original stack,
- - transmutationPerUnit: transformed unit will have same number of units as original stack
- transmutationPerHealth: transformed unit will have same HP pool as original stack,
- transmutationPerUnit: transformed unit will have same number of units as original stack
- addInfo: creature to transform to. If not set, creature will transform to same unit as attacker
### SUMMON_GUARDIANS
@ -577,8 +597,8 @@ Affected unit will kills additional units after attack
- val: chance to trigger, percentage
- subtype:
- - destructionKillPercentage: kill percentage of units,
- - destructionKillAmount: kill amount
- destructionKillPercentage: kill percentage of units,
- destructionKillAmount: kill amount
- addInfo: amount or percentage to kill
### LIMITED_SHOOTING_RANGE
@ -592,7 +612,7 @@ Affected unit can use ranged attacks only within specified range
### CATAPULT
Affected unit can attack walls during siege battles
Affected unit can attack walls during siege battles (Cyclops)
- subtype: spell that describes attack parameters
@ -629,7 +649,7 @@ All units adjacent to affected unit will receive additional spell resistance bon
### HP_REGENERATION
Affected unit will regenerate portion of its health points on its turn
Affected unit will regenerate portion of its health points on its turn.
- val: amount of health points gained per round
@ -647,19 +667,19 @@ Affected unit will give his hero specified portion of mana points spent by enemy
### LIFE_DRAIN
Affected unit will heal itself, resurrecting any dead units, by amount of dealt damage
Affected unit will heal itself, resurrecting any dead units, by amount of dealt damage (Vampire Lord)
- val: percentage of damage that will be converted into health points
### DOUBLE_DAMAGE_CHANCE
Affected unit has chance to deal double damage on attack
Affected unit has chance to deal double damage on attack (Death Knight)
- val: chance to trigger, percentage
### FEAR
If enemy army has creatures affected by this bonus, they will skip their turn with 10% chance. Blocked by FEARLESS bonus.
If enemy army has creatures affected by this bonus, they will skip their turn with 10% chance (Azure Dragon). Blocked by FEARLESS bonus.
### HEALER
@ -691,11 +711,11 @@ Affected unit will deal additional damage after attack
Affected unit will kill additional units after attack
- subtype:
- - deathStareGorgon: random amount
- - deathStareCommander: fixed amount
- deathStareGorgon: random amount
- deathStareCommander: fixed amount
- val:
- - for deathStareGorgon: chance to kill, counted separately for each unit in attacking stack, percentage. At most (stack size \* chance) units can be killed at once. TODO: recheck formula
- - for deathStareCommander: number of creatures to kill, total amount of killed creatures is (attacker level / defender level) \* val
- for deathStareGorgon: chance to kill, counted separately for each unit in attacking stack, percentage. At most (stack size \* chance) units can be killed at once. TODO: recheck formula
- for deathStareCommander: number of creatures to kill, total amount of killed creatures is (attacker level / defender level) \* val
### SPECIAL_CRYSTAL_GENERATION
@ -737,53 +757,41 @@ Determines how many times per combat affected creature can cast its targeted spe
### SPELL_AFTER_ATTACK
TODO:
- subtype - spell id
- value - chance %
- subtype - spell id, eg. spell.iceBolt
- value - chance (percent)
- additional info - \[X, Y\]
- X - spell level
- Y = 0 - all attacks, 1 - shot only, 2 - melee only
- X - spell level
- Y = 0 - all attacks, 1 - shot only, 2 - melee only
### SPELL_BEFORE_ATTACK
TODO:
- subtype - spell id
- value - chance %
- additional info - \[X, Y\]
- X - spell level
- Y = 0 - all attacks, 1 - shot only, 2 - melee only
- X - spell level
- Y = 0 - all attacks, 1 - shot only, 2 - melee only
### SPECIFIC_SPELL_POWER
### SPECIFIC_SPELL_POWER
TODO:
- value used for Thunderbolt and Resurrection casted by units, also for Healing secondary skill (for core:spell.firstAid used by First Aid tent)
- value: Used for Thunderbolt and Resurrection cast by units (multiplied by stack size). Also used for Healing secondary skill (for core:spell.firstAid used by First Aid tent)
- subtype - spell id
### CREATURE_SPELL_POWER
TODO:
- value per unit, divided by 100 (so faerie Dragons have 500)
- value: Spell Power of offensive spell cast unit, divided by 100. ie. Faerie Dragons have value fo 500, which gives them 5 Spell Power for each unit in the stack.
### CREATURE_ENCHANT_POWER
TODO:
total duration of spells casted by creature
- val: Total duration of spells cast by creature, in turns
### REBIRTH
Affected stack will resurrect after death
TODO: recheck math
- val - percent of total stack HP restored
- val - percent of total stack HP restored, not rounded. For instance, when 4 Phoenixes with Rebirth chance of 20% die, there is 80% chance than one Phoenix will rise.
- subtype:
- - rebirthRegular: (Phoenix)
- - rebirthSpecial: at least one unit will always resurrect (sacred Phoenix)
- rebirthRegular: Phoenix, as described above.
- rebirthSpecial: At least one unit will always rise (Sacred Phoenix)
### ENCHANTED
@ -798,9 +806,7 @@ Affected unit is permanently enchanted with a spell, that is cast again every tu
Affected unit is immune to all spell with level below or equal to value of this bonus
- val: level up to which this unit is immune to
TODO: additional info?
- val: level of spell up to which this unit is immune to
### MAGIC_RESISTANCE
@ -846,7 +852,7 @@ Affected unit can be affected by all friendly spells even it would be normally i
### POISON
TODO: describe
Unit affected by poison will lose 10% of max health every combat turn, up to `val`. After that, effect ends.
- val - max health penalty from poison possible
@ -886,9 +892,9 @@ Affected unit can not be controlled by player and instead it will attempt to mov
### IN_FRENZY
Affected unit's defence is reduced to 0 and is transferred to attack with specified multiplier
Affected unit's defense is reduced to 0 and is transferred to attack with specified multiplier
- val: multiplier factor with which defence is transferred to attack (percentage)
- val: multiplier factor with which defense is transferred to attack (percentage)
### HYPNOTIZED
@ -934,9 +940,9 @@ Affected heroes will be under effect of Visions spell, revealing information of
- val: multiplier to effect range. Information is revealed within (val \* hero spell power) range
- subtype:
- - visionsMonsters: reveal information on monsters,
- - visionsHeroes: reveal information on heroes,
- - visionsTowns: reveal information on towns
- visionsMonsters: reveal information on monsters,
- visionsHeroes: reveal information on heroes,
- visionsTowns: reveal information on towns
### BLOCK_MAGIC_BELOW

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@ -2,23 +2,58 @@
# List of features added in VCMI
## High resolutions
VCMI supports resolutions higher than original game, which ran only in 800 x 600. It also allows a number of additional features:
- High-resolution screens of any ascpect ratio are supported.
- In-game GUI can be freely scaled
- Adventure map can be freely zoomed
Assets from Heroes of Might & Magic III HD - Remake released by Ubisoft in 2015 - are **not** supported.
## Extended engine limits
Some of game features have already been extended in comparison to Shadow of Death:
- Support for 32-bit graphics with alpha channel. Supported formats are .def, .bmp, .png and .tga
- Support for maps of any size, including rectangular shapes
- No limit of number of map objects, such as dwellings and stat boosters
- Hero experience capacity currently at 2^64, which equals 199 levels with typical progression
- Heroes can have primary stats up to 2^16
- Unlimited backpack
- Support for Stack Experience
- Heroes can have primary stats up to 2^16.
- Unlimited backpack (by default). This can be toggled off to restore original 64-slot backpack limit.
The list of implemented cheat codes and console commands is [here](Cheat_codes.md).
# New mechanics (Optional)
## Stack Experience module
VCMI natively suppoorts stack experience feature known from WoG. Any creature - old or modded - can get stack experience bonuses. However, this feature needs to be enabled as a part of WoG VCMI submod.
Stack experience interface has been merged with regular creature window. Among old functionalities, it includes new useful info:
- Click experience icon to see detailed info about creature rank and experience needed for next level. This window works only if stack experience module is enabled (true by default).
- Abilities description contain information about actual values and types of bonuses received by creature - be it default ability, stack experience, artifact or other effect. These descriptions use custom text files which have not been translated.
- [Stack Artifact](#stack-artifact-module). You can choose enabled artifact with arrow buttons. There is also additional button below to pass currently selected artifact back to hero.
## Commanders module
VCMI offers native support for Commanders. Commanders are part of WoG mod for VCMI and require it to be enabled. However, once this is done, any new faction can use its own Commander, too.
## Mithril module
VCMI natively supports Mithril resource known from WoG. However, it is not currently used by any mod.
## Stack Artifact module
In original WoG, there is one available Stack Artifact - Warlord's Banner, which is related directly to stack experience. VCMI natively supports any number of Stack Artifacts regardless if of Stack Experience module is enabled or not. However, currently no mods make use of this feature and it hasn't been tested for many years.
# List of bugs fixed in VCMI
These bugs were present in original Shadow of Death game, however the team decided to fix them to bring back desired behaviour:
# List of game mechanics changes
## List of game mechanics changes
Some of H3 mechanics can't be straight considered as bug, but default VCMI behaviour is different:
@ -27,12 +62,48 @@ Some of H3 mechanics can't be straight considered as bug, but default VCMI behav
- Battles. Spells from artifacts like AOTD are autocasted on beginning of the battle, not beginning of turn.
- Spells. Dimension Door spell doesn't allow to teleport to unexplored tiles.
# List of extended game functionality
# List of extended GUI features
## Adventure map
### New Shortcuts
- [LCtrl] + [R] - Quick restart of current scenario.
- [LCtrl] + Arrows - scrolls Adventure Map behind an open window.
- [LCtrl] pressed blocks Adventure Map scrolling (it allows us to leave the application window without losing current focus).
- NumPad 5 - centers view on selected hero.
- NumPad Enter functions same as normal Enter in the game (it didn't in H3).
- [LCtrl] + LClick – perform a normal click (same as no hero is selected). This make it possible to select other hero instead of changing path of current hero.
## Quick Army Management
## Pathfinder
VCMI introduces improved pathfinder, which may find the way on adventure map using ships,Subterranean Gates and Monoliths. Simply click your destination anywhere on adventure map and it will find shortest path, if if target position is reachable.
### Quest log
VCMI itroduces custom Quest Log window. It can display info about Seer Hut or Quest Guard mission, but also handle Borderguard and Border Gate missions. When you choose a quest from the list on the left, it's description is shown. Additionally, on inner minimap you can see small icons indicating locations of quest object. Clicking these objects immediately centers adventure map on desired location.
### Power rating
When hovering cursor over neutral stack on adventure map, you may notice additional info about relative threat this stack poses to curently selected hero. This feature has been originally introduced in Heroes of Might and Magic V.
### Minor GUI features
Some windows and dialogs now display extra info and images to make game more accessible for new players. This can be turned off, if desired.
## Battles
### Stack Queue
Stack queue is a feature coming straight from HoMM5, which allows you to see order of stacks on the battlefield, sorted from left to right. To toggle in on/off, press [Q] during the battle. There is smaller and bigger version of it, the second one is available only in higher resolutions.
### Attack range
In combat, some creatures, such as Dragon or Cerberi, may attack enemies on multiple hexes. All such attacked stacks will be highlighted if the attack cursor is hovered over correct destination tile. Whenever battle stack is hovered, its movement range is highlighted in darker shade. This can help when you try to avoid attacks of melee units.
## Town Screen
### Quick Army Management
- [LShift] + LClick – splits a half units from the selected stack into an empty slot.
- [LCtrl] + LClick – splits a single unit from the selected stack into an empty slot.
@ -40,8 +111,9 @@ Some of H3 mechanics can't be straight considered as bug, but default VCMI behav
- [Alt] + LClick – merge all splitted single units into one stack
- [Alt] + [LCtrl] + LClick - move all units of selected stack to the city's garrison or to the met hero
- [Alt] + [LShift] + LClick - dismiss selected stack`
- Directly type numbers in the Split Stack window to split them in any way you wish
## Interface Shourtcuts
### Interface Shortcuts
It's now possible to open Tavern (click on town icon), Townhall, Quick Recruitment and Marketplace (click on gold) from various places:
@ -49,11 +121,26 @@ It's now possible to open Tavern (click on town icon), Townhall, Quick Recruitme
- Kingdom overview for each town
- Infobox (only if info box army management is enabled)
## Quick Recruitment
### Quick Recruitment
Mouse click on castle icon in the town screen open quick recruitment window, where we can purhase in fast way units.
## Color support
## Pregame - Scenario / Saved Game list
- Mouse wheel - scroll through the Scenario list.
- [Home] - move to the top of the list.
- [End] - move to the bottom of the list.
- NumPad keys can be used in the Save Game screen (they didn't work in H3).
## Fullscreen
- [F4] - Toggle fullscreen mode on/off.
## FPS counter
It's the new feature meant for testing game performance on various platforms.
## Color support in game text
Additional color are supported for text fields (e.g. map description). Uses HTML color syntax (e.g. #abcdef) / HTML predefined colors (e.g. green).

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@ -1,168 +0,0 @@
< [Documentation](../Readme.md) / Manual
# Introduction
The purpose of VCMI project is to rewrite entire HoMM3: WoG engine from scratch, giving it new and extended possibilities. We are hoping to support mods and new towns already made by fans, but abandoned because of game code limitations.
VCMI is a fan-made open-source project in progress. We already allow support for maps of any sizes, higher resolutions and extended engine limits. However, although working, the game is not finished. There are still many features and functionalities to add, both old and brand new.
# Installation
VCMI requires Heroes of Might & Magic 3 complete installation and will not run properly without their files.
## Windows
To install VCMI, simply unzip downloaded archive to main HoMM3 directory. To launch it, click `VCMI_client` icon. Server mode is inactive yet.
## Linux
Visit [Installation on Linux](Installation_Linux.md) for Linux packages and installation guidelines.
# New features
A number of enchancements had been introduced thorough new versions of VCMI. In this section you can learn about all of them.
## High resolutions
VCMI supports resolutions higher than original 800x600.
Switching resolution may not only change visible area of map, but also alters some interface features such as [Stack Queue.](#stack-queue)
To change resolution or full screen mode use System Options menu when in game. Fullscreen mode can be toggled anytime using F4 hotkey.
## Stack Experience
In 0.85, new stack experience interface has been merged with regular creature window. Among old functionalities, it includes new useful info:
- Click experience icon to see detailed info about creature rank and experience needed for next level. This window works only if stack experience module is enabled (true by default).
- Stack Artifact. As yet creature artifacts are not handled, so this place is unused. You can choose enabled artifact with arrow buttons. There is also additional button below to pass currently selected artifact back to hero.
- Abilities description contain information about actual values and types of bonuses received by creature - be it default ability, stack experience, artifact or other effect. These descriptions use custom text files which have not been translated.
## Commanders
VCMI offers native support for Commanders. By default, they resemble original WoG behaviour with basic "Commanders" script enabled.
## Stack Queue
Stack queue is a feature coming straight from HoMM5, which allows you to see order of stacks on the battlefield, sorted from left to right. To toggle in on/off, press 'Q' during the battle. There is smaller and bigger version of it, the second one is available only in higher resolutions.
## Pathfinder
VCMI introduces improved pathfinder, which may find the way on adventure map using ships and subterranean gates. Simply click your destination on another island or level and the proposed path will be displayed.
## Quest log
In 0.9 new quest log was introduced. It can display info about Seer Hut or Quest Guard mission, but also handle Borderguard and Border Gate missions. When you choose a quest from the list on the left, it's description is shown. Additionally, on inner minimap you can see small icons indicating locations of quest object. Clicking these objects immediately centers adventure map on desired location.
## Attack range
In combat, some creatures, such as Dragon or Cerberi, may attack enemies on multiple hexes. All such attacked stacks will be highlighted if the attack cursor is hovered over correct destination tile. Whenever battle stack is hovered, its movement range is highlighted in darker shade. This can help when you try to avoid attacks of melee units.
## Power rating
When hovering cursor over neutral stack on adventure map, you may notice additional info about relative threat this stack poses to selected hero. This feature has been introduced in Heroes of Might and Magic V and is planned to be extended to all kinds of armed objects.
## FPS counter
VCMI 0.85 introduces new feature for testing, the FPS counter.
## Minor improvements
## New controls
VCMI introduces several minor improvements and new keybinds in user
interface.
### Pregame - Scenario / Saved Game list
- Mouse wheel - scroll through the Scenario list.
- Home - move to the top of the list.
- End - move to the bottom of the list.
- NumPad keys can be used in the Save Game screen (they didn't work in H3).
### Adventure Map
- CTRL + R - Quick restart of current scenario.
- CTRL + Arrows - scrolls Adventure Map behind an open window.
- CTRL pressed blocks Adventure Map scrolling (it allows us to leave the application window without losing current focus).
- NumPad 5 - centers view on selected hero.
- NumPad Enter functions same as normal Enter in the game (it didn't in H3).
### Miscellaneous
- Numbers for components in selection window - for example Treasure Chest, skill choice dialog and more yet to come.
- Type numbers in the Split Stack screen (for example 25 will split the stacks as such that there are 25 creatures in the second stack).
- 'Q' - Toggles the [Stack Queue](#stack-queue) display (so it can be enabled/disabled with single key press).
- During Tactics phase, click on any of your stack to instantly activate it. No need to scroll trough entire army anymore.
## Cheat codes
Following cheat codes have been implemented in VCMI. Type them in console:
- `vcmiistari` - Gives all spells and 999 mana to currently selected hero
- `vcmiainur` - Gives 5 Archangels to every empty slot of currently selected hero
- `vcmiangband` - Gives 10 Black Knights into each slot
- `vcmiarmenelos` - Build all structures in currently selected town
- `vcminoldor` - All war machines
- `vcminahar` - 1000000 movement points
- `vcmiformenos` - Give resources (100 wood, ore and rare resources and 20000 gold)
- `vcmieagles` - Reveals fog of war
- `vcmiglorfindel` - Advances currently selected hero to the next level
- `vcmisilmaril` - Player wins
- `vcmimelkor` - Player loses
- `vcmiforgeofnoldorking` - Hero gets all artifacts except spell book, spell scrolls and war machines
# Feedback
Our project is open and its sources are available for everyone to browse and download. We do our best to inform community of Heroes fans with all the details and development progress. We also look forward to your comments, support and advice.\
A good place to start is [VCMI Documentation](../Readme.md) which contains all necessary information for developers, testers and the people who would like to get familiar with our project. If you want to report a bug, use [Mantis Bugtracker](http://bugs.vcmi.eu/bug_report_advanced_page.php).
Make sure the issue is not already mentioned on [the list](http://bugs.vcmi.eu/view_all_bug_page.php) unless you can provide additional details for it. Please do not report as bugs features not yet implemented. For proposing new ideas and requests, visit [our board](http://forum.vcmi.eu/index.php).
VCMI comes with its own bug handlers: the console which prints game log `(server_log, VCMI_Client_log, VCMI_Server_log)` and memory dump file (`.dmp`) created on crash on Windows systems. These may be very helpful when the nature of bug is not obvious, please attach them if necessary.
To resolve an issue, we must be able to reproduce it on our computers. Please put down all circumstances in which a bug occurred and what did you do before, especially if it happens rarely or is not clearly visible. The better report, the better chance to track the bug quickly.
# FAQ
### What does "VCMI" stand for?
VCMI is an acronym of the [Quenya](https://en.wikipedia.org/wiki/Quenya) phrase "Vinyar Callor Meletya Ingole", meaning "New Heroes of Might and Magic". ([Source](https://forum.vcmi.eu/t/what-vcmi-stands-for/297/4))
## How to turn off creature queue panel in battles?
Hotkey to switch this panel is "Q"
### Is it possible to add town X to vcmi?
This depends on town authors or anyone else willing to port it to vcmi. Aim of VCMI is to provide *support* for such features.
## When will the final version be released?
When it is finished, which is another year at least. Exact date is impossible to predict. Development tempo depends mostly on free time of active programmers and community members, there is no exact shedule. You may expect new version every three months. Of course, joining the project will speed things up.
## Are you going to add / change X?
VCMI recreates basic H3:SoD engine and does not add new content or modify original mechanics by default. Only engine and interface improvements are likely to be supported now. If you want something specific to be done, please present detailed project on [our board](http://forum.vcmi.eu/index.php). Of course you are free to contribute with anything you can do.
## Will it be possible to do Y?
Removing engine restrictions and allowing flexible modding of game is the main aim of the project. As yet modification of game is not supported.
## The game is not working, it crashes and I get strange console messages.
Report your bug. Details are described [here](#Feedback). The sooner you tell the team about the problem, the sooner it will be resolved. Many problems come just from improper installation or system settings.
## What is the current status of the project?
Check [Documentation](../Readme.md), [release notes](http://forum.vcmi.eu/viewforum.php?f=1) or [changelog](https://github.com/vcmi/vcmi/blob/develop/ChangeLog). The best place to watch current changes as they are committed to the develop branch is the [Github commits page](https://github.com/vcmi/vcmi/commits/develop). The game is quite playable by now, although many important features are missing.
## I have a great idea!
Share it on [VCMI forum](http://forum.vcmi.eu/index.php) so all team members can see it and share their thoughts. Remember, brainstorming is good for your health.
## Are you going to support Horn of The Abyss / Wog 3.59 / Grove Town etc.?
Yes, of course. VCMI is designed as a base for any further mods and uses own executables, so the compatibility is not an issue. The team is not going to compete, but to cooperate with the community of creative modders.
## Can I help VCMI Project in any way?
If you are C++ programmer, graphican, tester or just have tons of ideas, do not hesistate - your help is needed. The game is huge and many different ares of activity are still waiting for someone like you.
## I would like to join development team.
You are always welcome. Contact the core team via [our board](http://forum.vcmi.eu/index.php). The usual way to join the team is to post your patch for review on our board. If the patch is positively rated by core team members, you will be given access to SVN repository.