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Merge pull request #5012 from IvanSavenko/changelog_november

Updated changelog to account for recent changes
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Ivan Savenko 2024-12-07 18:36:47 +02:00 committed by GitHub
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2 changed files with 67 additions and 4 deletions

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### Major changes
* Greatly improved decision-making of NullkillerAI
* Implemented handicap system, with options to reduce income and growth in addition to starting resources restriction
* Game will now show statistics after scenario completion, such as resources or army strength over time
* Implemented spell quick selection panel in combat
* Implemented adventure map overlay accessible via Alt key that highlights all interactive objects on screen
* Implemented xBRZ upscaling filter
* Added support for high-resolution graphical assets
* It is now possible to import data from Heroes Chronicles (gog.com installer only) as custom campaigns
* Added simple support for spell research feature from HotA that can be enabled via mod or game configuration editing
* Implemented automatic selection of interface scaling. Selecting interface scaling manually will restore old behavior
@ -20,6 +22,8 @@
* Mods that modify game texts, such as descriptions of secondary skills, will now correctly override translation mods
* Game will now correctly restore information such as hero path, order of heroes and towns, and list of sleeping heroes on loading a save game
* Added translation for missing texts, such as random map descriptions, quick exchange buttons, wog commander abilities, moat names
* When playing in non-English language using English Heroes III data files, game will now load all maps and campaigns using player language
* Added `vcmiscrolls` cheat code that gives spell scrolls for every possible spells
### Multiplayer
@ -36,6 +40,8 @@
* Fixed possible crash on connecting bluetooth mouse during gameplay on Android
* VCMI will now write more detailed information to log file on crash due to uncaught exception
* Fixed crash on transfer of multiple artifacts in a backpack to another hero on starting next campaign scenario without hero that held these artifacts before
* Fixed crash on dismissing hero after picking up an artifact from hero doll
* Fixed possible crash if creature with spell before attack bonus kills unit it was attacking with spell
### Mechanics
@ -54,6 +60,12 @@
* Chain Lightning will now skip over creatures that are immune to this spell instead of targeting them but dealing no damage
* Commanders spell resistance now uses golem-like logic which reduces damage instead of using dwarf-style change to block spell
* It is now possible to target empty hex for shooters with area attack, such as Magog or Lich
* View Earth will no longer reveal position of enemy heroes and towns
* It is now possible to sell Grail, in line with Heroes III
* Jeddite is no longer female
* Mutare and Mutare Drake are now Overlord and not Warlock
* Elixir of Life no longer affects siege machines
* Banned skills known by hero now have minimal chance (1) instead of 0 to appear on levelup
### Video / Audio
@ -72,19 +84,26 @@
* Fixed computation of audio length for formats other than .wav. This fixes incorrect text scrolling speed in campaign intro/outro
* Game will now use Noto family true type font to display characters not preset in Heroes III fonts
* Added option to scale all in-game fonts when scalable true type fonts are in use
* Some of the assets provided by VCMI are now available in higher resolution
* Implemented support for semi-transparent spell effects, such as Life Drain or Resurrection (and many others)
### Interface
* It is now possible to search for a map object using Ctrl+F hotkey
* Holding Alt while using move unit button on Exchange screen will now move entire army except for single unit in this slot
* Added option to drag map with right-click
* Added hotkeys to reorder list of owned towns or heroes
* The number of units resurrected using the Life Drain ability is now written to the combat log.
* Fixed order of popup dialogs after battle.
* Creature window now displays source of all bonuses that creature has, such as creature ability, hero skill, hero artifact, etc.
* Reduced font used for creature abilities description to reduce text clipping
* Right-click on wandering monster on adventure map will now also show creature level and faction it belongs to
* Added additional information to map right-click popup dialog: map author, map creation date, map version
* Added scrollbars for selection of starting town, starting hero, and tavern invite if number of objects is too large to fit into the screen
* Fixed incorrect battle turn queue displaying incorrect turn order when all units have waited
* Semi-transparent shadows now correctly update their transparency during fading effects, such as resource pickups
* Fixed swapped Overlord and Warlock models on adventure map
* Fixed Heroes III bug - swapped icons of View Earth and View Air
* Game will now save all names for human player in hotseat mode
* Added unassigned by default shortcuts for toggling visibility of visitable and blocked tiles
* Spellbook button in battle is now blocked if hero has no spellbook
@ -100,6 +119,16 @@
* Quick backpack window is now also accessible via Shift+mouse click, similar to HD Mod
* It is now possible to sort artifacts in backpack by cost, slot, or rarity class
* Fixed incorrect display of names of VCMI maps in scenario selection if multiple VCMI map are present in list
* Fixed bug leading to inability to select larger number of "CPU only players" in random map generation menu
* It is now possible to delete saved games
* Game will now promt to delete saves from no longer supported versions of VCMI
* It is now possible to use scroll in touch popup windows
* Name of spell provided by Shrine is now displayed in yellow color
* Fixed right-click popup on hero in town placed outside of screen boundaries on low resolutions
* Fixed misaligned button in 2-player alliance selector in random map generation menu
* Damage range of Ballista in unit window now accounts for hero attack skill, in line with Heroes III
* Changed format of automatic autosave to more human-readable version
* Names of autosave folders are now left-aligned in save game list
### Random Maps Generator
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* It is now possible to connect zone to itself using pair of portals
* It is now possible for a random map template to change game settings
* Road settings will now be correctly loaded when opening random map setup tab
* Roads placed on the maps will now be curved a little bit to improve the look of the maps.
* Added support for banning objects per zones
* Added support for customizing objects frequency, value, and count per zone
* Fixed values of Pandora Boxes with creatures to be in line with H3:SoD
* Added sealed zone types, for entirely unpassable zones.
* It is now possible to connect two zones with multiple connections of same or different types
### Campaigns
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* Added support for custom loading screen in campaigns
* Added support for custom region definitions (such as background images) for VCMI campaigns
### AI
### Adventure AI
* VCMI will now use BattleAI for battles with neutral enemies by default
* Fixed bug where BattleAI attempts to move double-wide unit to an unreachable hex
* Greatly improved decision-making of NullkillerAI
* NullkillerAI will now act differently based on difficulty level
* Fixed several cases where Nullkiller AI can count same dangerous object twice, doubling expected army loss.
* Nullkiller is now capable of visiting configurable objects from mods
* Nullkiller now uses whirlpools for map movement
* Fixed possible crash on AI attempting to visit town that is already being visited by this hero
* It is now possible to configure NullkillerAI parameters separately for each game difficulty
* Extended hardcoded logic of AI not taking creatures from Garrisons to all Heroes III: Restoration of Erathia campaigns, in line with original game
### Combat AI
* VCMI will now use BattleAI for battles with neutral enemies by default
* Fixed bug where BattleAI attempts to move double-wide unit to an unreachable hex
* Fixed a bug causing BattleAI to focus on unreachable targets and ignoring reachable enemies
* AI can now correctly estimate effect of Dragon Breath and other similar abilities
* Battle AI should now avoid ending turn on the moat
* Fixed case where BattleAI will go around the map to attack ranged units if direct path is blocked by another unit
* Fixed evaluation of effects of waiting if unit is under haste effect by Battle AI
* Battle AI can now use location spells
* Battle AI will now correctly avoid moving flying units into dangerous obstacles such as moat
* Fixed possible crash on AI attempting to visit town that is already being visited by this hero
### Launcher
* It is now always possible to disable or uninstall a mod. Any mods that depend on this mod will be automatically disabled
* It is now always possible to update a mod, even if there are mods that depend on this mod.
* It is now possible to enable mod that conflicts with already active mod. Conflicting mods will be automatically disabled
* If main mod is disabled, all its submods will have their active or inactive status shown as greyed-out for clarity
* If mod depends or conflicts with a submod, Launcher will now also show name of parent mod in list of dependencies / conflicts
* Game will now cache result of mod repository checkout and restore it immediately on next start. This removes flickering when game fills list of available mods.
* Screenshot and Changelog tabs in mod description are now disabled for mods that do not have them.
* Launcher will now correctly show conflicts on both sides - if mod A is marked as conflicting with B, then information on this conflict will be shown in description of both mod A and mod B (instead of only in mod B)
* Added Swedish translation
* Added better diagnostics for gog installer extraction errors
### Map Editor
* It is now possible to remove any map object as part of timed event
* Implemented tracking of building requirements for Building Dialog
* Added build/demolish/enable/disable all buildings options to Building Dialog in town properties
* Added support for customization of heroes artifacts
* Implemented configuration of patrol radius for heroes
* It is now possible to set spells allowed or required to be present in Mages Guild
* It is now possible to add timed events to a town
@ -154,9 +205,13 @@
* Fixed duplicated list of spells in Mage Guild in copy-pasted towns
* Removed separate versioning of map editor. Map editor now has same version as VCMI
* Timed events interfaces now counts days from 1, instead of from 0
* Fixed crash on attempting to save map with random dwelling
### Modding
* Json configuration files from different mods no longer can override each other to reduce possibility of a file name clash
* Game will now load high-resolution assets when xbrz upscaler is in use from Data2x, Data3x, Data4x, or Sprites2x, Sprites3x, Sprites4x directories.
* Game will now load high-resolution movies when xbrz upscaler is in use from Video2x, Video3x, Video4x directories
* Added support for configurable flaggable objects that can provide bonuses or daily income to owning player
* Added support for soft dependencies for mods, that only affect mod loading order (and as result - override order), without requiring dependent mod or allowing access to its identifiers
* It is now possible to provide translations for mods that modify strings from original game, such as secondary skill descriptions
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* Added support for explicitly visitable town buildings that will activate only on click and not on construction or on hero visit (Mana Vortex from HotA)
* It is now possible to add guards to a configurable objects. All H3 creature banks are now implemented as configurable object.
* It is now possible to define starting position of units in a guarded configurable object
* It is now possible to add description to an object with "market" handler
* Added `canCastWithoutSkip` parameter to a spell. If such spell is cast by a creature, its turn will not end after a spellcast
* Added `castOnlyOnSelf` parameter to a spell. Creature that can cast this spell can only cast it on themselves
* Mod can now provide pregenerated assets in place of autogenerated, such as large spellbook.
@ -176,12 +232,15 @@
* Added support for multiple music tracks for towns
* Added support for multiple music tracks for terrains on adventure map
* Fixed several cases where vcmi will report errors in json without specifying filename of invalid file
* Fixed selection of gendered sprites for heroes on adventure map
* It is now possible to change minimal values of primary skills for heroes
* Added support for HotA Bank building from Factory
* Added support for HotA Grotto buiding from Cove
* Added support for HotA-style 8th creature in town
* Town building can now define war machine produced in this building (Blacksmith or Ballista Yard)
* Town building can now define provided fortifications - health of walls, towers, presence of moat, identifier of creature shooter on tower
* War Machines Factory no longer unconditionally contain war machines from the original game, allowing mods to define list of war machines from scratch
* Added MECHANICAL bonus
* Added DISINTEGRATE bonus
* Added INVINCIBLE bonus
* Added PRISM_HEX_ATTACK_BREATH bonus
@ -190,6 +249,9 @@
* Black market restock period setting now correctly restocks on specified date instead of restocking on all dates other than specified one
* Json Validator will now attempt to detect typos when encountering unknown property in Json
* Added `translate missing` command that will export only untranslated strings into `translationsMissing` directory, separated per mod
* Added support for text subtitiles for video files
* Added validation of objects with "market" and "flaggable" handlers
* Added "special" property for secondary skills
## 1.5.6 -> 1.5.7

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@ -31,6 +31,7 @@ Gives specific creature in every slot, with optional amount. Examples:
`nwclotsofguns` or `vcminoldor` or `vcmimachines` - give ballista, ammo cart and first aid tent
`vcmiforgeofnoldorking` or `vcmiartifacts` - give all artifacts, except spell book, spell scrolls and war machines. Artifacts added via mods included
`vcmiscrolls` - give spell scrolls for every possible spells
### Movement points