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Merge pull request #5012 from IvanSavenko/changelog_november
Updated changelog to account for recent changes
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ChangeLog.md
70
ChangeLog.md
@ -4,11 +4,13 @@
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### Major changes
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* Greatly improved decision-making of NullkillerAI
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* Implemented handicap system, with options to reduce income and growth in addition to starting resources restriction
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* Game will now show statistics after scenario completion, such as resources or army strength over time
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* Implemented spell quick selection panel in combat
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* Implemented adventure map overlay accessible via Alt key that highlights all interactive objects on screen
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* Implemented xBRZ upscaling filter
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* Added support for high-resolution graphical assets
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* It is now possible to import data from Heroes Chronicles (gog.com installer only) as custom campaigns
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* Added simple support for spell research feature from HotA that can be enabled via mod or game configuration editing
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* Implemented automatic selection of interface scaling. Selecting interface scaling manually will restore old behavior
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@ -20,6 +22,8 @@
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* Mods that modify game texts, such as descriptions of secondary skills, will now correctly override translation mods
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* 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
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* Added translation for missing texts, such as random map descriptions, quick exchange buttons, wog commander abilities, moat names
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* When playing in non-English language using English Heroes III data files, game will now load all maps and campaigns using player language
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* Added `vcmiscrolls` cheat code that gives spell scrolls for every possible spells
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### Multiplayer
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@ -36,6 +40,8 @@
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* Fixed possible crash on connecting bluetooth mouse during gameplay on Android
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* VCMI will now write more detailed information to log file on crash due to uncaught exception
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* 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
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* Fixed crash on dismissing hero after picking up an artifact from hero doll
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* Fixed possible crash if creature with spell before attack bonus kills unit it was attacking with spell
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### Mechanics
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@ -54,6 +60,12 @@
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* Chain Lightning will now skip over creatures that are immune to this spell instead of targeting them but dealing no damage
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* Commanders spell resistance now uses golem-like logic which reduces damage instead of using dwarf-style change to block spell
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* It is now possible to target empty hex for shooters with area attack, such as Magog or Lich
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* View Earth will no longer reveal position of enemy heroes and towns
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* It is now possible to sell Grail, in line with Heroes III
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* Jeddite is no longer female
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* Mutare and Mutare Drake are now Overlord and not Warlock
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* Elixir of Life no longer affects siege machines
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* Banned skills known by hero now have minimal chance (1) instead of 0 to appear on levelup
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### Video / Audio
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@ -72,19 +84,26 @@
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* Fixed computation of audio length for formats other than .wav. This fixes incorrect text scrolling speed in campaign intro/outro
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* Game will now use Noto family true type font to display characters not preset in Heroes III fonts
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* Added option to scale all in-game fonts when scalable true type fonts are in use
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* Some of the assets provided by VCMI are now available in higher resolution
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* Implemented support for semi-transparent spell effects, such as Life Drain or Resurrection (and many others)
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### Interface
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* It is now possible to search for a map object using Ctrl+F hotkey
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* Holding Alt while using move unit button on Exchange screen will now move entire army except for single unit in this slot
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* Added option to drag map with right-click
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* Added hotkeys to reorder list of owned towns or heroes
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* The number of units resurrected using the Life Drain ability is now written to the combat log.
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* Fixed order of popup dialogs after battle.
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* Creature window now displays source of all bonuses that creature has, such as creature ability, hero skill, hero artifact, etc.
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* Reduced font used for creature abilities description to reduce text clipping
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* Right-click on wandering monster on adventure map will now also show creature level and faction it belongs to
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* Added additional information to map right-click popup dialog: map author, map creation date, map version
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* Added scrollbars for selection of starting town, starting hero, and tavern invite if number of objects is too large to fit into the screen
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* Fixed incorrect battle turn queue displaying incorrect turn order when all units have waited
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* Semi-transparent shadows now correctly update their transparency during fading effects, such as resource pickups
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* Fixed swapped Overlord and Warlock models on adventure map
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* Fixed Heroes III bug - swapped icons of View Earth and View Air
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* Game will now save all names for human player in hotseat mode
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* Added unassigned by default shortcuts for toggling visibility of visitable and blocked tiles
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* Spellbook button in battle is now blocked if hero has no spellbook
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@ -100,6 +119,16 @@
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* Quick backpack window is now also accessible via Shift+mouse click, similar to HD Mod
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* It is now possible to sort artifacts in backpack by cost, slot, or rarity class
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* Fixed incorrect display of names of VCMI maps in scenario selection if multiple VCMI map are present in list
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* Fixed bug leading to inability to select larger number of "CPU only players" in random map generation menu
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* It is now possible to delete saved games
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* Game will now promt to delete saves from no longer supported versions of VCMI
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* It is now possible to use scroll in touch popup windows
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* Name of spell provided by Shrine is now displayed in yellow color
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* Fixed right-click popup on hero in town placed outside of screen boundaries on low resolutions
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* Fixed misaligned button in 2-player alliance selector in random map generation menu
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* Damage range of Ballista in unit window now accounts for hero attack skill, in line with Heroes III
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* Changed format of automatic autosave to more human-readable version
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* Names of autosave folders are now left-aligned in save game list
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### Random Maps Generator
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@ -107,9 +136,12 @@
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* It is now possible to connect zone to itself using pair of portals
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* It is now possible for a random map template to change game settings
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* Road settings will now be correctly loaded when opening random map setup tab
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* Roads placed on the maps will now be curved a little bit to improve the look of the maps.
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* Added support for banning objects per zones
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* Added support for customizing objects frequency, value, and count per zone
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* Fixed values of Pandora Boxes with creatures to be in line with H3:SoD
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* Added sealed zone types, for entirely unpassable zones.
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* It is now possible to connect two zones with multiple connections of same or different types
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### Campaigns
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@ -121,29 +153,48 @@
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* Added support for custom loading screen in campaigns
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* Added support for custom region definitions (such as background images) for VCMI campaigns
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### AI
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### Adventure AI
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* VCMI will now use BattleAI for battles with neutral enemies by default
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* Fixed bug where BattleAI attempts to move double-wide unit to an unreachable hex
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* Greatly improved decision-making of NullkillerAI
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* NullkillerAI will now act differently based on difficulty level
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* Fixed several cases where Nullkiller AI can count same dangerous object twice, doubling expected army loss.
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* Nullkiller is now capable of visiting configurable objects from mods
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* Nullkiller now uses whirlpools for map movement
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* Fixed possible crash on AI attempting to visit town that is already being visited by this hero
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* It is now possible to configure NullkillerAI parameters separately for each game difficulty
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* Extended hardcoded logic of AI not taking creatures from Garrisons to all Heroes III: Restoration of Erathia campaigns, in line with original game
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### Combat AI
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* VCMI will now use BattleAI for battles with neutral enemies by default
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* Fixed bug where BattleAI attempts to move double-wide unit to an unreachable hex
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* Fixed a bug causing BattleAI to focus on unreachable targets and ignoring reachable enemies
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* AI can now correctly estimate effect of Dragon Breath and other similar abilities
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* Battle AI should now avoid ending turn on the moat
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* Fixed case where BattleAI will go around the map to attack ranged units if direct path is blocked by another unit
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* Fixed evaluation of effects of waiting if unit is under haste effect by Battle AI
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* Battle AI can now use location spells
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* Battle AI will now correctly avoid moving flying units into dangerous obstacles such as moat
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* Fixed possible crash on AI attempting to visit town that is already being visited by this hero
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### Launcher
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* It is now always possible to disable or uninstall a mod. Any mods that depend on this mod will be automatically disabled
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* It is now always possible to update a mod, even if there are mods that depend on this mod.
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* It is now possible to enable mod that conflicts with already active mod. Conflicting mods will be automatically disabled
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* If main mod is disabled, all its submods will have their active or inactive status shown as greyed-out for clarity
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* If mod depends or conflicts with a submod, Launcher will now also show name of parent mod in list of dependencies / conflicts
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* 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.
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* Screenshot and Changelog tabs in mod description are now disabled for mods that do not have them.
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* 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)
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* Added Swedish translation
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* Added better diagnostics for gog installer extraction errors
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### Map Editor
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* It is now possible to remove any map object as part of timed event
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* Implemented tracking of building requirements for Building Dialog
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* Added build/demolish/enable/disable all buildings options to Building Dialog in town properties
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* Added support for customization of heroes artifacts
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* Implemented configuration of patrol radius for heroes
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* It is now possible to set spells allowed or required to be present in Mages Guild
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* It is now possible to add timed events to a town
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* Fixed duplicated list of spells in Mage Guild in copy-pasted towns
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* Removed separate versioning of map editor. Map editor now has same version as VCMI
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* Timed events interfaces now counts days from 1, instead of from 0
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* Fixed crash on attempting to save map with random dwelling
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### Modding
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* Json configuration files from different mods no longer can override each other to reduce possibility of a file name clash
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* Game will now load high-resolution assets when xbrz upscaler is in use from Data2x, Data3x, Data4x, or Sprites2x, Sprites3x, Sprites4x directories.
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* Game will now load high-resolution movies when xbrz upscaler is in use from Video2x, Video3x, Video4x directories
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* Added support for configurable flaggable objects that can provide bonuses or daily income to owning player
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* 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
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* 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)
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* It is now possible to add guards to a configurable objects. All H3 creature banks are now implemented as configurable object.
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* It is now possible to define starting position of units in a guarded configurable object
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* It is now possible to add description to an object with "market" handler
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* Added `canCastWithoutSkip` parameter to a spell. If such spell is cast by a creature, its turn will not end after a spellcast
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* Added `castOnlyOnSelf` parameter to a spell. Creature that can cast this spell can only cast it on themselves
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* Mod can now provide pregenerated assets in place of autogenerated, such as large spellbook.
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* Added support for multiple music tracks for towns
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* Added support for multiple music tracks for terrains on adventure map
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* Fixed several cases where vcmi will report errors in json without specifying filename of invalid file
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* Fixed selection of gendered sprites for heroes on adventure map
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* It is now possible to change minimal values of primary skills for heroes
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* Added support for HotA Bank building from Factory
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* Added support for HotA Grotto buiding from Cove
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* Added support for HotA-style 8th creature in town
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* Town building can now define war machine produced in this building (Blacksmith or Ballista Yard)
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* Town building can now define provided fortifications - health of walls, towers, presence of moat, identifier of creature shooter on tower
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* War Machines Factory no longer unconditionally contain war machines from the original game, allowing mods to define list of war machines from scratch
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* Added MECHANICAL bonus
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* Added DISINTEGRATE bonus
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* Added INVINCIBLE bonus
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* Added PRISM_HEX_ATTACK_BREATH bonus
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* Black market restock period setting now correctly restocks on specified date instead of restocking on all dates other than specified one
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* Json Validator will now attempt to detect typos when encountering unknown property in Json
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* Added `translate missing` command that will export only untranslated strings into `translationsMissing` directory, separated per mod
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* Added support for text subtitiles for video files
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* Added validation of objects with "market" and "flaggable" handlers
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* Added "special" property for secondary skills
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## 1.5.6 -> 1.5.7
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`nwclotsofguns` or `vcminoldor` or `vcmimachines` - give ballista, ammo cart and first aid tent
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`vcmiforgeofnoldorking` or `vcmiartifacts` - give all artifacts, except spell book, spell scrolls and war machines. Artifacts added via mods included
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`vcmiscrolls` - give spell scrolls for every possible spells
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### Movement points
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