diff --git a/ChangeLog.md b/ChangeLog.md index e96d4d4b8..0f3f0ec46 100644 --- a/ChangeLog.md +++ b/ChangeLog.md @@ -1,5 +1,4 @@ # 1.1.1 -> 1.2.0 -(unreleased, changes for 1.1.1..ecbbbed) ### GENERAL: * Adventure map rendering was entirely rewritten with better, more functional code @@ -8,14 +7,25 @@ * Implemented hardware cursor support * Heroes III language can now be detected automatically * Increased targeted framerate from 48 to 60 +* Increased performance of UI updates * Fixed bonus values of heroes who specialize in secondary skills * Fixed bonus values of heroes who specialize in creatures * Fixed damage increase from Adela's Bless specialty * Fixed missing obstacles in battles on subterranean terrain -* Added vcmifaerie, vcmiazure, vcmiarmy, vcmiexp cheats * Video files now play at correct speed * Fixed crash on switching to second mission in campaigns +* New cheat code: vcmiazure - give 5000 azure dragons in every empty slot +* New cheat code: vcmifaerie - give 5000 faerie dragons in every empty slot +* New cheat code: vcmiarmy or vcminissi - give specified creatures in every empty slot. EG: vcmiarmy imp +* New cheat code: vcmiexp or vcmiolorin - give specified amount of experience to current hero. EG: vcmiexp 10000 * Fixed oversided message window from Scholar skill that had confirmation button outside game window +* Fixed loading of prebuilt creature hordes from h3m maps +* Fixed volume of ambient sounds when changing game sounds volume +* Fixed might&magic affinities of Dungeon heroes +* Fixed Roland's specialty to affect Swordsmen/Crusaders instead of Griffins +* Buying boat in town of an ally now correctly uses own resources instead of stealing them from ally +* Default game difficulty is now set to "normal" instead of "easy" +* Fixed crash on missing music files ### MAP EDITOR: * Added translations to German, Polish, Russian, Spanish, Ukrainian @@ -33,12 +43,42 @@ * Settings tab layout has been redesigned to support longer texts * Added button to start map editor directly from Launcher * Simplified game starting flow from online lobby +* Mod description will now show list of languages supported by mod +* Launcher now uses separate mod repository from vcmi-1.1 version to prevent mod updates to unsupported versions +* Size of mod list and mod details sub-windows can now be adjusted by player ### AI PLAYER: +* Nullkiller AI is now used by default * AI should now be more active in destroying heroes causing treat on AI towns * AI now has higher priority for resource-producing mines * Increased AI priority of town dwelling upgrades * AI will now de-prioritize town hall upgrades when low on resources +* Messages from cheats used by AI are now hidden +* Improved army gathering from towns +* AI will now attempt to exchange armies between main heroes to get the strongest hero with the strongest army. +* Improved Pandora handling +* AI takes into account fort level now when evaluating enemy town capturing priority. +* AI can not use allied shipyard now to avoid freeze +* AI will avoid attacking creatures standing on draw-bridge tile during siege if the bridge is closed. +* AI will consider retreat during siege if it can not do anything (catapult is destroyed, no destroyed walls exist) + +### RANDOM MAP GENERATOR +* Random map generator can now be used without vcmi-extras mod +* RMG will no longer place shipyards or boats at very small lakes +* Fixed placement of shipyards in invalid locations +* Fixed potential game hang on generation of random map +* RMG will now generate addditional monolith pairs to create required number of zone connections +* RMG will try to place Subterranean Gates as far away from other objects (including each other) as possible +* RMG will now try to place objects as far as possible in both zones sharing a guard, not only the first one. +* Use only one template for an object in zone +* Objects with limited per-map count will be distributed evenly among zones with suitable terrain +* Objects above zone treasure value will not be considered for placement +* RMG will prefer terrain-specific templates for objects placement +* RMG will place Towns and Monoliths first in order to generate long roads across the zone. +* Adjust the position of center town in the zone for better look & feel on S maps. +* Description of random map will correctly show number of levels +* Fixed amount of creatures found in Pandora Boxes to match H3 +* Visitable objects will no longer be placed on top of the map, obscured by map border ### ADVENTURE MAP: * Added option to replace popup messages on object visiting with messages in status window @@ -58,6 +98,11 @@ * Fixed embarking and disembarking sounds * Fixed selection of "new week" animation for status window * Object render order now mostly matches H3 +* Fixed movement cost calculation when using "Fly" spell or "Angel Wings" +* Fixed game freeze on using Town Portal to teleport into town with unvisited Battle Scholar Academy +* Fixed invalid ambient sound of Whirlpool +* Hero path will now be correctly removed on defeating monsters that are at the end of hero path +* Seer Hut tooltips will now show messages for correct quest type ### INTERFACE * Implemented new settings window @@ -83,9 +128,13 @@ * Fixed rendering of Shipyard in Castle * Blacksmith purchase button is now properly locked if artifact slot is occupied by another warmachine * Added option to show number of available creatures in place of growth +* Fixed possible interaction with hero / town list from adventure map while in town screen +* Fixed missing left-click message popup for some town buildings +* Moving hero from garrison by pressing space will now correctly show message "Cannot have more than 8 adventuring heroes" ### BATTLES: * Added settings for even faster animation speed than in H3 +* Added display of potential kills numbers into attack tooltip in status bar * Added option to skip battle opening music entirely * All effects will now wait for battle opening sound before playing * Hex highlighting will now be disabled during enemy turn @@ -113,6 +162,11 @@ * Creature currently making turn is now highlighted in the Battle Queue * Hovering over creature icon in Battle Queue will highlight this creature in the battlefield * New battle UI extension allows control over creatures' special abilities +* Fixed crash on activating auto-combat in battle +* Fixed visibility of unit creature amount labels and timing of their updates +* Firewall will no longer hit double-wide units twice when passing through +* Unicorn Magic Damper Aura ability now works multiplicatively with Resistance +* Orb of Vulnerability will now negate Resistance skill ### SPELLS: * Hero casting animation will play before spell effect @@ -169,6 +223,8 @@ * It is now possible to configure number of creature stacks in heroes' starting armies * It is now possible to configure number of constructed dwellings in towns on map start * Game settings previously located in defaultMods.json are now loaded directly from mod.json +* It is now possible for spellcaster units to have multiple spells (but only for targeting different units) +* Fixed incorrect resolving of identifiers in commander abilities and stack experience definitions # 1.1.0 -> 1.1.1