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							| @@ -1,3 +1,56 @@ | ||||
| 0.88 -> 0.next | ||||
| GENERAL | ||||
| * Save game screen and returning to main menu will work if game was started with --start option | ||||
| * Simple mechanism for detecting game desynchronization after init | ||||
| * CTRL+T will open marketplace window | ||||
| * G will open thieves guild window if player owns at least one town with tavern | ||||
| * Implemented restart functionality. CTRL+R will trigger a quick restart | ||||
| * Support for stack artifacts | ||||
| * New creature window | ||||
| * Config file may have multiple upgrades for creatures | ||||
|  | ||||
| ADVENTURE MAP | ||||
| * Fixed monsters regenerating casualties from battle at the start of new week. | ||||
| * T in adventure map will switch to next town | ||||
|  | ||||
| BATTLES | ||||
| * It's possible to switch active creature during tacts phase by clicking on stack | ||||
| * After battle artifacts of the defeated hero (and his army) will be taken by winner | ||||
| * Rewritten handling of battle obstacles. They will be now placed following H3 algorithm. | ||||
| * Fixed crash when death stare or acid breath activated on stack that was just killed | ||||
| * First aid tent can heal only creatures that suffered damage | ||||
| * War machines can't be healed by tent | ||||
| * Creatures casting spells won't try to cast them during tactic phase | ||||
| * Console tooltips for first aid tent | ||||
| * Console tooltips for teleport spell | ||||
| * Cursor is reset to pointer when action is requested | ||||
| * Fixed a few other missing or wrong tooltips/cursors | ||||
| * Implemented opening creature window by l-clicking on stack | ||||
| * Fixed crash on attacking walls with Cyclop Kings | ||||
| * Fixed and simplified Teleport casting | ||||
| * Fixed Remove Obstacle spell | ||||
| * New spells supported: | ||||
| - Fire Wall | ||||
| - Force Field | ||||
| - Land Mine | ||||
| - Quicksands | ||||
| - Sacrifice | ||||
|  | ||||
| TOWNS: | ||||
| * T in castle window will open a tavern window (if available) | ||||
|  | ||||
| PREGAME | ||||
| * Pregame will use same resolution as main game | ||||
|  | ||||
| ADVENTURE AI | ||||
| * basic rule system for threat evaluation | ||||
| * AI can now use external dwellings | ||||
| * AI will weekly revisit dwellings & mills | ||||
| * AI will now always pick best stacks from towns | ||||
| * AI will recruit multiple heroes for exploration | ||||
| * AI won't try attacking its own heroes | ||||
|  | ||||
|  | ||||
| 0.87 -> 0.88 (Mar 01 2012) | ||||
| * added an initial version of new adventure AI: VCAI | ||||
| * system settings window allows to change default resolution | ||||
|   | ||||
| @@ -1207,9 +1207,10 @@ bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path ) | ||||
| 	bool result = false; //TODO why not set to true anywhere? | ||||
| 	{ | ||||
| 		//evil... | ||||
|  | ||||
| 		auto unlockEvents = vstd::makeUnlockGuard(eventsM); | ||||
| 		auto unlockGs = vstd::makeUnlockSharedGuard(cb->getGsMutex()); //GS mutex is above PIM because CClient::run thread first locks PIM and then GS -> so this way we avoid deadlocks | ||||
| 		auto unlockPim = vstd::makeUnlockGuard(*pim); | ||||
| 		auto unlockGs = vstd::makeUnlockSharedGuard(cb->getGsMutex()); | ||||
|  | ||||
| 		{ | ||||
| 			path.convert(0); | ||||
|   | ||||
| @@ -418,10 +418,6 @@ shared_ptr<const CObstacleInstance> CBattleInfoCallback::battleGetObstacleOnPos( | ||||
| 	if(!gs->curB) | ||||
| 		return NULL; | ||||
|  | ||||
| 	//unused? causes crash in forts without moat | ||||
| 	//auto ptr = gs->curB->obstacles.front(); | ||||
| 	//shared_ptr<const CObstacleInstance> nastala = ptr; | ||||
|  | ||||
| 	BOOST_FOREACH(auto &obs, battleGetAllObstacles()) | ||||
| 	{ | ||||
| 		if(vstd::contains(obs->getBlockedTiles(), tile) | ||||
|   | ||||
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