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53
ChangeLog
53
ChangeLog
@@ -1,3 +1,56 @@
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0.88 -> 0.next
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GENERAL
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* Save game screen and returning to main menu will work if game was started with --start option
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* Simple mechanism for detecting game desynchronization after init
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* CTRL+T will open marketplace window
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* G will open thieves guild window if player owns at least one town with tavern
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* Implemented restart functionality. CTRL+R will trigger a quick restart
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* Support for stack artifacts
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* New creature window
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* Config file may have multiple upgrades for creatures
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ADVENTURE MAP
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* Fixed monsters regenerating casualties from battle at the start of new week.
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* T in adventure map will switch to next town
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BATTLES
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* It's possible to switch active creature during tacts phase by clicking on stack
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* After battle artifacts of the defeated hero (and his army) will be taken by winner
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* Rewritten handling of battle obstacles. They will be now placed following H3 algorithm.
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* Fixed crash when death stare or acid breath activated on stack that was just killed
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* First aid tent can heal only creatures that suffered damage
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* War machines can't be healed by tent
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* Creatures casting spells won't try to cast them during tactic phase
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* Console tooltips for first aid tent
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* Console tooltips for teleport spell
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* Cursor is reset to pointer when action is requested
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* Fixed a few other missing or wrong tooltips/cursors
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* Implemented opening creature window by l-clicking on stack
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* Fixed crash on attacking walls with Cyclop Kings
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* Fixed and simplified Teleport casting
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* Fixed Remove Obstacle spell
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* New spells supported:
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- Fire Wall
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- Force Field
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- Land Mine
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- Quicksands
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- Sacrifice
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TOWNS:
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* T in castle window will open a tavern window (if available)
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PREGAME
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* Pregame will use same resolution as main game
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ADVENTURE AI
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* basic rule system for threat evaluation
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* AI can now use external dwellings
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* AI will weekly revisit dwellings & mills
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* AI will now always pick best stacks from towns
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* AI will recruit multiple heroes for exploration
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* AI won't try attacking its own heroes
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0.87 -> 0.88 (Mar 01 2012)
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0.87 -> 0.88 (Mar 01 2012)
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* added an initial version of new adventure AI: VCAI
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* added an initial version of new adventure AI: VCAI
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* system settings window allows to change default resolution
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* system settings window allows to change default resolution
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@@ -1207,9 +1207,10 @@ bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
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bool result = false; //TODO why not set to true anywhere?
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bool result = false; //TODO why not set to true anywhere?
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{
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{
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//evil...
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//evil...
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auto unlockEvents = vstd::makeUnlockGuard(eventsM);
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auto unlockEvents = vstd::makeUnlockGuard(eventsM);
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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
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auto unlockPim = vstd::makeUnlockGuard(*pim);
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auto unlockPim = vstd::makeUnlockGuard(*pim);
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auto unlockGs = vstd::makeUnlockSharedGuard(cb->getGsMutex());
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{
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{
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path.convert(0);
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path.convert(0);
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@@ -418,10 +418,6 @@ shared_ptr<const CObstacleInstance> CBattleInfoCallback::battleGetObstacleOnPos(
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if(!gs->curB)
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if(!gs->curB)
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return NULL;
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return NULL;
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//unused? causes crash in forts without moat
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//auto ptr = gs->curB->obstacles.front();
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//shared_ptr<const CObstacleInstance> nastala = ptr;
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BOOST_FOREACH(auto &obs, battleGetAllObstacles())
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BOOST_FOREACH(auto &obs, battleGetAllObstacles())
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{
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{
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if(vstd::contains(obs->getBlockedTiles(), tile)
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if(vstd::contains(obs->getBlockedTiles(), tile)
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