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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Changelog update

This commit is contained in:
Ivan Savenko 2023-04-07 14:26:09 +03:00
parent c9e9d93b60
commit b424ebb628

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# 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
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* 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
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* 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: vcmiarmy or vcminissi - gives specified creatures in every empty slot
* New cheat code: vcmiexp or vcmiolorin - gives specified amount of experience to current hero
* 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
### MAP EDITOR:
* Added translations to German, Polish, Russian, Spanish, Ukrainian
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* 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
### 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
### RANDOM MAP GENERATOR
* 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
### ADVENTURE MAP:
* Added option to replace popup messages on object visiting with messages in status window
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* 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
### INTERFACE
* Implemented new settings window
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* 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
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* 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
### SPELLS:
* Hero casting animation will play before spell effect
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* 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