From ee1aa5b44f9f2ece89becde288c6e9f0a1ebe5d0 Mon Sep 17 00:00:00 2001 From: Ivan Savenko Date: Fri, 20 Jun 2025 18:28:08 +0300 Subject: [PATCH] Updated changelog for 1.7 --- ChangeLog.md | 42 +++++++++++++++++++++++++++++++++++++++++- 1 file changed, 41 insertions(+), 1 deletion(-) diff --git a/ChangeLog.md b/ChangeLog.md index 6c0a9e252..c25cc146d 100644 --- a/ChangeLog.md +++ b/ChangeLog.md @@ -4,7 +4,7 @@ ### General -* Added support for loading h3m maps from HotA 1.7 (also needs support from HotA mod) +* Added support for loading h3m maps and campaigns from HotA 1.7 (also needs support from HotA mod) * It is now possible to change default directory paths used by VCMI on Windows * Added option for VCMI to honor mute switch on iOS * Added alternative versions of cheats from RoE and AB editions @@ -22,6 +22,8 @@ ### Interface +* Implemented unit action panel in combat for easy selection of unit's alternative actions +* It is now possible to permanently open creature window of any unit using "show info" button from unit action panel * Fixed not functioning keybindings when non-lating keyboard layout is in use * Fixed bonuses from terrain (such as Holy Grounds) not showing up in unit window * Right-click tooltip on list of spells affecting unit in unit window will now show full spell description @@ -39,6 +41,13 @@ * Change scroll direction for horizontal slider when using mouse wheel to match HD mod * Game will now show correct visitation text for map dwellings from mods with 2 or 3 available creatures * Right-click tooltip on Refugee Camp will now show preview of available creatures if current player have visited it this week +* Heroes on minimaps are now shown as icon, to help with readability on large maps or on small displays +* Fixed movement of software cursor when touch input is in use, for example on mobile systems +* Fixed positioning of GUI elements when improved hero exchange from vcmi extras mod is in use +* Engaging into a combat with wandering monster will cause monster to show attack sprite on adventure map +* Equipping or unequipping artifacts that affect unit growth will now instantly update town interface with new growth values +* Implemented "Show Path" setting option from H3 +* Fixed hero path not updating instantly after using infinite movement cheat ### Mechanics @@ -54,6 +63,9 @@ * Attack skill provided by equipped artifact will now correctly modify damage range of Ballista * Lord Haart is now available instead of Sir Mullich on random maps, in line with H3 * Hypnotized units with multi-target attacks such as Cerberi or Hydra will now attack all units that they view as enemy +* Heroes with neutral units are now always subject to terrain penalties (unless hero has sufficiently advanced Pathfinding skill) +* Commanders can now hold up to 9 artifacts +* Familiar's Magic Channel ability will no longer work after Familiars are dead * Fixed functionality of Adela specialty * Fixed inability to use ranged attack if enemy clone that was blocking unit was killed in this round before * Fixed inability of creatures to cast spells when controlled by defending player in hotseat mode @@ -73,6 +85,10 @@ * Removed default limit of 16 total heroes per player * It is now possible to flee the combat while having shackles of war when other side got no hero * If hero has Necromancy and no available slot, game will now also consider upgrades of upgrades as potentially rised creature +* It is no longer possible to summon boat on top of another boat with hero in it +* Multi-creature dwellings like Elemental Conflux now correctly provide town growth bonus for every available creature +* Changed formula of town arrow towers to be more in line with H3 +* During simultaneous turns, it is no longer possible to interact (for example, start battle) with player that is already engaged into a different combat ## AI @@ -94,11 +110,19 @@ * Added support for custom description and icons for creature abilities and artifacts * Added support for charged artifacts that can be used a limited number of times +* Added basic support for addition of new bonuses via mods, for use in limiters +* Added partial support for custom magic schools * It is now possible to have growing artifacts for heroes, not only for commanders * It is now possible to replace or append individual entries in json lists (`[ 1, 2, 3 ]`) without replacing entire list * It is now possible to specify both nominator and denominator (roll difficulty & dice size) for luck and morale probabilities +* It is now possible to define hero secondary skill specialties in form `"secondary" : "archery"` +* It is now possible to use limiters in unit stack experience bonuses +* It is now possible to configure power of H3-like skill and creature specialties (5% / level) via game config * Added support for configuring icons for bonus icons in creature window per bonus subtype or per bonus value * Added BASE_TILE_MOVEMENT_COST bonus that allows configuring minimal cost for moving between tiles for heroes +* TIMES_HERO_LEVEL updater now accepts stepSize parameter +* Added TIMES_STACK_SIZE and TIMES_ARMY_SIZE updaters that multiplies bonus value by size of unit stack +* GENERATE_RESOURCE bonus is now also checked in town, mine, and garrison scope * Added support for instance bonuses for artifacts that stack if multiple copies of the same artifacts are equipped on hero * Owner updater now correctly works with opposite side limiter when composite limiters `noneOf` or `anyOf` are used * Bonuses with terrain limiter will now correctly update on hero stepping onto different terrain @@ -112,13 +136,28 @@ * It is now possible to add additional campaign sets without causing mod conflicts * Game will now automatically generate campaign screen backgrounds, depending on number of campaigns in set * Creature type limiter will now correctly handle upgrades of upgrades +* It is now possible to configure skills available in Magic University in Conflux or similar building from mods * ENCHANTER bonus will no longer cast mass spells by default. Spell would still be massive it is massive on specified school master level +* CREATURE_UPGRADE bonus is now checked from unit scope and will only allow upgrades of this unit (unless propagated to hero) * Mod validation will now report map dwellings with invalid dimensions that were found in mods +* Removed `height` property from town buildings. Towns now use SIGHT_RADIUS bonus to determine terrain reveal radius similar to heroes * Added "Campaigns" mod type * Added bonus MULTIHEX_UNIT_ATTACK - configurable version of Dragon Breath * Added bonus MULTIHEX_ENEMY_ATTACK - configurable version of Cerberi multi-headed attack that only hits enemies * Added bonus MULTIHEX_ANIMATION - optional bonus that does not affects gameplay, but allows to define in which cases game should use alternative attack animation +* Added bonus STACK_EXPERIENCE_GAIN_PERCENT that affects amount of stack experience received by units after combat * Added HERO_SPELL_CASTS_PER_COMBAT_TURN bonus +* Added MANA_PERCENTAGE_REGENERATION bonus that replaces less configurable FULL_MANA_REGENERATION bonus +* Added VULNERABLE_FROM_BACK bonus that increases damage if unit with this bonus is attacked from behind (e.g. needs to reverse) +* Added FEARFUL bonus that replaces less configurable FEAR and FEARLESS bonuses +* Added FULL_MAP_DARKNESS bonus that covers with fow everything outside of sight radius of enemies +* Added FULL_MAP_SCOUTING bonus for Skyship. Skyship now provides bonus instead of being weird case of lookout tower. +* Added LIVING bonus that is automatically given to all creatures that don't have other creature nature bonus +* Added SKELETON_TRANSFORMER_TARGET that indicates which creature this unit should be transformed into when placed into Skeleton Transformer +* Added TRANSMUTATION_IMMUNITY bonus that prevents affected unit from TRANSMUTATION effects +* Reworked DARKNESS bonus. Bonus now can be used on both towns and heroes, and only applies on start of turn +* DRAGON_NATURE bonus will no longer affect result of Skeleton Transformer use +* Removed SYNERGY_TARGET bonus * Added `playerGlobal` visit mode to configurable map objects. After visit of such object, all map objects of the same type are considered as visited by player * Added `forceCombat` property to configurable map objects. If such object is guarded, visiting it would immediately force combat without asking a player * Added `commanderBonuses` property to configurable map objects rewards that gives bonuses to hero commander (if exists) @@ -134,6 +173,7 @@ * Added `scrolls` property to configurable map objects limiter that requires hero to have scroll with specific spell * Added `availableSlots` property to configurable map objects limiter that requires hero to have specific artifact slots empty * It is now possible to give units to visiting hero using configurable town building, but only if hero can accept these units into his army +* Added support for configuring positions of spells in mage guild window per town ### Map Editor