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# List of features added in VCMI
## High resolutions
VCMI supports resolutions higher than original game, which ran only in 800 x 600. It also allows a number of additional features:
- High-resolution screens of any ascpect ratio are supported.
- In-game GUI can be freely scaled
- Adventure map can be freely zoomed
Assets from Heroes of Might & Magic III HD - Remake released by Ubisoft in 2015 - are **not** supported.
## Extended engine limits
Some of game features have already been extended in comparison to Shadow of Death:
- Support for 32-bit graphics with alpha channel. Supported formats are .def, .bmp, .png and .tga
- Support for maps of any size, including rectangular shapes
- No limit of number of map objects, such as dwellings and stat boosters
- Hero experience capacity currently at 2^64, which equals 199 levels with typical progression
- Heroes can have primary stats up to 2^16
- Unlimited backpack
- Support for Stack Experience
- Heroes can have primary stats up to 2^16.
- Unlimited backpack (by default). This can be toggled off to restore original 64-slot backpack limit.
The list of implemented cheat codes and console commands is [here](Cheat_codes.md).
# New mechanics (Optional)
## Stack Experience module
VCMI natively suppoorts stack experience feature known from WoG. Any creature - old or modded - can get stack experience bonuses. However, this feature needs to be enabled as a part of WoG VCMI submod.
Stack experience interface has been merged with regular creature window. Among old functionalities, it includes new useful info:
- Click experience icon to see detailed info about creature rank and experience needed for next level. This window works only if stack experience module is enabled (true by default).
- Abilities description contain information about actual values and types of bonuses received by creature - be it default ability, stack experience, artifact or other effect. These descriptions use custom text files which have not been translated.
- [Stack Artifact](#stack-artifact-module). You can choose enabled artifact with arrow buttons. There is also additional button below to pass currently selected artifact back to hero.
## Commanders module
VCMI offers native support for Commanders. Commanders are part of WoG mod for VCMI and require it to be enabled. However, once this is done, any new faction can use its own Commander, too.
## Mithril module
VCMI natively supports Mithril resource known from WoG. However, it is not currently used by any mod.
## Stack Artifact module
In original WoG, there is one available Stack Artifact - Warlord's Banner, which is related directly to stack experience. VCMI natively supports any number of Stack Artifacts regardless if of Stack Experience module is enabled or not. However, currently no mods make use of this feature and it hasn't been tested for many years.
# List of bugs fixed in VCMI
These bugs were present in original Shadow of Death game, however the team decided to fix them to bring back desired behaviour:
# List of game mechanics changes
## List of game mechanics changes
Some of H3 mechanics can't be straight considered as bug, but default VCMI behaviour is different:
@ -27,12 +62,48 @@ Some of H3 mechanics can't be straight considered as bug, but default VCMI behav
- Battles. Spells from artifacts like AOTD are autocasted on beginning of the battle, not beginning of turn.
- Spells. Dimension Door spell doesn't allow to teleport to unexplored tiles.
# List of extended game functionality
# List of extended GUI features
## Adventure map
### New Shortcuts
- [LCtrl] + [R] - Quick restart of current scenario.
- [LCtrl] + Arrows - scrolls Adventure Map behind an open window.
- [LCtrl] pressed blocks Adventure Map scrolling (it allows us to leave the application window without losing current focus).
- NumPad 5 - centers view on selected hero.
- NumPad Enter functions same as normal Enter in the game (it didn't in H3).
- [LCtrl] + LClick – perform a normal click (same as no hero is selected). This make it possible to select other hero instead of changing path of current hero.
## Quick Army Management
## Pathfinder
VCMI introduces improved pathfinder, which may find the way on adventure map using ships,Subterranean Gates and Monoliths. Simply click your destination anywhere on adventure map and it will find shortest path, if if target position is reachable.
### Quest log
VCMI itroduces custom Quest Log window. It can display info about Seer Hut or Quest Guard mission, but also handle Borderguard and Border Gate missions. When you choose a quest from the list on the left, it's description is shown. Additionally, on inner minimap you can see small icons indicating locations of quest object. Clicking these objects immediately centers adventure map on desired location.
### Power rating
When hovering cursor over neutral stack on adventure map, you may notice additional info about relative threat this stack poses to curently selected hero. This feature has been originally introduced in Heroes of Might and Magic V.
### Minor GUI features
Some windows and dialogs now display extra info and images to make game more accessible for new players. This can be turned off, if desired.
## Battles
### Stack Queue
Stack queue is a feature coming straight from HoMM5, which allows you to see order of stacks on the battlefield, sorted from left to right. To toggle in on/off, press [Q] during the battle. There is smaller and bigger version of it, the second one is available only in higher resolutions.
### Attack range
In combat, some creatures, such as Dragon or Cerberi, may attack enemies on multiple hexes. All such attacked stacks will be highlighted if the attack cursor is hovered over correct destination tile. Whenever battle stack is hovered, its movement range is highlighted in darker shade. This can help when you try to avoid attacks of melee units.
## Town Screen
### Quick Army Management
- [LShift] + LClick – splits a half units from the selected stack into an empty slot.
- [LCtrl] + LClick – splits a single unit from the selected stack into an empty slot.
@ -40,8 +111,9 @@ Some of H3 mechanics can't be straight considered as bug, but default VCMI behav
- [Alt] + LClick – merge all splitted single units into one stack
- [Alt] + [LCtrl] + LClick - move all units of selected stack to the city's garrison or to the met hero
- [Alt] + [LShift] + LClick - dismiss selected stack`
- Directly type numbers in the Split Stack window to split them in any way you wish
## Interface Shourtcuts
### Interface Shortcuts
It's now possible to open Tavern (click on town icon), Townhall, Quick Recruitment and Marketplace (click on gold) from various places:
@ -49,11 +121,26 @@ It's now possible to open Tavern (click on town icon), Townhall, Quick Recruitme
- Kingdom overview for each town
- Infobox (only if info box army management is enabled)
## Quick Recruitment
### Quick Recruitment
Mouse click on castle icon in the town screen open quick recruitment window, where we can purhase in fast way units.
## Color support
## Pregame - Scenario / Saved Game list
- Mouse wheel - scroll through the Scenario list.
- [Home] - move to the top of the list.
- [End] - move to the bottom of the list.
- NumPad keys can be used in the Save Game screen (they didn't work in H3).
## Fullscreen
- [F4] - Toggle fullscreen mode on/off.
## FPS counter
It's the new feature meant for testing game performance on various platforms.
## Color support in game text
Additional color are supported for text fields (e.g. map description). Uses HTML color syntax (e.g. #abcdef) / HTML predefined colors (e.g. green).

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< [Documentation](../Readme.md) / Manual
# Introduction
The purpose of VCMI project is to rewrite entire HoMM3: WoG engine from scratch, giving it new and extended possibilities. We are hoping to support mods and new towns already made by fans, but abandoned because of game code limitations.
VCMI is a fan-made open-source project in progress. We already allow support for maps of any sizes, higher resolutions and extended engine limits. However, although working, the game is not finished. There are still many features and functionalities to add, both old and brand new.
# Installation
VCMI requires Heroes of Might & Magic 3 complete installation and will not run properly without their files.
## Windows
To install VCMI, simply unzip downloaded archive to main HoMM3 directory. To launch it, click `VCMI_client` icon. Server mode is inactive yet.
## Linux
Visit [Installation on Linux](Installation_Linux.md) for Linux packages and installation guidelines.
# New features
A number of enchancements had been introduced thorough new versions of VCMI. In this section you can learn about all of them.
## High resolutions
VCMI supports resolutions higher than original 800x600.
Switching resolution may not only change visible area of map, but also alters some interface features such as [Stack Queue.](#stack-queue)
To change resolution or full screen mode use System Options menu when in game. Fullscreen mode can be toggled anytime using F4 hotkey.
## Stack Experience
In 0.85, new stack experience interface has been merged with regular creature window. Among old functionalities, it includes new useful info:
- Click experience icon to see detailed info about creature rank and experience needed for next level. This window works only if stack experience module is enabled (true by default).
- Stack Artifact. As yet creature artifacts are not handled, so this place is unused. You can choose enabled artifact with arrow buttons. There is also additional button below to pass currently selected artifact back to hero.
- Abilities description contain information about actual values and types of bonuses received by creature - be it default ability, stack experience, artifact or other effect. These descriptions use custom text files which have not been translated.
## Commanders
VCMI offers native support for Commanders. By default, they resemble original WoG behaviour with basic "Commanders" script enabled.
## Stack Queue
Stack queue is a feature coming straight from HoMM5, which allows you to see order of stacks on the battlefield, sorted from left to right. To toggle in on/off, press 'Q' during the battle. There is smaller and bigger version of it, the second one is available only in higher resolutions.
## Pathfinder
VCMI introduces improved pathfinder, which may find the way on adventure map using ships and subterranean gates. Simply click your destination on another island or level and the proposed path will be displayed.
## Quest log
In 0.9 new quest log was introduced. It can display info about Seer Hut or Quest Guard mission, but also handle Borderguard and Border Gate missions. When you choose a quest from the list on the left, it's description is shown. Additionally, on inner minimap you can see small icons indicating locations of quest object. Clicking these objects immediately centers adventure map on desired location.
## Attack range
In combat, some creatures, such as Dragon or Cerberi, may attack enemies on multiple hexes. All such attacked stacks will be highlighted if the attack cursor is hovered over correct destination tile. Whenever battle stack is hovered, its movement range is highlighted in darker shade. This can help when you try to avoid attacks of melee units.
## Power rating
When hovering cursor over neutral stack on adventure map, you may notice additional info about relative threat this stack poses to selected hero. This feature has been introduced in Heroes of Might and Magic V and is planned to be extended to all kinds of armed objects.
## FPS counter
VCMI 0.85 introduces new feature for testing, the FPS counter.
## Minor improvements
## New controls
VCMI introduces several minor improvements and new keybinds in user
interface.
### Pregame - Scenario / Saved Game list
- Mouse wheel - scroll through the Scenario list.
- Home - move to the top of the list.
- End - move to the bottom of the list.
- NumPad keys can be used in the Save Game screen (they didn't work in H3).
### Adventure Map
- CTRL + R - Quick restart of current scenario.
- CTRL + Arrows - scrolls Adventure Map behind an open window.
- CTRL pressed blocks Adventure Map scrolling (it allows us to leave the application window without losing current focus).
- NumPad 5 - centers view on selected hero.
- NumPad Enter functions same as normal Enter in the game (it didn't in H3).
### Miscellaneous
- Numbers for components in selection window - for example Treasure Chest, skill choice dialog and more yet to come.
- Type numbers in the Split Stack screen (for example 25 will split the stacks as such that there are 25 creatures in the second stack).
- 'Q' - Toggles the [Stack Queue](#stack-queue) display (so it can be enabled/disabled with single key press).
- During Tactics phase, click on any of your stack to instantly activate it. No need to scroll trough entire army anymore.
## Cheat codes
Following cheat codes have been implemented in VCMI. Type them in console:
- `vcmiistari` - Gives all spells and 999 mana to currently selected hero
- `vcmiainur` - Gives 5 Archangels to every empty slot of currently selected hero
- `vcmiangband` - Gives 10 Black Knights into each slot
- `vcmiarmenelos` - Build all structures in currently selected town
- `vcminoldor` - All war machines
- `vcminahar` - 1000000 movement points
- `vcmiformenos` - Give resources (100 wood, ore and rare resources and 20000 gold)
- `vcmieagles` - Reveals fog of war
- `vcmiglorfindel` - Advances currently selected hero to the next level
- `vcmisilmaril` - Player wins
- `vcmimelkor` - Player loses
- `vcmiforgeofnoldorking` - Hero gets all artifacts except spell book, spell scrolls and war machines
# Feedback
Our project is open and its sources are available for everyone to browse and download. We do our best to inform community of Heroes fans with all the details and development progress. We also look forward to your comments, support and advice.\
A good place to start is [VCMI Documentation](../Readme.md) which contains all necessary information for developers, testers and the people who would like to get familiar with our project. If you want to report a bug, use [Mantis Bugtracker](http://bugs.vcmi.eu/bug_report_advanced_page.php).
Make sure the issue is not already mentioned on [the list](http://bugs.vcmi.eu/view_all_bug_page.php) unless you can provide additional details for it. Please do not report as bugs features not yet implemented. For proposing new ideas and requests, visit [our board](http://forum.vcmi.eu/index.php).
VCMI comes with its own bug handlers: the console which prints game log `(server_log, VCMI_Client_log, VCMI_Server_log)` and memory dump file (`.dmp`) created on crash on Windows systems. These may be very helpful when the nature of bug is not obvious, please attach them if necessary.
To resolve an issue, we must be able to reproduce it on our computers. Please put down all circumstances in which a bug occurred and what did you do before, especially if it happens rarely or is not clearly visible. The better report, the better chance to track the bug quickly.
# FAQ
### What does "VCMI" stand for?
VCMI is an acronym of the [Quenya](https://en.wikipedia.org/wiki/Quenya) phrase "Vinyar Callor Meletya Ingole", meaning "New Heroes of Might and Magic". ([Source](https://forum.vcmi.eu/t/what-vcmi-stands-for/297/4))
## How to turn off creature queue panel in battles?
Hotkey to switch this panel is "Q"
### Is it possible to add town X to vcmi?
This depends on town authors or anyone else willing to port it to vcmi. Aim of VCMI is to provide *support* for such features.
## When will the final version be released?
When it is finished, which is another year at least. Exact date is impossible to predict. Development tempo depends mostly on free time of active programmers and community members, there is no exact shedule. You may expect new version every three months. Of course, joining the project will speed things up.
## Are you going to add / change X?
VCMI recreates basic H3:SoD engine and does not add new content or modify original mechanics by default. Only engine and interface improvements are likely to be supported now. If you want something specific to be done, please present detailed project on [our board](http://forum.vcmi.eu/index.php). Of course you are free to contribute with anything you can do.
## Will it be possible to do Y?
Removing engine restrictions and allowing flexible modding of game is the main aim of the project. As yet modification of game is not supported.
## The game is not working, it crashes and I get strange console messages.
Report your bug. Details are described [here](#Feedback). The sooner you tell the team about the problem, the sooner it will be resolved. Many problems come just from improper installation or system settings.
## What is the current status of the project?
Check [Documentation](../Readme.md), [release notes](http://forum.vcmi.eu/viewforum.php?f=1) or [changelog](https://github.com/vcmi/vcmi/blob/develop/ChangeLog). The best place to watch current changes as they are committed to the develop branch is the [Github commits page](https://github.com/vcmi/vcmi/commits/develop). The game is quite playable by now, although many important features are missing.
## I have a great idea!
Share it on [VCMI forum](http://forum.vcmi.eu/index.php) so all team members can see it and share their thoughts. Remember, brainstorming is good for your health.
## Are you going to support Horn of The Abyss / Wog 3.59 / Grove Town etc.?
Yes, of course. VCMI is designed as a base for any further mods and uses own executables, so the compatibility is not an issue. The team is not going to compete, but to cooperate with the community of creative modders.
## Can I help VCMI Project in any way?
If you are C++ programmer, graphican, tester or just have tons of ideas, do not hesistate - your help is needed. The game is huge and many different ares of activity are still waiting for someone like you.
## I would like to join development team.
You are always welcome. Contact the core team via [our board](http://forum.vcmi.eu/index.php). The usual way to join the team is to post your patch for review on our board. If the patch is positively rated by core team members, you will be given access to SVN repository.