* Heroes will try to use SectorMap if there are no accessible tiles
* Remove some loopholes and pitfalls when all the ways are blocked
* Fixed AI not conquering some (reserved) objects
Still missing: SectorMap does not use Subterranean Gates :(
- Improvements for army exchange
* Fixed exchange condition
* Bidirectional exchange is possible
- fog of war will be initialized after bonuses are set (needed if heroes
have scouting or arts with sight bonus)
- victory condition "control all dwellings" also requires golem factory/
- it is possible to dismiss troops during exchange between heroes
- if special victory condition is present AND there is only one player
normal victory condition will be disabled
- added new triggered condition, constant value
- if target of CONTROL/DESTROY condition is removed from map, triggered
condition will be replaced with constant
- fixed randomization of armies with random stacks
- fixed bug when loading victory/loss conditions of the 3rd scenario in the first ROE campaign
- fixed bug when loading artifacts to hero of the 3rd scenario in the first ROE campaign (due to corrupt H3M map)
- implemented function object to quickly find a object by it's sub ID in a list
- added netbackbase.h to header list in CMake
- removed false message which said that the server loaded the map successfully
- proper block of "back" button in campaign menu.
- proper block of AI switch in battles
- vertical garrisons can now be attacked from top
- better UI logging, vcmi will print to log file all pressed buttons
- server will not try to build already existing building
- replaced CDefObjInfo with ObjectTemplate class
- ObjectTempate is a direct member of objects instead of pointer with
shared ownership across CMap, handler and game objects
- simplified handling of objects that can change appearance (e.g. towns)
- all object queries regarding object appearance/blockmaps use h3m pos
instead of relative positions
- removed need of modhandler::reload
- cleanup of some old code
correct conditions.
All custom conditions are now validated using schema.
Note that some of scenarios may not work due to instant win/loss, mostly
because some placeholders fail to import (Mantis #1643)
campaign:
- new file MapFormatJson that implements small subset of Json map
format, as described on wiki
- vcmi will read overrides from file config/mapOverrides.json (currently
empty)
- Json writer for logical expressions
TODO: write data for map overrides
changeset:
- victory/defeat will be detected using triggered events
- vcmi will convert h3 conditions into set of triggered events
- it is possible to either change number of days without towns or even
remove this loss condition completely
- possibility of custom win/loss text and icons in pregame (no longer
connected to win/loss conditions)
Still missing:
- No interface to pass custom events/victory conditions into the game
- AI would benefit from improvemets (handle all victory conditions,
select best one to fulfill)
- You have X days till defeat message still hardcoded to 7 days