OnionKnight
8ad159af53
Fixed bug #539 .
2010-11-05 14:43:14 +00:00
OnionKnight
87e66fff31
* Changed artifact handling so bonuses from constituent artifacts in combinational ones are added implicitly.
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* Discovered bug when attacking guarded visitables. Needs to wait before battle is over.
2010-05-09 19:10:59 +00:00
OnionKnight
cc616616c1
* Creatures now guard surrounding tiles.
2010-05-06 12:13:31 +00:00
OnionKnight
a96b21d06d
Fixed bug #416
2010-03-03 02:19:14 +00:00
OnionKnight
38004fc45c
Some code cleanup.
2010-03-02 23:40:13 +00:00
OnionKnight
dc2a0730e6
* Fixed duplication issue when transferring artifact to backpack. Really should be no bugs left now for the artifact screens.
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* Tweaked artifact assembly to behave a bit more like H3; right-clicked artifact becomes the assembled one if it's in the right spot.
* Fixed so the backpack won't scroll when selecting the last artifact in the backpack.
2010-02-28 02:44:37 +00:00
OnionKnight
ad3371b4c0
It's now possible to assemble and disassemble artifacts.
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There is some strange behavior when right-clicking on the artifact screen outside the slots though, all slots then get right-click handling and display the assembly dialog for whatever it finds.
2010-02-27 01:05:39 +00:00
OnionKnight
0086bbbe8c
Any bugs when transferring artifacts should be fixed now.
2010-02-25 00:17:52 +00:00
OnionKnight
ab75f4b1f8
Some work on artifact assembly.
2010-02-16 14:39:56 +00:00
OnionKnight
790a77c280
Locks for combination artifacts largely implemented, only one or two bugs when moving them around in a certain way. Artifact assembly still remaining.
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To make sure these artifacts get (un)equipped properly the functions CArtHandler::equipArtifact and CArtHandler::unequipArtifact should be used instead of modifying artifWorn manually.
2010-02-08 21:17:22 +00:00
OnionKnight
137ab65a13
Fixed artifact screens so only local changes are made. Some ugly const casting, for now.
2010-02-05 22:28:31 +00:00
OnionKnight
ef5b1ca1de
* Fixed bug #112
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* Improved the security checks for ExchangeArtifact and SetArtifact, but have also come to realize that SetArtifact is inherently broken and can be used for cheating. :(
* Preliminary work for combination artifacts, it's now possible to identify artifacts that are combined and what they're made up of.
* Happy New Year!
2009-12-30 15:33:28 +00:00
OnionKnight
9dad83590b
Fixed bug 129
2009-12-22 07:48:54 +00:00
OnionKnight
cc79f1e2bd
Forgot to save the vcproj file, so it didn't get changed with the last revision.
2009-12-12 03:32:18 +00:00
OnionKnight
39a752c408
Fixed issue with Windows 7 DPI upscaling.
2009-12-12 03:26:09 +00:00
OnionKnight
0a96decf87
* Fixed the artifact screen completely, hopefully. Structural overhaul of the CArtPlace and CArtifactsOfHero classes, and I had to add a new server message SetArtifact to deal with things properly. The only thing that differs from H3 now is that you can't have gaps of empty slots in the backpack.
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* Preliminary work on bug #112 , a bigArtifacts set is added to CArtHandler.
2009-12-01 23:19:43 +00:00
OnionKnight
dced6ec17c
* Fixed bug 195, possible slots for artifacts are highlighted when selecting an artifact.
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* Mostly fixed so that artifacts looks like they're being carried when selected.
2009-11-28 19:55:40 +00:00
OnionKnight
2b1f395c70
* Minor bug fix for previous fix when transferring artifacts from one hero backpack to another.
2009-11-11 09:52:38 +00:00
OnionKnight
64a72c39cb
* Fixed bug 101, placing artifacts in specific slots in the backpack. Cleaned up swapArtifacts() to use more descriptive names as well.
2009-11-10 03:10:14 +00:00
OnionKnight
e040033950
* Fixed bug 38. (Swapping with artifact from backpack)
2009-11-06 02:26:25 +00:00
OnionKnight
46c1127cc4
* Fixed bug 196.
2009-10-31 15:29:05 +00:00
OnionKnight
95808db933
* Right-click info window for castles and garrisons you do not own shows a rough amount of creatures instead of none.
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I don't really know under which circumstances no information at all is shown in the original H3 so I haven't dealt with that.
2009-10-25 19:32:02 +00:00
OnionKnight
7f5f939f4f
* Movement cursor shown for unguarded enemy towns.
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* Battle cursor shown for guarded enemy garrisons.
2009-10-02 15:50:22 +00:00
OnionKnight
03f2137cab
Small fix so vertical garrisons get right-click information.
2009-09-27 20:14:26 +00:00
OnionKnight
e3eeed0b70
gcc compilation fixes.
2009-09-25 21:11:13 +00:00
OnionKnight
a939e134a1
Fixed bug #76 for version 0.73.
2009-09-12 12:55:03 +00:00
OnionKnight
9f6fd12b5f
* When sorting/filtering is applied during map selection the first map in the list is selected.
2009-09-11 11:11:01 +00:00
OnionKnight
3d2ab9c753
* Garrison dialogs for garrisons. Required a bit restructuring of the code to take removable units into account. All showGarrisonDialog methods and the GarrisonDialog struct now takes it as a parameter. Visiting ally towns would benefit from this other than garrisons.
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* Garrison right-click information shown, but not taking detailed info into account.
* Town info dialogs centered around cursor.
2009-09-09 17:49:03 +00:00
OnionKnight
e60c6785a4
* Necromancy implemented. Not sure if they client/server communication is right, but it works.
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* Cloak of the Undead King implemented as well.
2009-08-31 22:04:00 +00:00
OnionKnight
866d39727e
Made a small fix for the problem with crash on killing with a spell.
2009-08-31 08:13:10 +00:00
OnionKnight
c1b112d266
* LEVEL_SPELL_IMMUNITY (e.g. Dragon spell immunity) implemented.
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* Modified the positioning of battle effects, they should look about right now.
2009-08-29 22:00:46 +00:00
OnionKnight
5f2d6b5e4c
Partial garrison support, battles are played out and the object gets flagged.
2009-08-25 15:08:18 +00:00
OnionKnight
a13d7fd595
* Added Blind to CCreatureHandler::getMindSpells()
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* Fixed Angelic Alliance to the right factions.
* Added functions to determine good/evil status of a unit/faction. Was going to use it for both Evil Fog/Holy Ground and Angelic Alliance, but turned out the latter was a bit special. Could still be useful in the future with additional towns. CCreatureHandler seemed to be the best place for it.
2009-08-24 17:40:20 +00:00
OnionKnight
7a45f707a0
* Giants/Titans now immune to Blind.
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* Added hero bonuses for the composite artifacts.
* Angelic Alliance troop mixing implemented.
* Elixir of Life gives regenerating capabilities.
* Power of the Dragon Father gives spell level immunity, though that is still not implemented.
2009-08-23 20:33:05 +00:00
OnionKnight
ae918b3930
* Fixed Ring of the Magi (56 durations instead of 50)
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* Implemented Elixir of Life (although the 25% HP bonus only shows up in battle)
* Minor, reverted the inclusion of a header.
2009-08-21 20:20:46 +00:00
OnionKnight
9bc40f1a8d
* Fixed bug #72
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* Implemented artifacts: Wizard's Well, Ring of the Magi, Cornucopia.
* Partially implemented artifacts: Armageddon's Blade, Angelic Alliance, Cloak of the Undead King, Armor of the Damned, Power of the Dragon Father, Titan's Thunder, Admiral's Hat, Bow of the Sharpshooter.
Most of these only have their bonuses set.
* Updated AUTHORS
2009-08-21 19:31:41 +00:00
OnionKnight
d8c2055809
* Shipyard window had it's wood and gold spots swapped, fixed.
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* Melee cursor in battle now works like it should for 2-hex creatures.
2009-08-19 15:47:00 +00:00
OnionKnight
d8ddc4236b
Shipyard window fixed.
2009-08-17 17:19:09 +00:00
OnionKnight
1ef51b6888
"Next Hero" on adventure map now selects heroes who have movement points left, rather than those who don't.
2009-08-17 13:50:21 +00:00
OnionKnight
c42ef6a23e
Button hotkeys are now functioning.
2009-08-17 13:14:37 +00:00
OnionKnight
2b44cd35b6
Shooters with attack twice no longer attacks twice melee. (This assumes shooters would never be able to attack twice in melee)
2009-08-16 03:52:14 +00:00
OnionKnight
4845ba80bd
Ellipsis in messages will not be broken apart, as with the description for Speculum.
2009-08-15 04:54:52 +00:00
OnionKnight
ce86e88fa3
Better positioning of the melee cursors.
2009-08-14 02:13:22 +00:00
OnionKnight
ccbc2ebf6f
Changed the melee cursor behavior in battle.
2009-08-13 01:55:00 +00:00