mateuszb
8a8eecd063
* refactoring
2013-02-11 19:11:34 +00:00
mateuszb
d540723739
* refactoring
2013-02-11 14:42:09 +00:00
mateuszb
86dc9386d6
* refactoring, including a generic solution for IDs
2013-02-10 23:24:57 +00:00
Michał W. Urbańczyk
13b3d23b26
Finally working hero crossover in campaigns.
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Uncovered new secrets of h3m.
2013-02-09 18:18:55 +00:00
mateuszb
d03dbf64a6
* refactoring
2013-02-09 12:56:35 +00:00
mateuszb
0003d30991
* refactoring
2013-02-08 22:42:46 +00:00
mateuszb
9dd60b6dbe
* refactoring
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* moat damage went to config file
2013-02-08 21:17:39 +00:00
DjWarmonger
140786a04b
- Drain Life now has % effect depending on bonus value
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- Stack can use more than 2 attacks. Additional attacks can now be seperated as "ONLY_MELEE_FIGHT and "ONLY_DISTANCE_FIGHT".
2013-02-08 09:22:10 +00:00
mateuszb
f1c78e3260
* creature ID refactoring
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* double week creatures are configurable now
2013-02-07 17:34:50 +00:00
mateuszb
af5287c193
* fixed opening custom campaign selection window
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* artifact positions refactored
* vstd::advance allows moving between enum values
2013-02-06 23:24:43 +00:00
DjWarmonger
c3a1d10988
Fixed shield effect - spell only.
2013-02-06 20:43:17 +00:00
mateuszb
3958364884
* a bit more work on campaigns; hero crossover still buggy
2013-02-06 10:16:44 +00:00
DjWarmonger
1ef205e5f1
Various tweaks / enchancements to bonus mechanics
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- Added CREATURE_SPELL_POWER for commanders
- Added spell modifiers to various spells: Hypnotize (Astral), Firewall (Luna), Landmine
- Fixed ENEMY_DEFENCE_REDUCTION, GENERAL_ATTACK_REDUCTION
- Extended usefulness of ONLY_DISTANCE_FIGHT, ONLY_MELEE_FIGHT ranges
2013-02-06 08:02:46 +00:00
mateuszb
dc091a1ce1
* some work on hero crossover; still buggy
2013-02-05 23:16:13 +00:00
mateuszb
25663ce7af
* fixed vector<bool> serialization
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* refactoring
2013-02-04 19:43:16 +00:00
DjWarmonger
e63747d2d2
Fixed #860 and #1169
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Imprisoned heroes as well as their commanders will get full level ups, with updated specialty, mana and movement.
2013-02-04 12:32:53 +00:00
mateuszb
8769f67c5d
* JsonReader can convert to enums
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* refactoring
2013-02-03 21:05:44 +00:00
DjWarmonger
beb1ca1bf8
- getDate function now uses enum for different modes
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- Fixed Black Market (#1195 )
- Fixed one-week bonuses removed eveyr day (#976 )
2013-02-02 08:29:57 +00:00
mateuszb
a1da195b85
* minor refactoring
2013-01-31 20:11:25 +00:00
beegee1
a4129f43f2
- Correct handling of who manages which players(player count may differ from initial start options for a RMG map) - Fixed warning
2013-01-21 20:49:19 +00:00
DjWarmonger
ce15eb37c2
- Fixed serialization of limiters
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- Hero can now can have several separate specialty nodes
- Fixed typo (speciality->specialty)
- Fixed several crashes related to commanders
- Improvements to specialty handling, bugfixes and temporary solutions for upcoming hero specialties in mods
2013-01-17 18:15:00 +00:00
alexvins
53b684180d
[refactor]
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* use spells configuration (all timed effects for battle spells)
* a few more cleanups
+register erm resource types (useful in future and less noise in log now)
2013-01-16 11:19:04 +00:00
alexvins
68e91ada1c
[refactor]
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* spells are now more configurable (unused yet, WiP)
* a few more cleanups
2013-01-15 14:20:48 +00:00
alexvins
055e922e4d
[refactor] a few more cleanups
2013-01-12 18:08:33 +00:00
Michał W. Urbańczyk
d4c30667b8
Fixed #1168 and #1170 .
2013-01-06 04:48:05 +00:00
alexvins
4bc2fd5519
[c::b] renamed map subfolder to workaround dependency tracking bug
2013-01-03 12:19:20 +00:00
alexvins
66d9edf76e
small refactor secskill limit check.
2012-12-18 11:24:13 +00:00
Ivan Savenko
ffe8b99369
- reorganized hero classes
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- artifact iconIndex should work
- new file with hardcoded string constants: lib/StringConstants.h
Note: some minor bugs, will fix soon:
- slow to open hero window
- hero adventure map images serialization is broken\incorrect
2012-12-14 15:32:53 +00:00
DjWarmonger
cff758cfba
Moved artifact-related text to CArtifact class.
2012-12-06 19:03:47 +00:00
Ivan Savenko
cfaa9fd00a
- fixed deadlock on visiting such objects like artifacts
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- typos in vcmibuilder script
2012-12-05 10:46:53 +00:00
Ivan Savenko
85a23e298c
- generic string ID -> numeric ID resolution system
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- - hero army and creature upgrade names are resolved using new system
- - faction names and creatures in towns are resolved using new system
- (linux) replaced build_data.sh with hopefully better vcmibuilder script
- minor fixes
2012-12-03 16:00:17 +00:00
DjWarmonger
ca9033d0e4
- Support for "Enchanted" WoG ability.
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- Precision will not be cast on non-shooters
2012-12-01 18:30:03 +00:00
DjWarmonger
7be00e97a0
Fixed #1124 . Probably also other bugs related to two-hex creatures (or they were already resolved).
2012-11-30 14:06:22 +00:00
beegee1
53169abea7
- Foundation for starting a random map is done - Moved StdInc.h to header file in some /Map and /RMG compilation units(better syntax highlighting, should have no negative impact)
2012-11-20 17:53:45 +00:00
Ivan Savenko
8eba824ada
- updated icons + psd file
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- better log messages if server failed to open port
- 1148 should be fixed. Cleanup in CGameHandler::moveHero()
- compile fixes
2012-11-15 21:29:22 +00:00
beegee1
105083dd70
* Code convention updates * Default values for CMap types * Updated BinaryReader c-tor * Converted "bool" int types to bool in CMap classes * Removed map event operators in favor of member methods
2012-11-06 16:39:29 +00:00
beegee1
a878f5f79a
* Separated map loading from the map object * Moved map classes to lib/Map * Renamed map.h/cpp to CMap.h/cpp * Profiling of map loading is now optional * Updated CMemoryStream
2012-11-03 13:30:47 +00:00
beegee1
720deba838
* Added comments to map.h * Refactoring(renamed attributes, some steps towards coding guidelines, ..)
2012-10-26 17:51:05 +00:00
Ivan Savenko
db10f512d5
- game won't crash on missing dwellings (instead random one will generated)
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- added disabled code that can be used to fix buildings blit order
- minor fixes
2012-10-07 14:58:48 +00:00
Ivan Savenko
3542bfdc63
- fixed #1128 #1127 #1121 #1119
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- instructions in linux readme use cmake instead of autotools
- update autoconf files
2012-10-02 14:22:58 +00:00
DjWarmonger
1cf99f7be1
- Improved exploration algorithm. AI will avoid dead-end barriers and thus explore much faster.
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- Fixed crash when there are no heroes available to recruit in the map. TODO: make AI handle it
- Fixed crash when Chain Lightning has not enough targets
- Fixed crash at Hill Fort (?)
- AI will buy Spellbook for its heroes
- AI will try to use Cartographer and Observatory when exploring
- AI will not visit Prison when heroes are at max
- Experiment: AI will try to capture Mines and Dwellings when there are no enemies around (part of CONQUER goal)
2012-10-01 18:25:43 +00:00
Michał W. Urbańczyk
3de9b71cc3
Fixed crash when unit dies by entering obstacle (eg. moat) on the way to perform attack.
2012-09-30 17:48:21 +00:00
Michał W. Urbańczyk
786bd73e67
Fixed #1092 .
2012-09-28 11:43:19 +00:00
DjWarmonger
076974729a
Fixed #1089 .
2012-09-28 06:10:01 +00:00
Ivan Savenko
15a7f43e11
- fixed #1075 , #1080 , #1081
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- fixed some warnings from cppcheck
2012-09-26 13:13:39 +00:00
Michał W. Urbańczyk
ecd8947d8e
Crashes on starting next campaign mission should be fixed.
2012-09-25 18:00:55 +00:00
mateuszb
f3f4a7633d
* fixed 1085
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* fixed starting hero is granted in normal scenarios
* introduced TArtifactInstanceID
2012-09-25 14:40:39 +00:00
mateuszb
18bd898cb1
* fixed bug when starting certain maps in campaigns
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* introduced TPlayerColor typedef
2012-09-24 16:14:53 +00:00
Michał W. Urbańczyk
95b866c131
* Further work on Battle AI. Now it is able to cast a number of offensive spells. Battle callback exposes more spell-casting info.
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* Took down the one Boost.Assign usage offending VC11. I'm getting impatient I guess...
2012-09-23 23:10:56 +00:00
mateuszb
6a81c8b1af
* campaign against magic numbers
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* ArtifactID was misleading and wrongly used in one place -- renamed and fixed
* minor changes
2012-09-23 18:01:04 +00:00