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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
Commit Graph

38 Commits

Author SHA1 Message Date
SoundSSGood
d4d3ddf685 fused artifacts 2024-10-12 16:43:04 +03:00
Laserlicht
e6cb87abac cast only on self 2024-09-28 17:32:53 +02:00
Ivan Savenko
65355925e9
Merge pull request #4595 from Laserlicht/cast_without_skip
Bonus for spell: cast without skip the turn
2024-09-19 16:17:48 +03:00
Ivan Savenko
1d7a89c79b Only visiting heroes can now activate manual rewardable buildings
- This is more clear - in case if building generates queries
- Avoids some edge cases, like what to do if building is single-use and
town has 2 heroes
- In line with hota version of this feature
2024-09-15 10:36:31 +00:00
Laserlicht
0aaafc4c8a cast without skip 2024-09-14 15:10:24 +02:00
Fabrice TIERCELIN
1fdbaf943f Update the French translation 2024-09-10 08:55:10 +02:00
Ivan Savenko
327ff01471 Implemented explicitly visitable town buildings, e.g. hota mana vortex
Added flag `manualHeroVisit` flag to town building. If this flag is set,
then building will only be activated on click and will not give its
effect on hero recrutiment, hero visit, or new day.

This allows implementing changes to Mana Vortex from HotA
2024-09-03 16:31:07 +00:00
Ivan Savenko
36c1ed670f Support for configurable town fortifications
Removed most of hardcoded checks for fort level or for presence of fort/
citadel/castle buildings.

It is now possible to define which parts of town fortifications are
provided by town buildings

Configuration for H3-like fortifications is provided in
buildingsLibrary.json and will be used automatically by mods as long as
mods have buidings named "fort", "citadel" and "castle".

Alternatively, mods can separately define:
- hitpoints of walls (shared value for all sections)
- hitpoints of central, upper and lower towers (separate values)
- presence of moat
- shooters for each tower (separate values)
2024-08-28 19:42:14 +00:00
Ivan Savenko
55fd7bd7aa Thieves guild information level is now a bonus type 2024-08-28 13:50:07 +00:00
Ivan Savenko
8ef8ffa5c4 Implemented configurable blacksmith. Deprecated ballistaYard type 2024-08-28 13:49:42 +00:00
SoundSSGood
0c5022cae8 Loading market modes from json 2024-08-24 11:51:57 +03:00
Ivan Savenko
cf1c2d66cc More examples in docs 2024-08-19 11:47:13 +00:00
Ivan Savenko
42902b8eb5 Update documentation, add examples 2024-08-19 11:47:13 +00:00
Ivan Savenko
dd375b682d Updated documentation 2024-08-15 18:16:33 +00:00
Ivan Savenko
d55c4e3973
Merge pull request #4275 from IvanSavenko/music_modding
Additional options for music modding
2024-07-18 21:28:04 +03:00
Laserlicht
8f407311fd
fix headings of md files 2024-07-16 20:29:20 +02:00
Ivan Savenko
d59744f26f It is now possible to define multiple music themes for terrains 2024-07-15 21:46:41 +00:00
Ivan Savenko
9c5d5d7c5a It is now possible to define custom battle opening sound and custom music
for a battlefield
2024-07-15 21:46:23 +00:00
Ivan Savenko
358008fca9 It is now possible to define multiple town themes 2024-07-15 21:45:51 +00:00
Alexander Wilms
02e429e973 Fix typos using https://github.com/crate-ci/typos
Changes were reviewed manually
2024-06-24 03:47:19 +02:00
Ivan Savenko
fc28943741 Adjusted docs layout to fix table of content 2024-06-04 20:22:43 +00:00
Ivan Savenko
f309a4eb82 Exclude some AB creatures from randomization picks
This changes handling of several campaign-only creatures to be in line
with H3 - Sharpshooters, Enchanters and Azure/Rust/Faerie/Crystal
dragons.

Now these creatures will not be picked for
- random creatures in Refugee Camp
- as replacement for Random Monster object from map editor

Random map generator is not affected and can still pick this creatures
(confirmed to be same in H3)
2024-05-16 09:53:37 +00:00
Ivan Savenko
4769c86c82
Merge pull request #3902 from vcmi/underground_biomes
Option to define surface or underground level for obstacle set
2024-05-07 16:42:33 +03:00
DjWarmonger
4949b98ed3
Merge pull request #3759 from Laserlicht/bio
Let's try this
2024-05-07 09:05:14 +02:00
Tomasz Zieliński
dd55188b77 Option to define surface or underground level for obstacle set 2024-05-07 07:15:00 +02:00
Laserlicht
277a0e63d8
update docs 2024-05-06 00:46:21 +02:00
Laserlicht
ab50bf9198
biography to description 2024-04-27 18:41:21 +02:00
Tomasz Zieliński
4e9e006cdb Add missing docs 2024-04-20 17:33:12 +02:00
Laserlicht
e4b60baa3b
creature/town biography/description 2024-04-12 23:35:39 +02:00
Dydzio
2c8bd91831 Update docs 2024-04-10 22:19:23 +02:00
Ivan Savenko
1194419884 Added option to allow self-casting 2024-01-16 15:13:00 +02:00
Ivan Savenko
0cd83402d3 Fix outdated docs 2024-01-13 19:38:01 +02:00
Ivan Savenko
0ab766479d One more documentation update iteration 2023-09-26 15:55:27 +03:00
Ivan Savenko
403acc0cf1 Update spell docs 2023-09-26 15:55:27 +03:00
Ivan Savenko
9710a6b7b3 Updated terrain/river/road schema, added docs 2023-09-26 15:55:27 +03:00
Ivan Savenko
c6588e0bd1 Updated schemas & docs for several game entities 2023-09-13 21:55:36 +03:00
Ivan Savenko
704772d6ce Added navigation to player and modders docs 2023-09-07 11:04:01 +03:00
Ivan Savenko
3dcd4c7a6f Modders docs update iteration 2023-09-07 11:04:01 +03:00