* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
- stoneskin/haste/prayer/weakness: didnt work because there were 2 bonus objects in buffer and they were filtered out as a possible duplicate (BattleInfo::addOrUpdateUnitBonus). it was fixed by making them a single bonus.
- disrupting-ray and weakness: had opposite effect, because of missing negation
- added a new specialty types: SPECIAL_ADD_VALUE_ENCHANT and SPECIAL_FIXED_VALUE_ENCHANT. this is to make possible specialties like Aenin (fixed specialty value added to spell value) and Melody (fixed value for spell regardless of anything). These specialties can be used in mods with any heroes.
- slayer spell effect calculations was fixed to include hero Coronius-style specialty.
- finally fixed description for Labetha Conflux hero, this is a OH3 bug described here https://heroes.thelazy.net/index.php/Labetha
Changes were tested and work as intended.
commit was made in cooperation with modder Misiokles
Gargoyles should be resistant to the same effects that NON_LIVING creature are, minus mind spells. It also shouldn't be affected by Resurrection and Sacrifice spells, and Elixir of Life.
* Node graph initialization optimized.
* Fixed "Unathorized obstacle access".
* Pathfinding tracing disabled with ifdef.
* Misc bonus calculation optimizations.
* Removed timestamp from log lines. Date formatting eats too much CPU.
* Paths for all heroes in Client are now cached
* attribute for battle image added on hero class, allowing on hero schemes each hero have a unique battle .def in 'images' structures sided with portraits and specialties images
* Universities, Scholars and Witch Huts may offer new skills
* Moved encode/decodeSkill to CSkillHandler
* Refactored CSkill interface and CSkill::LevelInfo image storage
* Legacy game constants renamed to ORIGINAL_XXX_QUANTITY
Addresses several related problems:
* Propagation / unpropagation of duplicate bonuses is inconsistent, causing bugs
* Duplicate bonuses never stack, which is not always intended behaviour (e.g. multiple copies of resource generating artifacts)
* Different bonuses always stack, which is not always intended behaviour (e.g. Angel + Archangel morale bonuses)
This is addressed as follows:
* Duplicate bonuses are never eliminated during propagation/inheritance.
* Unpropagation eliminates only a single copy of duplicated bonus
* Bonus receives a new field stacking that determines stacking behaviour:
* * empty string = no stacking with duplicates (default)
* * "ALWAYS" = stacks with duplicates & everything else
* * some other value = no stacking with bonuses with same stacking value
Also Morale/Luck window now hides non-stacking bonuses.
* changed Bonus::additionalInfo to integer vector
* fixed deserialization for old savegames
* removed newline from JsonNode::toJson()
* updated bonus schema; SPELL_AFTER_ATTACK and SPELL_BEFORE_ATTACK use new addInfo format
* removed unnecessary init in Bonus constructor
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
* CGameHandler::buildStructure was using wrong requirements for buildings in auto mode.
* Build mode loading was wrong in case of omitted value
* Show town hall slot for not built building only if it have normal build mode
* Added experimental support for cumulative effects for ENCHANTED bonus
* Updated and fixed SPECIAL_PECULIAR_ENCHANT processing
* Initial implementation of cumulative spell effects.
* Scheme for new spell feature - cumulative bonus.
* new configuration option 'general.saveRandomMaps'
* maps being saved to 'userCachePath/RandomMaps'
* no deletion of old random maps
* map filename generated based on template name and random seed
* Hero portrait serialization
* Fix town spells serialization
* Added support for float exponential part in Json
* Added support for int64 in Json
* Added basic Hero definitions serialization
* Added rumors serialization
* Advanced player info serialization.
* Added Disposed heroes serialization, (!) not covered with tests yet
* Added Local event serialization
* Added Pandoras box serialization
* Added Seer hut reward serialization
* Added CQuest serialization
* Added API for map object instance names serialization.
* Added random dwelling options serialization
* Advanced town options serialization
* Advanced hero options serialization
* More map format tests
* A lot of fixes, cleanup and refactoring
* AI libs registering shenanigans on android;
* Fixed resolution aspect + mouse event scaling;
* Proper server init/deinit (through android IPC);
Enabled threaded init in CMT;
* Prevented a deadlock in logger on some devices;
* Fixed frozen intro frame after interrupting the video;
Added android progressbar displaying during initial data loading;
* Hacky fix for choppy animations during heroes movement (should look better now, but it's definitely not a good solution);
* Changes/fixes for new android launcher building process;
* Fixed app hang after getting SDL_QUIT when activity was destroyed;
* Functioanal, configurable advmap swiping support;
* VCMI changes cleanup;
Added few missing VCMI_ANDROID guards on swipe mechanics;
* Removed unneeded sleep in server startup code for android;
* Removed android ioapi hack (fixed in newest ndk);
* Removed unused android's library loading logic;
* Added android's swipe option to settings schema;
* Moved NO_STD_TOSTRING to be defined in global.h instead of build files;
Currently default behaviour is to give both wood and ore for resource bonus when primaryResource not specified.
Though for some reason towns currently have ore specified so you only get 5-10 Ore.