* fixed console on Windows (restored old code)
* GeniusAI won't get blocked when it has a hero with tactics in battle
* fixed an issue with switching turns in hot-seat mode when there is Cover of Darkness active
* suppressed bonus system console output: it goes only to the logfile
* [win32] setting thread names (debug purposes)
* minor fixes
* THex for battle positions
* towards removal of battleGetStackByID
TODO:
investigate the necessity of putting implementation of BattleAction CGlobalAI::activeStack( const CStack * stack ) in CGeniusAI.cpp
It's possible to connect several clients (running on localhost) and enter MP pregame. The actual MP game still not playable. (though it can be started)
* improved formula for necromancy to match better OH3
* Support for new town structures:
- Lighthouse
- Colossus
- Guardian Spirit
- Necromancy Amplifier
- Soul Prison
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.
* Updated changelog
* Support for Lighthosues and Obelisks
* Bonus system extended on players
* Army speed won't affect movement points when sailing
* Picking grail position (digging not implemented though, puzzle map only partially)
* Minor improvements
Implemented and tested are
victory:
Defeat hero
Capture town
Defeat monster
Flag dwellings
Flag mines
Lose:
Loss hero
Time expire
**
Some others may work but not has been tested yet.
I've added a new page in VCMI Status spreadsheet with status of various victory/loss conditions.
Restructured thread structure: no new thread on yourturn, instead of that introduced update() method called by thread dispatching GUI events.
Further changes are planned.
* Hopefully fixed all issues with bliwWithRotate functions family. If there are any artefacts on terrain drawing, let me know.
* Fixed drawing of objects shadows.
* battle settings will be stored
* fixed calculating battle casualties
* fixed crash when clicking on enemy stack without moving mouse when we receive action
* fixed issue when splitting stack to the hero with only one creatures
* recalculating paths only after finished movement / switching selection
* moving hero uses "new" pathfinder
* moving hero by arrow keys / numpad
* VCMI window should start centered
* fixed pairing Subterranean Gates
* fixed issues with creatures sounds after loading
* several minor changes and improvements
2. Improved functions handling experience. Now it works with values over 65K, but still didn't with event giving 99M exp
I have no idea what it has to do with AI though