# 1.2.1 -> 1.3.0 ### GENERAL: * Implemented automatic interface scaling to any resolution supported by monitor * Implemented UI scaling option to scale game interface * Game resolution and UI scaling can now be changed without game restart * Fixed multiple issues with borderless fullscreen mode * On mobile systems game will now always run at native resolution with configurable UI scaling * Implemented support for Horn of the Abyss map format * Implemented option to replay results of quick combat * Added translations to French and Chinese * All in-game cheats are now case-insensitive * Added high-definition icon for Windows * Fix crash on connecting to server on FreeBSD and Flatpak builds * Save games now consist of a single file * Added H3:SOD cheat codes as alternative to vcmi cheats * Fixed several possible crashes caused by autocombat activation * Fixed artifact lock icon in localized versions of the game * Fixed possible crash on changing hardware cursor ### TOUCHSCREEN SUPPORT: * VCMI will now properly recognizes touch screen input * Implemented long tap gesture that shows popup window. Tap once more to close popup * Long tap gesture duration can now be configured in settings * Implemented radial menu for army management, activated via swiping creature icon * Implemented swipe gesture for scrolling through lists * All windows that have sliders in UI can now be scrolled using swipe gesture * Implemented swipe gesture for attack direction selection: swipe from enemy position to position you want to attack from * Implemented pinch gesture for zooming adventure map * Implemented haptic feedback (vibration) for long press gesture ### LAUNCHER: * Launcher will now attempt to automatically detect language of OS on first launch * Added "About" tab with information about project and environment * Added separate options for Allied AI and Enemy AI for adventure map * Patially fixed displaying of download progress for mods * Fixed potential crash on opening mod information for mods with a changelog * Added option to configure number of autosaves ### MAP EDITOR: * Fixed crash on cutting random town * Added option to export entire map as an image * Added validation for placing multiple heroes into starting town * It is now possible to have single player on a map * It is now possible to configure teams in editor ### AI PLAYER: * Fixed potential crash on accessing market (VCAI) * Fixed potentially infinite turns (VCAI) * Reworked object prioritizing * Improved town defense against enemy heroes * Improved town building (mage guild and horde) * Various behavior fixes ### GAME MECHANICS * Hero retreating after end of 7th turn will now correctly appear in tavern * Implemented hero backpack limit (disabled by default) * Fixed Admiral's Hat movement points calculation * It is now possible to access Shipwrecks from coast * Hero path will now be correctly updated on equipping/unequipping Levitation Boots or Angel Wings * It is no longer possible to abort movement while hero is flying over water * Fixed digging for Grail * Implemented "Survive beyond a time limit" victory condition * Implemented "Defeat all monsters" victory condition * 100% damage resistance or damage reduction will make unit immune to a spell * Game will now randomly select obligatory skill for hero on levelup instead of always picking Fire Magic * Fixed duration of bonuses from visitable object such as Idol of Fortune * Rescued hero from prison will now correctly reveal map around him * Lighthouses will no longer give movement bonus on land ### CAMPAIGNS: * Fixed transfer of artifacts into next scenario * Fixed crash on advancing to next scenario with heroes from mods * Fixed handling of "Start with building" campaign bonus * Fixed incorrect starting level of heroes in campaigns * Game will now play correct music track on scenario selection window * Dracon woll now correctly start without spellbook in Dragon Slayer campaign * Fixed frequent crash on moving to next scenario during campaign * Fixed inability to dismiss heroes on maps with "capture town" victory condition ### RANDOM MAP GENERATOR: * Improved zone placement, shape and connections * Improved zone passability for better gameplay * Improved treasure distribution and treasure values to match SoD closely * Navigation and water-specific spells are now banned on maps without water * RMG will now respect road settings set in menu * Tweaked many original templates so they allow new terrains and factions * Added "bannedTowns", "bannedTerrains", "bannedMonsters" zone properties * Added "road" property to connections * Added monster strength "none" * Support for "wide" connections * Support for new "fictive" and "repulsive" connections * RMG will now run faster, utilizing many CPU cores * Removed random seed number from random map description ### INTERFACE: * Adventure map is now scalable and can be used with any resolution without mods * Adventure map interface is now correctly blocked during enemy turn * Visiting creature banks will now show amount of guards in bank * It is now possible to arrange army using status window * It is now possible to zoom in or out using mouse wheel or pinch gesture * It is now possible to reset zoom via Backspace hotkey * Receiving a message in chat will now play sound * Map grid will now correctly display on map start * Fixed multiple issues with incorrect updates of save/load game screen * Fixed missing fortifications level icon in town tooltip * Fixed positioning of resource label in Blacksmith window * Status bar on inactive windows will no longer show any tooltip from active window * Fixed highlighting of possible artifact placements when exchanging with allied hero * Implemented sound of flying movement (for Fly spell or Angel Wings) * Last symbol of entered cheat/chat message will no longer trigger hotkey * Right-clicking map name in scenario selection will now show file name * Right-clicking save game in save/load screen will now show file name and creation date * Right-clicking in town fort window will now show creature information popup * Implemented pasting from clipboard (Ctrl+V) for text input ### BATTLES: * Implemented Tower moat (Land Mines) * Implemented defence reduction for units in moat * Added option to always show hero status window * Battle opening sound can now be skipped with mouse click * Fixed movement through moat of double-hexed units * Fixed removal of Land Mines and Fire Walls * Obstacles will now corectly show up either below or above unit * It is now possible to teleport a unit through destroyed walls * Added distinct overlay image for showing movement range of highlighted unit * Added overlay for displaying shooting range penalties of units ### MODDING: * Implemented initial version of VCMI campaign format * Implemented spell cast as possible reward for configurable object * Implemented support for configurable buildings in towns * Implemented support for placing prison, tavern and heroes on water * Implemented support for new boat types * It is now possible for boats to use other movement layers, such as "air" * It is now possible to use growing artifacts on artifacts that can be used by hero * It is now possible to configure town moat * Palette-cycling animation of terrains and rivers can now be configured in json * Game will now correctly resolve identifier in unexpected form (e.g. 'bless' vs 'spell.bless' vs 'core:bless') * Creature specialties that use short form ( "creature" : "pikeman" ) will now correctly affect all creature upgrades * It is now possible to configure spells for Shrines * It is now possible to configure upgrade costs per level for Hill Forts * It is now possible to configure boat type for Shipyards on adventure map and in town * Implemented support for HotA-style adventure map images for monsters, with offset * Replaced (SCHOOL)_SPELL_DMG_PREMY with SPELL_DAMAGE bonus (uses school as subtype). * Removed bonuses (SCHOOL)_SPELLS - replaced with SPELLS_OF_SCHOOL * Removed DIRECT_DAMAGE_IMMUNITY bonus - replaced by 100% spell damage resistance * MAGIC_SCHOOL_SKILL subtype has been changed for consistency with other spell school bonuses * Configurable objects can now be translated * Fixed loading of custom battlefield identifiers for map objects # 1.2.0 -> 1.2.1 ### GENERAL: * Implemented spell range overlay for Dimension Door and Scuttle Boat * Fixed movement cost penalty from terrain * Fixed empty Black Market on game start * Fixed bad morale happening after waiting * Fixed good morale happening after defeating last enemy unit * Fixed death animation of Efreeti killed by petrification attack * Fixed crash on leaving to main menu from battle in hotseat mode * Fixed music playback on switching between towns * Special months (double growth and plague) will now appear correctly * Adventure map spells are no longer visible on units in battle * Attempt to cast spell with no valid targets in hotseat will show appropriate error message * RMG settings will now show all existing in game templates and not just those suitable for current settings * RMG settings (map size and two-level maps) that are not compatible with current template will be blocked * Fixed centering of scenario information window * Fixed crash on empty save game list after filtering * Fixed blocked progress in Launcher on language detection failure * Launcher will now correctly handle selection of Ddata directory in H3 install * Map editor will now correctly save message property for events and pandoras * Fixed incorrect saving of heroes portraits in editor # 1.1.1 -> 1.2.0 ### GENERAL: * Adventure map rendering was entirely rewritten with better, more functional code * Client battle code was heavily reworked, leading to better visual look & feel and fixing multiple minor battle bugs / glitches * Client mechanics are now framerate-independent, rather than speeding up with higher framerate * Implemented hardware cursor support * Heroes III language can now be detected automatically * Increased targeted framerate from 48 to 60 * Increased performance of UI updates * Fixed bonus values of heroes who specialize in secondary skills * Fixed bonus values of heroes who specialize in creatures * Fixed damage increase from Adela's Bless specialty * Fixed missing obstacles in battles on subterranean terrain * Video files now play at correct speed * Fixed crash on switching to second mission in campaigns * New cheat code: vcmiazure - give 5000 azure dragons in every empty slot * New cheat code: vcmifaerie - give 5000 faerie dragons in every empty slot * New cheat code: vcmiarmy or vcminissi - give specified creatures in every empty slot. EG: vcmiarmy imp * New cheat code: vcmiexp or vcmiolorin - give specified amount of experience to current hero. EG: vcmiexp 10000 * Fixed oversided message window from Scholar skill that had confirmation button outside game window * Fixed loading of prebuilt creature hordes from h3m maps * Fixed volume of ambient sounds when changing game sounds volume * Fixed might&magic affinities of Dungeon heroes * Fixed Roland's specialty to affect Swordsmen/Crusaders instead of Griffins * Buying boat in town of an ally now correctly uses own resources instead of stealing them from ally * Default game difficulty is now set to "normal" instead of "easy" * Fixed crash on missing music files ### MAP EDITOR: * Added translations to German, Polish, Russian, Spanish, Ukrainian * Implemented cut/copy/paste operations * Implemented lasso brush for terrain editing * Toolbar actions now have names * Added basic victory and lose conditions ### LAUNCHER: * Added initial Welcome/Setup screen for new players * Added option to install translation mod if such mod exists and player's H3 version has different language * Icons now have higher resolution, to prevent upscaling artifacts * Added translations to German, Polish, Russian, Spanish, Ukrainian * Mods tab layout has been adjusted based on feedback from players * Settings tab layout has been redesigned to support longer texts * Added button to start map editor directly from Launcher * Simplified game starting flow from online lobby * Mod description will now show list of languages supported by mod * Launcher now uses separate mod repository from vcmi-1.1 version to prevent mod updates to unsupported versions * Size of mod list and mod details sub-windows can now be adjusted by player ### AI PLAYER: * Nullkiller AI is now used by default * AI should now be more active in destroying heroes causing treat on AI towns * AI now has higher priority for resource-producing mines * Increased AI priority of town dwelling upgrades * AI will now de-prioritize town hall upgrades when low on resources * Messages from cheats used by AI are now hidden * Improved army gathering from towns * AI will now attempt to exchange armies between main heroes to get the strongest hero with the strongest army. * Improved Pandora handling * AI takes into account fort level now when evaluating enemy town capturing priority. * AI can not use allied shipyard now to avoid freeze * AI will avoid attacking creatures standing on draw-bridge tile during siege if the bridge is closed. * AI will consider retreat during siege if it can not do anything (catapult is destroyed, no destroyed walls exist) ### RANDOM MAP GENERATOR * Random map generator can now be used without vcmi-extras mod * RMG will no longer place shipyards or boats at very small lakes * Fixed placement of shipyards in invalid locations * Fixed potential game hang on generation of random map * RMG will now generate addditional monolith pairs to create required number of zone connections * RMG will try to place Subterranean Gates as far away from other objects (including each other) as possible * RMG will now try to place objects as far as possible in both zones sharing a guard, not only the first one. * Use only one template for an object in zone * Objects with limited per-map count will be distributed evenly among zones with suitable terrain * Objects above zone treasure value will not be considered for placement * RMG will prefer terrain-specific templates for objects placement * RMG will place Towns and Monoliths first in order to generate long roads across the zone. * Adjust the position of center town in the zone for better look & feel on S maps. * Description of random map will correctly show number of levels * Fixed amount of creatures found in Pandora Boxes to match H3 * Visitable objects will no longer be placed on top of the map, obscured by map border ### ADVENTURE MAP: * Added option to replace popup messages on object visiting with messages in status window * Implemented different hero movement sounds for offroad movement * Cartographers now reveal terrain in the same way as in H3 * Status bar will now show movement points information on pressing ALT or after enabling option in settings * It is now not possible to receive rewards from School of War without required gold amount * Owned objects, like Mines and Dwellings will always show their owner in status bar * It is now possible to interact with on-map Shipyard when no hero is selected * Added option to show amount of creatures as numeric range rather than adjective * Added option to show map grid * Map swipe is no longer exclusive for phones and can be enabled on desktop platforms * Added more graduated settigns for hero movement speed * Map scrolling is now more graduated and scrolls with pixel-level precision * Hero movement speed now matches H3 * Improved performance of adventure map rendering * Fixed embarking and disembarking sounds * Fixed selection of "new week" animation for status window * Object render order now mostly matches H3 * Fixed movement cost calculation when using "Fly" spell or "Angel Wings" * Fixed game freeze on using Town Portal to teleport into town with unvisited Battle Scholar Academy * Fixed invalid ambient sound of Whirlpool * Hero path will now be correctly removed on defeating monsters that are at the end of hero path * Seer Hut tooltips will now show messages for correct quest type ### INTERFACE * Implemented new settings window * Added framerate display option * Fixed white status bar on server connection screen * Buttons in battle window now correctly show tooltip in status bar * Fixed cursor image during enemy turn in combat * Game will no longer promt to assemble artifacts if they fall into backpack * It is now possible to use in-game console for vcmi commands * Stacks sized 1000-9999 units will not be displayed as "1k" * It is now possible to select destination town for Town Portal via double-click * Implemented extended options for random map tab: generate G+U size, select RMG template, manage teams and roads ### HERO SCREEN * Fixed cases of incorrect artifact slot highlighting * Improved performance of artifact exchange operation * Picking up composite artifact will immediately unlock slots * It is now possible to swap two composite artifacts ### TOWN SCREEN * Fixed gradual fade-in of a newly built building * Fixed duration of building fade-in to match H3 * Fixed rendering of Shipyard in Castle * Blacksmith purchase button is now properly locked if artifact slot is occupied by another warmachine * Added option to show number of available creatures in place of growth * Fixed possible interaction with hero / town list from adventure map while in town screen * Fixed missing left-click message popup for some town buildings * Moving hero from garrison by pressing space will now correctly show message "Cannot have more than 8 adventuring heroes" ### BATTLES: * Added settings for even faster animation speed than in H3 * Added display of potential kills numbers into attack tooltip in status bar * Added option to skip battle opening music entirely * All effects will now wait for battle opening sound before playing * Hex highlighting will now be disabled during enemy turn * Fixed incorrect log message when casting spell that kills zero units * Implemented animated cursor for spellcasting * Fixed multiple issues related to ordering of creature animations * Fixed missing flags from hero animations when opening menus * Fixed rendering order of moat and grid shadow * Jousting bonus from Champions will now be correctly accounted for in damage estimation * Building Castle building will now provide walls with additional health point * Speed of all battle animations should now match H3 * Fixed missing obstacles on subterranean terrain * Ballistics mechanics now matches H3 logic * Arrow Tower base damage should now match H3 * Destruction of wall segments will now remove ranged attack penalty * Force Field cast in front of drawbridge will now block it as in H3 * Fixed computations for Behemoth defense reduction ability * Bad luck (if enabled) will now multiple all damage by 50%, in line with other damage reducing mechanics * Fixed highlighting of movement range for creatures standing on a corpse * All battle animations now have same duration/speed as in H3 * Added missing combat log message on resurrecting creatures * Fixed visibility of blue border around targeted creature when spellcaster is making turn * Fixed selection highlight when in targeted creature spellcasting mode * Hovering over hero now correctly shows hero cursor * Creature currently making turn is now highlighted in the Battle Queue * Hovering over creature icon in Battle Queue will highlight this creature in the battlefield * New battle UI extension allows control over creatures' special abilities * Fixed crash on activating auto-combat in battle * Fixed visibility of unit creature amount labels and timing of their updates * Firewall will no longer hit double-wide units twice when passing through * Unicorn Magic Damper Aura ability now works multiplicatively with Resistance * Orb of Vulnerability will now negate Resistance skill ### SPELLS: * Hero casting animation will play before spell effect * Fire Shield: added sound effect * Fire Shield: effect now correctly plays on defending creature * Earthquake: added sound effect * Earthquake: spell will not select sections that were already destroyed before cast * Remove Obstacles: fixed error message when casting on maps without obstacles * All area-effect spells (e.g. Fireball) will play their effect animation on top * Summoning spells: added fade-in effect for summoned creatures * Fixed timing of hit animation for damage-dealing spells * Obstacle-creating spells: UI is now locked during effect animation * Obstacle-creating spells: added sound effect * Added reverse death animation for spells that bring stack back to life * Bloodlust: implemented visual effect * Teleport: implemented visual fade-out and fade-in effect for teleporting * Berserk: Fixed duration of effect * Frost Ring: Fixed spell effect range * Fixed several cases where multiple different effects could play at the same time * All spells that can affecte multiple targets will now highlight affected stacks * Bless and Curse now provide +1 or -1 to base damage on Advanced & Expert levels ### ABILITIES: * Rebirth (Phoenix): Sound will now play in the same time as animation effect * Master Genie spellcasting: Sound will now play in the same time as animation effect * Power Lich, Magogs: Sound will now play in the same time as attack animation effect * Dragon Breath attack now correctly uses different attack animation if multiple targets are hit * Petrification: implemented visual effect * Paralyze: added visual effect * Blind: Stacks will no longer retailate on attack that blinds them * Demon Summon: Added animation effect for summoning * Fire shield will no longer trigger on non-adjacent attacks, e.g. from Dragon Breath * Weakness now has correct visual effect * Added damage bonus for opposite elements for Elementals * Added damage reduction for Magic Elemental attacks against creatures immune to magic * Added incoming damage reduction to Petrify * Added counter-attack damage reduction for Paralyze ### MODDING: * All configurable objects from H3 now have their configuration in json * Improvements to functionality of configurable objects * Replaced `SECONDARY_SKILL_PREMY` bonus with separate bonuses for each skill. See https://wiki.vcmi.eu/List_of_all_bonus_types * Removed multiple bonuses that can be replaced with another bonus. See https://wiki.vcmi.eu/List_of_all_bonus_types * It is now possible to define new hero movement sounds in terrains * Implemented translation support for mods * Implemented translation support for .h3m maps and .h3c campaigns * Translation mods are now automatically disabled if player uses different language * Files with new Terrains, Roads and Rivers are now validated by game * Parameters controlling effect of attack and defences stats on damage are now configurable in defaultMods.json * New bonus: `LIMITED_SHOOTING_RANGE`. Creatures with this bonus can only use ranged attack within specified range * Battle window and Random Map Tab now have their layout defined in json file * Implemented code support for alternative actions mod * Implemented code support for improved random map dialog * It is now possible to configure number of creature stacks in heroes' starting armies * It is now possible to configure number of constructed dwellings in towns on map start * Game settings previously located in defaultMods.json are now loaded directly from mod.json * It is now possible for spellcaster units to have multiple spells (but only for targeting different units) * Fixed incorrect resolving of identifiers in commander abilities and stack experience definitions # 1.1.0 -> 1.1.1 ### GENERAL: * Fixed missing sound in Polish version from gog.com * Fixed positioning of main menu buttons in localized versions of H3 * Fixed crash on transferring artifact to commander * Fixed game freeze on receiving multiple artifact assembly dialogs after combat * Fixed potential game freeze on end of music playback * macOS/iOS: fixed sound glitches * Android: upgraded version of SDL library * Android: reworked right click gesture and relative pointer mode * Improved map loading speed * Ubuntu PPA: game will no longer crash on assertion failure ### ADVENTURE MAP: * Fixed hero movement lag in single-player games * Fixed number of drowned troops on visiting Sirens to match H3 * iOS: pinch gesture visits current object (Spacebar behavior) instead of activating in-game console ### TOWNS: * Fixed displaying growth bonus from Statue of Legion * Growth bonus tooltip ordering now matches H3 * Buy All Units dialog will now buy units starting from the highest level ### LAUNCHER: * Local mods can be disabled or uninstalled * Fixed styling of Launcher interface ### MAP EDITOR: * Fixed saving of roads and rivers * Fixed placement of heroes on map # 1.0.0 -> 1.1.0 ### GENERAL: * iOS is supported * Mods and their versions and serialized into save files. Game checks mod compatibility before loading * Logs are stored in system default logs directory * LUA/ERM libs are not compiled by default * FFMpeg dependency is optional now * Conan package manager is supported for MacOS and iOS ### MULTIPLAYER: * Map is passed over network, so different platforms are compatible with each other * Server self-killing is more robust * Unlock in-game console while opponent's turn * Host can control game session by using console commands * Control over player is transferred to AI if client escaped the game * Reconnection mode for crashed client processes * Playing online is available using proxy server ### ADVENTURE MAP: * Fix for digging while opponent's turn * Supported right click for quick recruit window * Fixed problem with quests are requiring identical artefacts * Bulk move and swap artifacts * Pause & resume for towns and terrains music themes * Feature to assemble/disassemble artefacts in backpack * Clickable status bar to send messages * Heroes no longer have chance to receive forbidden skill on leveling up * Fixed visibility of newly recruited heroes near town * Fixed missing artifact slot in Artifact Merchant window ### BATTLES: * Fix healing/regeneration behaviour and effect * Fix crashes related to auto battle * Implemented ray projectiles for shooters * Introduced default tower shooter icons * Towers destroyed during battle will no longer be listed as casualties ### AI: * BattleAI: Target prioritizing is now based on damage difference instead of health difference * Nullkiller AI can retreat and surrender * Nullkiller AI doesn't visit allied dwellings anymore * Fixed a few freezes in Nullkiller AI ### RANDOM MAP GENERATOR: * Speedup generation of random maps * Necromancy cannot be learned in Witch Hut on random maps ### MODS: * Supported rewardable objects customization * Battleground obstacles are extendable now with VLC mechanism * Introduced "compatibility" section into mods settings * Fixed bonus system for custom advmap spells * Supported customisable town entrance placement * Fixed validation of mods with new adventure map objects ### LAUNCHER: * Fixed problem with duplicated mods in the list * Launcher shows compatible mods only * Uninstall button was moved to the left of layout * Unsupported resolutions are not shown * Lobby for online gameplay is implemented ### MAP EDITOR: * Basic version of Qt-based map editor # 0.99 -> 1.0.0 ### GENERAL: * Spectator mode was implemented through command-line options * Some main menu settings get saved after returning to main menu - last selected map, save etc. * Restart scenario button should work correctly now * Skyship Grail works now immediately after capturing without battle * Lodestar Grail implemented * Fixed Gargoyles immunity * New bonuses: * * SOUL_STEAL - "WoG ghost" ability, should work somewhat same as in H3 * * TRANSMUTATION - "WoG werewolf"-like ability * * SUMMON_GUARDIANS - "WoG santa gremlin"-like ability + two-hex unit extension * * CATAPULT_EXTRA_SHOTS - defines number of extra wall attacks for units that can do so * * RANGED_RETALIATION - allows ranged counterattack * * BLOCKS_RANGED_RETALIATION - disallow enemy ranged counterattack * * SECONDARY_SKILL_VAL2 - set additional parameter for certain secondary skills * * MANUAL_CONTROL - grant manual control over war machine * * WIDE_BREATH - melee creature attacks affect many nearby hexes * * FIRST_STRIKE - creature counterattacks before attack if possible * * SYNERGY_TARGET - placeholder bonus for Mod Design Team (subject to removal in future) * * SHOOTS_ALL_ADJACENT - makes creature shots affect all neighbouring hexes * * BLOCK_MAGIC_BELOW - allows blocking spells below particular spell level. HotA cape artifact can be implemented with this * * DESTRUCTION - creature ability for killing extra units after hit, configurable ### MULTIPLAYER: * Loading support. Save from single client could be used to load all clients. * Restart support. All clients will restart together on same server. * Hotseat mixed with network game. Multiple colors can be controlled by each client. ### SPELLS: * Implemented cumulative effects for spells ### MODS: * Improve support for WoG commander artifacts and skill descriptions * Added support for modding of original secondary skills and creation of new ones. * Map object sounds can now be configured via json * Added bonus updaters for hero specialties * Added allOf, anyOf and noneOf qualifiers for bonus limiters * Added bonus limiters: alignment, faction and terrain * Supported new terrains, new battlefields, custom water and rock terrains * Following special buildings becomes available in the fan towns: * * attackVisitingBonus * * defenceVisitingBonus * * spellPowerVisitingBonus * * knowledgeVisitingBonus * * experienceVisitingBonus * * lighthouse * * treasury ### SOUND: * Fixed many mising or wrong pickup and visit sounds for map objects * All map objects now have ambient sounds identical to OH3 ### RANDOM MAP GENERATOR: * Random map generator supports water modes (normal, islands) * Added config randomMap.json with settings for map generator * Added parameter for template allowedWaterContent * Extra resource packs appear nearby mines * Underground can be player starting place for factions allowed to be placed underground * Improved obstacles placement aesthetics * Rivers are generated on the random maps * RMG works more stable, various crashes have been fixed * Treasures requiring guards are guaranteed to be protected ### VCAI: * Reworked goal decomposition engine, fixing many loopholes. AI will now pick correct goals faster. * AI will now use universal pathfinding globally * AI can use Summon Boat and Town Portal * AI can gather and save resources on purpose * AI will only buy army on demand instead of every turn * AI can distinguish the value of all map objects * General speed optimizations ### BATTLES: * Towers should block ranged retaliation * AI can bypass broken wall with moat instead of standing and waiting until gate is destroyed * Towers do not attack war machines automatically * Draw is possible now as battle outcome in case the battle ends with only summoned creatures (both sides loose) ### ADVENTURE MAP: * Added buttons and keyboard shortcuts to quickly exchange army and artifacts between heroes * Fix: Captured town should not be duplicated on the UI ### LAUNCHER: * Implemented notifications about updates * Supported redirection links for downloading mods # 0.98 -> 0.99 ### GENERAL: * New Bonus NO_TERRAIN_PENALTY * Nomads will remove Sand movement penalty from army * Flying and water walking is now supported in pathfinder * New artifacts supported * * Angel Wings * * Boots of Levitation * Implemented rumors in tavern window * New cheat codes: * * vcmiglaurung - gives 5000 crystal dragons into each slot * * vcmiungoliant - conceal fog of war for current player * New console commands: * * gosolo - AI take control over human players and vice versa * * controlai - give control of one or all AIs to player * * set hideSystemMessages on/off - supress server messages in chat ### BATTLES: * Drawbridge mechanics implemented (animation still missing) * Merging of town and visiting hero armies on siege implemented * Hero info tooltip for skills and mana implemented ### ADVENTURE AI: * Fixed AI trying to go through underground rock * Fixed several cases causing AI wandering aimlessly * AI can again pick best artifacts and exchange artifacts between heroes * AI heroes with patrol enabled won't leave patrol area anymore ### RANDOM MAP GENERATOR: * Changed fractalization algorithm so it can create cycles * Zones will not have straight paths anymore, they are totally random * Generated zones will have different size depending on template setting * Added Thieves Guild random object (1 per zone) * Added Seer Huts with quests that match OH3 * RMG will guarantee at least 100 pairs of Monoliths are available even if there are not enough different defs # 0.97 -> 0.98 ### GENERAL: * Pathfinder can now find way using Monoliths and Whirlpools (only used if hero has protection) ### ADVENTURE AI: * AI will try to use Monolith entrances for exploration * AI will now always revisit each exit of two way monolith if exit no longer visible * AI will eagerly pick guarded and blocked treasures ### ADVENTURE MAP: * Implemented world view * Added graphical fading effects ### SPELLS: * New spells handled: * * Earthquake * * View Air * * View Earth * * Visions * * Disguise * Implemented CURE spell negative dispell effect * Added LOCATION target for spells castable on any hex with new target modifiers ### BATTLES: * Implemented OH3 stack split / upgrade formulas according to AlexSpl ### RANDOM MAP GENERATOR: * Underground tunnels are working now * Implemented "junction" zone type * Improved zone placing algorithm * More balanced distribution of treasure piles * More obstacles within zones # 0.96 -> 0.97 (Nov 01 2014) ### GENERAL: * (windows) Moved VCMI data directory from '%userprofile%\vcmi' to '%userprofile%\Documents\My Games\vcmi' * (windows) (OSX) Moved VCMI save directory from 'VCMI_DATA\Games' to 'VCMI_DATA\Saves' * (linux) * Changes in used librries: * * VCMI can now be compiled with SDL2 * * Movies will use ffmpeg library * * change boost::bind to std::bind * * removed boost::asign * * Updated FuzzyLite to 5.0 * Multiplayer load support was implemented through command-line options ### ADVENTURE AI: * Significantly optimized execution time, AI should be much faster now. ### ADVENTURE MAP: * Non-latin characters can now be entered in chat window or used for save names. * Implemented separate speed for owned heroes and heroes owned by other players ### GRAPHICS: * Better upscaling when running in fullscreen mode. * New creature/commader window * New resolutions and bonus icons are now part of a separate mod * Added graphics for GENERAL_DAMAGE_REDUCTION bonus (Kuririn) ### RANDOM MAP GENERATOR: * Random map generator now creates complete and playable maps, should match original RMG * All important features from original map templates are implemented * Fixed major crash on removing objects * Undeground zones will look just like surface zones ### LAUNCHER: * Implemented switch to disable intro movies in game # 0.95 -> 0.96 (Jul 01 2014) ### GENERAL: * (linux) now VCMI follows XDG specifications. See http://forum.vcmi.eu/viewtopic.php?t=858 ### ADVENTURE AI: * Optimized speed and removed various bottlenecks. ### ADVENTURE MAP: * Heroes auto-level primary and secondary skill levels according to experience ### BATTLES: * Wall hit/miss sound will be played when using catapult during siege ### SPELLS: * New configuration format: http://wiki.vcmi.eu/index.php?title=Spell_Format ### RANDOM MAP GENERATOR: * Towns from mods can be used * Reading connections, terrains, towns and mines from template * Zone placement * Zone borders and connections, fractalized paths inside zones * Guard generation * Treasue piles generation (so far only few removable objects) ### MODS: * Support for submods - mod may have their own "submods" located in /Mods directory * Mods may provide their own changelogs and screenshots that will be visible in Launcher * Mods can now add new (offensive, buffs, debuffs) spells and change existing * Mods can use custom mage guild background pictures and videos for taverns, setting of resources daily income for buildings ### GENERAL: * Added configuring of heroes quantity per player allowed in game # 0.94 -> 0.95 (Mar 01 2014) ### GENERAL: * Components of combined artifacts will now display info about entire set. * Implements level limit * Added WoG creature abilities by Kuririn * Implemented a confirmation dialog when pressing Alt + F4 to quit the game * Added precompiled header compilation for CMake (can be enabled per flag) * VCMI will detect changes in text files using crc-32 checksum * Basic support for unicode. Internally vcmi always uses utf-8 * (linux) Launcher will be available as "VCMI" menu entry from system menu/launcher * (linux) Added a SIGSEV violation handler to vcmiserver executable for logging stacktrace (for convenience) ### ADVENTURE AI: More info at http://wiki.vcmi.eu/index.php?title=Adventure_AI * AI will use fuzzy logic to compare and choose multiple possible subgoals. * AI will now use SectorMap to find a way to guarded / covered objects. * Significantly improved exploration algorithm. * Locked heroes now try to decompose their goals exhaustively. * Fixed (common) issue when AI found neutral stacks infinitely strong. * Improvements for army exchange criteria. * GatherArmy may include building dwellings in town (experimental). * AI should now conquer map more aggressively and much faster * Fuzzy rules will be printed out at map launch (if AI log is enabled) ### CAMPAIGNS: * Implemented move heroes to next scenario * Support for non-standard victory conditions for H3 campaigns * Campaigns use window with bonus & scenario selection than scenario information window from normal maps * Implemented hero recreate handling (e.g. Xeron will be recreated on AB campaign) * Moved place bonus hero before normal random hero and starting hero placement -> same behaviour as in OH3 * Moved placing campaign heroes before random object generation -> same behaviour as in OH3 ### TOWNS: * Extended building dependencies support ### MODS: * See http://wiki.vcmi.eu/index.php?title=Modding_changelog#0.94_-.3E_0.95 for format changes * Custom victory/loss conditions for maps or campaigns * 7 days without towns loss condition is no longer hardcoded * Only changed mods will be validated # 0.93 -> 0.94 (Oct 01 2013) ### GENERAL: * New Launcher application, see * Filesystem now supports zip archives. They can be loaded similarly to other archives in filesystem.json. Mods can use Content.zip instead of Content/ directory. * fixed "get txt" console command * command "extract" to extract file by name * command "def2bmp" to convert def into set of frames. * fixed crash related to cammander's SPELL_AFTER_ATTACK spell id not initialized properly (text id was resolved on copy of bonus) * fixed duels, added no-GUI mode for automatic AI testing * Sir Mullich is available at the start of the game * Upgrade cost will never be negative. * support for Chinese fonts (GBK 2-byte encoding) ### ADVENTURE MAP: * if Quick Combat option is turned on, battles will be resolved by AI * first hero is awakened on new turn * fixed 3000 gems reward in shipwreck ### BATTLES: * autofight implemented * most of the animations is time-based * simplified postioning of units in battle, should fix remaining issues with unit positioning * synchronized attack/defence animation * spell animation speed uses game settings * fixed disrupting ray duration * added logging domain for battle animations * Fixed crashes on Land Mines / Fire Wall casting. * UI will be correctly greyed-out during opponent turn * fixed remaining issues with blit order * Catapult attacks should be identical to H3. Catapult may miss and attack another part of wall instead (this is how it works in H3) * Fixed Remove Obstacle. * defeating hero will yield 500 XP * Added lots of missing spell immunities from Strategija * Added stone gaze immunity for Troglodytes (did you know about it?) * damage done by turrets is properly increased by built buldings * Wyverns will cast Poison instead of Stone Gaze. ### TOWN: * Fixed issue that allowed to build multiple boats in town. * fix for lookout tower # 0.92 -> 0.93 (Jun 01 2013) ### GENERAL: * Support for SoD-only installations, WoG becomes optional addition * New logging framework * Negative luck support, disabled by default * Several new icons for creature abilities (Fire Shield, Non-living, Magic Mirror, Spell-like Attack) * Fixed stack artifact (and related buttons) not displaying in creature window. * Fixed crash at month of double population. ### MODS: * See http://wiki.vcmi.eu/index.php?title=Modding_changelog#0.92_-.3E_0.93 for compatibility info. * Improved json validation. Now it support most of features from latest json schema draft. * Icons use path to icon instead of image indexes. * It is possible to edit data of another mod or H3 data via mods. * Mods can access only ID's from dependenies, virtual "core" mod and itself (optional for some mods compatibility) * Removed no longer needed field "projectile spins" * Heroes: split heroes.json in manner similar to creatures\factions; string ID's for H3 heroes; h3 hero classes and artifacts can be modified via json. ### BATTLES: * Fixed Death Stare of Commanders * Projectile blitting should be closer to original H3. But still not perfect. * Fixed missing Mirth effects * Stack affected by Berserk should not try to attack itself * Fixed several cases of incorrect positioning of creatures in battles * Fixed abilities of Efreet. * Fixed broken again palette in some battle backgrounds ### TOWN: * VCMI will not crash if building selection area is smaller than def * Detection of transparency on selection area is closer to H3 * Improved handling buildings with mode "auto": * * they will be properly processed (new creatures will be added if dwelling, spells learned if mage guild, and so on) * * transitive dependencies are handled (A makes B build, and B makes C and D) ### SOUND: * Added missing WoG creature sounds (from Kuririn). * The Windows package comes with DLLs needed to play .ogg files * (linux) convertMP3 option for vcmibuilder for systems where SDL_Mixer can't play mp3's * some missing sounds for battle effects ### ARTIFACTS: * Several fixes to combined artifacts added via mods. * Fixed Spellbinder's Hat giving level 1 spells instead of 5. * Fixed incorrect components of Cornucopia. * Cheat code with grant all artifacts, including the ones added by mods # 0.91 -> 0.92 (Mar 01 2013) ### GENERAL: * hero crossover between missions in campaigns * introduction before missions in campaigns ### MODS: * 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 * Double growth creatures are configurable now * Drain Life now has % effect depending on bonus value * Stack can use more than 2 attacks. Additional attacks can now be separated as "ONLY_MELEE_FIGHT and "ONLY_DISTANCE_FIGHT". * Moat damage configurable * More config options for spells: * * mind immunity handled by config * * direct damage immunity handled by config * * immunity icon configurable * * removed mind_spell flag * creature config use string ids now. * support for string subtype id in short bonus format * primary skill identifiers for bonuses # 0.9 -> 0.91 (Feb 01 2013) ### GENERAL: * VCMI build on OS X is now supported * Completely removed autotools * Added RMG interace and ability to generate simplest working maps * Added loading screen ### MODS: * Simplified mod structure. Mods from 0.9 will not be compatible. * Mods can be turned on and off in config/modSettings.json file * Support for new factions, including: * * New towns * * New hero classes * * New heroes * * New town-related external dwellings * Support for new artifact, including combined, commander and stack artifacts * Extended configuration options * * All game objects are referenced by string identifiers * * Subtype resolution for bonuses ### BATTLES: * Support for "enchanted" WoG ability ### ADVENTURE AI: * AI will try to use Subterranean Gate, Redwood Observatory and Cartographer for exploration * Improved exploration algorithm * AI will prioritize dwellings and mines when there are no opponents visible # 0.89 -> 0.9 (Oct 01 2012) ### GENERAL: * Provisional support creature-adding mods * New filesystem allowing easier resource adding/replacing * Reorganized package for better compatibility with HotA and not affecting the original game * Moved many hard-coded settings into text config files * Commander level-up dialog * New Quest Log window * Fixed a number of bugs in campaigns, support for starting hero selection bonus. ### BATTLES: * New graphics for Stack Queue * Death Stare works identically to H3 * No explosion when catapult fails to damage the wall * Fixed crash when attacking stack dies before counterattack * Fixed crash when attacking stack dies in the Moat just before the attack * Fixed Orb of Inhibition and Recanter's Cloak (they were incorrectly implemented) * Fleeing hero won't lose artifacts. * Spellbook won't be captured. ### ADVENTURE AI: * support for quests (Seer Huts, Quest Guardians, and so) * AI will now wander with all the heroes that have spare movement points. It should prevent stalling. * AI will now understand threat of Abandoned Mine. * AI can now exchange armies between heroes. By default, it will pass army to main hero. * Fixed strange case when AI found allied town extremely dangerous * Fixed crash when AI tried to "revisit" a Boat * Fixed crash when hero assigned to goal was lost when attempting realizing it * Fixed a possible freeze when exchanging resources at marketplace ### BATTLE AI: * It is possible to select a battle AI module used by VCMI by typing into the console "setBattleAI ". The names of avaialble modules are "StupidAI" and "BattleAI". BattleAI may be a little smarter but less stable. By the default, StupidAI will be used, as in previous releases. * New battle AI module: "BattleAI" that is smarter and capable of casting some offensive and enchantment spells # 0.88 -> 0.89 (Jun 01 2012) ### GENERAL: * Mostly implemented Commanders feature (missing level-up dialog) * Support for stack artifacts * New creature window graphics contributed by fishkebab * Config file may have multiple upgrades for creatures * CTRL+T will open marketplace window * G will open thieves guild window if player owns at least one town with tavern * Implemented restart functionality. CTRL+R will trigger a quick restart * Save game screen and returning to main menu will work if game was started with --start option * Simple mechanism for detecting game desynchronization after init * 1280x800 resolution graphics, contributed by Topas ### ADVENTURE MAP: * Fixed monsters regenerating casualties from battle at the start of new week. * T in adventure map will switch to next town ### BATTLES: * It's possible to switch active creature during tacts phase by clicking on stack * After battle artifacts of the defeated hero (and his army) will be taken by winner * Rewritten handling of battle obstacles. They will be now placed following H3 algorithm. * Fixed crash when death stare or acid breath activated on stack that was just killed * First aid tent can heal only creatures that suffered damage * War machines can't be healed by tent * Creatures casting spells won't try to cast them during tactic phase * Console tooltips for first aid tent * Console tooltips for teleport spell * Cursor is reset to pointer when action is requested * Fixed a few other missing or wrong tooltips/cursors * Implemented opening creature window by l-clicking on stack * Fixed crash on attacking walls with Cyclop Kings * Fixed and simplified Teleport casting * Fixed Remove Obstacle spell * New spells supported: * * Chain Lightning * * Fire Wall * * Force Field * * Land Mine * * Quicksands * * Sacrifice ### TOWNS: * T in castle window will open a tavern window (if available) ### PREGAME: * Pregame will use same resolution as main game * Support for scaling background image * Customization of graphics with config file. ### ADVENTURE AI: * basic rule system for threat evaluation * new town development logic * AI can now use external dwellings * AI will weekly revisit dwellings & mills * AI will now always pick best stacks from towns * AI will recruit multiple heroes for exploration * AI won't try attacking its own heroes # 0.87 -> 0.88 (Mar 01 2012) * added an initial version of new adventure AI: VCAI * system settings window allows to change default resolution * introduced unified JSON-based settings system * fixed all known localization issues * Creature Window can handle descriptions of spellcasting abilities * Support for the clone spell # 0.86 -> 0.87 (Dec 01 2011) ### GENERAL: * Pathfinder can find way using ships and subterranean gates * Hero reminder & sleep button ### PREGAME: * Credits are implemented ### BATTLES: * All attacked hexes will be highlighted * New combat abilities supported: * * Spell Resistance aura * * Random spellcaster (Genies) * * Mana channeling * * Daemon summoning * * Spellcaster (Archangel Ogre Mage, Elementals, Faerie Dragon) * * Fear * * Fearless * * No wall penalty * * Enchanter * * Bind * * Dispell helpful spells # 0.85 -> 0.86 (Sep 01 2011) ### GENERAL: * Reinstated music support * Bonus system optimizations (caching) * converted many config files to JSON * .tga file support * New artifacts supported * * Admiral's Hat * * Statue of Legion * * Titan's Thunder ### BATTLES: * Correct handling of siege obstacles * Catapult animation * New combat abilities supported * * Dragon Breath * * Three-headed Attack * * Attack all around * * Death Cloud / Fireball area attack * * Death Blow * * Lightning Strike * * Rebirth * New WoG abilities supported * * Defense Bonus * * Cast before attack * * Immunity to direct damage spells * New spells supported * * Magic Mirror * * Titan's Lightning Bolt # 0.84 -> 0.85 (Jun 01 2011) ### GENERAL: * Support for stack experience * Implemented original campaign selection screens * New artifacts supported: * * Statesman's Medal * * Diplomat's Ring * * Ambassador's Sash ### TOWNS: * Implemented animation for new town buildings * It's possible to sell artifacts at Artifact Merchants ### BATTLES: * Neutral monsters will be split into multiple stacks * Hero can surrender battle to keep army * Support for Death Stare, Support for Poison, Age, Disease, Acid Breath, Fire / Water / Earth / Air immunities and Receptiveness * Partial support for Stone Gaze, Paralyze, Mana drain # 0.83 -> 0.84 (Mar 01 2011) ### GENERAL: * Bonus system has been rewritten * Partial support for running VCMI in duel mode (no adventure map, only one battle, ATM only AI-AI battles) * New artifacts supported: * * Angellic Alliance * * Bird of Perception * * Emblem of Cognizance * * Spell Scroll * * Stoic Watchman ### BATTLES: * Better animations handling * Defensive stance is supported ### HERO: * New secondary skills supported: * * Artillery * * Eagle Eye * * Tactics ### AI PLAYER: * new AI leading neutral creatures in combat, slightly better then previous # 0.82 -> 0.83 (Nov 01 2010) ### GENERAL: * Alliances support * Week of / Month of events * Mostly done pregame for MP games (temporarily only for local clients) * Support for 16bpp displays * Campaigns: * * support for building bonus * * moving to next map after victory * Town Portal supported * Vial of Dragon Blood and Statue of Legion supported ### HERO: * remaining specialities have been implemented ### TOWNS: * town events supported * Support for new town structures: Deiety of Fire and Escape Tunnel ### BATTLES: * blocked retreating from castle # 0.81 -> 0.82 (Aug 01 2010) ### GENERAL: * Some of the starting bonuses in campaigns are supported * It's possible to select difficulty level of mission in campaign * new cheat codes: * * vcmisilmaril - player wins * * vcmimelkor - player loses ### ADVENTURE MAP: * Neutral armies growth implemented (10% weekly) * Power rating of neutral stacks * Favourable Winds reduce sailing cost ### HERO: * Learning secondary skill supported. * Most of hero specialities are supported, including: * * Creature specialities (progressive, fixed, Sir Mullich) * * Spell damage specialities (Deemer), fixed bonus (Ciele) * * Secondary skill bonuses * * Creature Upgrades (Gelu) * * Resorce generation * * Starting Skill (Adrienne) ### TOWNS: * Support for new town structures: * * Artifact Merchant * * Aurora Borealis * * Castle Gates * * Magic University * * Portal of Summoning * * Skeleton transformer * * Veil of Darkness ### OBJECTS: * Stables will now upgrade Cavaliers to Champions. * New object supported: * * Abandoned Mine * * Altar of Sacrifice * * Black Market * * Cover of Darkness * * Hill Fort * * Refugee Camp * * Sanctuary * * Tavern * * University * * Whirlpool # 0.8 -> 0.81 (Jun 01 2010) ### GENERAL: * It's possible to start campaign * Support for build grail victory condition * New artifacts supported: * * Angel's Wings * * Boots of levitation * * Orb of Vulnerability * * Ammo cart * * Golden Bow * * Hourglass of Evil Hour * * Bow of Sharpshooter * * Armor of the Damned ### ADVENTURE MAP: * Creatures now guard surrounding tiles * New adventura map spells supported: * * Summon Boat * * Scuttle Boat * * Dimension Door * * Fly * * Water walk ### BATTLES: * A number of new creature abilities supported * First Aid Tent is functional * Support for distance/wall/melee penalties & no * penalty abilities * Reworked damage calculation to fit OH3 formula better * Luck support * Teleportation spell ### HERO: * First Aid secondary skill * Improved formula for necromancy to match better OH3 ### TOWNS: * Sending resources to other players by marketplace * Support for new town structures: * * Lighthouse * * Colossus * * Freelancer's Guild * * Guardian Spirit * * Necromancy Amplifier * * Soul Prison ### OBJECTS: * New object supported: * * Freelancer's Guild * * Trading Post * * War Machine Factory # 0.75 -> 0.8 (Mar 01 2010) ### GENERAL: * Victory and loss conditions are supported. It's now possible to win or lose the game. * Implemented assembling and disassembling of combination artifacts. * Kingdom Overview screen is now available. * Implemented Grail (puzzle map, digging, constructing ultimate building) * Replaced TTF fonts with original ones. ### ADVENTURE MAP: * Implemented rivers animations (thx to GrayFace). ### BATTLES: * Fire Shield spell (and creature ability) supported * affecting morale/luck and casting spell after attack creature abilities supported ### HERO: * Implementation of Scholar secondary skill ### TOWN: * New left-bottom info panel functionalities. ### TOWNS: * new town structures supported: * * Ballista Yard * * Blood Obelisk * * Brimstone Clouds * * Dwarven Treasury * * Fountain of Fortune * * Glyphs of Fear * * Mystic Pond * * Thieves Guild * * Special Grail functionalities for Dungeon, Stronghold and Fortress ### OBJECTS: * New objects supported: * * Border gate * * Den of Thieves * * Lighthouse * * Obelisk * * Quest Guard * * Seer hut A lot of of various bugfixes and improvements: http://bugs.vcmi.eu/changelog_page.php?version_id=14 # 0.74 -> 0.75 (Dec 01 2009) ### GENERAL: * Implemented "main menu" in-game option. * Hide the mouse cursor while displaying a popup window. * Better handling of huge and empty message boxes (still needs more changes) * Fixed several crashes when exiting. ### ADVENTURE INTERFACE: * Movement cursor shown for unguarded enemy towns. * Battle cursor shown for guarded enemy garrisons. * Clicking on the border no longer opens an empty info windows ### HERO WINDOW: * Improved artifact moving. Available slots are higlighted. Moved artifact is bound to mouse cursor. ### TOWNS: * new special town structures supported: * * Academy of Battle Scholars * * Cage of Warlords * * Mana Vortex * * Stables * * Skyship (revealing entire map only) ### OBJECTS: * External dwellings increase town growth * Right-click info window for castles and garrisons you do not own shows a rough amount of creatures instead of none * Scholar won't give unavaliable spells anymore. A lot of of various bugfixes and improvements: http://bugs.vcmi.eu/changelog_page.php?version_id=2 # 0.73 -> 0.74 (Oct 01 2009) ### GENERAL: * Scenario Information window * Save Game window * VCMI window should start centered * support for Necromancy and Ballistics secondary skills * new artifacts supported, including those improving Necromancy, Legion Statue parts, Shackles of War and most of combination artifacts (but not combining) * VCMI client has its own icon (thx for graphic to Dikamilo) * Ellipsis won't be split when breaking text on several lines * split button will be grayed out when no creature is selected * fixed issue when splitting stack to the hero with only one creatures * a few fixes for shipyard window ### ADVENTURE INTERFACE: * Cursor shows if tile is accesible and how many turns away * moving hero with arrow keys / numpad * fixed Next Hero button behaviour * fixed Surface/Underground switch button in higher resolutions ### BATTLES: * partial siege support * new stack queue for higher resolutions (graphics made by Dru, thx!) * 'Q' pressing toggles the stack queue displaying (so it can be enabled/disabled it with single key press) * more creatures special abilities supported * battle settings will be stored * fixed crashes occurring on attacking two hex creatures from back * fixed crash when clicking on enemy stack without moving mouse just after receiving action * even large stack numbers will fit the boxes * when active stack is killed by spell, game behaves properly * shooters attacking twice (like Grand Elves) won't attack twice in melee * ballista can shoot even if there's an enemy creature next to it * improved obstacles placement, so they'll better fit hexes (thx to Ivan!) * selecting attack directions works as in H3 * estimating damage that will be dealt while choosing stack to be attacked * modified the positioning of battle effects, they should look about right now. * after selecting a spell during combat, l-click is locked for any action other than casting. * flying creatures will be blitted over all other creatures, obstacles and wall * obstacles and units should be printed in better order (not tested) * fixed armageddon animation * new spells supported: * * Anti-Magic * * Cure * * Resurrection * * Animate Dead * * Counterstrike * * Berserk * * Hypnotize * * Blind * * Fire Elemental * * Earth Elemental * * Water Elemental * * Air Elemental * * Remove obstacle ### TOWNS: * enemy castle can be taken over * only one capitol per player allowed (additional ones will be lost) * garrisoned hero can buy a spellbook * heroes available in tavern should be always different * ship bought in town will be correctly placed * new special town structures supported: * * Lookout Tower * * Temple of Valhalla * * Wall of Knowledge * * Order of Fire ### HERO WINDOW: * war machines cannot be unequiped ### PREGAME: * sorting: a second click on the column header sorts in descending order. * advanced options tab: r-click popups for selected town, hero and bonus * starting scenario / game by double click * arrows in options tab are hidden when not available * subtitles for chosen hero/town/bonus in pregame ### OBJECTS: * fixed pairing Subterranean Gates * New objects supported: * * Borderguard & Keymaster Tent * * Cartographer * * Creature banks * * Eye of the Magi & Hut of the Magi * * Garrison * * Stables * * Pandora Box * * Pyramid # 0.72 -> 0.73 (Aug 01 2009) ### GENERAL: * infowindow popup will be completely on screen * fixed possible crash with in game console * fixed crash when gaining artifact after r-click on hero in tavern * Estates / hero bonuses won't give resources on first day. * video handling (intro, main menu animation, tavern animation, spellbook animation, battle result window) * hero meeting window allowing exchanging armies and artifacts between heroes on adventure map * 'T' hotkey opens marketplace window * giving starting spells for heroes * pressing enter or escape close spellbook * removed redundant quotation marks from skills description and artifact events texts * disabled autosaving on first turn * bonuses from bonus artifacts * increased char per line limit for subtitles under components * corrected some exp/level values * primary skills cannot be negative * support for new artifacts: Ring of Vitality, Ring of Life, Vial of Lifeblood, Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity * fixed timed events reappearing * saving system options * saving hero direction * r-click popups on enemy heroes and towns * hero leveling formula matches the H3 ### ADVENTURE INTERFACE: * Garrisoning, then removing hero from garrison move him at the end of the heroes list * The size of the frame around the map depends on the screen size. * spellbook shows adventure spells when opened on adventure map * erasing path after picking objects with last movement point ### BATTLES: * spell resistance supported (secondary skill, artifacts, creature skill) * corrected damage inflicted by spells and ballista * added some missing projectile infos * added native terrain bonuses in battles * number of units in stack in battle should better fit the box * non-living and undead creatures have now always 0 morale * displaying luck effect animation * support for battleground overlays: * * cursed ground * * magic plains * * fiery fields * * rock lands * * magic clouds * * lucid pools * * holy ground * * clover field * * evil fog ### TOWNS: * fixes for horde buildings * garrisoned hero can buy a spellbook if he is selected or if there is no visiting hero * capitol bar in town hall is grey (not red) if already one exists * fixed crash on entering hall when town was near map edge ### HERO WINDOW: * garrisoned heroes won't be shown on the list * artifacts will be present on morale/luck bonuses list ### PREGAME: * saves are sorted primary by map format, secondary by name * fixed displaying date of saved game (uses local time, removed square character) ### OBJECTS: * Fixed primary/secondary skill levels given by a scholar. * fixed problems with 3-tiles monoliths * fixed crash with flaggable building next to map edge * fixed some descriptions for events * New objects supported: * * Buoy * * Creature Generators * * Flotsam * * Mermaid * * Ocean bottle * * Sea Chest * * Shipwreck Survivor * * Shipyard * * Sirens # 0.71 -> 0.72 (Jun 1 2009) ### GENERAL: * many sound effects and music * autosave (to 5 subsequent files) * artifacts support (most of them) * added internal game console (activated on TAB) * fixed 8 hero limit to check only for wandering heroes (not garrisoned) * improved randomization * fixed crash on closing application * VCMI won't always give all three stacks in the starting armies * fix for drawing starting army creatures count * Diplomacy secondary skill support * timed events won't cause resources amount to be negative * support for sorcery secondary skill * reduntant quotation marks from artifact descriptions are removed * no income at the first day ### ADVENTURE INTERFACE: * fixed crasbug occurring on revisiting objects (by pressing space) * always restoring default cursor when movng mouse out of the terrain * fixed map scrolling with ctrl+arrows when some windows are opened * clicking scrolling arrows in town/hero list won't open town/hero window * pathfinder will now look for a path going via printed positions of roads when it's possible * enter can be used to open window with selected hero/town ### BATTLES: * many creatures special skills implemented * battle will end when one side has only war machines * fixed some problems with handling obstacles info * fixed bug with defending / waiting while no stack is active * spellbook button is inactive when hero cannot cast any spell * obstacles will be placed more properly when resolution is different than 800x600 * canceling of casting a spell by pressing Escape or R-click (R-click on a creatures does not cancel a spell) * spellbook cannot be opened by L-click on hero in battle when it shouldn't be possible * new spells: * * frost ring * * fireball * * inferno * * meteor shower * * death ripple * * destroy undead * * dispel * * armageddon * * disrupting ray * * protection from air * * protection from fire * * protection from water * * protection from earth * * precision * * slayer ### TOWNS: * resting in town with mage guild will replenih all the mana points * fixed Blacksmith * the number of creatures at the beginning of game is their base growth * it's possible to enter Tavern via Brotherhood of Sword ### HERO WINDOW: * fixed mana limit info in the hero window * war machines can't be removed * fixed problems with removing artifacts when all visible slots in backpack are full ### PREGAME: * clicking on "advanced options" a second time now closes the tab instead of refreshing it. * Fix position of maps names. * Made the slider cursor much more responsive. Speedup the map select screen. * Try to behave when no maps/saves are present. * Page Up / Page Down / Home / End hotkeys for scrolling through scenarios / games list ### OBJECTS: * Neutral creatures can join or escape depending on hero strength (escape formula needs to be improved) * leaving guardians in flagged mines. * support for Scholar object * support for School of Magic * support for School of War * support for Pillar of Fire * support for Corpse * support for Lean To * support for Wagon * support for Warrior's Tomb * support for Event * Corpse (Skeleton) will be accessible from all directions # 0.7 -> 0.71 (Apr 01 2009) ### GENERAL: * fixed scrolling behind window problem (now it's possible to scroll with CTRL + arrows) * morale/luck system and corresponding sec. skills supported * fixed crash when hero get level and has less than two sec. skills to choose between * added keybindings for components in selection window (eg. for treasure chest dialog): 1, 2, and so on. Selection dialog can be closed with Enter key * proper handling of custom portraits of heroes * fixed problems with non-hero/town defs not present in def list but present on map (occurring probably only in case of def substitution in map editor) * fixed crash when there was no hero available to hire for some player * fixed problems with 1024x600 screen resolution * updating blockmap/visitmap of randomized objects * fixed crashes on loading maps with flag all mines/dwelling victory condition * further fixes for leveling-up (stability and identical offered skills bug) * splitting window allows to rebalance two stack with the same creatures * support for numpad keyboard * support for timed events ### ADVENTURE INTERFACE: * added "Next hero" button functionality * added missing path arrows * corrected centering on hero's position * recalculating hero path after reselecting hero * further changes in pathfinder making it more like original one * orientation of hero can't be change if movement points are exhausted * campfire, borderguard, bordergate, questguard will be accessible from the top * new movement cost calculation algorithm * fixed sight radious calculation * it's possible to stop hero movement * faster minimap refreshing * provisional support for "Save" button in System Options Window * it's possible to revisit object under hero by pressing Space ### BATTLES: * partial support for battle obstacles * only one spell can be casted per turn * blocked opening sepllbook if hero doesn't have a one * spells not known by hero can't be casted * spell books won't be placed in War Machine slots after battle * attack is now possible when hex under cursor is not displayed * glowing effect of yellow border around creatures * blue glowing border around hovered creature * made animation on battlefield more smooth * standing stacks have more static animation * probably fixed problem with displaying corpses on battlefield * fixes for two-hex creatures actions * fixed hero casting spell animation * corrected stack death animation * battle settings will be remembered between battles * improved damage calculation formula * correct handling of flying creatures in battles * a few tweaks in battle path/available hexes calculation (more of them is needed) * amounts of units taking actions / being an object of actions won't be shown until action ends * fixed positions of stack queue and battle result window when resolution is != 800x600 * corrected duration of frenzy spell which was incorrect in certain cases * corrected hero spell casting animation * better support for battle backgrounds * blocked "save" command during battle * spellbook displays only spells known by Hero * New spells supported: * * Mirth * * Sorrow * * Fortune * * Misfortune ### TOWN INTERFACE: * cannot build more than one capitol * cannot build shipyard if town is not near water * Rampart's Treasury requires Miner's Guild * minor improvements in Recruitment Window * fixed crash occurring when clicking on hero portrait in Tavern Window, minor improvements for Tavern Window * proper updating resdatabar after building structure in town or buying creatures (non 800x600 res) * fixed blinking resdatabar in town screen when buying (800x600) * fixed horde buildings displaying in town hall * forbidden buildings will be shown as forbidden, even if there are no res / other conditions are not fulfilled ### PREGAME: * added scrolling scenario list with mouse wheel * fixed mouse slow downs * cannot select heroes for computer player (pregame) * no crash if uses gives wrong resolution ID number * minor fixes ### OBJECTS: * windmill gives 500 gold only during first week ever (not every month) * After the first visit to the Witch Hut, right-click/hover tip mentions the skill available. * New objects supported: * * Prison * * Magic Well * * Faerie Ring * * Swan Pond * * Idol of Fortune * * Fountain of Fortune * * Rally Flag * * Oasis * * Temple * * Watering Hole * * Fountain of Youth * * support for Redwood Observatory * * support for Shrine of Magic Incantation / Gesture / Thought * * support for Sign / Ocean Bottle ### AI PLAYER: * Minor improvements and fixes. # 0.64 -> 0.7 (Feb 01 2009) ### GENERAL: * move some settings to the config/settings.txt file * partial support for new screen resolutions * it's possible to set game resolution in pregame (type 'resolution' in the console) * /Data and /Sprites subfolders can be used for adding files not present in .lod archives * fixed crashbug occurring when hero levelled above 15 level * support for non-standard screen resolutions * F4 toggles between full-screen and windowed mode * minor improvements in creature card window * splitting stacks with the shift+click * creature card window contains info about modified speed ### ADVENTURE INTERFACE: * added water animation * speed of scrolling map and hero movement can be adjusted in the System Options Window * partial handling r-clicks on adventure map ### TOWN INTERFACE: * the scroll tab won't remain hanged to our mouse position if we move the mouse is away from the scroll bar * fixed cloning creatures bug in garrisons (and related issues) ### BATTLES: * support for the Wait command * magic arrow *really* works * war machines support partially added * queue of stacks narrowed * spell effect animation displaying improvements * positive/negative spells cannot be cast on hostile/our stacks * showing spell effects affecting stack in creature info window * more appropriate coloring of stack amount box when stack is affected by a spell * battle console displays notifications about wait/defend commands * several reported bugs fixed * new spells supported: * * Haste * * lightning bolt * * ice bolt * * slow * * implosion * * forgetfulness * * shield * * air shield * * bless * * curse * * bloodlust * * weakness * * stone skin * * prayer * * frenzy ### AI PLAYER: * Genius AI (first VCMI AI) will control computer creatures during the combat. ### OBJECTS: * Guardians property for resources is handled * support for Witch Hut * support for Arena * support for Library of Enlightenment And a lot of minor fixes # 0.63 -> 0.64 (Nov 01 2008) ### GENERAL: * sprites from /Sprites folder are handled correctly * several fixes for pathfinder and path arrows * better handling disposed/predefined heroes * heroes regain 1 mana point each turn * support for mistycisim and intelligence skills * hero hiring possible * added support for a number of hotkeys * it's not possible anymore to leave hero level-up window without selecting secondary skill * many minor improvements * Added some kind of simple chatting functionality through console. Implemented several WoG cheats equivalents: * * woggaladriel -> vcmiainur * * wogoliphaunt -> vcminoldor * * wogshadowfax -> vcminahar * * wogeyeofsauron -> vcmieagles * * wogisengard -> vcmiformenos * * wogsaruman -> vcmiistari * * wogpathofthedead -> vcmiangband * * woggandalfwhite -> vcmiglorfindel ### ADVENTURE INTERFACE: * clicking on a tile in advmap view when a path is shown will not only hide it but also calculate a new one * slowed map scrolling * blocked scrolling adventure map with mouse when left ctrl is pressed * blocked map scrolling when dialog window is opened * scholar will be accessible from the top ### TOWN INTERFACE: * partially done tavern window (only hero hiring functionality) ### BATTLES: * water elemental will really be treated as 2 hex creature * potential infinite loop in reverseCreature removed * better handling of battle cursor * fixed blocked shooter behavior * it's possible in battles to check remeaining HP of neutral stacks * partial support for Magic Arrow spell * fixed bug with dying unit * stack queue hotkey is now 'Q' * added shots limit # 0.62 -> 0.63 (Oct 01 2008) ### GENERAL: * coloured console output, logging all info to txt files * it's possible to use other port than 3030 by passing it as an additional argument * removed some redundant warnings * partially done spellbook * Alt+F4 quits the game * some crashbugs was fixed * added handling of navigation, logistics, pathfinding, scouting end estates secondary skill * magical hero are given spellbook at the beginning * added initial secondary skills for heroes ### BATTLES: * very significant optimization of battles * battle summary window * fixed crashbug occurring sometimes on exiting battle * confirm window is shown before retreat * graphic stack queue in battle (shows when 'c' key is pressed) * it's possible to attack enemy hero * neutral monster army disappears when defeated * casualties among hero army and neutral creatures are saved * better animation handling in battles * directional attack in battles * mostly done battle options (although they're not saved) * added receiving exp (and leveling-up) after a won battle * added support for archery, offence and armourer secondary abilities * hero's primary skills accounted for damage dealt by creatures in battle ### TOWNS: * mostly done marketplace * fixed crashbug with battles on swamps and rough terrain * counterattacks * heroes can learn new spells in towns * working resource silo * fixed bug with the mage guild when no spells available * it's possible to build lighthouse ### HERO WINDOW: * setting army formation * tooltips for artifacts in backpack ### ADVENTURE INTERFACE: * fixed bug with disappearing head of a hero in adventure map * some objects are no longer accessible from the top * no tooltips for objects under FoW * events won't be shown * working Subterranean Gates, Monoliths * minimap shows all flaggable objects (towns, mines, etc.) * artifacts we pick up go to the appropriate slot (if free) # 0.61 -> 0.62 (Sep 01 2008) ### GENERAL: * restructured to the server-client model * support for heroes placed in towns * upgrading creatures * working gaining levels for heroes (including dialog with skill selection) * added graphical cursor * showing creature amount in the creature info window * giving starting bonus ### CASTLES: * icon in infobox showing that there is hero in town garrison * fort/citadel/castle screen * taking last stack from the heroes army should be impossible (or at least harder) * fixed reading forbidden structures * randomizing spells in towns * viewing hero window in the town screen * possibility of moving hero into the garrison * mage guild screen * support for blacksmith * if hero doesn't have a spell book, he can buy one in a mage guild * it's possible to build glyph of fear in fortress * creatures placeholders work properly ### ADVENTURE INTERFACE: * hopefully fixed problems with wrong town defs (village/fort/capitol) ### HERO WINDOW: * bugfix: splitting stacks works in hero window * removed bug causing significant increase of CPU consumption ### BATTLES: * shooting * removed some displaying problems * showing last group of frames in creature animation won't crash * added start moving and end moving animations * fixed moving two-hex creatures * showing/hiding graphic cursor * a part of using graphic cursor * slightly optimized showing of battle interface * animation of getting hit / death by shooting is displayed when it should be * improved pathfinding in battles, removed problems with displaying movement, adventure map interface won't be called during battles. * minor optimizations ### PREGAME: * updates settings when selecting new map after changing sorting criteria * if sorting not by name, name will be used as a secondary criteria * when filter is applied a first available map is selected automatically * slider position updated after sorting in pregame ### OBJECTS: * support for the Tree of knowledge * support for Campfires * added event message when picking artifact # 0.6 -> 0.61 (Jun 15 2008) ### IMPROVEMENTS: * improved attacking in the battles * it's possible to kill hostile stack * animations won't go in the same phase * Better pathfinder * "%s" substitutions in Right-click information in town hall * windmill won't give wood * hover text for heroes * support for ZSoft-style PCX files in /Data * Splitting: when moving slider to the right so that 0 is left in old slot the army is moved * in the townlist in castle selected town will by placed on the 2nd place (not 3rd) * stack at the limit of unit's range can now be attacked * range of unit is now properly displayed * battle log is scrolled down when new event occurs * console is closed when application exits ### BUGFIXES: * stack at the limit of unit's range can now be attacked * good background for the town hall screen in Stronghold * fixed typo in hall.txt * VCMI won't crash when r-click neutral stack during the battle * water won't blink behind shipyard in the Castle * fixed several memory leaks * properly displaying two-hex creatures in recruit/split/info window * corrupted map file won't cause crash on initializing main menu # 0.59 -> 0.6 (Jun 1 2008) * partially done attacking in battles * screen isn't now refreshed while blitting creature info window * r-click creature info windows in battles * no more division by 0 in slider * "plural" reference names for Conflux creatures (starting armies of Conflux heroes should now be working) * fixed estate problems * fixed blinking mana vortex * grail increases creature growths * new pathfinder * several minor improvements # 0.58 -> 0.59 (May 24 2008 - closed, test release) * fixed memory leak in battles * blitting creature animations to rects in the recruitment window * fixed wrong creatures def names * better battle pathfinder and unit reversing * improved slider ( #58 ) * fixed problems with horde buildings (won't block original dwellings) * giving primary skill when hero get level (but there is still no dialog) * if an upgraded creature is available it'll be shown as the first in a recruitment window * creature levels not messed in Fortress * war machines are added to the hero's inventory, not to the garrison * support for H3-style PCX graphics in Data/ * VCMI won't crash when is unable to initialize audio system * fixed displaying wrong town defs * improvements in recruitment window (slider won't allow to select more creatures than we can afford) * creature info window (only r-click) * callback for buttons/lists based on boost::function * a lot of minor improvements # 0.55 -> 0.58 (Apr 20 2008 - closed, test release) ### TOWNS: * recruiting creatures * working creature growths (including castle and horde building influences) * towns give income * town hall screen * building buildings (requirements and cost are handled) * hints for structures * updating town infobox ### GARRISONS: * merging stacks * splitting stacks ### BATTLES: * starting battles * displaying terrain, animations of heroes, units, grid, range of units, battle menu with console, amounts of units in stacks * leaving battle by pressing flee button * moving units in battles and displaying their ranges * defend command for units ### GENERAL: * a number of minor fixes and improvements # 0.54 -> 0.55 (Feb 29 2008) * Sprites/ folder works for h3sprite.lod same as Data/ for h3bitmap.lod (but it's still experimental) * randomization quantity of creatures on the map * fix of Pandora's Box handling * reading disposed/predefined heroes * new command - "get txt" - VCMI will extract all .txt files from h3bitmap.lod to the Extracted_txts/ folder. * more detailed logs * reported problems with hero flags resolved * heroes cannot occupy the same tile * hints for most of creature generators * some minor stuff # 0.53b -> 0.54 (Feb 23 2008 - first public release) * given hero is placed in the town entrance * some objects such as river delta won't be blitted "on" hero * tiles under FoW are inaccessible * giving random hero on RoE maps * improved protection against hero duplication * fixed starting values of primary abilities of random heroes on RoE/AB maps * right click popups with infoboxes for heroes/towns lists * new interface coloring (many thanks to GrayFace ;]) * fixed bug in object flag's coloring * added hints in town lists * eliminated square from city hints # 0.53 - 0.53b (Feb 20 2008) * added giving default buildings in towns * town infobox won't crash on empty town # 0.52 - 0.53 (Feb 18 2008): * hopefully the last bugfix of Pandora's Box * fixed blockmaps of generated heroes * disposed hero cannot be chosen in scenario settings (unless he is in prison) * fixed town randomization * fixed hero randomization * fixed displaying heroes in preGame * fixed selecting/deselecting artifact slots in hero window * much faster pathfinder * memory usage and load time significantly decreased * it's impossible to select empty artifact slot in hero window * fixed problem with FoW displaying on minimap on L-sized maps * fixed crashbug in hero list connected with heroes dismissing * mostly done town infobox * town daily income is properly calculated # 0.51 - 0.52 (Feb 7 2008): * [feature] giving starting hero * [feature] VCMI will try to use files from /Data folder instead of those from h3bitmap.lod * [feature] picked artifacts are added to hero's backpack * [feature] possibility of choosing player to play * [bugfix] ZELP.TXT file *should* be handled correctly even it is non-english * [bugfix] fixed crashbug in reading defs with negativ left/right margins * [bugfix] improved randomization * [bugfix] pathfinder can't be cheated (what caused errors) # 0.5 - 0.51 (Feb 3 2008): * close button properly closes (same does 'q' key) * two players can't have selected same hero * double click on "Show Available Scenarios" won't reset options * fixed possible crashbug in town/hero lists * fixed crashbug in initializing game caused by wrong prisons handling * fixed crashbug on reading hero's custom artifacts in RoE maps * fixed crashbug on reading custom Pandora's Box in RoE maps * fixed crashbug on reading blank Quest Guards * better console messages * map reading speed up (though it's still slow, especially on bigger maps) # 0.0 -> 0.5 (Feb 2 2008 - first closed release): * Main menu and New game screens * Scenario selection, part of advanced options support * Partially done adventure map, town and hero interfaces * Moving hero * Interactions with several objects (mines, resources, mills, and others)