0.94
GENERAL
- 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
0.93
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
0.92
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
0.91
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