88 KiB
1.3.0 -> 1.3.1
GENERAL:
- Fixed framerate drops on hero movement with active hota mod
- Fade-out animations will now be skipped when instant hero movement speed is used
- Restarting loaded campaing scenario will now correctly reapply starting bonus
- Reverted FPS limit on mobile systems back to 60 fps
- Fixed loading of translations for maps and campaigns
- Fixed loading of preconfigured starting army for heroes with preconfigured spells
- Background battlefield obstacles will now appear below creatures
- it is now possible to load save game located inside mod
- Added option to configure reserved screen area in Launcher on iOS
- Fixed border scrolling when game window is maximized
AI PLAYER:
- BattleAI: Improved performance of AI spell selection
- NKAI: Fixed freeze on attempt to exchange army between garrisoned and visiting hero
- NKAI: Fixed town threat calculation
- NKAI: Fixed recruitment of new heroes
- VCAI: Added workaround to avoid freeze on attempting to reach unreachable location
- VCAI: Fixed spellcasting by Archangels
RANDOM MAP GENERATOR:
- Fixed placement of roads inside rock in underground
- Fixed placement of shifted creature animations from HotA
- Fixed placement of treasures at the boundary of wide connections
- Added more potential locations for quest artifacts in zone
STABILITY:
- When starting client without H3 data game will now show message instead of silently crashing
- When starting invalid map in campaign, game will now show message instead of silently crashing
- Blocked loading of saves made with different set of mods to prevent crashes
- Fixed crash on starting game with outdated mods
- Fixed crash on attempt to sacrifice all your artifacts in Altar of Sacrifice
- Fixed crash on leveling up after winning battle as defender
- Fixed possible crash on end of battle opening sound
- Fixed crash on accepting battle result after winning battle as defender
- Fixed possible crash on casting spell in battle by AI
- Fixed multiple possible crashes on managing mods on Android
- Fixed multiple possible crashes on importing data on Android
- Fixed crash on refusing rewards from town building
- Fixed possible crash on threat evaluation by NKAI
- Fixed crash on using haptic feedback on some Android systems
- Fixed crash on right-clicking flags area in RMG setup mode
- Fixed crash on opening Blacksmith window and Build Structure dialogs in some localizations
- Fixed possible crash on displaying animated main menu
- Fixed crash on recruiting hero in town located on the border of map
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)