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About VCMI
We want to rewrite the entire H3 engine (VCMI is NOT another mod) giving it new possibilities. Few years of intensive work resulted in creating application with impressive amount of features. Among current features are:

  • Support for HoMM 3 graphics and maps of any size
  • Scennario selection menu
  • Adventure map with all objects, sailing, casting spells
  • Complete town interface, hero window, exchange screen, kingdom overview, thieves' guild
  • Battles: handling most of spells, creature banks, sieges, stack queue, basic battle AI
  • Various game mechanics: grail, combined artifacts, hero specialities, win and loss conditions and more
  • High resolutions


  • VCMI is an open-source project - if you want help it, please contact us using our board.
    You can obtain VCMI sources at https://vcmi.svn.sourceforge.net/svnroot/vcmi/trunk
    They are licensed under GNU GPL 2.0 or higher.

    VCMI 0.92 released!
    Author: Tow @ 2013-03-01, 23:30
    Hello,
    we are proudly releasing VCMI 0.92. This is basically a bugfix release, aimed to correct most annoying regressions that appeared in 0.91. Still, we managed to fit a few small features and improvements. Campaigns finally present video introductions and move heroes between missions. Configuration files support more string identifiers, making them more readable. Some configuration possibilities, especially for spells, were extended.

    Modding system in VCMI is already quite powerful. Just check Cove package that adds new faction from Horn of The Abyss add-on or Witchking Artifacts Pack. For the full list of available mods, installation instructions and guidelines on how to create them, please visit our wiki article.

    For the bugreports that we resolved in this release, please check the bugtracker changelog.

    Check items implementation status for the full information about which spells, artifacts and campaign features are supported.

    Download Links:
    * Windows package (Win32, 8MB, ZIP Archive)
    * OS X package (33MB, DMG package)
    * Linux: Packages and installation instructions (wiki page).

    * List of currently available mods ready for download and install. Just extract packages inside Mods/ folder.

    Installation:
    Extract the package into your main Heroes folder. If you have older version of VCMI, delete it first.
    WoG 3.58f or ERA is required. We recommend using English version, though VCMI should also work with other language versions. If you want to make your H3 installation English, extract this package into Data/ subfolder.

    ***


    Save format has been changed, savegames from previous versions won't work with 0.92.

    VCMI supports 800x600, 1024x600, 1024x768, 1280x800, 1280x960, 1280x1024, 1366x768, 1440x900, 1600x1200, 1680x1080 and 1920x1080 screen resolutions. To switch default resolution in system settings window click “HIGH” button and select resolution (available only in game). As for now custom resolution is only applied when the map is started.

    Acknowledgements:
    Many thanks for all testers and developers who contributed to this build.

    ***


    For the general information about our project look here. Our project isn't really playable now, but it gives you an idea of progress we have made so far. We're hoping that you'll like it.

    For bug reports, we have deployed separate bugtracker. Please report bugs using this form. Check this page for list of known bugs and details.

    We hope you'll help us develop the project - details are available here. VCMI is an open source project licensed on GNU GPL 2.0 or higher. Our SVN repository with all the sources is available here.
    You can look for help in building and developing VCMI sources in the development board.

    CHANGELOG
    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 seperated 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

    Full changelog is available here.

    VCMI Team

    Comments: 21 :: View Comments (Post your comment)

    VCMI 0.91 Release!
    Author: Warmonger @ 2013-02-01, 10:33
    Hello,
    we are proudly releasing VCMI 0.91. This build brings significant improvements to modding. Finally, after years of development and endless trials, adding new towns to the game is possible. Moreover, it's all quite easy and convenient! It includes already existing support for new creatures, but now also hero classes, heroes themselves and external dwellings. Just check Cove package that adds new factions known from Horn of The Abyss mod.

    However, creation of new town may still be somewhat time consuming. For those modders who would like to enjoy new content immediatelly, there is another feature - new artifacts. Adding a large amount of available aryifacts to the game is quick and enjoyable. See Witchking Artifacts Pack for example of endless possibilities it gives. People interested in modding may find our Wiki articles helpful.

    Other new features include improved adventure AI, first revealed version of Random Map Generator (though not really playable yet) and loading screen. All these things make VCMI closer to complete Shadow of Death game.

    For the bugreports that we resolved in this release, please check the bugtracker changelog.

    Check items implementation status for the full information about which map objects, town structures, skills, spells, artifacts, creature abilities and victory conditions are supported.

    Download Links:
    * Windows package (Win32, 8MB, ZIP Archive)
    * OS X package (39MB, DMG package)
    * Linux: Packages and installation instructions (wiki page).

    * List of currently available mods ready for download and install. Just extract packages inside Mods/ folder.

    Linux packages:

    Installation:
    Extract the package into your main Heroes folder. If you have older version of VCMI, delete it first.
    WoG 3.58f or ERA is required. We recommend using English version, though VCMI should also work with other language versions. If you want to make your H3 installation English, extract this package into Data/ subfolder.

    ***


    Save format has been changed, savegames from previous versions won't work with 0.91.

    VCMI supports 800x600, 1024x600, 1024x768, 1280x800, 1280x960, 1280x1024, 1366x768, 1440x900, 1600x1200, 1680x1080 and 1920x1080 screen resolutions. To switch default resolution in system settings window click “HIGH” button and select resolution (available only in game). As for now custom resolution is only applied when the map is started.

    Acknowledgements:
    Many thanks for all testers and developers who contributed to this build.

    ***


    For the general information about our project look here. Our project isn't really playable now, but it gives you an idea of progress we have made so far. We're hoping that you'll like it.

    For bug reports, we have deployed separate bugtracker. Please report bugs using this form. Check this page for list of known bugs and details.

    We hope you'll help us develop the project - details are available here. VCMI is an open source project licensed on GNU GPL 2.0 or higher. Our SVN repository with all the sources is available here.
    You can look for help in building and developing VCMI sources in the development board.

    CHANGELOG
    GENERAL:
    * VCMI build on OS X is now supported
    * Completely removed autotools

    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.

    Full changelog is available here.

    VCMI Team

    Comments: 17 :: View Comments (Post your comment)

    VCMI 0.9 Release!
    Author: Tow @ 2012-10-01, 20:57
    Hello,
    we are proudly releasing VCMI 0.9. It is a first build from the 0.9x series and important milestone for the project. As more and more features are implemented, VCMI slowly starts being playable. Our work gradually shifts from implementing only H3 features to filling the gaps and providing totally new features.

    This build features several important new features coming beyond H3 that we implemented. The first one is the new filesystem handler. It is now possible to deploy VCMI onto various types of installation (check the file config/filesystem.json to get a taste). Thanks to that, VCMI is now able to work with ERA as well as with WoG. All mods rely on the new filesystem, please check the New Main Menu graphics or HotA Creatures mods to see how are they organized.

    The second important novelty is a mechanism allowing adding new creatures into the game. It still should be treated as provisional one, although it seems to be fully functional. Please check the Warmonger’s mod that adds HotA creature into VCMI. We also moved even more hardcoded properties to the text config files, so it is possible to modify them with a mere text editor.

    Eventually there comes an effort to provide a new and better battle AI. It is still in a very early phase and not as stable as the current AI but it will eventually replace it. The new battle AI is called unsurprisingly “BattleAI”, while the old one is “StupidAI”. Both AIs are shipped in this release and it is possible to select, which one will be used by typing “setBattleAI <name>” into VCMI console. By the default StupidAI, as the more stable one, is used. More AI improvement should be expected in the coming releases.

    There are also other new features, like the new quest window, please check the changelog below. We also did a number of bugfixes, including fixing previously implemented parts of Campaign support that got broken. It is now possible to start and to a certain degree play a Campaign — though there are still a number of missing features. We hope to implement them in the further releases.

    For the bugreports that we resolved in this release, please check the bugtracker changelog.

    Check items implementation status for the full information about which map objects, town structures, skills, spells, artifacts, creature abilities and victory conditions are supported.

    Download Links:
    * Windows package (Win32, 6.1MB, ZIP Archive)
    * New graphics pack for main menu (3.3MB, ZIP Archive). They look great, especially with higher resolutions. :-) To use, just extract the package into VCMI folder. Mod is deployed using the new filesystem feature. The graphics have been contributed by Dru.
    * HotA new creatures mod (4.8MB, ZIP Archive). Extract it into the VCMI folder. The mod adds creatures from HotA to VCMI and contains a map filled with random creatures, so the testing is possible. Unfortunately, there is no way to place a new creature on the map (yet).

    Linux packages:
    Please visit this wiki page for installation instructions for Linux.
    * Common data package (zip, 2.3 MB)
    * Ubuntu 12.10 — 32 bit or 64 bit (Deb, 7.5MB) UPDATED 26 X 2012
    * Ubuntu 12.04 — 32 bit or 64 bit (Deb, 7.5MB)
    * Ubuntu 11.10 — 32 bit or 64 bit (Deb, 7.5MB)
    * Debian Sid — 32 bit or 64 bit (Deb, 8.8 MB)
    * Debian Wheezy — 32 bit or 64 bit (Deb, 8.5 MB)
    * Fedora 17 — 32 bit or 64 bit (RPM, 3 MB) UPDATED 22 X 2012
    * Source code tarball (targz, 1.4 MB)

    Installation:
    Extract the package into your main Heroes folder. If you have older version of VCMI, you have to overwrite it.
    WoG 3.58f or ERA is required. We recommend using English version, though VCMI should also work with other language versions. If you want to make your H3 installation English, extract this package into Data/ subfolder.

    ***


    Save format has been changed, savegames from previous versions won't work with 0.9.

    VCMI supports 800x600, 1024x600, 1024x768, 1280x800, 1280x960, 1280x1024, 1366x768, 1440x900, 1600x1200, 1680x1080 and 1920x1080 screen resolutions. To switch default resolution in system settings window click “HIGH” button and select resolution (available only in game). As for now custom resolution is only applied when the map is started. Since this build main menu correctly handles high resolutions.

    Since VCMI 0.85 a new creature card is used. If you don't like it, the old one is still here. In the System Options window you can select which creature window you'd like to use (the "Classic creature window" check-box).

    Acknowledgements:
    Many thanks for all testers and developers who contributed to this build.

    ***


    For the general information about our project look here. Our project isn't really playable now, but it gives you an idea of progress we have made so far. We're hoping that you'll like it.

    Since VCMI 0.74 we have deployed separate bugtracker. Please report bugs using this form. Check this page for list of known bugs and details.

    We hope you'll help us develop the project - details are available here. VCMI is an open source project licensed on GNU GPL 2.0 or higher. Our SVN repository with all the sources is available here.
    You can look for help in building and developing VCMI sources in the development board.

    CHANGELOG
    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 <name>". 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

    Full changelog is available here.

    VCMI Team

    Comments: 11 :: View Comments (Post your comment)

    VCMI 0.89 Release!
    Author: Tow @ 2012-06-01, 19:58
    Hello,
    we're happy to announce release of VCMI 0.89, the final build from 0.8x series. This feature brings many bigger and smaller features like (still partial) support for commanders, stack artifacts and almost all missing battle spells. Main menu finally works with high resolutions and many minor improvements to the GUI have been implemented. It's now possible to load or restart game directly from adventure map. Battle interface allows switching active creatures in tactics phase by clicking on them and displays movement range of hovered creatures.
    We have done a number of bugfixes - about 60 issues have been resolved. Please check the changelog below and bugtracker for the list of resolved bugreports.

    Check items implementation status for the full information about which map objects, town structures, skills, spells, artifacts, creature abilities and victory conditions are supported.

    Download Links:
    * Windows package (Win32, 5.8MB, ZIP Archive)
    * New graphics pack for main menu (3.2MB, ZIP Archive). They look great, especially with higher resolutions. :-) To use, just extract the package into VCMI folder. The graphics have been contributed by Dru.

    Linux packages:
    Please visit this wiki page for installation instructions for Linux.
    * Data package (targz, 2.2 MB)
    * Ubuntu 12.04 — 32 bit or 64 bit (Deb, 6.1MB)
    * Ubuntu 11.10 — 32 bit or 64 bit (Deb, 6.1MB)
    * Debian Sid — 32 bit or 64 bit (Deb, 6.8 MB)
    * Debian Wheezy — 32 bit or 64 bit (Deb, 6.8 MB)
    * Fedora 16 — 32 bit or 64 bit (RPM, 4.8 MB)



    Installation:
    Extract the package into your main Heroes folder. If you have older version of VCMI, you have to overwrite it.
    WoG 3.58f is required. We recommend using English version, though VCMI should also work with other language versions. If you want to make your H3 installation English, extract this package into Data/ subfolder.

    ***


    Save format has been changed, savegames from previous versions won't work with 0.89.

    VCMI supports 800x600, 1024x600, 1024x768, 1280x800, 1280x960, 1280x1024, 1440x900, 1600x1200, 1366x768, 1680x1080 and 1920x1080 screen resolutions. To switch default resolution in system settings window click “HIGH” button and select resolution (available only in game). As for now custom resolution is only applied when the map is started. Since this build main menu correctly handles high resolutions.

    Since VCMI 0.85 a new creature card is used. If you don't like it, the old one is still here. In the System Options window you can select which creature window you'd like to use (the "Classic creature window" check-box).

    Acknowledgements:
    Many thanks for all testers and developers who contributed to this build. Special thanks to Dru, Fishkebab, Topas who contributed graphics for this release.

    ***


    For the general information about our project look here. Our project isn't really playable now, but it gives you an idea of progress we have made so far. We're hoping that you'll like it.

    Since VCMI 0.74 we have deployed separate bugtracker. Please report bugs using this form. Check this page for list of known bugs and details.

    We hope you'll help us develop the project - details are available here. VCMI is an open source project licensed on GNU GPL 2.0 or higher. Our SVN repository with all the sources is available here.
    You can look for help in building and developing VCMI sources in the development board.

    CHANGELOG
    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

    Full changelog is available here.

    VCMI Team

    Comments: 10 :: View Comments (Post your comment)

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