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VCMI Project - Heroes 3: WoG recreated

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The time now is 2014-11-23, 22:58
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Users write 13112 posts, 885 topics
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About VCMI
We want to rewrite the entire H3 engine (VCMI is NOT another mod) giving it new possibilities. Years of intensive work resulted in creating application with impressive amount of features. Among current features are:

  • Complete gameplay mechanics
  • Almost all objects, abilities, spells and other content
  • Basic battle AI and adventure AI
  • Many GUI improvements: high resolutions, stack queue, creature window
  • Advanced and easy mod support - add new towns, creatures, heroes, artifacts and spells without limits or conflicts
  • Launcher for easy configuration - download mods from our server and install them immediatelly!
  • Random map generator that supports objects added by mods
  • Linux, Mac OS and Android ports

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

    VCMI 0.97 released
    Author: Warmonger @ 2014-11-01, 13:28
    We are happy to announce VCMI 0.97! The game is getting more and more playable with every new version and coming to complete state.

    Download VCMI 0.97 (Windows)
    For Linux see wiki page

    A major feature of VCMI 0.97 is random map generator (RMG) which creates playable maps with all new objects that should look and feel very close to random maps from original game.

    New scalable creature window is better and cleaner that old one, we're sure you will like it.

    A lot of work has been done to make AI faster, I mean really faster. This should give significant improvement also on mobile platforms.

    For multiplayer fans, there's a fresh but important feature of loading a game via command line:
    Quote:
    vcmiclient --help will list the new options. Examples for usage follow:

    vcmiclient --loadserver --loadnumplayers 2 --loadhumanplayerindices 0 --loadhumanplayerindices 1 --loadplayer 0 #start multiplayer server, indicated players 0 and 1 (red and blue) are human players, control all AI players and player 0 (Red) from this client

    vcmiclient --loadplayer 1 --loadserverip 127.0.0.1 --loadserverport 3030 #connect to server at 127.0.0.1 port #3030, but do not start a server there, and control player 1 (Blue) from this client. Do not control AI players from this client.


    Enjoy new version!

    Changelog:
    Quote:
    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


    List of resolved bugs is here.

    Please report any found bugs and issues on Mantis bugtracker.

    Many thanks for all programmers and supporters who contributed to this build.

    Comments: 31 :: View Comments (Post your comment)

    VCMI 0.96 released!
    Author: Warmonger @ 2014-07-01, 18:45
    We are happy to announce next release, VCMI 0.96. This version brings many new features and improvements.

    Old spells can be configured, new spells can be added in mods. Refer to Spell Format for details.
    Launcher now supports submods and more detailed info. Refer to Modding changelog for all the details.
    Random map generator was significantly advanced. It is not complete yet, though you may want to watch generated maps with vcmieagles cheat. Unfortunatelly, you can't play them.
    Last but not least, adventure map objects have undergone major rework. This allows to add and replace new graphics for adventure objects and opens up future modding possibilities.

    All the features mentioned are advancing and will be improved in upcoming version. Our team has grew significantly, past month was the most active month in our repository ever. Thanks to all developers and testers who contributed to this build, especially the new ones :).

    Download links for VCMI 0.96:
    Windows package
    If you're having problems with application, please extract this archive to replace .dll libraries: https://www.dropbox.com/s...g4/msvcp110.zip
    Installation on Linux
    (packages for other systems will be added soon)

    Installation:
    Extract the package into your main Heroes folder. If you have older version of VCMI, delete it first.
    VCMI works with SoD, WoG 3.58f and ERA installations. 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.

    Changelog
    0.95 -> 0.96
    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 <modname>/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

    Visit VCMI wiki for more modetails about our project.
    Report any bugs on our bugtracker.
    Please support VCMI on this forum and on Github

    VCMI Team

    Comments: 20 :: View Comments (Post your comment)

    VCMI 0.95 released!
    Author: Tow @ 2014-03-01, 21:13
    Hello,
    we are happy to release VCMI 0.95. The main highlight of this feature is support for campaigns. This was pretty much the last big feature missing from single-player mode game. It is still not fully complete — it misses some minor features — but for the first time campaigns are oficially supported and it is possible to play through them.

    Many other engine parts received various improvements, including the AI. The 0.95 release brings also several new possibilities for modders, see the wiki page for details.

    Beginning with this release, VCMI on Windows stores user settings, saved games and logs in the “vcmi” folder in the user’s home directory (typically C:\Users\Username\vcmi on recent Windows releases).

    Many reported bugs have are fixed, see the bugtracker changelog for the list.

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

    Download Links:
    * Windows package (Win32, 25MB, ZIP Archive)
    * OS X package (35 MB, DMG package) (doesn't contain the Launcher)
    * Linux: Packages and installation instructions (wiki page).
    * Android: Google play
    * List of currently available mods ready for download and install. Just extract packages inside Mods/ folder. Alternatively, you can use the Launcher to manage your mods.

    Recently, the new Android port project has been published. It seems to be of comparable quality to our official releases, though it is not the part of project and official distribution. Please see the forum thread of the port for more information.



    Installation:
    Extract the package into your main Heroes folder. If you have older version of VCMI, delete it first.
    VCMI works with SoD, WoG 3.58f and ERA installations. 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 0.95.

    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 the 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 under 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
    0.94 -> 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 agressively 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...#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

    Full changelog is available here.

    VCMI Team

    Comments: 32 :: View Comments (Post your comment)

    VCMI 0.94 released!
    Author: Tow @ 2013-10-01, 21:21
    Hello,
    we are proudly releasing VCMI 0.94. It features a brand new part of our project — a dedicated Launcher, capable of mod management. It is finally possible to download, enable and disable mods without manual file jugglery or resorting to editing configuration files. Additionally, the Launcher provides a capability to customize some options that were unavailable in the GUI.

    There are also numerous improvements in the various parts of the engine. Mods can now package their contents into a ZIP archive. Battle AI has been improved and the quick combat has been implemented. The instructions on how to update mods for VCMI 0.94 and leverage the new possibilities are available on the wiki page.

    And finally, we did our best to fix the numerous bugs that were found in 0.93 release, especially in battles and AI stability. The job is not done, yet we believe the progress is really noticeable. Almost 90 bugreports have been resolved, 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, 24MB, ZIP Archive)
    * OS X package (34 MB, DMG package) (doesn't contain the Launcher)
    * 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.
    VCMI works with SoD, WoG 3.58f and ERA installations. 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 0.94.

    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 the 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 under 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
    0.93 -> 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 buildings
    * Wyverns will cast Poison instead of Stone Gaze.

    TOWN:
    * Fixed issue that allowed to build multiple boats in town.
    * fix for lookout tower

    Full changelog is available here.

    VCMI Team

    Comments: 12 :: View Comments (Post your comment)

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