96. (NEW) Suggestion for a cheat which may help with testing: Remove the restriction of 1 construction/day in towns.
97. (NEW) Possibility to set EXTENDED PATHS for our hero, by considering both map levels, and perhaps even Monoliths or other teleporting structures.
This could be done for example by using the CTRL key (or ALT, or SHIFT). By holding the key while we click on a Subterranean Gate to set a path, not only would the path be set, but we would be taken automatically to the other exit of the gate (provided that was previously explored), and we would be able to further set that path, including correct calculation of necessary days to get somewhere.
And the above can be implemented in two possible ways (whichever you believe itās more practical or easier to code):
either after we are taken to the other side of the gate, we can lift the CTRL and only ESC or selecting another hero/town would take us out of the āset pathā mode,
or we can have it that we are in āset pathā mode only while we hold the certain key (and removing the hold would recenter on our hero, or take us back to the entry of the gate for which we have set the first path).
98. Implement VICTORY CONDITIONS, so that we can complete a scenario.
[IMPLEMENTED]
99. (NEW) Implement CONTINUE PLAYING, after the Victory Conditions are met. This could be particularly useful for testing, however there are games which had such feature implemented also in the final product. For example in Civilization, after the victory conditions are met, the player gets a choice message, asking if he/she wants to continue playing (for the sake of completing exploring the map, defeating all enemies, etc).
I donāt know if this was discussed in some other thread. The omission here looks like elephant in the room.
101. What about Random Map???
The button is present in new game menu, but if you hit it - youāre going to the wrong menu - list of scenarios. Is it some proprietary issue and the button is there by mistake? Or it is just not implemented yet. But why it isnāt mentioned?
Maybe Iāve installed it the wrong way or using it the wrong way? I did unpack vcmi_075 in the wog directory and started vcmi_client.exe.
Your installation is fine. Random Map generator is just not implemented yet.
The reason why itās not mentioned in this thread, is because we are not trying to identify here everything that itās missing. We know about the big parts missing: Campaigns, Multiplayer, RMG. So no need to discuss them just yet.
Currently we are in the process of developing only the Single Player - Single Scenarios part of the game. Once that is done, the development will move further. But until then, we are trying trying to identify here what else related to Single Player (for standard scenarios) is still missing. Check the ITEM IMPLEMENTATION STATUS lists (all 5 tabs). Everything still marked with ā0ā, is not yet implemented, but we are aware of it. So for now the most relevant reports in this thread would be of Single Player items which may have been left out (not implemented and not yet on our list).
Iām gonna give your report a log number for the record, but itās something for a later stage of the project. Until then, you can always use the H3 RMG to create random maps, and then move them to the Maps folder, if you want to use them for VCMI testing.
Thank you for quick response.
Iāve looked at this spreadsheet and didnāt find any mention of mithril. Any plans on implementing this WOG feature?
BTW, I also was thinking about 3 level map. For instance, add āheavensā level. - The discussion about the 3 level map has been moved to the Modding suggestions topic. (Zamolxis)
Iām not sure what you mean by ābetter displayā, but I see where you go with the minimap and itās indeed a good idea, if implemented right. Letās give them sub-codes 102.a. (QL enhanced display) & 102.b. (QL minimap). And here is another request from ChinaBlue @ CH which I think itād be very practical if it can be implemented in VCMI:
102.c. Click on a quest in the log to take us straight to the corresponding seerās hut/quest guard.
How about adding missing features that are generally acceptable to Mantis? I leave it to moderators to decide what really is āacceptableā and in what form.
I agree. Actually I already wanted to do that, but again, didnāt manage yet due to lack of time. Iāll see at the end of this week. If thereāll be no new release for February 1st to focus on, Iāll probably scan the forums for things that could be added to Mantis (like lost bug reports or feature requests from this thread).
I tried to gather all essential, optional and requested features in one place so things would be easier to manage. Also, now if someone asks āwhat can I doā, there is one place to direct him.
On the other hand, if any of you is working on / interested in particular feature, please write down your name so it will be clear to estimate the progress and easier to contact person responsible for certain part.
@Warmonger: Great job. Itās probably better to have them there than on Mantis. Not only did I not manage to find the time to log them in there, but I was also a bit worried that Iād flood Mantis with all the missing features, while we already have over 200 open items. So it might get too cumbersome for devs to browse through them all (though if that is not an issue, let me know, and I can still do itā¦ if I get one day the time - but wonāt be anytime soon).
Boulieās note #1152 attached to Mantis report #526 gave me an idea. There he suggested that we implement drag & drop in the spell book, so that the ALT + 1, 2, 3ā¦ (first) shortcuts can be associated with our favorite spells. And then he took it even further suggesting that the shortcuts would work also w/o opening the spell book. While I like the idea, it feels pretty difficult to implement, plus I see small risks of having the spell book ending up looking a bit chaoticā¦
But perhaps we can have this as alternative:
103.(NEW) In the VCMI Options (to be implemented) menu, which will probably look at least at some level like the WoG one (tabs for different categories), we could have a tab dedicated to spells. Among different options, a section of that tab page could be dedicated to hotkey assignments. Once the user made hotkey assignments, he/she could cast them (if applicable) during battles w/o having to open the spell book to look for them.
I prefer to have it customizable like this, rather than VCMI forcing some hotkeys which may be less intuitive for some players as compared to others.
I like this!
Divided for section like global hotkey, heroās screen hotkeys, spell book, adv. map and so on.
Everything what makes game quicker and more friendly are big advantage for VCMI.
There are many nice solutions in TE or new mode Heroes 3 World Tournament / Thread: Homm3 version - WT.
I donāt mean changes in game but features i.e. quick combat improvement, chess-time setup, implemented autosaver, army splitting and switching, artifacts switching,etc.
Players get used to this kind of improvements so we need to follow it. And try not change their habits if it is possible.
Looking on how hotkey system is implemented in RPGs we can implement alternative solution without drag&drop \ lots of new code \ cluttering spellbook:
Add to spellbook one more tab at the bottom named āFavorite spellsā or something like that;
2)when user click on one of slots on that page, spellbook will switch for selecting spell for that slot;
3)when player press Alt + numpad keys without opened spellbook - cast spell binded to that hotkey.
Additionally we can add this set of spells on battle interface for one-click access (like most MMORPG have)
I wouldnāt worry about that. So far number hotkeys have always been implemented to be supported for both mainpad and numpad in VCMI. It was H3 which didnāt support them on the numpad actually, which was a bit annoying.
I wonder if this thread is still usefulā¦ I havenāt been browsing it for a long time because I use bugtracker to find issues to fix/implement (and this thread is too chaotic). I think this thread should be closed and all feature requests should be reported on mantis. New features / feature requests should be reported with special tag. All relevant requests from this threads should be moved. Does anybody have arguments against it?