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Missing features & functionalities
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Joined: 02 Apr 2013
Posts: 578
Posted: 2013-04-07, 14:13   

I'm asking about WOG feature.
Werewolves in WOG had ability to turn enemy stack to werewolves.
Do VCMI have this type of ability now (have not found it in help), or it will be implemente later?

I mean something like

"type": "LYCANTROPY",
"val" : 10, //possibility to convert enemy stack after attack
"subtype" : "creature.zombie", //creature to convert to"
"additional info": 50 //hit points of enemy stack needed to make 1 zombie
I'm not a member of VCMI developer group and my posts are not official. I'm just a fan.

Joined: 24 Feb 2008
Posts: 744
Location: Brussels, BE
Posted: 2013-04-08, 00:37   

I believe werewolves aren't supported yet, but should be implemented in one of the next releases. Normally most (if not all) WoG 3.58f features should be gradually implemented before the 1.0 release.


On a separate note, here's an OVERVIEW OF NO-HARM REQUESTED FEATURES (post under construction):


5 - Visiting hero can meet garrisoned hero, by using the Split button in town screen.

7 - New hotkeys:
CTRL+T for Trading Post / Marketplace, from any game screen but Battle, if player owns at least one town with Marketplace
T in Town Screen opens Tavern; if Tavern is open, T opens Thieves' Guild
G opens Thieves' Guild from any game screen but Battle, if player owns at least one town with Tavern

19 - Numpad 5 centers map on selected hero (all other Numpad keys move the hero in the 8 directions as in H3)

39 - Restart Scenario from Adventure Map. Hotkey CTRL+R.

45 - Multiple AutoSaves & NewGameSaves (currently 5 of each). Like this we can go a few days back if we end up in a situation of no return, where nothing can be fixed with the last AutoSave. Unlike H3, games also AutoSave in the beginning of the turn, to save time/resources and avoid the exploit of loading and AutoSave over and over again, hoping the enemy would make a different move.

49 - Arrow keys to move sliders: in creature recruit/split windows, marketplace, etc. Also implemented for mouse wheel, albeit that, together with the up/down arrows, currently feel counter-intuitive to me and may need to be reversed - see #1277

Suggestions from other threads or MantisBT implemented:
* Treasure Chest window defaults on gold (though there's a request for a smarter behavior here)
* Recruit windows (in town or map dwellings) opens with Maximum creatures already selected, so we can just hit Enter (or click Recruit) to get them and close the window
* Adventure Map hotkeys:
Ctrl - by holding it pressed, we can leave the game interface without causing the map to scroll when our mouse pointer passed the edge of the map on its way "out"
Ctrl+Arrows - can also scroll Adventure Map behind open windows (e.g.: Treasure Chest window, but also Town screen or Battlefield on higher resolutions)
Number keys (1,2,...) - Used for selection in choice windows (Treasure Chest, Hero skill choice, and perhaps later on also Commander skill choice)
* Combat Screen hotkey:
Q - Show stack queue (the attack order of the creatures on the battlefield) // and the Stack queue itself.
* NumPad keys generally work same as MainPad keys, in MainMenu or in the game (NumPad didn't always work in H3, especially in the MainMenu)

VCMI Cheat Codes:
→vcmiistari - gives all spells and 999 mana to currently selected hero
→vcmiainur - gives 5 Archangels to every empty slot of currently selected hero
→vcmiangband - gives 10 black knight into each slot
→vcmiarmenelos - build all buildings in currently selected town
→vcminoldor - all war machines
→vcminahar - 1000000 movement points
→vcmiformenos - give resources (100 wood, ore and rare resources and 20000 gold)
→vcmieagles - reveals FoW
→vcmiglorfindel - advances currently selected hero to the next level
→vcmisilmaril - player wins
→vcmimelkor - player loses
→vcmiforgeofnoldorking - hero gets all artifacts except spell book, spell scrolls and war machines
Tips for testers:
- Check the bugs already reported in the BUGTRACKER, to avoid creating dupes
- Check the ITEM IMPLEMENTATION STATUS lists, to avoid reporting as “bug” a feature not yet ready for testing
- If you feel the devs should prioritize a certain feature implementation, please add it to the Missing features & functionalities thread.
- Enjoy! :)

The use of the EDIT button is strongly encouraged on the forum. ;-)
Last edited by Zamolxis on 2013-08-21, 17:07; edited 12 times in total  

Joined: 02 Apr 2013
Posts: 578
Posted: 2013-05-25, 08:04   

By the way, I just made faction and found, that VCMI acts same as H3 - so when in faction there are undead and living creatures, their morale falls by 1 point.
It's will be good, if this is corrected (units of one faction will not loose moral of undeads).
This will be good for Forge, for example.
I'm not a member of VCMI developer group and my posts are not official. I'm just a fan.
  Posted: 2013-10-14, 22:06   Inferno Castle Gating

Inferno Castle Gating Didn't work for me. Unsure if it is a bug or it has not yet been implemented but should be looked at. You don't want to forget about features that the original game had.
VCMI programmer

Age: 26
Joined: 08 May 2009
Posts: 1438
Location: Ukraine
Posted: 2013-10-17, 14:00   

Looks like a bug. Thanks for report, will fix this one.

UPD: fixed :)
VCMI programmer

Age: 28
Joined: 07 Jun 2008
Posts: 1545
Location: Warsaw, Poland
Posted: 2013-12-29, 13:59   

This entire mod:

Think twice if you really need to send me private message. Use public forum for general questions.
DJ Warmonger blog
beegee wrote:
Warmonger, you are the best!

Joined: 21 Dec 2009
Posts: 47
Posted: 2013-12-29, 15:38   

HD mod has better layout for it, but depends on how you re-design Heroes screen.

The only thing I added as extra to HD mod was the backpack and switch it. Some large maps are a hell when your backpack has 60 artifacts and need to scroll one by one. Of course VCMI should have it IMO, such buttons save a lot of time in a long game.

Joined: 04 Sep 2012
Posts: 374
Posted: 2013-12-29, 15:49   

This one is a must. Everyone is playing with these improvements since years.

An addition to this, a better backpack manager is needed. Even with the latest additions in HD mod, backpack sorting is still clunky. I propose to use 2 rows for backpack for resolutions that allow that.

Also another addition is HD mod is: "exit this screen by selecting the clicked hero". Very useful!

Another nice addition would be Equipped Artifact Sets. At the end of the day you change your artifacts quite often (to get some more movement, mana, fly, hide your stats from opponent). So this is how this functions: You equip your hero with wanted artifacts, press a button (a small 1) and current configuration is saved. You equip your hero with other artifacts press another button (a small 2) and this configuration is saved under that button. Now when you press first button (small 1) your hero gets equipped with 1'st combination, when you press 2'nd button (small 2) with second.

Was just thinking... when you have a lot of heroes the only way to select them is via the right hand bar. Allow direct hero selection on map if a certain key is pressed! this way you do not need to right click hero on adventure map to see who that is and then go to righthand bar and click on the portrait of that hero.

Joined: 21 Jun 2013
Posts: 293
Posted: 2013-12-29, 15:54   

These buttons are very comfortable in the course of the game. Any for a quick or long, with a person or a computer. Anyone who used to play with them, without them is not able to play comfortably
If undertook to do something, do it well!

Joined: 23 Feb 2017
Posts: 2
Posted: 2017-02-23, 17:23   

IDK if this is the right place to put this but the AI in my game is not buying creatures from the towns and instead buying a crap ton of heroes to get troops instead. Also not upgrading towns at all.

Joined: 12 Nov 2015
Posts: 182
Posted: 2017-05-15, 18:01   

I have some questions about Stone and Obsidian Gargoyles. According this site:
Stone and Obsidian Gargoyles are also considered non-living, but they are still affected by morale and mind spells. What that means in practice is that they are not affected by Vampire Lords life drain and cannot be resurrected.

In vcmi config we have for these creatures only "type" : "NON_LIVING" ability, so they act like other non-living creatures f.e. elementals. It is a bug, TODO thing or am I wrong and all works correctly?
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