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VCMI 0.82 released!
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Project Lead
VCMI Programmer

Joined: 01 Feb 2008
Posts: 1407
Location: Kraków, Poland
Posted: 2010-08-01, 21:15   VCMI 0.82 released!

we're happy to release VCMI 0.82. The progress is good. We have reached a major milestone - this is first release with support for all OH3 adventure map objects (and we're close to having all town structures). This build also implements most of hero specialities.

We have done a number of bugfixes - about 60 issues have been resolved. Please check the changelog below and bugtracker for the list.

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 link: (3.9MB, ZIP Archive)

Extract the package into your main Heroes folder.
WoG 3.58f is required. We recommend using English version, .
If your game is in another language, you can extract this package into Data/ subfolder - that will make your H3 installation English.
If you have older version of VCMI, you have to overwrite it.


Save format has been changed, savegames from previous versions won't work with 0.82.

VCMI supports 800x600, 1024x600, 1024x768, 1280x960, 1280x1024, 1440x900, 1600x1200, 1366x768 and 1680x1080 screen resolutions. To use custom resolution, type (before starting the actual game!) in the console "resolution" and pick appropriate one. Alternatively, you can change default resolution by the editing config/settings.txt file.

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.

0.81 -> 0.82 (Aug 01 2010)
* 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

* Neutral armies growth implemented (10% weekly)
* Power rating of neutral stacks
* Favourable Winds reduce sailing cost

* 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)

* Support for new town structures:
- Artifact Merchant
- Aurora Borealis
- Castle Gates
- Magic University
- Portal of Summoning
- Skeleton transformer
- Veil of Darkness

* 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

Full changelog is available here.

VCMI is a work in progress.
VCMI is NOT an another mod.
VCMI programmer

Age: 28
Joined: 07 Jun 2008
Posts: 1545
Location: Warsaw, Poland
Posted: 2010-08-06, 12:13   

Sea Captain's Hat and thus Admiral's Hat should be marked as implemented together with Whirlpool, as their other abilities appear to work already.
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: 20 Apr 2008
Posts: 9
Posted: 2010-08-07, 21:26   altar of sacrifice

is it possible to change tha altar so that the evil heroes can sacrifice artifacts the same way they did in the heroes TE?

Joined: 24 Feb 2008
Posts: 744
Location: Brussels, BE
Posted: 2010-08-23, 14:28   

Not being able to sacrifice artifacts is indeed annoying. I also feel it would be nice to have this possibility, at least as something to be enabled from the VCMI tweak options interface.
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. ;-)
Posted: 2010-09-13, 02:14   

The progress is pretty good! Glad to see it's still underway, keep it up! =)

Joined: 29 Jan 2009
Posts: 13
Posted: 2010-10-18, 23:14   

Hey, guys, is 0.83 near? Just stopped by to say that I'm actively following your progress and that I am still a fan of this project!
Project Lead
VCMI Programmer

Joined: 01 Feb 2008
Posts: 1407
Location: Kraków, Poland
Posted: 2010-10-25, 00:08   

fLuXx wrote:
Hey, guys, is 0.83 near? Just stopped by to say that I'm actively following your progress and that I am still a fan of this project!

I hope to have it released on Nov 1st :)
VCMI is a work in progress.
VCMI is NOT an another mod.
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