My mod advenced clases

My name is Piotr and I’m currently developing a large VCMI mod called “Advanced Classes”.

The goal of the project is to introduce a full advanced hero class system inspired by RPG mechanics, with:

  • class progression,
  • active combat abilities,
  • passive bonuses,
  • class specialization paths,
  • custom combat UI,
  • and unique battle skills.

CURRENT PROGRESS

What is already implemented / partially working:

  • Custom mod structure
  • Battle UI modifications
  • Custom combat buttons (A1 / A2 system)
  • Hero class detection logic
  • Class-based skill selection
  • Integration attempts inside BattleWindow.cpp
  • Initial spell/backend logic
  • Early active ability system prototype

The concept is:

Each hero can unlock advanced classes depending on skill combinations.
Example:

  • Logistics + Leadership = Warrior
  • Magic schools = Mage/Druid/etc.
  • Other combinations unlock unique advanced classes.

Each class can later gain:

  • passive abilities,
  • active combat skills,
  • unique effects,
  • cooldown systems,
  • advantages/disadvantages.

CURRENT PROBLEM

At the moment I’m struggling with implementing custom combat abilities/spells correctly inside VCMI 1.8.

Main issues:

  • SpellID:ecode failed
  • custom spell registry/loading problems
  • combat targeting problems
  • integrating custom abilities into existing spell cast flow
  • animation/effect integration

I’m currently trying to understand the proper architecture for:

  • custom SpellID registration,
  • combat ability handling,
  • target selection,
  • cast execution,
  • custom battle effects,
  • and custom animations.

I would really appreciate guidance from experienced VCMI developers/modders regarding the proper way to implement this system.


LOOKING FOR ARTISTS / TEAM MEMBERS

The project is becoming much larger than originally planned, so I’m also looking for people interested in helping with graphics and visual assets.

Currently planned:

12 Advanced Classes:

  • custom class portraits/icons
  • class emblems
  • class backgrounds/frames

Combat abilities:

  • ability icons
  • spell/effect animations
  • targeting visuals
  • buff/debuff effects

UI:

  • custom buttons
  • class interface panels
  • skill trees
  • battle interface improvements

Estimated current art requirements:

  • 12 class portraits/icons
  • 24–40 ability icons
  • multiple spell/effect animations
  • custom UI elements/backgrounds

Looking for:

  • pixel artists
  • UI artists
  • Heroes 3 style artists
  • animators
  • graphic designers
  • VCMI modders/developers
  • anyone interested in helping

FINAL

I can provide:

  • gameplay design,
  • coding work,
  • class concepts,
  • system design,
  • and implementation work.

If anyone is interested in helping, collaborating, or giving advice, please reply or send me a message.

I’d really appreciate any feedback or support.

Thanks!
Piotr
Project: Advanced Classes
Full test build i can drop here in morning , now in work

Advanced Classes / Wheel of Destiny – Progress Update

Current status:

  • Core Advanced Class system is working.

  • Pure class progression Tier 1–4 is implemented.

  • Tier upgrade selection and confirmation system works.

  • Tier 2 and Tier 4 active battle abilities are working.

  • Class ability buttons in battle now cast correctly without consuming mana.

  • Quick Combat / autocombat issue has been fixed.

  • Hybrid Classes tree is implemented with skills assigned.

  • Hybrid class graphics are prepared.

  • Lore descriptions for classes are prepared.

  • Main Hero Window UI is being polished.

Still to do:

  • Finish remaining passive and ultimate effects.

  • Connect and polish final class bonuses in code.

  • Final UI/background polish.

  • Test balance for cooldowns, bonuses, penalties and active abilities.

  • Prepare first playable test release.

  • Later: add War Machines / Siege / Catapult progression tree.

  • Later: add AI support after player testing.

The first test version will focus on the core class system, pure classes and hybrid classes. Balance is not final yet, so feedback and class-skill suggestions will be very welcome.

Wheel of Destiny / Advanced Classes — Development Status and Upcoming Test Release

Hello everyone.

I wanted to share a short update about my upcoming VCMI mod, Wheel of Destiny / Advanced Classes.

The mod is now in an advanced stage of development, and the main framework is already in place. The core class system, class progression windows, path selection, hybrid classes, active battle ability buttons, and the general structure of the progression trees are already working.

The mod also includes a separate War Machines + Catapult progression tree, together with an EFFECTS window for configuring selected machine effects.

Before the first test version, the main things still left to finish are:

  • saving selected effects from the EFFECTS window properly,

  • finishing battle effects for Ballista and First Aid / Plague Tent,

  • connecting more passive bonuses from the trees,

  • later analysis and implementation of special Catapult effects,

  • resource costs and permanent saving of upgrades,

  • description polish, balancing, testing, and code cleanup.

I am planning to release a test version within the next few days. Please treat this first version as a testing build.

Important: passive abilities, active skills, spells, cooldowns, percentage values, resource costs, bonuses, and penalties are not final. They may change after feedback and testing. The main skeleton of the mod is ready, but balance will definitely be adjusted based on player feedback.

I would really appreciate feedback about:

  • class balance,

  • abilities that feel too strong or too weak,

  • ideas for new effects,

  • UI or description issues,

  • battle-related bugs,

  • the general feeling of hero progression.

The goal of this mod is to add more depth to hero development, introduce advanced class paths, hybrid classes, and a separate progression system for War Machines and Catapult, while still keeping everything open for balance changes after testing.

Thank you for your patience — the mod is getting closer to its first public test release.

README - Wheel of Destiny / Advanced Classes Mod for VCMI

Wheel of Destiny is a gameplay expansion mod for VCMI inspired by advanced class progression, hero specialization, war machines development, hybrid classes, and additional battle abilities.

This is a public test version. The mod is playable and the main systems are working, but balance is not final. Passive abilities, active class skills, cooldowns, values, penalties, requirements, resource costs and Tier effects may still change after player feedback.

Feedback is welcome and needed, especially about balance, class skills, Tier upgrades, war machine effects and overall progression speed.

MAIN FEATURES

  1. Advanced Class Progression

The mod adds a new Advanced Classes system for heroes.

Heroes can progress through class paths and unlock Tier 1 to Tier 4 upgrades.

The current class progression includes:

  • Warrior path

  • Mage path

  • Adventurer path

  • Hybrid class path

Each class path contains multiple upgrade stages. The system is designed so heroes can specialize into different playstyles instead of only using the original hero class identity.

  1. Pure Classes and Hybrid Classes

The mod supports both pure class progression and hybrid class progression.

Pure class progression focuses on Warrior, Mage or Adventurer development.

Hybrid classes are separate class routes for heroes that combine different playstyles.

A hero should follow either a pure class route or a hybrid route, not both at the same time. Hybrid classes are intended as an alternative path, not an extra layer on top of a completed pure class tree.

  1. Tier 1 to Tier 4 Class Upgrades

The Advanced Class system uses a Tier structure:

Tier 1:
Base advanced class choice.

Tier 2:
Active class skill / battle ability.

Tier 3:
Stronger passive class upgrade.

Tier 4:
Ultimate class upgrade / powerful class ability.

Tier 1 and Tier 3 are mainly passive bonuses.

Tier 2 and Tier 4 can unlock active class abilities used during battle.

Some abilities are still placeholders or early test versions. Final unique ultimate abilities may be redesigned after feedback.

  1. Active Class Skill Buttons in Battle

The battle interface now supports custom class ability buttons.

These buttons allow heroes to use class abilities during combat.

Important behaviour:

  • Tier 2 active class skill works in battle.

  • Tier 4 active/ultimate class skill works in battle.

  • Class skill casting does not consume hero mana.

  • Cooldown / turn limitation is used as the balancing mechanic instead of mana cost.

  • The system is separate from normal spellbook casting.

  • Quick Combat / autocombat compatibility has been preserved.

The active class skill system is functional, but final balance and final ability design may still change.

  1. Passive Class Bonuses

Passive class bonuses are applied to heroes and/or units depending on the class upgrade.

These bonuses are visible in the unit information window.

Some passive bonuses currently use existing VCMI bonus types and existing mechanics.

Future polish may add custom icons/graphics for passive class bonuses so the unit information display looks better.

  1. Main Class Window UI

The hero window has been expanded with an Advanced Classes interface.

Current UI additions include:

  • Advanced class window / class progression display.

  • Pure class view.

  • Hybrid class view.

  • War Machines + Catapult view.

  • Tier icons / upgrade nodes.

  • Class names and descriptions.

  • Right-click information for some skills and effects.

  • Confirmation / upgrade logic.

  • Reset button for testing class choices.

The UI is still being polished. Some graphics and descriptions may be improved later.

  1. Reset Button for Testing

A reset button has been added for testing purposes.

It can reset the hero’s class progression choices.

This is mainly intended for testing, debugging and balance checking before final release.

The reset system helps testers try different class paths without starting a new game every time.

  1. War Machines + Catapult Tree

The mod adds a separate War Machines + Catapult progression tree.

This system is independent from the main class path.

The War Machines + Catapult tree includes development for:

  • Ballista

  • First Aid Tent / Plague Tent concept

  • Ammo Cart

  • Catapult

  • Final anti-magic style machine protection concept

The tree uses upgrades, requirements and resource costs, similar to building upgrades.

The system is intended to make war machines more interesting and more useful during longer games.

  1. Resource Cost System

War Machines + Catapult upgrades use resource costs.

The upgrade logic checks whether the player has the required resources.

If requirements are met, resources are consumed.

This was added server-side so the upgrade system is not only visual.

This system may also be expanded later to other class upgrades if needed.

  1. Machine Effects Window

The War Machines system includes an EFFECTS window.

This window allows the player to choose special machine-related effects.

Current supported effect categories:

  • Ballista effects

  • Tent / Plague Tent effects

  • Ammo Cart modes

  • Catapult modes / planned siege options

The EFFECTS window uses custom icons, click areas, selection frame and save logic.

Selections are saved per hero and used by the battle logic where implemented.

  1. Ballista Effects

Ballista can use selected spell-like shot effects.

Current Ballista effect examples include:

  • Magic Arrow Shot

  • Slow Shot

  • Weakness Shot

  • Curse Shot

  • Disrupting Ray Shot

The selected Ballista effect can trigger after Ballista attacks.

The activation chance starts low and can increase with later War Machines upgrades.

Balance values may change after testing.

  1. First Aid Tent / Plague Tent Effects

The Tent branch can trigger selected pulse effects.

Current Tent / Plague Tent effect examples include:

  • Bless Pulse

  • Shield Pulse

  • Stone Skin Pulse

  • Precision Pulse

  • Fortune Pulse

  • Curse Pulse

  • Weakness Pulse

  • Disrupting Ray Pulse

The normal First Aid Tent healing remains separate.

The Plague Tent concept is intended for undead / necromancer style gameplay, where the tent can become offensive or debuff-based instead of normal healing.

Some values and final behaviour may still change.

  1. Ammo Cart Modes

Ammo Cart effects are implemented as passive ammunition / supply modes for shooter units.

Current first-version Ammo Cart modes include:

  • Piercing Ammunition

  • Blessed Ammunition

  • Siege Ammunition

  • Endless Supplies

These are intentionally simple and stable.

Ammo Cart modes do not turn non-shooters into shooters.

Ammo Cart modes do not add random spell casting.

Ammo Cart modes do not use risky spell-after-attack mechanics.

This was done to keep the system safer for Quick Combat, modded units and general compatibility.

  1. Catapult / Siege Progression

The Catapult branch is part of the War Machines + Catapult tree.

It is intended to focus on siege warfare, wall damage, tower damage, gate damage and fortification control.

Some Catapult-related mechanics may still be expanded after additional testing and feedback.

Current Catapult upgrades are included in the tree structure, while final special siege behaviour can still be improved later.

  1. Tier 7 War Machines Protection Concept

The War Machines tree includes a final high-tier protection concept for machines.

The idea is to eventually protect war machines from harmful spells and spell damage, especially global damage spells such as Armageddon.

This is intended as a late-game reward for heavy investment into the War Machines + Catapult system.

Final implementation and balance may still be adjusted.

TECHNICAL / CODE CHANGES

Main code areas changed during development include:

  • Hero window UI logic.

  • Advanced class window rendering.

  • Class progression state handling.

  • Tier upgrade confirmation logic.

  • Active class skill buttons in battle.

  • Battle action processing for class abilities.

  • War Machines + Catapult tree UI.

  • EFFECTS window logic.

  • Machine effect selection and saving.

  • Server-side upgrade/resource validation.

  • Netpack / visitor support for new actions.

  • Callback support for upgrade actions.

  • Quick Combat compatibility fixes.

  • Debug logs for testing new mechanics.

Important modified source areas include:

  • client/windows/CHeroWindow.cpp

  • client/battle/BattleWindow.cpp

  • server/battles/BattleActionProcessor.cpp

  • server/CGameHandler.cpp

  • server/CGameHandler.h

  • client/CCallback.cpp

  • client/CCallback.h

  • lib/networkPacks/PacksForServer.h

  • lib/networkPacks/NetPackVisitor.h

  • lib/networkPacks/NetPacksLib.cpp

  • server/NetPacksServer.cpp

The exact file list may differ depending on the development branch and patch version.

CURRENT STATUS

Working systems:

  • Advanced Class UI opens correctly.

  • Pure class progression works.

  • Hybrid class view exists.

  • Tier upgrades work.

  • Active class buttons work in battle.

  • Active class skills do not consume mana.

  • Quick Combat issue after active class changes was fixed.

  • War Machines + Catapult window works.

  • War Machines upgrades work.

  • Resource cost / server-side upgrade logic works.

  • EFFECTS window selection works.

  • Ballista / Tent / Ammo Cart effect selection works.

  • Ammo Cart passive modes work.

  • Reset button exists for testing.

  • Passive bonuses are visible in unit information.

KNOWN TEST VERSION NOTES

This is not a final balance release.

The following may still change:

  • Class names

  • Class descriptions

  • Skill descriptions

  • Tier requirements

  • Resource costs

  • Bonus values

  • Cooldowns

  • Active class skill effects

  • Passive class bonuses

  • War Machine effect chances

  • Ammo Cart values

  • Catapult special mechanics

  • Ultimate Tier 4 abilities

  • UI graphics and icons

  • AI support

AI support is not a priority for this first public test version.

The current priority is player testing, bug reports, balance feedback and suggestions for better class abilities.

FEEDBACK REQUEST

Please test the mod and send feedback about:

  • Which classes feel too strong or too weak.

  • Which Tier upgrades are useful or useless.

  • Which active class skills feel fun.

  • Which active class skills feel boring.

  • Which passive bonuses need changes.

  • Whether cooldowns feel fair.

  • Whether War Machines upgrades are worth the cost.

  • Whether Ballista / Tent / Ammo Cart effects are too weak or too strong.

  • Whether the UI is understandable.

  • Any crashes, bugs, missing texts or broken tooltips.

  • Any suggestions for better Tier 4 ultimate abilities.

Balance feedback is especially important because most numbers are still temporary.

INSTALLATION

  1. On VCMI Launcher from folder

  2. Start a new game for the safest test result.

  3. Open the hero window and use the Advanced Classes interface.

  4. Test class progression, battle skills and War Machines upgrades.

  5. Report bugs and balance feedback.

IMPORTANT

This mod is still in active development.

Some systems are already working, but the final version will depend heavily on testing and community feedback.

Do not treat the current values as final.

The goal is to build a large, fun and replayable advanced progression system for VCMI heroes, with class specialization, hybrid routes, war machine development and more meaningful late-game hero growth.