Finally it’s more-or-less working. Huge changes were made in adventure map objects. They need testing as well as random map generator.
Improved launcher with submod support is available as well.
0.95 -> 0.next GENERAL: * (linux) now VCMI follows XDG specifications. See https://forum.vcmi.eu/t/xdg-support-note-to-linux-users/792/1 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
Please report any bugs on Mantis bugtracker.
Many thanks to everyone who contributed to this build, we are getting strong!