New big release of VCMI just landed.
Congratulations to everyone involved!
GENERAL: Adventure map rendering was entirely rewritten with better, more functional code Client battle code was heavily reworked, leading to better visual look & feel and fixing multiple minor battle bugs / glitches Client mechanics are now framerate-independent, rather than speeding up with higher framerate Implemented hardware cursor support Heroes III language can now be detected automatically Increased targeted framerate from 48 to 60 Increased performance of UI updates Fixed bonus values of heroes who specialize in secondary skills Fixed bonus values of heroes who specialize in creatures Fixed damage increase from Adela's Bless specialty Fixed missing obstacles in battles on subterranean terrain Video files now play at correct speed Fixed crash on switching to second mission in campaigns New cheat code: vcmiazure - give 5000 azure dragons in every empty slot New cheat code: vcmifaerie - give 5000 faerie dragons in every empty slot New cheat code: vcmiarmy or vcminissi - give specified creatures in every empty slot. EG: vcmiarmy imp New cheat code: vcmiexp or vcmiolorin - give specified amount of experience to current hero. EG: vcmiexp 10000 Fixed oversided message window from Scholar skill that had confirmation button outside game window Fixed loading of prebuilt creature hordes from h3m maps Fixed volume of ambient sounds when changing game sounds volume Fixed might&magic affinities of Dungeon heroes Fixed Roland's specialty to affect Swordsmen/Crusaders instead of Griffins Buying boat in town of an ally now correctly uses own resources instead of stealing them from ally Default game difficulty is now set to "normal" instead of "easy" Fixed crash on missing music files MAP EDITOR: Added translations to German, Polish, Russian, Spanish, Ukrainian Implemented cut/copy/paste operations Implemented lasso brush for terrain editing Toolbar actions now have names Added basic victory and lose conditions LAUNCHER: Added initial Welcome/Setup screen for new players Added option to install translation mod if such mod exists and player's H3 version has different language Icons now have higher resolution, to prevent upscaling artifacts Added translations to German, Polish, Russian, Spanish, Ukrainian Mods tab layout has been adjusted based on feedback from players Settings tab layout has been redesigned to support longer texts Added button to start map editor directly from Launcher Simplified game starting flow from online lobby Mod description will now show list of languages supported by mod Launcher now uses separate mod repository from vcmi-1.1 version to prevent mod updates to unsupported versions Size of mod list and mod details sub-windows can now be adjusted by player AI PLAYER: Nullkiller AI is now used by default AI should now be more active in destroying heroes causing treat on AI towns AI now has higher priority for resource-producing mines Increased AI priority of town dwelling upgrades AI will now de-prioritize town hall upgrades when low on resources Messages from cheats used by AI are now hidden Improved army gathering from towns AI will now attempt to exchange armies between main heroes to get the strongest hero with the strongest army. Improved Pandora handling AI takes into account fort level now when evaluating enemy town capturing priority. AI can not use allied shipyard now to avoid freeze AI will avoid attacking creatures standing on draw-bridge tile during siege if the bridge is closed. AI will consider retreat during siege if it can not do anything (catapult is destroyed, no destroyed walls exist) RANDOM MAP GENERATOR Random map generator can now be used without vcmi-extras mod RMG will no longer place shipyards or boats at very small lakes Fixed placement of shipyards in invalid locations Fixed potential game hang on generation of random map RMG will now generate addditional monolith pairs to create required number of zone connections RMG will try to place Subterranean Gates as far away from other objects (including each other) as possible RMG will now try to place objects as far as possible in both zones sharing a guard, not only the first one. Use only one template for an object in zone Objects with limited per-map count will be distributed evenly among zones with suitable terrain Objects above zone treasure value will not be considered for placement RMG will prefer terrain-specific templates for objects placement RMG will place Towns and Monoliths first in order to generate long roads across the zone. Adjust the position of center town in the zone for better look & feel on S maps. Description of random map will correctly show number of levels Fixed amount of creatures found in Pandora Boxes to match H3 Visitable objects will no longer be placed on top of the map, obscured by map border ADVENTURE MAP: Added option to replace popup messages on object visiting with messages in status window Implemented different hero movement sounds for offroad movement Cartographers now reveal terrain in the same way as in H3 Status bar will now show movement points information on pressing ALT or after enabling option in settings It is now not possible to receive rewards from School of War without required gold amount Owned objects, like Mines and Dwellings will always show their owner in status bar It is now possible to interact with on-map Shipyard when no hero is selected Added option to show amount of creatures as numeric range rather than adjective Added option to show map grid Map swipe is no longer exclusive for phones and can be enabled on desktop platforms Added more graduated settigns for hero movement speed Map scrolling is now more graduated and scrolls with pixel-level precision Hero movement speed now matches H3 Improved performance of adventure map rendering Fixed embarking and disembarking sounds Fixed selection of "new week" animation for status window Object render order now mostly matches H3 Fixed movement cost calculation when using "Fly" spell or "Angel Wings" Fixed game freeze on using Town Portal to teleport into town with unvisited Battle Scholar Academy Fixed invalid ambient sound of Whirlpool Hero path will now be correctly removed on defeating monsters that are at the end of hero path Seer Hut tooltips will now show messages for correct quest type INTERFACE Implemented new settings window Added framerate display option Fixed white status bar on server connection screen Buttons in battle window now correctly show tooltip in status bar Fixed cursor image during enemy turn in combat Game will no longer promt to assemble artifacts if they fall into backpack It is now possible to use in-game console for vcmi commands Stacks sized 1000-9999 units will not be displayed as "1k" It is now possible to select destination town for Town Portal via double-click Implemented extended options for random map tab: generate G+U size, select RMG template, manage teams and roads HERO SCREEN Fixed cases of incorrect artifact slot highlighting Improved performance of artifact exchange operation Picking up composite artifact will immediately unlock slots It is now possible to swap two composite artifacts TOWN SCREEN Fixed gradual fade-in of a newly built building Fixed duration of building fade-in to match H3 Fixed rendering of Shipyard in Castle Blacksmith purchase button is now properly locked if artifact slot is occupied by another warmachine Added option to show number of available creatures in place of growth Fixed possible interaction with hero / town list from adventure map while in town screen Fixed missing left-click message popup for some town buildings Moving hero from garrison by pressing space will now correctly show message "Cannot have more than 8 adventuring heroes" BATTLES: Added settings for even faster animation speed than in H3 Added display of potential kills numbers into attack tooltip in status bar Added option to skip battle opening music entirely All effects will now wait for battle opening sound before playing Hex highlighting will now be disabled during enemy turn Fixed incorrect log message when casting spell that kills zero units Implemented animated cursor for spellcasting Fixed multiple issues related to ordering of creature animations Fixed missing flags from hero animations when opening menus Fixed rendering order of moat and grid shadow Jousting bonus from Champions will now be correctly accounted for in damage estimation Building Castle building will now provide walls with additional health point Speed of all battle animations should now match H3 Fixed missing obstacles on subterranean terrain Ballistics mechanics now matches H3 logic Arrow Tower base damage should now match H3 Destruction of wall segments will now remove ranged attack penalty Force Field cast in front of drawbridge will now block it as in H3 Fixed computations for Behemoth defense reduction ability Bad luck (if enabled) will now multiple all damage by 50%, in line with other damage reducing mechanics Fixed highlighting of movement range for creatures standing on a corpse All battle animations now have same duration/speed as in H3 Added missing combat log message on resurrecting creatures Fixed visibility of blue border around targeted creature when spellcaster is making turn Fixed selection highlight when in targeted creature spellcasting mode Hovering over hero now correctly shows hero cursor Creature currently making turn is now highlighted in the Battle Queue Hovering over creature icon in Battle Queue will highlight this creature in the battlefield New battle UI extension allows control over creatures' special abilities Fixed crash on activating auto-combat in battle Fixed visibility of unit creature amount labels and timing of their updates Firewall will no longer hit double-wide units twice when passing through Unicorn Magic Damper Aura ability now works multiplicatively with Resistance Orb of Vulnerability will now negate Resistance skill SPELLS: Hero casting animation will play before spell effect Fire Shield: added sound effect Fire Shield: effect now correctly plays on defending creature Earthquake: added sound effect Earthquake: spell will not select sections that were already destroyed before cast Remove Obstacles: fixed error message when casting on maps without obstacles All area-effect spells (e.g. Fireball) will play their effect animation on top Summoning spells: added fade-in effect for summoned creatures Fixed timing of hit animation for damage-dealing spells Obstacle-creating spells: UI is now locked during effect animation Obstacle-creating spells: added sound effect Added reverse death animation for spells that bring stack back to life Bloodlust: implemented visual effect Teleport: implemented visual fade-out and fade-in effect for teleporting Berserk: Fixed duration of effect Frost Ring: Fixed spell effect range Fixed several cases where multiple different effects could play at the same time All spells that can affecte multiple targets will now highlight affected stacks Bless and Curse now provide +1 or -1 to base damage on Advanced & Expert levels ABILITIES: Rebirth (Phoenix): Sound will now play in the same time as animation effect Master Genie spellcasting: Sound will now play in the same time as animation effect Power Lich, Magogs: Sound will now play in the same time as attack animation effect Dragon Breath attack now correctly uses different attack animation if multiple targets are hit Petrification: implemented visual effect Paralyze: added visual effect Blind: Stacks will no longer retailate on attack that blinds them Demon Summon: Added animation effect for summoning Fire shield will no longer trigger on non-adjacent attacks, e.g. from Dragon Breath Weakness now has correct visual effect Added damage bonus for opposite elements for Elementals Added damage reduction for Magic Elemental attacks against creatures immune to magic Added incoming damage reduction to Petrify Added counter-attack damage reduction for Paralyze MODDING: All configurable objects from H3 now have their configuration in json Improvements to functionality of configurable objects Replaced SECONDARY_SKILL_PREMY bonus with separate bonuses for each skill. See https://wiki.vcmi.eu/List_of_all_bonus_types Removed multiple bonuses that can be replaced with another bonus. See https://wiki.vcmi.eu/List_of_all_bonus_types It is now possible to define new hero movement sounds in terrains Implemented translation support for mods Implemented translation support for .h3m maps and .h3c campaigns Translation mods are now automatically disabled if player uses different language Files with new Terrains, Roads and Rivers are now validated by game Parameters controlling effect of attack and defences stats on damage are now configurable in defaultMods.json New bonus: LIMITED_SHOOTING_RANGE. Creatures with this bonus can only use ranged attack within specified range Battle window and Random Map Tab now have their layout defined in json file Implemented code support for alternative actions mod Implemented code support for improved random map dialog It is now possible to configure number of creature stacks in heroes' starting armies It is now possible to configure number of constructed dwellings in towns on map start Game settings previously located in defaultMods.json are now loaded directly from mod.json It is now possible for spellcaster units to have multiple spells (but only for targeting different units) Fixed incorrect resolving of identifiers in commander abilities and stack experience definitions