New big release of VCMI just landed.
Congratulations to everyone involved!
Changelog:
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