Releases: vcmi/vcmi
Releases · vcmi/vcmi
VCMI 1.2.1
Player Changelog: 1.2.0 -> 1.2.1
Full Changelog: 1.2.0...1.2.1
Android release is available on Google Play
Ubuntu release is available on VCMI PPA
VCMI 1.2.0
Player Changelog: 1.1.1 -> 1.2
Full Changelog: 1.1.1...1.2.0
Android release is available on Google Play
Ubuntu release is available on VCMI PPA
VCMI 1.1.1
Player Changelog: 1.1.0 -> 1.1.1
Full Changelog: 1.1.0...1.1.1
Android release is available on Google Play (the attached 1.1.1 apk is the same as 1.1 release in Google Play)
Ubuntu release is available on VCMI PPA
VCMI 1.1.0
Player Changelog: 1.0.0 -> 1.1.0
Full Changelog: 1.0.0...1.1.0
VCMI 1.0.0
Changelog
0.99 -> 1.0.0
GENERAL:
- Spectator mode was implemented through command-line options
- Some main menu settings get saved after returning to main menu - last selected map, save etc.
- Restart scenario button should work correctly now
- Skyship Grail works now immediately after capturing without battle
- Lodestar Grail implemented
- Fixed Gargoyles immunity
- New bonuses:
- SOUL_STEAL - "WoG ghost" ability, should work somewhat same as in H3
- TRANSMUTATION - "WoG werewolf"-like ability
- SUMMON_GUARDIANS - "WoG santa gremlin"-like ability + two-hex unit extension
- CATAPULT_EXTRA_SHOTS - defines number of extra wall attacks for units that can do so
- RANGED_RETALIATION - allows ranged counterattack
- BLOCKS_RANGED_RETALIATION - disallow enemy ranged counterattack
- SECONDARY_SKILL_VAL2 - set additional parameter for certain secondary skills
- MANUAL_CONTROL - grant manual control over war machine
- WIDE_BREATH - melee creature attacks affect many nearby hexes
- FIRST_STRIKE - creature counterattacks before attack if possible
- SYNERGY_TARGET - placeholder bonus for Mod Design Team (subject to removal in future)
- SHOOTS_ALL_ADJACENT - makes creature shots affect all neighbouring hexes
- BLOCK_MAGIC_BELOW - allows blocking spells below particular spell level. HotA cape artifact can be implemented with this
- DESTRUCTION - creature ability for killing extra units after hit, configurable
MULTIPLAYER:
- Loading support. Save from single client could be used to load all clients.
- Restart support. All clients will restart together on same server.
- Hotseat mixed with network game. Multiple colors can be controlled by each client.
SPELLS:
- Implemented cumulative effects for spells
MODS:
- Improve support for WoG commander artifacts and skill descriptions
- Added support for modding of original secondary skills and creation of new ones.
- Map object sounds can now be configured via json
- Added bonus updaters for hero specialties
- Added allOf, anyOf and noneOf qualifiers for bonus limiters
- Added bonus limiters: alignment, faction and terrain
- Supported new terrains, new battlefields, custom water and rock terrains
- Following special buildings becomes available in the fan towns:
- attackVisitingBonus
- defenceVisitingBonus
- spellPowerVisitingBonus
- knowledgeVisitingBonus
- experienceVisitingBonus
- lighthouse
- treasury
SOUND:
- Fixed many mising or wrong pickup and visit sounds for map objects
- All map objects now have ambient sounds identical to OH3
RANDOM MAP GENERATOR:
- Random map generator supports water modes (normal, islands)
- Added config randomMap.json with settings for map generator
- Added parameter for template allowedWaterContent
- Extra resource packs appear nearby mines
- Underground can be player starting place for factions allowed to be placed underground
- Improved obstacles placement aesthetics
- Rivers are generated on the random maps
- RMG works more stable, various crashes have been fixed
- Treasures requiring guards are guaranteed to be protected
VCAI:
- Reworked goal decomposition engine, fixing many loopholes. AI will now pick correct goals faster.
- AI will now use universal pathfinding globally
- AI can use Summon Boat and Town Portal
- AI can gather and save resources on purpose
- AI will only buy army on demand instead of every turn
- AI can distinguish the value of all map objects
- General speed optimizations
Nullkiller AI:
- New alternative AI for small and medium size maps.
BATTLES:
- Towers should block ranged retaliation
- AI can bypass broken wall with moat instead of standing and waiting until gate is destroyed
- Towers do not attack war machines automatically
- Draw is possible now as battle outcome in case the battle ends with only summoned creatures (both sides loose)
ADVENTURE MAP:
- Added buttons and keyboard shortcuts to quickly exchange army and artifacts between heroes
- Fix: Captured town should not be duplicated on the UI
LAUNCHER:
- Implemented notifications about updates
- Supported redirection links for downloading mods
Full Changelog: 0.99...1.0.0
VCMI 0.99
Changelog
0.98 -> 0.99 (November 01 2016)
GENERAL
- New Bonus NO_TERRAIN_PENALTY
- Nomads will remove Sand movement penalty from army
- Flying and water walking is now supported in pathfinder
- New artifacts supported
- Angel Wings
- Boots of Levitation
- Implemented rumors in tavern window
- New cheat codes:
- vcmiglaurung - gives 5000 crystal dragons into each slot
- vcmiungoliant - conceal fog of war for current player
- New console commands:
- gosolo - AI take control over human players and vice versa
- controlai - give control of one or all AIs to player
- set hideSystemMessages on/off - supress server messages in chat
BATTLES
- Drawbridge mechanics implemented (animation still missing)
- Merging of town and visiting hero armies on siege implemented
- Hero info tooltip for skills and mana implemented
ADVENTURE AI
- Fixed AI trying to go through underground rock
- Fixed several cases causing AI wandering aimlessly
- AI can again pick best artifacts and exchange artifacts between heroes
- AI heroes with patrol enabled won't leave patrol area anymore
RANDOM MAP GENERATOR
- Changed fractalization algorithm so it can create cycles
- Zones will not have straight paths anymore, they are totally random
- Generated zones will have different size depending on template setting
- Added Thieves Guild random object (1 per zone)
- Added Seer Huts with quests that match OH3
- RMG will guarantee at least 100 pairs of Monoliths are available even if there are not enough different defs
Links
VCMI 0.98
0.97 -> 0.98 (April 01 2015)
GENERAL:
- Pathfinder can now find way using Monoliths and Whirlpools (only used if hero has protection)
ADVENTURE AI:
- AI will try to use Monolith entrances for exploration
- AI will now always revisit each exit of two way monolith if exit no longer visible
- AI will eagerly pick guarded and blocked treasures
ADVENTURE MAP:
- Implemented world view
- Added graphical fading effects
SPELLS:
- New spells handled:
- Earthquake
- View Air
- View Earth
- Visions
- Disguise
- Implemented CURE spell negative dispell effect
- Added LOCATION target for spells castable on any hex with new target modifiers
BATTLES:
- Implemented OH3 stack split / upgrade formulas according to AlexSpl
RANDOM MAP GENERATOR:
- Underground tunnels are working now
- Implemented "junction" zone type
- Improved zone placing algorithm
- More balanced distribution of treasure piles
- More obstacles within zones
VCMI 0.97
Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
VCMI 0.96
(linux) version set to 0.96