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Rmg water support (#754)

* Final changes before merge
Nordsoft91 3 years ago
parent
commit
0b29fec63c
3 changed files with 13 additions and 3 deletions
  1. 4 1
      AUTHORS
  2. 8 1
      ChangeLog
  3. 1 1
      config/schemas/faction.json

+ 4 - 1
AUTHORS

@@ -1,4 +1,4 @@
-VCMI PROJECT CODE CONTRIBUTORS:
+VCMI PROJECT CODE CONTRIBUTORS:
 
 Michał Urbańczyk aka Tow,        <[email protected]>
    * project originator; programming, making releases, website
@@ -78,3 +78,6 @@ Andrii Danylchenko
 
 Dmitry Orlov, <[email protected]>
    * special buildings support in fan towns, new features and bug fixes
+
+Andrey Cherkas aka nordsoft, <[email protected]>
+   * random map generator features and bug fixes

+ 8 - 1
ChangeLog

@@ -38,7 +38,14 @@ MODS:
 
 SOUND:
 * Fixed many mising or wrong pickup and visit sounds for map objects
-* All map objects now have ambient sounds identical to OH3
+* 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
 
 0.98 -> 0.99
 

+ 1 - 1
config/schemas/faction.json

@@ -74,7 +74,7 @@
 			"description": "Native terrain for creatures. Creatures fighting on native terrain receive several bonuses"
 		},
 		"preferUndergroundPlacement": {
-			"type":"bool",
+			"type":"boolean",
 			"description": "Random map generator places player/cpu-owned towns underground if true is specified and on the ground otherwise. Parameter is unused for maps without underground. False by default."
 		},
 		"puzzleMap": {