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@@ -1,5 +1,80 @@
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# VCMI Project Changelog
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+## 1.6.5 -> 1.6.6
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+
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+### General
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+
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+* Game no longer requires local network connection for single player games
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+* Reduced size of obstacle-filled junction zones in Coldshadow Fantasy template
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+* Upscaling filter xbrz x2 is now enabled by default on mobile systems
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+* Fixes failure to import Chronicles on Windows with non-ascii characters in username
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+* Added support for importing Chronicles using old All-in-One installer from gog.com
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+* It is now possible to enable portrait mode on mobile systems.
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+* Fixed grey bar at top of screen when returning to app while in game on Android
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+
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+### Stability
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+
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+* Fixed possible crash on opening unit description with unavailable upgrades
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+* Fixed crash on winning game after last player loses the game due to not controlling a town for 7 days
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+
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+### Interface
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+
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+* Pressing Q during hero exchange will now swap both army and artifacts and will no longer trigger a quest log
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+* Spellbook search is no longer enabled by default, allowing standard h3 shortcuts to work. Search can now be activated by pressing Tab
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+* Ctrl/Shift + click on arrow buttons below creature slots during hero exchange now works in the familiar way from hd mod
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+* On mobile systems, clicking on a blocked tile of a visitable object on the adventure map will now build a path to it
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+* It is now possible to activate the adventure map overlay on the mobile system using the two-finger tap gesture
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+* Fixed incorrect pinch event calculation that caused problems when zooming with touchscreen gestures
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+* Game now displays both total cost in movement points and estimated time to arrive in turns when hovering over an accessible location
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+* Artifact sort buttons in the Hero Backpack window now have correct text describing the sort order
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+* Fixed non-standard color handling for shadows under selection highlight in creature animations from mods such as HotA's Iron Golem
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+* Effects such as Bloodlust, Clone, and Petrify will now display correctly when xbrz is in use
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+* Fixed broken Chronicles campaign screen available with new main menu themes mod
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+* Fixed empty bonus shown in unit info window when unit is in Necropolis with Cover of Darkness built
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+* Right-clicking on the difficulty button will now display the difficulty description popup
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+* Fixed regression causing two minus signs in Fountain of Fortune description
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+* Added option to upgrade all creatures in the radial menu when in town
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+* Added option to display remaining unit health in the form of a health bar
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+* Fixed regression that caused unavailable tiles to be displayed on the left and right sides of the battlefield when hovering with the mouse
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+* Fixed regression that caused all spells to be displayed as having a duration of 16 rounds
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+* Scrolling in the lobby window now only happens when hovering over the appropriate item, instead of scrolling all scrollable widgets at once
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+* Fixed regression that caused black pixels on some hero portraits in mods that use 8-bit palette images
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+* Fixed memory leak when upscaling images with xbrz filter
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+* Fixed creature windows text align and buttons background
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+
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+### Mechanics
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+
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+* It is no longer possible to attack heroes standing on a visitable object from blocked tiles or from water when the attacker uses Fly
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+* Fixed regression from 1.6 that caused multiple taverns in towns of the same faction to not be counted towards the level of information available for the thieves' guild
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+* Fixed regression that caused Cove towns placed on map to be replaced with Castles on HotA maps
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+* The amount of gold a player can receive from a bonfire is now always equal to the amount of rare resources received multiplied by 100
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+* Disabled default victory conditions on all Elixir of Life campaign maps that require an artifact to be found, in line with H3
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+
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+### Nullkiller AI
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+
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+* Improved scoring of town buildings by the AI
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+* AI will now prefer to give faster units to its scout heroes to optimize their movement points in future turns
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+* Fixed AI not constructing prerequisites for town buildings in some cases, like not building Stables when attempting to build Training Grounds
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+* AI will now avoid recruiting heroes if AI is low on gold or if the town is threatened by an enemy hero
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+* AI will no longer attempt to use more than one hero to defend a town
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+* AI will now devalue non-flying units when attacking towns with fortifications to prevent suicides against castles
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+* Increased the priority of building unupgraded dwellings, as they provide units that can be hired immediately, rather than next week like citadels and castles
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+* When multiple cities are threatened, the AI will now prefer to defend the one that takes the least number of turns to reach
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+* Fixed AI attempting to restore mana points in town without a mage guild built
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+* Reduced AI prioritization of army merging to the same level as general gathering
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+* AI will now prioritize army merging before attacking enemies
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+* Increased AI defense prioritization
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+* AI will no longer leave the defense of a threatened town in order to bring the army to another hero
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+* AI will no longer send heroes to die outside of towns that already have a garrisoning hero inside, if there's a stronger enemy hero lurking around the town
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+* AI will no longer focus excessively on reaching Keymaster tents
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+* AI will no longer rush towns that don't have a citadel or better if there is a strong enemy hero in the area
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+* AI will no longer try to maximize defenses by using the strongest defender possible, but will instead try to use the most appropriate defender
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+* Heroes that are currently threatened will be braver and not worry about attacking things that are also threatened if nothing safe is in range
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+
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+### Launcher
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+
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+* Added context menu for mod lists that allows disabling, enabling, installing, uninstalling, updating, opening installed mod location, and opening mod repository
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+
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## 1.6.4 -> 1.6.5
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### General
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