1.2.0 -> 1.3.0
(unreleased)
1.1.1 -> 1.2.0
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
 
1.1.0 -> 1.1.1
GENERAL:
- Fixed missing sound in Polish version from gog.com
 
- Fixed positioning of main menu buttons in localized versions of H3
 
- Fixed crash on transferring artifact to commander
 
- Fixed game freeze on receiving multiple artifact assembly dialogs after combat
 
- Fixed potential game freeze on end of music playback
 
- macOS/iOS: fixed sound glitches
 
- Android: upgraded version of SDL library
 
- Android: reworked right click gesture and relative pointer mode
 
- Improved map loading speed
 
- Ubuntu PPA: game will no longer crash on assertion failure
 
ADVENTURE MAP:
- Fixed hero movement lag in single-player games
 
- Fixed number of drowned troops on visiting Sirens to match H3
 
- iOS: pinch gesture visits current object (Spacebar behavior) instead of activating in-game console
 
TOWNS:
- Fixed displaying growth bonus from Statue of Legion
 
- Growth bonus tooltip ordering now matches H3
 
- Buy All Units dialog will now buy units starting from the highest level
 
LAUNCHER:
- Local mods can be disabled or uninstalled
 
- Fixed styling of Launcher interface
 
MAP EDITOR:
- Fixed saving of roads and rivers
 
- Fixed placement of heroes on map
 
1.0.0 -> 1.1.0
GENERAL:
- iOS is supported
 
- Mods and their versions and serialized into save files. Game checks mod compatibility before loading
 
- Logs are stored in system default logs directory
 
- LUA/ERM libs are not compiled by default
 
- FFMpeg dependency is optional now
 
- Conan package manager is supported for MacOS and iOS
 
MULTIPLAYER:
- Map is passed over network, so different platforms are compatible with each other
 
- Server self-killing is more robust
 
- Unlock in-game console while opponent's turn
 
- Host can control game session by using console commands
 
- Control over player is transferred to AI if client escaped the game
 
- Reconnection mode for crashed client processes
 
- Playing online is available using proxy server
 
ADVENTURE MAP:
- Fix for digging while opponent's turn
 
- Supported right click for quick recruit window
 
- Fixed problem with quests are requiring identical artefacts
 
- Bulk move and swap artifacts
 
- Pause & resume for towns and terrains music themes
 
- Feature to assemble/disassemble artefacts in backpack
 
- Clickable status bar to send messages
 
- Heroes no longer have chance to receive forbidden skill on leveling up
 
- Fixed visibility of newly recruited heroes near town
 
- Fixed missing artifact slot in Artifact Merchant window
 
BATTLES:
- Fix healing/regeneration behaviour and effect
 
- Fix crashes related to auto battle
 
- Implemented ray projectiles for shooters
 
- Introduced default tower shooter icons
 
- Towers destroyed during battle will no longer be listed as casualties
 
AI:
- BattleAI: Target prioritizing is now based on damage difference instead of health difference
 
- Nullkiller AI can retreat and surrender
 
- Nullkiller AI doesn't visit allied dwellings anymore
 
- Fixed a few freezes in Nullkiller AI
 
RANDOM MAP GENERATOR:
- Speedup generation of random maps
 
- Necromancy cannot be learned in Witch Hut on random maps
 
MODS:
- Supported rewardable objects customization
 
- Battleground obstacles are extendable now with VLC mechanism
 
- Introduced "compatibility" section into mods settings
 
- Fixed bonus system for custom advmap spells
 
- Supported customisable town entrance placement
 
- Fixed validation of mods with new adventure map objects
 
LAUNCHER:
- Fixed problem with duplicated mods in the list
 
- Launcher shows compatible mods only
 
- Uninstall button was moved to the left of layout
 
- Unsupported resolutions are not shown
 
- Lobby for online gameplay is implemented
 
MAP EDITOR:
- Basic version of Qt-based map editor
 
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
 
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
 
0.98 -> 0.99
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
 
0.97 -> 0.98
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
 
0.96 -> 0.97 (Nov 01 2014)
GENERAL:
- (windows) Moved VCMI data directory from '%userprofile%\vcmi' to '%userprofile%\Documents\My Games\vcmi'
 
- (windows) (OSX) Moved VCMI save directory from 'VCMI_DATA\Games' to 'VCMI_DATA\Saves'
 
- (linux)
 
- Changes in used librries:
 
- * VCMI can now be compiled with SDL2
 
- * Movies will use ffmpeg library
 
- * change boost::bind to std::bind
 
- * removed boost::asign
 
- * Updated FuzzyLite to 5.0
 
- Multiplayer load support was implemented through command-line options
 
ADVENTURE AI:
- Significantly optimized execution time, AI should be much faster now.
 
ADVENTURE MAP:
- Non-latin characters can now be entered in chat window or used for save names.
 
- Implemented separate speed for owned heroes and heroes owned by other players
 
GRAPHICS:
- Better upscaling when running in fullscreen mode.
 
- New creature/commader window
 
- New resolutions and bonus icons are now part of a separate mod
 
- Added graphics for GENERAL_DAMAGE_REDUCTION bonus (Kuririn)
 
RANDOM MAP GENERATOR:
- Random map generator now creates complete and playable maps, should match original RMG
 
- All important features from original map templates are implemented
 
- Fixed major crash on removing objects
 
- Undeground zones will look just like surface zones
 
LAUNCHER:
- Implemented switch to disable intro movies in game
 
0.95 -> 0.96 (Jul 01 2014)
GENERAL:
ADVENTURE AI:
- Optimized speed and removed various bottlenecks.
 
ADVENTURE MAP:
- Heroes auto-level primary and secondary skill levels according to experience
 
BATTLES:
- Wall hit/miss sound will be played when using catapult during siege
 
SPELLS:
RANDOM MAP GENERATOR:
- Towns from mods can be used
 
- Reading connections, terrains, towns and mines from template
 
- Zone placement
 
- Zone borders and connections, fractalized paths inside zones
 
- Guard generation
 
- Treasue piles generation (so far only few removable objects)
 
MODS:
- Support for submods - mod may have their own "submods" located in /Mods directory
 - Mods may provide their own changelogs and screenshots that will be visible in Launcher
 
- Mods can now add new (offensive, buffs, debuffs) spells and change existing
 
- Mods can use custom mage guild background pictures and videos for taverns, setting of resources daily income for buildings
 
GENERAL:
- Added configuring of heroes quantity per player allowed in game
 
0.94 -> 0.95 (Mar 01 2014)
GENERAL:
- Components of combined artifacts will now display info about entire set.
 
- Implements level limit
 
- Added WoG creature abilities by Kuririn
 
- Implemented a confirmation dialog when pressing Alt + F4 to quit the game
 
- Added precompiled header compilation for CMake (can be enabled per flag)
 
- VCMI will detect changes in text files using crc-32 checksum
 
- Basic support for unicode. Internally vcmi always uses utf-8
 
- (linux) Launcher will be available as "VCMI" menu entry from system menu/launcher
 
- (linux) Added a SIGSEV violation handler to vcmiserver executable for logging stacktrace (for convenience)
 
ADVENTURE AI:
More info at http://wiki.vcmi.eu/index.php?title=Adventure_AI
- AI will use fuzzy logic to compare and choose multiple possible subgoals.
 
- AI will now use SectorMap to find a way to guarded / covered objects.
 
- Significantly improved exploration algorithm.
 
- Locked heroes now try to decompose their goals exhaustively.
 
- Fixed (common) issue when AI found neutral stacks infinitely strong.
 
- Improvements for army exchange criteria.
 
- GatherArmy may include building dwellings in town (experimental).
 
- AI should now conquer map more aggressively and much faster
 
- Fuzzy rules will be printed out at map launch (if AI log is enabled)
 
CAMPAIGNS:
- Implemented move heroes to next scenario
 
- Support for non-standard victory conditions for H3 campaigns
 
- Campaigns use window with bonus & scenario selection than scenario information window from normal maps
 
- Implemented hero recreate handling (e.g. Xeron will be recreated on AB campaign)
 
- Moved place bonus hero before normal random hero and starting hero placement -> same behaviour as in OH3
 
- Moved placing campaign heroes before random object generation -> same behaviour as in OH3
 
TOWNS:
- Extended building dependencies support
 
MODS:
0.93 -> 0.94 (Oct 01 2013)
GENERAL:
- New Launcher application, see
 
- Filesystem now supports zip archives. They can be loaded similarly to other archives in filesystem.json. Mods can use Content.zip instead of Content/ directory.
 
- fixed "get txt" console command
 
- command "extract" to extract file by name
 
- command "def2bmp" to convert def into set of frames.
 
- fixed crash related to cammander's SPELL_AFTER_ATTACK spell id not initialized properly (text id was resolved on copy of bonus)
 
- fixed duels, added no-GUI mode for automatic AI testing
 
- Sir Mullich is available at the start of the game
 
- Upgrade cost will never be negative.
 
- support for Chinese fonts (GBK 2-byte encoding)
 
ADVENTURE MAP:
- if Quick Combat option is turned on, battles will be resolved by AI
 
- first hero is awakened on new turn
 
- fixed 3000 gems reward in shipwreck
 
BATTLES:
- autofight implemented
 
- most of the animations is time-based
 
- simplified postioning of units in battle, should fix remaining issues with unit positioning
 
- synchronized attack/defence animation
 
- spell animation speed uses game settings
 
- fixed disrupting ray duration
 
- added logging domain for battle animations
 
- Fixed crashes on Land Mines / Fire Wall casting.
 
- UI will be correctly greyed-out during opponent turn
 
- fixed remaining issues with blit order
 
- Catapult attacks should be identical to H3. Catapult may miss and attack another part of wall instead (this is how it works in H3)
 
- Fixed Remove Obstacle.
 
- defeating hero will yield 500 XP
 
- Added lots of missing spell immunities from Strategija
 
- Added stone gaze immunity for Troglodytes (did you know about it?)
 
- damage done by turrets is properly increased by built buldings
 
- Wyverns will cast Poison instead of Stone Gaze.
 
TOWN:
- Fixed issue that allowed to build multiple boats in town.
 
- fix for lookout tower
 
0.92 -> 0.93 (Jun 01 2013)
GENERAL:
- Support for SoD-only installations, WoG becomes optional addition
 
- New logging framework
 
- Negative luck support, disabled by default
 
- Several new icons for creature abilities (Fire Shield, Non-living, Magic Mirror, Spell-like Attack)
 
- Fixed stack artifact (and related buttons) not displaying in creature window.
 
- Fixed crash at month of double population.
 
MODS:
- See http://wiki.vcmi.eu/index.php?title=Modding_changelog#0.92_-.3E_0.93 for compatibility info.
 
- Improved json validation. Now it support most of features from latest json schema draft.
 
- Icons use path to icon instead of image indexes.
 
- It is possible to edit data of another mod or H3 data via mods.
 
- Mods can access only ID's from dependenies, virtual "core" mod and itself (optional for some mods compatibility)
 
- Removed no longer needed field "projectile spins"
 
- Heroes: split heroes.json in manner similar to creatures\factions; string ID's for H3 heroes; h3 hero classes and artifacts can be modified via json.
 
BATTLES:
- Fixed Death Stare of Commanders
 
- Projectile blitting should be closer to original H3. But still not perfect.
 
- Fixed missing Mirth effects
 
- Stack affected by Berserk should not try to attack itself
 
- Fixed several cases of incorrect positioning of creatures in battles
 
- Fixed abilities of Efreet.
 
- Fixed broken again palette in some battle backgrounds
 
TOWN:
- VCMI will not crash if building selection area is smaller than def
 
- Detection of transparency on selection area is closer to H3
 
- Improved handling buildings with mode "auto":
 
- * they will be properly processed (new creatures will be added if dwelling, spells learned if mage guild, and so on)
 
- * transitive dependencies are handled (A makes B build, and B makes C and D)
 
SOUND:
- Added missing WoG creature sounds (from Kuririn).
 
- The Windows package comes with DLLs needed to play .ogg files
 
- (linux) convertMP3 option for vcmibuilder for systems where SDL_Mixer can't play mp3's
 
- some missing sounds for battle effects
 
ARTIFACTS:
- Several fixes to combined artifacts added via mods.
 
- Fixed Spellbinder's Hat giving level 1 spells instead of 5.
 
- Fixed incorrect components of Cornucopia.
 
- Cheat code with grant all artifacts, including the ones added by mods
 
0.91 -> 0.92 (Mar 01 2013)
GENERAL:
- hero crossover between missions in campaigns
 
- introduction before missions in campaigns
 
MODS:
- Added CREATURE_SPELL_POWER for commanders
 
- Added spell modifiers to various spells: Hypnotize (Astral), Firewall (Luna), Landmine
 
- Fixed ENEMY_DEFENCE_REDUCTION, GENERAL_ATTACK_REDUCTION
 
- Extended usefulness of ONLY_DISTANCE_FIGHT, ONLY_MELEE_FIGHT ranges
 
- Double growth creatures are configurable now
 
- Drain Life now has % effect depending on bonus value
 
- Stack can use more than 2 attacks. Additional attacks can now be separated as "ONLY_MELEE_FIGHT and "ONLY_DISTANCE_FIGHT".
 
- Moat damage configurable
 
- More config options for spells:
 
- * mind immunity handled by config
 
- * direct damage immunity handled by config
 
- * immunity icon configurable
 
- * removed mind_spell flag
 
- creature config use string ids now.
 
- support for string subtype id in short bonus format
 
- primary skill identifiers for bonuses
 
0.9 -> 0.91 (Feb 01 2013)
GENERAL:
- VCMI build on OS X is now supported
 
- Completely removed autotools
 
- Added RMG interace and ability to generate simplest working maps
 
- Added loading screen
 
MODS:
- Simplified mod structure. Mods from 0.9 will not be compatible.
 
- Mods can be turned on and off in config/modSettings.json file
 
- Support for new factions, including:
 
- * New towns
 
- * New hero classes
 
- * New heroes
 
- * New town-related external dwellings
 
- Support for new artifact, including combined, commander and stack artifacts
 
- Extended configuration options
 
- * All game objects are referenced by string identifiers
 
- * Subtype resolution for bonuses
 
BATTLES:
- Support for "enchanted" WoG ability
 
ADVENTURE AI:
- AI will try to use Subterranean Gate, Redwood Observatory and Cartographer for exploration
 
- Improved exploration algorithm
 
- AI will prioritize dwellings and mines when there are no opponents visible
 
0.89 -> 0.9 (Oct 01 2012)
GENERAL:
- Provisional support creature-adding mods
 
- New filesystem allowing easier resource adding/replacing
 
- Reorganized package for better compatibility with HotA and not affecting the original game
 
- Moved many hard-coded settings into text config files
 
- Commander level-up dialog
 
- New Quest Log window
 
- Fixed a number of bugs in campaigns, support for starting hero selection bonus.
 
BATTLES:
- New graphics for Stack Queue
 
- Death Stare works identically to H3
 
- No explosion when catapult fails to damage the wall
 
- Fixed crash when attacking stack dies before counterattack
 
- Fixed crash when attacking stack dies in the Moat just before the attack
 
- Fixed Orb of Inhibition and Recanter's Cloak (they were incorrectly implemented)
 
- Fleeing hero won't lose artifacts.
 
- Spellbook won't be captured.
 
ADVENTURE AI:
- support for quests (Seer Huts, Quest Guardians, and so)
 
- AI will now wander with all the heroes that have spare movement points. It should prevent stalling.
 
- AI will now understand threat of Abandoned Mine.
 
- AI can now exchange armies between heroes. By default, it will pass army to main hero.
 
- Fixed strange case when AI found allied town extremely dangerous
 
- Fixed crash when AI tried to "revisit" a Boat
 
- Fixed crash when hero assigned to goal was lost when attempting realizing it
 
- Fixed a possible freeze when exchanging resources at marketplace
 
BATTLE AI:
- It is possible to select a battle AI module used by VCMI by typing into the console "setBattleAI ". The names of avaialble modules are "StupidAI" and "BattleAI". BattleAI may be a little smarter but less stable. By the default, StupidAI will be used, as in previous releases.
 - New battle AI module: "BattleAI" that is smarter and capable of casting some offensive and enchantment spells
 
0.88 -> 0.89 (Jun 01 2012)
GENERAL:
- Mostly implemented Commanders feature (missing level-up dialog)
 
- Support for stack artifacts
 
- New creature window graphics contributed by fishkebab
 
- Config file may have multiple upgrades for creatures
 
- CTRL+T will open marketplace window
 
- G will open thieves guild window if player owns at least one town with tavern
 
- Implemented restart functionality. CTRL+R will trigger a quick restart
 
- Save game screen and returning to main menu will work if game was started with --start option
 
- Simple mechanism for detecting game desynchronization after init
 
- 1280x800 resolution graphics, contributed by Topas
 
ADVENTURE MAP:
- Fixed monsters regenerating casualties from battle at the start of new week.
 
- T in adventure map will switch to next town
 
BATTLES:
- It's possible to switch active creature during tacts phase by clicking on stack
 
- After battle artifacts of the defeated hero (and his army) will be taken by winner
 
- Rewritten handling of battle obstacles. They will be now placed following H3 algorithm.
 
- Fixed crash when death stare or acid breath activated on stack that was just killed
 
- First aid tent can heal only creatures that suffered damage
 
- War machines can't be healed by tent
 
- Creatures casting spells won't try to cast them during tactic phase
 
- Console tooltips for first aid tent
 
- Console tooltips for teleport spell
 
- Cursor is reset to pointer when action is requested
 
- Fixed a few other missing or wrong tooltips/cursors
 
- Implemented opening creature window by l-clicking on stack
 
- Fixed crash on attacking walls with Cyclop Kings
 
- Fixed and simplified Teleport casting
 
- Fixed Remove Obstacle spell
 
- New spells supported:
 
- * Chain Lightning
 
- * Fire Wall
 
- * Force Field
 
- * Land Mine
 
- * Quicksands
 
- * Sacrifice
 
TOWNS:
- T in castle window will open a tavern window (if available)
 
PREGAME:
- Pregame will use same resolution as main game
 
- Support for scaling background image
 
- Customization of graphics with config file.
 
ADVENTURE AI:
- basic rule system for threat evaluation
 
- new town development logic
 
- AI can now use external dwellings
 
- AI will weekly revisit dwellings & mills
 
- AI will now always pick best stacks from towns
 
- AI will recruit multiple heroes for exploration
 
- AI won't try attacking its own heroes
 
0.87 -> 0.88 (Mar 01 2012)
- added an initial version of new adventure AI: VCAI
 
- system settings window allows to change default resolution
 
- introduced unified JSON-based settings system
 
- fixed all known localization issues
 
- Creature Window can handle descriptions of spellcasting abilities
 
- Support for the clone spell
 
0.86 -> 0.87 (Dec 01 2011)
GENERAL:
- Pathfinder can find way using ships and subterranean gates
 
- Hero reminder & sleep button
 
PREGAME:
BATTLES:
- All attacked hexes will be highlighted
 
- New combat abilities supported:
 
- * Spell Resistance aura
 
- * Random spellcaster (Genies)
 
- * Mana channeling
 
- * Daemon summoning
 
- * Spellcaster (Archangel Ogre Mage, Elementals, Faerie Dragon)
 
- * Fear
 
- * Fearless
 
- * No wall penalty
 
- * Enchanter
 
- * Bind
 
- * Dispell helpful spells
 
0.85 -> 0.86 (Sep 01 2011)
GENERAL:
- Reinstated music support
 
- Bonus system optimizations (caching)
 
- converted many config files to JSON
 
- .tga file support
 
- New artifacts supported
 
- * Admiral's Hat
 
- * Statue of Legion
 
- * Titan's Thunder
 
BATTLES:
- Correct handling of siege obstacles
 
- Catapult animation
 
- New combat abilities supported
 
- * Dragon Breath
 
- * Three-headed Attack
 
- * Attack all around
 
- * Death Cloud / Fireball area attack
 
- * Death Blow
 
- * Lightning Strike
 
- * Rebirth
 
- New WoG abilities supported
 
- * Defense Bonus
 
- * Cast before attack
 
- * Immunity to direct damage spells
 
- New spells supported
 
- * Magic Mirror
 
- * Titan's Lightning Bolt
 
0.84 -> 0.85 (Jun 01 2011)
GENERAL:
- Support for stack experience
 
- Implemented original campaign selection screens
 
- New artifacts supported:
 
- * Statesman's Medal
 
- * Diplomat's Ring
 
- * Ambassador's Sash
 
TOWNS:
- Implemented animation for new town buildings
 
- It's possible to sell artifacts at Artifact Merchants
 
BATTLES:
- Neutral monsters will be split into multiple stacks
 
- Hero can surrender battle to keep army
 
- Support for Death Stare, Support for Poison, Age, Disease, Acid Breath, Fire / Water / Earth / Air immunities and Receptiveness
 
- Partial support for Stone Gaze, Paralyze, Mana drain
 
0.83 -> 0.84 (Mar 01 2011)
GENERAL:
- Bonus system has been rewritten
 
- Partial support for running VCMI in duel mode (no adventure map, only one battle, ATM only AI-AI battles)
 
- New artifacts supported:
 
- * Angellic Alliance
 
- * Bird of Perception
 
- * Emblem of Cognizance
 
- * Spell Scroll
 
- * Stoic Watchman
 
BATTLES:
- Better animations handling
 
- Defensive stance is supported
 
HERO:
- New secondary skills supported:
 
- * Artillery
 
- * Eagle Eye
 
- * Tactics
 
AI PLAYER:
- new AI leading neutral creatures in combat, slightly better then previous
 
0.82 -> 0.83 (Nov 01 2010)
GENERAL:
- Alliances support
 
- Week of / Month of events
 
- Mostly done pregame for MP games (temporarily only for local clients)
 
- Support for 16bpp displays
 
- Campaigns:
 
- * support for building bonus
 
- * moving to next map after victory
 
- Town Portal supported
 
- Vial of Dragon Blood and Statue of Legion supported
 
HERO:
- remaining specialities have been implemented
 
TOWNS:
- town events supported
 
- Support for new town structures: Deiety of Fire and Escape Tunnel
 
BATTLES:
- blocked retreating from castle
 
0.81 -> 0.82 (Aug 01 2010)
GENERAL:
- Some of the starting bonuses in campaigns are supported
 
- It's possible to select difficulty level of mission in campaign
 
- new cheat codes:
 
- * vcmisilmaril - player wins
 
- * vcmimelkor - player loses
 
ADVENTURE MAP:
- Neutral armies growth implemented (10% weekly)
 
- Power rating of neutral stacks
 
- Favourable Winds reduce sailing cost
 
HERO:
- Learning secondary skill supported.
 
- Most of hero specialities are supported, including:
 
- * Creature specialities (progressive, fixed, Sir Mullich)
 
- * Spell damage specialities (Deemer), fixed bonus (Ciele)
 
- * Secondary skill bonuses
 
- * Creature Upgrades (Gelu)
 
- * Resorce generation
 
- * Starting Skill (Adrienne)
 
TOWNS:
- Support for new town structures:
 
- * Artifact Merchant
 
- * Aurora Borealis
 
- * Castle Gates
 
- * Magic University
 
- * Portal of Summoning
 
- * Skeleton transformer
 
- * Veil of Darkness
 
OBJECTS:
- Stables will now upgrade Cavaliers to Champions.
 
- New object supported:
 
- * Abandoned Mine
 
- * Altar of Sacrifice
 
- * Black Market
 
- * Cover of Darkness
 
- * Hill Fort
 
- * Refugee Camp
 
- * Sanctuary
 
- * Tavern
 
- * University
 
- * Whirlpool
 
0.8 -> 0.81 (Jun 01 2010)
GENERAL:
- It's possible to start campaign
 
- Support for build grail victory condition
 
- New artifacts supported:
 
- * Angel's Wings
 
- * Boots of levitation
 
- * Orb of Vulnerability
 
- * Ammo cart
 
- * Golden Bow
 
- * Hourglass of Evil Hour
 
- * Bow of Sharpshooter
 
- * Armor of the Damned
 
ADVENTURE MAP:
- Creatures now guard surrounding tiles
 
- New adventura map spells supported:
 
- * Summon Boat
 
- * Scuttle Boat
 
- * Dimension Door
 
- * Fly
 
- * Water walk
 
BATTLES:
- A number of new creature abilities supported
 
- First Aid Tent is functional
 
- Support for distance/wall/melee penalties & no * penalty abilities
 
- Reworked damage calculation to fit OH3 formula better
 
- Luck support
 
- Teleportation spell
 
HERO:
- First Aid secondary skill
 
- Improved formula for necromancy to match better OH3
 
TOWNS:
- Sending resources to other players by marketplace
 
- Support for new town structures:
 
- * Lighthouse
 
- * Colossus
 
- * Freelancer's Guild
 
- * Guardian Spirit
 
- * Necromancy Amplifier
 
- * Soul Prison
 
OBJECTS:
- New object supported:
 
- * Freelancer's Guild
 
- * Trading Post
 
- * War Machine Factory
 
0.75 -> 0.8 (Mar 01 2010)
GENERAL:
- Victory and loss conditions are supported. It's now possible to win or lose the game.
 
- Implemented assembling and disassembling of combination artifacts.
 
- Kingdom Overview screen is now available.
 
- Implemented Grail (puzzle map, digging, constructing ultimate building)
 
- Replaced TTF fonts with original ones.
 
ADVENTURE MAP:
- Implemented rivers animations (thx to GrayFace).
 
BATTLES:
- Fire Shield spell (and creature ability) supported
 
- affecting morale/luck and casting spell after attack creature abilities supported
 
HERO:
- Implementation of Scholar secondary skill
 
TOWN:
- New left-bottom info panel functionalities.
 
TOWNS:
- new town structures supported:
 
- * Ballista Yard
 
- * Blood Obelisk
 
- * Brimstone Clouds
 
- * Dwarven Treasury
 
- * Fountain of Fortune
 
- * Glyphs of Fear
 
- * Mystic Pond
 
- * Thieves Guild
 
- * Special Grail functionalities for Dungeon, Stronghold and Fortress
 
OBJECTS:
- New objects supported:
 
- * Border gate
 
- * Den of Thieves
 
- * Lighthouse
 
- * Obelisk
 
- * Quest Guard
 
- * Seer hut
 
A lot of of various bugfixes and improvements:
http://bugs.vcmi.eu/changelog_page.php?version_id=14
0.74 -> 0.75 (Dec 01 2009)
GENERAL:
- Implemented "main menu" in-game option.
 
- Hide the mouse cursor while displaying a popup window.
 
- Better handling of huge and empty message boxes (still needs more changes)
 
- Fixed several crashes when exiting.
 
ADVENTURE INTERFACE:
- Movement cursor shown for unguarded enemy towns.
 
- Battle cursor shown for guarded enemy garrisons.
 
- Clicking on the border no longer opens an empty info windows
 
HERO WINDOW:
- Improved artifact moving. Available slots are higlighted. Moved artifact is bound to mouse cursor.
 
TOWNS:
- new special town structures supported:
 
- * Academy of Battle Scholars
 
- * Cage of Warlords
 
- * Mana Vortex
 
- * Stables
 
- * Skyship (revealing entire map only)
 
OBJECTS:
- External dwellings increase town growth
 
- Right-click info window for castles and garrisons you do not own shows a rough amount of creatures instead of none
 
- Scholar won't give unavaliable spells anymore.
 
A lot of of various bugfixes and improvements:
http://bugs.vcmi.eu/changelog_page.php?version_id=2
0.73 -> 0.74 (Oct 01 2009)
GENERAL:
- Scenario Information window
 
- Save Game window
 
- VCMI window should start centered
 
- support for Necromancy and Ballistics secondary skills
 
- new artifacts supported, including those improving Necromancy, Legion Statue parts, Shackles of War and most of combination artifacts (but not combining)
 
- VCMI client has its own icon (thx for graphic to Dikamilo)
 
- Ellipsis won't be split when breaking text on several lines
 
- split button will be grayed out when no creature is selected
 
- fixed issue when splitting stack to the hero with only one creatures
 
- a few fixes for shipyard window
 
ADVENTURE INTERFACE:
- Cursor shows if tile is accesible and how many turns away
 
- moving hero with arrow keys / numpad
 
- fixed Next Hero button behaviour
 
- fixed Surface/Underground switch button in higher resolutions
 
BATTLES:
- partial siege support
 
- new stack queue for higher resolutions (graphics made by Dru, thx!)
 
- 'Q' pressing toggles the stack queue displaying (so it can be enabled/disabled it with single key press)
 
- more creatures special abilities supported
 
- battle settings will be stored
 
- fixed crashes occurring on attacking two hex creatures from back
 
- fixed crash when clicking on enemy stack without moving mouse just after receiving action
 
- even large stack numbers will fit the boxes
 
- when active stack is killed by spell, game behaves properly
 
- shooters attacking twice (like Grand Elves) won't attack twice in melee
 
- ballista can shoot even if there's an enemy creature next to it
 
- improved obstacles placement, so they'll better fit hexes (thx to Ivan!)
 
- selecting attack directions works as in H3
 
- estimating damage that will be dealt while choosing stack to be attacked
 
- modified the positioning of battle effects, they should look about right now.
 
- after selecting a spell during combat, l-click is locked for any action other than casting.
 
- flying creatures will be blitted over all other creatures, obstacles and wall
 
- obstacles and units should be printed in better order (not tested)
 
- fixed armageddon animation
 
- new spells supported:
 
- * Anti-Magic
 
- * Cure
 
- * Resurrection
 
- * Animate Dead
 
- * Counterstrike
 
- * Berserk
 
- * Hypnotize
 
- * Blind
 
- * Fire Elemental
 
- * Earth Elemental
 
- * Water Elemental
 
- * Air Elemental
 
- * Remove obstacle
 
TOWNS:
- enemy castle can be taken over
 
- only one capitol per player allowed (additional ones will be lost)
 
- garrisoned hero can buy a spellbook
 
- heroes available in tavern should be always different
 
- ship bought in town will be correctly placed
 
- new special town structures supported:
 
- * Lookout Tower
 
- * Temple of Valhalla
 
- * Wall of Knowledge
 
- * Order of Fire
 
HERO WINDOW:
- war machines cannot be unequiped
 
PREGAME:
- sorting: a second click on the column header sorts in descending order.
 
- advanced options tab: r-click popups for selected town, hero and bonus
 
- starting scenario / game by double click
 
- arrows in options tab are hidden when not available
 
- subtitles for chosen hero/town/bonus in pregame
 
OBJECTS:
- fixed pairing Subterranean Gates
 
- New objects supported:
 
- * Borderguard & Keymaster Tent
 
- * Cartographer
 
- * Creature banks
 
- * Eye of the Magi & Hut of the Magi
 
- * Garrison
 
- * Stables
 
- * Pandora Box
 
- * Pyramid
 
0.72 -> 0.73 (Aug 01 2009)
GENERAL:
- infowindow popup will be completely on screen
 
- fixed possible crash with in game console
 
- fixed crash when gaining artifact after r-click on hero in tavern
 
- Estates / hero bonuses won't give resources on first day.
 
- video handling (intro, main menu animation, tavern animation, spellbook animation, battle result window)
 
- hero meeting window allowing exchanging armies and artifacts between heroes on adventure map
 
- 'T' hotkey opens marketplace window
 
- giving starting spells for heroes
 
- pressing enter or escape close spellbook
 
- removed redundant quotation marks from skills description and artifact events texts
 
- disabled autosaving on first turn
 
- bonuses from bonus artifacts
 
- increased char per line limit for subtitles under components
 
- corrected some exp/level values
 
- primary skills cannot be negative
 
- support for new artifacts: Ring of Vitality, Ring of Life, Vial of Lifeblood, Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity
 
- fixed timed events reappearing
 
- saving system options
 
- saving hero direction
 
- r-click popups on enemy heroes and towns
 
- hero leveling formula matches the H3
 
ADVENTURE INTERFACE:
- Garrisoning, then removing hero from garrison move him at the end of the heroes list
 
- The size of the frame around the map depends on the screen size.
 
- spellbook shows adventure spells when opened on adventure map
 
- erasing path after picking objects with last movement point
 
BATTLES:
- spell resistance supported (secondary skill, artifacts, creature skill)
 
- corrected damage inflicted by spells and ballista
 
- added some missing projectile infos
 
- added native terrain bonuses in battles
 
- number of units in stack in battle should better fit the box
 
- non-living and undead creatures have now always 0 morale
 
- displaying luck effect animation
 
- support for battleground overlays:
 
- * cursed ground
 
- * magic plains
 
- * fiery fields
 
- * rock lands
 
- * magic clouds
 
- * lucid pools
 
- * holy ground
 
- * clover field
 
- * evil fog
 
TOWNS:
- fixes for horde buildings
 
- garrisoned hero can buy a spellbook if he is selected or if there is no visiting hero
 
- capitol bar in town hall is grey (not red) if already one exists
 
- fixed crash on entering hall when town was near map edge
 
HERO WINDOW:
- garrisoned heroes won't be shown on the list
 
- artifacts will be present on morale/luck bonuses list
 
PREGAME:
- saves are sorted primary by map format, secondary by name
 
- fixed displaying date of saved game (uses local time, removed square character)
 
OBJECTS:
- Fixed primary/secondary skill levels given by a scholar.
 
- fixed problems with 3-tiles monoliths
 
- fixed crash with flaggable building next to map edge
 
- fixed some descriptions for events
 
- New objects supported:
 
- * Buoy
 
- * Creature Generators
 
- * Flotsam
 
- * Mermaid
 
- * Ocean bottle
 
- * Sea Chest
 
- * Shipwreck Survivor
 
- * Shipyard
 
- * Sirens
 
0.71 -> 0.72 (Jun 1 2009)
GENERAL:
- many sound effects and music
 
- autosave (to 5 subsequent files)
 
- artifacts support (most of them)
 
- added internal game console (activated on TAB)
 
- fixed 8 hero limit to check only for wandering heroes (not garrisoned)
 
- improved randomization
 
- fixed crash on closing application
 
- VCMI won't always give all three stacks in the starting armies
 
- fix for drawing starting army creatures count
 
- Diplomacy secondary skill support
 
- timed events won't cause resources amount to be negative
 
- support for sorcery secondary skill
 
- reduntant quotation marks from artifact descriptions are removed
 
- no income at the first day
 
ADVENTURE INTERFACE:
- fixed crasbug occurring on revisiting objects (by pressing space)
 
- always restoring default cursor when movng mouse out of the terrain
 
- fixed map scrolling with ctrl+arrows when some windows are opened
 
- clicking scrolling arrows in town/hero list won't open town/hero window
 
- pathfinder will now look for a path going via printed positions of roads when it's possible
 
- enter can be used to open window with selected hero/town
 
BATTLES:
- many creatures special skills implemented
 
- battle will end when one side has only war machines
 
- fixed some problems with handling obstacles info
 
- fixed bug with defending / waiting while no stack is active
 
- spellbook button is inactive when hero cannot cast any spell
 
- obstacles will be placed more properly when resolution is different than 800x600
 
- canceling of casting a spell by pressing Escape or R-click (R-click on a creatures does not cancel a spell)
 
- spellbook cannot be opened by L-click on hero in battle when it shouldn't be possible
 
- new spells:
 
- * frost ring
 
- * fireball
 
- * inferno
 
- * meteor shower
 
- * death ripple
 
- * destroy undead
 
- * dispel
 
- * armageddon
 
- * disrupting ray
 
- * protection from air
 
- * protection from fire
 
- * protection from water
 
- * protection from earth
 
- * precision
 
- * slayer
 
TOWNS:
- resting in town with mage guild will replenih all the mana points
 
- fixed Blacksmith
 
- the number of creatures at the beginning of game is their base growth
 
- it's possible to enter Tavern via Brotherhood of Sword
 
HERO WINDOW:
- fixed mana limit info in the hero window
 
- war machines can't be removed
 
- fixed problems with removing artifacts when all visible slots in backpack are full
 
PREGAME:
- clicking on "advanced options" a second time now closes the tab instead of refreshing it.
 
- Fix position of maps names.
 
- Made the slider cursor much more responsive. Speedup the map select screen.
 
- Try to behave when no maps/saves are present.
 
- Page Up / Page Down / Home / End hotkeys for scrolling through scenarios / games list
 
OBJECTS:
- Neutral creatures can join or escape depending on hero strength (escape formula needs to be improved)
 
- leaving guardians in flagged mines.
 
- support for Scholar object
 
- support for School of Magic
 
- support for School of War
 
- support for Pillar of Fire
 
- support for Corpse
 
- support for Lean To
 
- support for Wagon
 
- support for Warrior's Tomb
 
- support for Event
 
- Corpse (Skeleton) will be accessible from all directions
 
0.7 -> 0.71 (Apr 01 2009)
GENERAL:
- fixed scrolling behind window problem (now it's possible to scroll with CTRL + arrows)
 
- morale/luck system and corresponding sec. skills supported
 
- fixed crash when hero get level and has less than two sec. skills to choose between
 
- added keybindings for components in selection window (eg. for treasure chest dialog): 1, 2, and so on. Selection dialog can be closed with Enter key
 
- proper handling of custom portraits of heroes
 
- fixed problems with non-hero/town defs not present in def list but present on map (occurring probably only in case of def substitution in map editor)
 
- fixed crash when there was no hero available to hire for some player
 
- fixed problems with 1024x600 screen resolution
 
- updating blockmap/visitmap of randomized objects
 
- fixed crashes on loading maps with flag all mines/dwelling victory condition
 
- further fixes for leveling-up (stability and identical offered skills bug)
 
- splitting window allows to rebalance two stack with the same creatures
 
- support for numpad keyboard
 
- support for timed events
 
ADVENTURE INTERFACE:
- added "Next hero" button functionality
 
- added missing path arrows
 
- corrected centering on hero's position
 
- recalculating hero path after reselecting hero
 
- further changes in pathfinder making it more like original one
 
- orientation of hero can't be change if movement points are exhausted
 
- campfire, borderguard, bordergate, questguard will be accessible from the top
 
- new movement cost calculation algorithm
 
- fixed sight radious calculation
 
- it's possible to stop hero movement
 
- faster minimap refreshing
 
- provisional support for "Save" button in System Options Window
 
- it's possible to revisit object under hero by pressing Space
 
BATTLES:
- partial support for battle obstacles
 
- only one spell can be casted per turn
 
- blocked opening sepllbook if hero doesn't have a one
 
- spells not known by hero can't be casted
 
- spell books won't be placed in War Machine slots after battle
 
- attack is now possible when hex under cursor is not displayed
 
- glowing effect of yellow border around creatures
 
- blue glowing border around hovered creature
 
- made animation on battlefield more smooth
 
- standing stacks have more static animation
 
- probably fixed problem with displaying corpses on battlefield
 
- fixes for two-hex creatures actions
 
- fixed hero casting spell animation
 
- corrected stack death animation
 
- battle settings will be remembered between battles
 
- improved damage calculation formula
 
- correct handling of flying creatures in battles
 
- a few tweaks in battle path/available hexes calculation (more of them is needed)
 
- amounts of units taking actions / being an object of actions won't be shown until action ends
 
- fixed positions of stack queue and battle result window when resolution is != 800x600
 
- corrected duration of frenzy spell which was incorrect in certain cases
 
- corrected hero spell casting animation
 
- better support for battle backgrounds
 
- blocked "save" command during battle
 
- spellbook displays only spells known by Hero
 
- New spells supported:
 
- * Mirth
 
- * Sorrow
 
- * Fortune
 
- * Misfortune
 
TOWN INTERFACE:
- cannot build more than one capitol
 
- cannot build shipyard if town is not near water
 
- Rampart's Treasury requires Miner's Guild
 
- minor improvements in Recruitment Window
 
- fixed crash occurring when clicking on hero portrait in Tavern Window, minor improvements for Tavern Window
 
- proper updating resdatabar after building structure in town or buying creatures (non 800x600 res)
 
- fixed blinking resdatabar in town screen when buying (800x600)
 
- fixed horde buildings displaying in town hall
 
- forbidden buildings will be shown as forbidden, even if there are no res / other conditions are not fulfilled
 
PREGAME:
- added scrolling scenario list with mouse wheel
 
- fixed mouse slow downs
 
- cannot select heroes for computer player (pregame)
 
- no crash if uses gives wrong resolution ID number
 
- minor fixes
 
OBJECTS:
- windmill gives 500 gold only during first week ever (not every month)
 
- After the first visit to the Witch Hut, right-click/hover tip mentions the skill available.
 
- New objects supported:
 
- * Prison
 
- * Magic Well
 
- * Faerie Ring
 
- * Swan Pond
 
- * Idol of Fortune
 
- * Fountain of Fortune
 
- * Rally Flag
 
- * Oasis
 
- * Temple
 
- * Watering Hole
 
- * Fountain of Youth
 
- * support for Redwood Observatory
 
- * support for Shrine of Magic Incantation / Gesture / Thought
 
- * support for Sign / Ocean Bottle
 
AI PLAYER:
- Minor improvements and fixes.
 
0.64 -> 0.7 (Feb 01 2009)
GENERAL:
- move some settings to the config/settings.txt file
 
- partial support for new screen resolutions
 
- it's possible to set game resolution in pregame (type 'resolution' in the console)
 
- /Data and /Sprites subfolders can be used for adding files not present in .lod archives
 
- fixed crashbug occurring when hero levelled above 15 level
 
- support for non-standard screen resolutions
 
- F4 toggles between full-screen and windowed mode
 
- minor improvements in creature card window
 
- splitting stacks with the shift+click
 
- creature card window contains info about modified speed
 
ADVENTURE INTERFACE:
- added water animation
 
- speed of scrolling map and hero movement can be adjusted in the System Options Window
 
- partial handling r-clicks on adventure map
 
TOWN INTERFACE:
- the scroll tab won't remain hanged to our mouse position if we move the mouse is away from the scroll bar
 
- fixed cloning creatures bug in garrisons (and related issues)
 
BATTLES:
- support for the Wait command
 
- magic arrow really works
 
- war machines support partially added
 
- queue of stacks narrowed
 
- spell effect animation displaying improvements
 
- positive/negative spells cannot be cast on hostile/our stacks
 
- showing spell effects affecting stack in creature info window
 
- more appropriate coloring of stack amount box when stack is affected by a spell
 
- battle console displays notifications about wait/defend commands
 
- several reported bugs fixed
 
- new spells supported:
 
- * Haste
 
- * lightning bolt
 
- * ice bolt
 
- * slow
 
- * implosion
 
- * forgetfulness
 
- * shield
 
- * air shield
 
- * bless
 
- * curse
 
- * bloodlust
 
- * weakness
 
- * stone skin
 
- * prayer
 
- * frenzy
 
AI PLAYER:
- Genius AI (first VCMI AI) will control computer creatures during the combat.
 
OBJECTS:
- Guardians property for resources is handled
 
- support for Witch Hut
 
- support for Arena
 
- support for Library of Enlightenment
 
And a lot of minor fixes
0.63 -> 0.64 (Nov 01 2008)
GENERAL:
ADVENTURE INTERFACE:
- clicking on a tile in advmap view when a path is shown will not only hide it but also calculate a new one
 
- slowed map scrolling
 
- blocked scrolling adventure map with mouse when left ctrl is pressed
 
- blocked map scrolling when dialog window is opened
 
- scholar will be accessible from the top
 
TOWN INTERFACE:
- partially done tavern window (only hero hiring functionality)
 
BATTLES:
- water elemental will really be treated as 2 hex creature
 
- potential infinite loop in reverseCreature removed
 
- better handling of battle cursor
 
- fixed blocked shooter behavior
 
- it's possible in battles to check remeaining HP of neutral stacks
 
- partial support for Magic Arrow spell
 
- fixed bug with dying unit
 
- stack queue hotkey is now 'Q'
 
- added shots limit
 
0.62 -> 0.63 (Oct 01 2008)
GENERAL:
- coloured console output, logging all info to txt files
 
- it's possible to use other port than 3030 by passing it as an additional argument
 
- removed some redundant warnings
 
- partially done spellbook
 
- Alt+F4 quits the game
 
- some crashbugs was fixed
 
- added handling of navigation, logistics, pathfinding, scouting end estates secondary skill
 
- magical hero are given spellbook at the beginning
 
- added initial secondary skills for heroes
 
BATTLES:
- very significant optimization of battles
 
- battle summary window
 
- fixed crashbug occurring sometimes on exiting battle
 
- confirm window is shown before retreat
 
- graphic stack queue in battle (shows when 'c' key is pressed)
 
- it's possible to attack enemy hero
 
- neutral monster army disappears when defeated
 
- casualties among hero army and neutral creatures are saved
 
- better animation handling in battles
 
- directional attack in battles
 
- mostly done battle options (although they're not saved)
 
- added receiving exp (and leveling-up) after a won battle
 
- added support for archery, offence and armourer secondary abilities
 
- hero's primary skills accounted for damage dealt by creatures in battle
 
TOWNS:
- mostly done marketplace
 
- fixed crashbug with battles on swamps and rough terrain
 
- counterattacks
 
- heroes can learn new spells in towns
 
- working resource silo
 
- fixed bug with the mage guild when no spells available
 
- it's possible to build lighthouse
 
HERO WINDOW:
- setting army formation
 
- tooltips for artifacts in backpack
 
ADVENTURE INTERFACE:
- fixed bug with disappearing head of a hero in adventure map
 
- some objects are no longer accessible from the top
 
- no tooltips for objects under FoW
 
- events won't be shown
 
- working Subterranean Gates, Monoliths
 
- minimap shows all flaggable objects (towns, mines, etc.)
 
- artifacts we pick up go to the appropriate slot (if free)
 
0.61 -> 0.62 (Sep 01 2008)
GENERAL:
- restructured to the server-client model
 
- support for heroes placed in towns
 
- upgrading creatures
 
- working gaining levels for heroes (including dialog with skill selection)
 
- added graphical cursor
 
- showing creature amount in the creature info window
 
- giving starting bonus
 
CASTLES:
- icon in infobox showing that there is hero in town garrison
 
- fort/citadel/castle screen
 
- taking last stack from the heroes army should be impossible (or at least harder)
 
- fixed reading forbidden structures
 
- randomizing spells in towns
 
- viewing hero window in the town screen
 
- possibility of moving hero into the garrison
 
- mage guild screen
 
- support for blacksmith
 
- if hero doesn't have a spell book, he can buy one in a mage guild
 
- it's possible to build glyph of fear in fortress
 
- creatures placeholders work properly
 
ADVENTURE INTERFACE:
- hopefully fixed problems with wrong town defs (village/fort/capitol)
 
HERO WINDOW:
- bugfix: splitting stacks works in hero window
 
- removed bug causing significant increase of CPU consumption
 
BATTLES:
- shooting
 
- removed some displaying problems
 
- showing last group of frames in creature animation won't crash
 
- added start moving and end moving animations
 
- fixed moving two-hex creatures
 
- showing/hiding graphic cursor
 
- a part of using graphic cursor
 
- slightly optimized showing of battle interface
 
- animation of getting hit / death by shooting is displayed when it should be
 
- improved pathfinding in battles, removed problems with displaying movement, adventure map interface won't be called during battles.
 
- minor optimizations
 
PREGAME:
- updates settings when selecting new map after changing sorting criteria
 
- if sorting not by name, name will be used as a secondary criteria
 
- when filter is applied a first available map is selected automatically
 
- slider position updated after sorting in pregame
 
OBJECTS:
- support for the Tree of knowledge
 
- support for Campfires
 
- added event message when picking artifact
 
0.6 -> 0.61 (Jun 15 2008)
IMPROVEMENTS:
- improved attacking in the battles
 
- it's possible to kill hostile stack
 
- animations won't go in the same phase
 
- Better pathfinder
 
- "%s" substitutions in Right-click information in town hall
 
- windmill won't give wood
 
- hover text for heroes
 
- support for ZSoft-style PCX files in /Data
 
- Splitting: when moving slider to the right so that 0 is left in old slot the army is moved
 
- in the townlist in castle selected town will by placed on the 2nd place (not 3rd)
 
- stack at the limit of unit's range can now be attacked
 
- range of unit is now properly displayed
 
- battle log is scrolled down when new event occurs
 
- console is closed when application exits
 
BUGFIXES:
- stack at the limit of unit's range can now be attacked
 
- good background for the town hall screen in Stronghold
 
- fixed typo in hall.txt
 
- VCMI won't crash when r-click neutral stack during the battle
 
- water won't blink behind shipyard in the Castle
 
- fixed several memory leaks
 
- properly displaying two-hex creatures in recruit/split/info window
 
- corrupted map file won't cause crash on initializing main menu
 
0.59 -> 0.6 (Jun 1 2008)
- partially done attacking in battles
 
- screen isn't now refreshed while blitting creature info window
 
- r-click creature info windows in battles
 
- no more division by 0 in slider
 
- "plural" reference names for Conflux creatures (starting armies of Conflux heroes should now be working)
 
- fixed estate problems
 
- fixed blinking mana vortex
 
- grail increases creature growths
 
- new pathfinder
 
- several minor improvements
 
0.58 -> 0.59 (May 24 2008 - closed, test release)
- fixed memory leak in battles
 
- blitting creature animations to rects in the recruitment window
 
- fixed wrong creatures def names
 
- better battle pathfinder and unit reversing
 
- improved slider ( #58 )
 
- fixed problems with horde buildings (won't block original dwellings)
 
- giving primary skill when hero get level (but there is still no dialog)
 
- if an upgraded creature is available it'll be shown as the first in a recruitment window
 
- creature levels not messed in Fortress
 
- war machines are added to the hero's inventory, not to the garrison
 
- support for H3-style PCX graphics in Data/
 
- VCMI won't crash when is unable to initialize audio system
 
- fixed displaying wrong town defs
 
- improvements in recruitment window (slider won't allow to select more creatures than we can afford)
 
- creature info window (only r-click)
 
- callback for buttons/lists based on boost::function
 
- a lot of minor improvements
 
0.55 -> 0.58 (Apr 20 2008 - closed, test release)
TOWNS:
- recruiting creatures
 
- working creature growths (including castle and horde building influences)
 
- towns give income
 
- town hall screen
 
- building buildings (requirements and cost are handled)
 
- hints for structures
 
- updating town infobox
 
GARRISONS:
- merging stacks
 
- splitting stacks
 
BATTLES:
- starting battles
 
- displaying terrain, animations of heroes, units, grid, range of units, battle menu with console, amounts of units in stacks
 
- leaving battle by pressing flee button
 
- moving units in battles and displaying their ranges
 
- defend command for units
 
GENERAL:
- a number of minor fixes and improvements
 
0.54 -> 0.55 (Feb 29 2008)
- Sprites/ folder works for h3sprite.lod same as Data/ for h3bitmap.lod (but it's still experimental)
 
- randomization quantity of creatures on the map
 
- fix of Pandora's Box handling
 
- reading disposed/predefined heroes
 
- new command - "get txt" - VCMI will extract all .txt files from h3bitmap.lod to the Extracted_txts/ folder.
 
- more detailed logs
 
- reported problems with hero flags resolved
 
- heroes cannot occupy the same tile
 
- hints for most of creature generators
 
- some minor stuff
 
0.53b -> 0.54 (Feb 23 2008 - first public release)
- given hero is placed in the town entrance
 
- some objects such as river delta won't be blitted "on" hero
 
- tiles under FoW are inaccessible
 
- giving random hero on RoE maps
 
- improved protection against hero duplication
 
- fixed starting values of primary abilities of random heroes on RoE/AB maps
 
- right click popups with infoboxes for heroes/towns lists
 
- new interface coloring (many thanks to GrayFace ;])
 
- fixed bug in object flag's coloring
 
- added hints in town lists
 
- eliminated square from city hints
 
0.53 - 0.53b (Feb 20 2008)
- added giving default buildings in towns
 
- town infobox won't crash on empty town
 
0.52 - 0.53 (Feb 18 2008):
- hopefully the last bugfix of Pandora's Box
 
- fixed blockmaps of generated heroes
 
- disposed hero cannot be chosen in scenario settings (unless he is in prison)
 
- fixed town randomization
 
- fixed hero randomization
 
- fixed displaying heroes in preGame
 
- fixed selecting/deselecting artifact slots in hero window
 
- much faster pathfinder
 
- memory usage and load time significantly decreased
 
- it's impossible to select empty artifact slot in hero window
 
- fixed problem with FoW displaying on minimap on L-sized maps
 
- fixed crashbug in hero list connected with heroes dismissing
 
- mostly done town infobox
 
- town daily income is properly calculated
 
0.51 - 0.52 (Feb 7 2008):
- [feature] giving starting hero
 
- [feature] VCMI will try to use files from /Data folder instead of those from h3bitmap.lod
 
- [feature] picked artifacts are added to hero's backpack
 
- [feature] possibility of choosing player to play
 
- [bugfix] ZELP.TXT file should be handled correctly even it is non-english
 
- [bugfix] fixed crashbug in reading defs with negativ left/right margins
 
- [bugfix] improved randomization
 
- [bugfix] pathfinder can't be cheated (what caused errors)
 
0.5 - 0.51 (Feb 3 2008):
- close button properly closes (same does 'q' key)
 
- two players can't have selected same hero
 
- double click on "Show Available Scenarios" won't reset options
 
- fixed possible crashbug in town/hero lists
 
- fixed crashbug in initializing game caused by wrong prisons handling
 
- fixed crashbug on reading hero's custom artifacts in RoE maps
 
- fixed crashbug on reading custom Pandora's Box in RoE maps
 
- fixed crashbug on reading blank Quest Guards
 
- better console messages
 
- map reading speed up (though it's still slow, especially on bigger maps)
 
0.0 -> 0.5 (Feb 2 2008 - first closed release):
- Main menu and New game screens
 
- Scenario selection, part of advanced options support
 
- Partially done adventure map, town and hero interfaces
 
- Moving hero
 
- Interactions with several objects (mines, resources, mills, and others)