Author: Warmonger @ Yesterday 10:33
Hello,
we are proudly releasing VCMI 0.91. This build brings significant improvements to modding. Finally, after years of development and endless trials, adding new towns to the game is possible. Moreover, it's all quite easy and convenient! It includes already existing support for new creatures, but now also hero classes, heroes themselves and external dwellings. Just check Cove package that adds new factions known from Horn of The Abyss mod.
However, creation of new town may still be somewhat time consuming. For those modders who would like to enjoy new content immediatelly, there is another feature - new artifacts. Adding a large amount of available aryifacts to the game is quick and enjoyable. See Witchking Artifacts Pack for example of endless possibilities it gives. People interested in modding may find our Wiki articles helpful.
Other new features include improved adventure AI, first revealed version of Random Map Generator (though not really playable yet) and loading screen. All these things make VCMI closer to complete Shadow of Death game.
For the bugreports that we resolved in this release, please check the bugtracker changelog.
Check items implementation status for the full information about which map objects, town structures, skills, spells, artifacts, creature abilities and victory conditions are supported.
Download Links:
* Windows package (Win32, 8MB, ZIP Archive)
* List of currently available mods ready for download and install. Just extract packages inside Mods/ folder.
Linux packages:
Please visit this wiki page for installation instructions for Linux.
Installation:
Extract the package into your main Heroes folder. If you have older version of VCMI, delete it first.
WoG 3.58f or ERA is required. We recommend using English version, though VCMI should also work with other language versions. If you want to make your H3 installation English, extract this package into Data/ subfolder.
***
Save format has been changed, savegames from previous versions won't work with 0.91.
VCMI supports 800x600, 1024x600, 1024x768, 1280x800, 1280x960, 1280x1024, 1366x768, 1440x900, 1600x1200, 1680x1080 and 1920x1080 screen resolutions. To switch default resolution in system settings window click “HIGH” button and select resolution (available only in game). As for now custom resolution is only applied when the map is started.
Acknowledgements:
Many thanks for all testers and developers who contributed to this build.
***
For the general information about our project look here. Our project isn't really playable now, but it gives you an idea of progress we have made so far. We're hoping that you'll like it.
For bug reports, we have deployed separate bugtracker. Please report bugs using this form. Check this page for list of known bugs and details.
We hope you'll help us develop the project - details are available here. VCMI is an open source project licensed on GNU GPL 2.0 or higher. Our SVN repository with all the sources is available here.
You can look for help in building and developing VCMI sources in the development board.
CHANGELOG
GENERAL:
* VCMI build on OS X is now supported
* Completely removed autotools
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.
Full changelog is available here.
VCMI Team
Linux packages to follow. d http://forum.vcmi.eu/album_pic.php?pic_id=46&sid=ced7f27446f780652f6892ffdfca4ec0 有港口族?
回复 123# 的帖子
能有那么多新宝物???看图难道连HOTA夜整合进去了? 确切地说,是非常方便添加新种族。港口城只是添加的一个例子。 看起来很不错哦.
我们是不是也该研究研究 VCMI 呢.
;apso;
回复 126# 的帖子
这么说除了稳定性不是比ERA还要强大;tl; 有一点你们可以放心,VCMI最终会和ERA合而为一的。回复 129# 的帖子
听风大这么说就放心了 虽然不懂得开发,但是还是支持的,希望以后的wog系列是个越来越简单开放的平台!可以随心所欲而且简单的添加新单位,种族,还有战斗模式……等! heroes community 说可以添加cove城和新宝物,不是很明白,有高手给贴个教程么? 支持1下! 为什么一攻城就自动退出 纯支持下;gaxing; ;gaxing; ;gaxing;VCMI 0.92 released!
VCMI 0.92 released!Author: Tow @ 2013-03-01, 23:30
Hello,
we are proudly releasing VCMI 0.92. This is basically a bugfix release, aimed to correct most annoying regressions that appeared in 0.91. Still, we managed to fit a few small features and improvements. Campaigns finally present video introductions and move heroes between missions. Configuration files support more string identifiers, making them more readable. Some configuration possibilities, especially for spells, were extended.
Modding system in VCMI is already quite powerful. Just check Cove package that adds new faction from Horn of The Abyss add-on or Witchking Artifacts Pack. For the full list of available mods, installation instructions and guidelines on how to create them, please visit our wiki article.
For the bugreports that we resolved in this release, please check the bugtracker changelog.
Check items implementation status for the full information about which spells, artifacts and campaign features are supported.
Download Links:
* Windows package (Win32, 8MB, ZIP Archive)
* OS X package (33MB, DMG package)
* Linux: Packages and installation instructions (wiki page).
* List of currently available mods ready for download and install. Just extract packages inside Mods/ folder.
Installation:
Extract the package into your main Heroes folder. If you have older version of VCMI, delete it first.
WoG 3.58f or ERA is required. We recommend using English version, though VCMI should also work with other language versions. If you want to make your H3 installation English, extract this package into Data/ subfolder.
***
Save format has been changed, savegames from previous versions won't work with 0.92.
VCMI supports 800x600, 1024x600, 1024x768, 1280x800, 1280x960, 1280x1024, 1366x768, 1440x900, 1600x1200, 1680x1080 and 1920x1080 screen resolutions. To switch default resolution in system settings window click “HIGH” button and select resolution (available only in game). As for now custom resolution is only applied when the map is started.
Acknowledgements:
Many thanks for all testers and developers who contributed to this build.
***
For the general information about our project look here. Our project isn't really playable now, but it gives you an idea of progress we have made so far. We're hoping that you'll like it.
For bug reports, we have deployed separate bugtracker. Please report bugs using this form. Check this page for list of known bugs and details.
We hope you'll help us develop the project - details are available here. VCMI is an open source project licensed on GNU GPL 2.0 or higher. Our SVN repository with all the sources is available here.
You can look for help in building and developing VCMI sources in the development board.
CHANGELOG
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 seperated 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
Full changelog is available here.
VCMI Team 这个怎么用? CHANGELOG
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...#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
Full changelog is available here.
VCMI Team 障碍物是摆设吗。。。。。。。。。。;han; ;han; VCMI 0.94 released!
Author: Tow @ 2013-10-01, 22:21
Hello,
we are proudly releasing VCMI 0.94. It features a brand new part of our project — a dedicated Launcher, capable of mod management. It is finally possible to download, enable and disable mods without manual file jugglery or resorting to editing configuration files. Additionally, the Launcher provides a capability to customize some options that were unavailable in the GUI.
大家好,很高兴为大家分布VCMI0.94版,本版重点是新加了一个精致的启动器, 便于管理MOD。现在可以方便地下载、启用和禁用MOD,无需手动修改配置文件。启动器还可以定制一些操作界面上本来没有的选项。
There are also numerous improvements in the various parts of the engine. Mods can now package their contents into a ZIP archive. Battle AI has been improved and the quick combat has been implemented. The instructions on how to update mods for VCMI 0.94 and leverage the new possibilities are available on the wiki page.
同时对引擎进行了大量的改进,MOD可以Zip形式存在,AI得到提升,加入了快速战斗。
And finally, we did our best to fix the numerous bugs that were found in 0.93 release, especially in battles and AI stability. The job is not done, yet we believe the progress is really noticeable. Almost 90 bugreports have been resolved, please check the bugtracker changelog.
最后,我们努力修复了90多个BUG, 特别是战斗和AI稳定性。进度非常可观。
CHANGELOG
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 buildings
* Wyverns will cast Poison instead of Stone Gaze.
TOWN:
* Fixed issue that allowed to build multiple boats in town.
* fix for lookout tower