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Pojawiła się też nowa wersja VCMI

Changelog

0.95 -> 0.96

GENERAL:

* (linux) now VCMI follows XDG specifications. See http://forum.vcmi.eu/viewtopic.php?t=858

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:

* New configuration format: http://wiki.vcmi.eu/index.php?title=Spell_Format

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

#heroes3 #homm3 #vcmi