Dear supporters of the fheroes2 project and fans of Heroes of Might and Magic II! We are excited to announce the release of the latest version of the fheroes2 engine - 1.1.5! This update introduces a variety of exciting changes and new content. Let's dive into the details!
The last release includes important changes to the game’s passability rules. The team has fixed several places where passability was incorrectly set for certain objects. These improvements bring the logic even closer to the original game and may even unblock specific scenarios during gameplay. Please note: to apply these changes, you’ll need to start a new game on the same map.
We constantly improve the overall gaming experience. In this release, we have added a small but valuable feature for map creators and touchscreen users: Virtual Numpad support. You can now input desired numbers without having to endlessly click on arrows - making the process much smoother and more intuitive.
This update also brings enhancements to the AI. We have improved the AI's castle reinforcement logic, the logic for monsters evading attacks, refined the retreat behavior for archers, and fixed an issue with incorrectly estimated attack values for hypnotized monsters. These incremental improvements make the AI smarter without compromising performance or logic.
The team has added the ability to edit multiple Adventure Map action objects in the Editor. This includes editing spells in Shrines and Pyramids, configuring resource amounts, and selecting which skills appear in the Witch's Hut. These improvements give map makers much greater control, enabling them to create unique maps tailored to their vision.
As we look to the future, we are laying the groundwork for a major expansion. With the help of an artist, this release introduces a new variants of the Lean-To object, Stone Liths and Observation Towers marking the beginning of new content additions. Adding more variety to these objects allows map makers to craft maps with distinctive landscapes and reduces repetitive object usage, enhancing overall creativity.
Besides the Editor changes the team has added extra in-game information for touch devices, expanded translation support, and refined UI elements across various windows.
The upcoming Resurrection expansion, based on a future campaign, requires not only development work but also significant contributions from artists, UX designers, composers, and map creators. To move forward with this, we will be updating our documentation in the coming weeks to outline clear tasks and goals. This effort will help drive the project forward and provide an even better experience for players. If you are interested in contributing or collaborating, we encourage you to reach out to us on social media.
Thank you so much for your continued support. We hope you enjoy the latest version of the engine!
Don't forget, that you also need to grab the data from GOG.com which it requires to run.
Hope to test it quickly. I would love to be able to contribute, but I guess to entering the logic of the engine and the way code is structured is quite time consuming?
I have nice time enjoying the Might and Magic 6 game on the MM8 engine using https://www.celestialheavens.com/forum/10/16657 but these "old" games were brutal (or bug?): at one moment, guards of all cities now attack me for no reason. ... all that for these questions: Do you coded and propose a autosave between turns and before battle in rotation (for example, user ask for 10 turns to be autosaved and callable, and these ones are removed for the older and save for the newer turn as we advance turn by turn along the game)? And some sort of undos during combats (may be hard to include?)?
The fheroes2 - is a huge swarm of code lines, but the current team spent lots of months to make it as much friendly as possible. If you wish to contribute to some particular part you can always ask and our members help with pointing the right place to look at inside the github.
Multiple saves is not that hard task to implement. But it is just a half of the work. In addition to the logic of saving several days, we need to implement interaction UI for this option within the game interface. Add new menu items, and organize the structuring and sorting of files in the existing file-management section in the game.
So it sounds like a weeks of work, but in my personal opinion - the hardest task is to make it look stylistically relevant to the game UI.
Implementing "undos" during the battle could be a bit harder from the logic perspective but still possible, since the whole code is written by a skilled humans. The only thing concerned us is the fact, that such micro-rollbacks can make the game proccess dull and even break the overall game experience for players.
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