VCMI 1.6.6 released + full changelog

VCMI 1.6.6 is now available. This small update brings some AI improvements, some minor features and fixes for reported bugs. Update via Heroes Launcher.
Download |
VCMI |
How to install VCMI and recommended mods via Heroes Launcher (YT video) |
Heroes 3 Complete GOG version (works only with this version) |
or try WoG Folder – online source of Heroes of Might and Magic mods (not only Heroes 3 mods, but not Heroes 6 😀 ) and various goodies (like “Did you know” series) that I have managed to collect over the last 10 years for everyone who contributes to the running of the Heroes 3.5 Portal. |
Notable changes:
- The game no longer requires a local network connection in singleplayer mode. This should fix an issue where a game in progress would stop after switching to another app on iOS, and in some cases on Android.
- Upscaling filter xbrz x2 is now enabled by default on mobile systems. Manual selection is not affected.
- Reduced size of obstacle-filled junction zones in Coldshadow Fantasy template
- Added support for importing Chronicles using the old All-in-One installer from gog.com
- On mobile systems, clicking on a blocked tile of a visitable object on the quest map will now build a path to that object.
- It is now possible to activate the adventure map overlay using the two-finger tap gesture on mobile systems.
- Added a right-click context menu for mods in the launcher.
Stability
- Fixed possible crash on opening unit description with unavailable upgrades
- Fixed crash on winning game after last player loses the game due to not controlling a town for 7 days
Interface
- Pressing Q during hero exchange will now swap both army and artifacts and will no longer trigger a quest log
- Spellbook search is no longer enabled by default, allowing standard h3 shortcuts to work. Search can now be activated by pressing Tab
- Ctrl/Shift + click on arrow buttons below creature slots during hero exchange now works in the familiar way from hd mod
- On mobile systems, clicking on a blocked tile of a visitable object on the adventure map will now build a path to it
- It is now possible to activate the adventure map overlay on the mobile system using the two-finger tap gesture
- Fixed incorrect pinch event calculation that caused problems when zooming with touchscreen gestures
- Game now displays both total cost in movement points and estimated time to arrive in turns when hovering over an accessible location
- Artifact sort buttons in the Hero Backpack window now have correct text describing the sort order
- Fixed non-standard color handling for shadows under selection highlight in creature animations from mods such as HotA’s Iron Golem
- Effects such as Bloodlust, Clone, and Petrify will now display correctly when xbrz is in use
- Fixed broken Chronicles campaign screen available with new main menu themes mod
- Fixed empty bonus shown in unit info window when unit is in Necropolis with Cover of Darkness built
- Right-clicking on the difficulty button will now display the difficulty description popup
- Fixed regression causing two minus signs in Fountain of Fortune description
- Added option to upgrade all creatures in the radial menu when in town
- Added option to display remaining unit health in the form of a health bar
- Fixed regression that caused unavailable tiles to be displayed on the left and right sides of the battlefield when hovering with the mouse
- Fixed regression that caused all spells to be displayed as having a duration of 16 rounds
- Scrolling in the lobby window now only happens when hovering over the appropriate item, instead of scrolling all scrollable widgets at once
- Fixed regression that caused black pixels on some hero portraits in mods that use 8-bit palette images
- Fixed memory leak when upscaling images with xbrz filter
- Fixed creature windows text align and buttons background
Mechanics
- It is no longer possible to attack heroes standing on a visitable object from blocked tiles or from water when the attacker uses Fly
- Fixed regression from 1.6 that caused multiple taverns in towns of the same faction to not be counted towards the level of information available for the thieves’ guild
- Fixed regression that caused Cove towns placed on map to be replaced with Castles on HotA maps
- The amount of gold a player can receive from a bonfire is now always equal to the amount of rare resources received multiplied by 100
- Disabled default victory conditions on all Elixir of Life campaign maps that require an artifact to be found, in line with H3
Nullkiller AI
- Improved scoring of town buildings by the AI
- AI will now prefer to give faster units to its scout heroes to optimize their movement points in future turns
- Fixed AI not constructing prerequisites for town buildings in some cases, like not building Stables when attempting to build Training Grounds
- AI will now avoid recruiting heroes if AI is low on gold or if the town is threatened by an enemy hero
- AI will no longer attempt to use more than one hero to defend a town
- AI will now devalue non-flying units when attacking towns with fortifications to prevent suicides against castles
- Increased the priority of building unupgraded dwellings, as they provide units that can be hired immediately, rather than next week like citadels and castles
- When multiple cities are threatened, the AI will now prefer to defend the one that takes the least number of turns to reach
- Fixed AI attempting to restore mana points in town without a mage guild built
- Reduced AI prioritization of army merging to the same level as general gathering
- AI will now prioritize army merging before attacking enemies
- Increased AI defense prioritization
- AI will no longer leave the defense of a threatened town in order to bring the army to another hero
- AI will no longer send heroes to die outside of towns that already have a garrisoning hero inside, if there’s a stronger enemy hero lurking around the town
- AI will no longer focus excessively on reaching Keymaster tents
- AI will no longer rush towns that don’t have a citadel or better if there is a strong enemy hero in the area
- AI will no longer try to maximize defenses by using the strongest defender possible, but will instead try to use the most appropriate defender
- Heroes that are currently threatened will be braver and not worry about attacking things that are also threatened if nothing safe is in range
Launcher
- Added context menu for mod lists that allows disabling, enabling, installing, uninstalling, updating, opening installed mod location, and opening mod repository