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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Official VCMI Thread (started by Warmonger in August 2009)
Official VCMI Thread This Popular Thread is 119 pages long: 1 2 3 4 5 ... 20 40 60 80 100 ... 115 116 117 118 119 · «PREV / NEXT»
Dydzio
Dydzio


Adventuring Hero
VCMI contributor
posted December 24, 2025 06:35 PM
Edited by Dydzio at 18:37, 24 Dec 2025.

We have just released a new major update, VCMI 1.7, with battle-only mode, configurable keybindings, initial support for HotA 1.7 maps and campaigns, and many more!

You can find the download links at: https://vcmi.eu/download/

-A new battle-only mode lets you play combat between heroes without the adventure map phase, accessible from scenario selection menu
HotA 1.7 maps and campaigns can now be loaded in VCMI. For now not all features are supported, with plans to improve it in future

-The default adventure map AI is now the improved Nullkiller2, while the deprecated VCAI was removed. For combats, machine learning based battle AI MMAI was also added

-Combat UI now has new unit action panel for quick selection of possible unit actions, such as ranged attacks, melee attacks, or spellcasting

-Keybindings can now be viewed and configured in-game, making it much easier to customize the controls to suit your playstyle
You can now search for any map object using Ctrl+F or dedicated button in VCMI Extras, allowing you to quickly locate any map object, hero, or town

-Game now supports quick saves, using F8 shortcut or new button in latest VCMI Extras mod, with quick load available via F9. Visiting or attacking any map object will also create a new autosave

-For multiplayer, VCMI now has initial support for network lag compensation, removing lag for hero movement and army management

-Built-in support for importing assets from Heroes 3: HD Edition. This option is not available on Android, but you can still import it on PC, and then copy generated files to your phone

-Launcher now has mod ranking based on numbers of "stars" of Github repository of a mod, to help with locating high-quality mods

See full changelog with over 300 changes here: https://vcmi.eu/ChangeLog/

VCMI 1.7 is save compatible with 1.6 releases, so you can continue your game if you wish. However, starting a new game or restarting a scenario for campaigns is still recommended.
____________
VCMI / open source evangelist

Your washing machine doesn't want to do the laundry? Well, VCMI also won't do the laundry, but... bla bla bla

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LordInsane
LordInsane


Known Hero
posted December 24, 2025 09:02 PM

An excellent Yule present!

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Alustor
Alustor


Famous Hero
ooo da :)
posted December 27, 2025 09:49 PM

nice, keep on the good work

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Alustor
Alustor


Famous Hero
ooo da :)
posted December 27, 2025 09:51 PM

nice, keep on the good work

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Dydzio
Dydzio


Adventuring Hero
VCMI contributor
posted December 30, 2025 09:16 PM

Hotfix 1.7.1 has been released with some important bug fixes. Now you can play version 1.7 the way it was meant to be. Next hotfixes will keep coming and they will most likely be focusing on some small features. Have fun!
____________
VCMI / open source evangelist

Your washing machine doesn't want to do the laundry? Well, VCMI also won't do the laundry, but... bla bla bla

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Syth1984
Syth1984


Known Hero
posted January 07, 2026 02:49 PM

Will be there a support for the HOTA new patch soon as well?

Thanks!

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Moratel
Moratel

Tavern Dweller
posted January 08, 2026 04:05 PM

Syth1984 said:
Will be there a support for the HOTA new patch soon as well?

Thanks!


so vcmi does nothing but try to copy HotA
____________

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted January 08, 2026 04:20 PM

Yeah excellent VCMI, if you can play all versions in one engine named VCMI.. And then great MOD for your taste.. If you can do MOD..

Remember 1.8.0 is a new version, so VCMI team has working yet.. Because VCMI can't jump over version..
____________
Fight MWMs - stand teach

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Moratel
Moratel

Tavern Dweller
posted January 08, 2026 08:07 PM

Ghost said:
Yeah excellent VCMI, if you can play all versions in one engine named VCMI.. And then great MOD for your taste.. If you can do MOD..

Remember 1.8.0 is a new version, so VCMI team has working yet.. Because VCMI can't jump over version..


if they only copy HotA I don't care
____________

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LordInsane
LordInsane


Known Hero
posted January 09, 2026 06:26 AM

Moratel said:
if they only copy HotA I don't care

They don't. VCMI isn't a mod, it's a different engine for running HOMM3. It's simply that one of the mods available for VCMI is a port of HOTA.

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Syth1984
Syth1984


Known Hero
posted January 09, 2026 11:01 AM

Moratel said:
Syth1984 said:
Will be there a support for the HOTA new patch soon as well?

Thanks!


so vcmi does nothing but try to copy HotA


If that was the case I would play HOTA wouldn't I?

I like the A.I. boosts other small addons that can improve the game balance. I think this is an awesome tool to improve the game.

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dydzio
dydzio


Adventuring Hero
VCMI contributor
posted January 13, 2026 08:11 PM
Edited by dydzio at 20:14, 13 Jan 2026.

Moratel said:
Ghost said:
Yeah excellent VCMI, if you can play all versions in one engine named VCMI.. And then great MOD for your taste.. If you can do MOD..

Remember 1.8.0 is a new version, so VCMI team has working yet.. Because VCMI can't jump over version..


if they only copy HotA I don't care


VCMI team does not create content on its own (maybe except some custom button images for new features). VCMI is new engine for HOMM3 that is supposed to make it 10x faster and easier to start projects like HotA or DoR on top of it. There are a lot of extra features available out of the box as well. VCMI code is open source and independent from Ubisoft's copyright and comes with completely custom AI, flexible modding with mod interdependency features, random map generator etc. that make it interesting alternative for HOMM3 players who want to try something new.

Upcoming version 1.7.2 will have some major adventure map AI improvements.
____________
VCMI / open source evangelist

Your washing machine doesn't want to do the laundry? Well, VCMI also won't do the laundry, but... bla bla bla

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted February 16, 2026 11:28 AM
Edited by AlexSpl at 11:30, 16 Feb 2026.

The game hangs during AI's turn. VCMI Version 1.7.2. Tested on random maps (M size) with the Heavenly Forge mod on. Sometimes it's even 111, 112, or 113.

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IvanSav
IvanSav


Adventuring Hero
vcmi developer
posted February 16, 2026 04:10 PM

AlexSpl said:
The game hangs during AI's turn. VCMI Version 1.7.2. Tested on random maps (M size) with the Heavenly Forge mod on. Sometimes it's even 111, 112, or 113.


Hi. Thanks for report. I think we've managed to reproduce it.

You probably have "MMAI" set as combat AI, but don't have required MMAI mod installed or it is disabled.

So to fix - either switch AI back to BattleAI, or make sure that MMAI mod is also active. Will be fixed in next VCMI update.

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Ptp1988
Ptp1988

Tavern Dweller
posted May 23, 2026 11:52 PM

Hello everyone,

My name is Piotr and I’m currently developing a large VCMI 1.8 mod called “Advanced Classes”.

The goal of the project is to introduce a full advanced hero class system inspired by RPG mechanics, with:
- class progression,
- active combat abilities,
- passive bonuses,
- class specialization paths,
- custom combat UI,
- and unique battle skills.

--------------------------------------------------
CURRENT PROGRESS
--------------------------------------------------

What is already implemented / partially working:

- Custom mod structure
- Battle UI modifications
- Custom combat buttons (A1 / A2 system)
- Hero class detection logic
- Class-based skill selection
- Integration attempts inside BattleWindow.cpp
- Initial spell/backend logic
- Early active ability system prototype

The concept is:

Each hero can unlock advanced classes depending on skill combinations.
Example:
- Logistics + Leadership = Warrior
- Magic schools = Mage/Druid/etc.
- Other combinations unlock unique advanced classes.

Each class can later gain:
- passive abilities,
- active combat skills,
- unique effects,
- cooldown systems,
- advantages/disadvantages.

--------------------------------------------------
CURRENT PROBLEM
--------------------------------------------------

At the moment I’m struggling with implementing custom combat abilities/spells correctly inside VCMI 1.8.

Main issues:
- SpellID:ecode failed
- custom spell registry/loading problems
- combat targeting problems
- integrating custom abilities into existing spell cast flow
- animation/effect integration

I’m currently trying to understand the proper architecture for:
- custom SpellID registration,
- combat ability handling,
- target selection,
- cast execution,
- custom battle effects,
- and custom animations.

I would really appreciate guidance from experienced VCMI developers/modders regarding the proper way to implement this system.

--------------------------------------------------
LOOKING FOR ARTISTS / TEAM MEMBERS
--------------------------------------------------

The project is becoming much larger than originally planned, so I’m also looking for people interested in helping with graphics and visual assets.

Currently planned:

12 Advanced Classes:
- custom class portraits/icons
- class emblems
- class backgrounds/frames

Combat abilities:
- ability icons
- spell/effect animations
- targeting visuals
- buff/debuff effects

UI:
- custom buttons
- class interface panels
- skill trees
- battle interface improvements

Estimated current art requirements:
- 12 class portraits/icons
- 24–40 ability icons
- multiple spell/effect animations
- custom UI elements/backgrounds

Looking for:
- pixel artists
- UI artists
- Heroes 3 style artists
- animators
- graphic designers
- VCMI modders/developers
- anyone interested in helping

--------------------------------------------------
FINAL
--------------------------------------------------

I can provide:
- gameplay design,
- coding work,
- class concepts,
- system design,
- and implementation work.

If anyone is interested in helping, collaborating, or giving advice, please reply or send me a message.

I’d really appreciate any feedback or support.

Thanks!
Piotr
Project: Advanced Classes
____________

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Ptp1988
Ptp1988

Tavern Dweller
posted May 23, 2026 11:57 PM

Pisarczyk007@gmail.com

Hello everyone,

My name is Piotr and I’m currently developing a large VCMI 1.8 mod called “Advanced Classes”.

The goal of the project is to introduce a full advanced hero class system inspired by RPG mechanics, with:
- class progression,
- active combat abilities,
- passive bonuses,
- class specialization paths,
- custom combat UI,
- and unique battle skills.

--------------------------------------------------
CURRENT PROGRESS
--------------------------------------------------

What is already implemented / partially working:

- Custom mod structure
- Battle UI modifications
- Custom combat buttons (A1 / A2 system)
- Hero class detection logic
- Class-based skill selection
- Integration attempts inside BattleWindow.cpp
- Initial spell/backend logic
- Early active ability system prototype

The concept is:

Each hero can unlock advanced classes depending on skill combinations.
Example:
- Logistics + Leadership = Warrior
- Magic schools = Mage/Druid/etc.
- Other combinations unlock unique advanced classes.

Each class can later gain:
- passive abilities,
- active combat skills,
- unique effects,
- cooldown systems,
- advantages/disadvantages.

--------------------------------------------------
CURRENT PROBLEM
--------------------------------------------------

At the moment I’m struggling with implementing custom combat abilities/spells correctly inside VCMI 1.8.

Main issues:
- SpellID:ecode failed
- custom spell registry/loading problems
- combat targeting problems
- integrating custom abilities into existing spell cast flow
- animation/effect integration

I’m currently trying to understand the proper architecture for:
- custom SpellID registration,
- combat ability handling,
- target selection,
- cast execution,
- custom battle effects,
- and custom animations.

I would really appreciate guidance from experienced VCMI developers/modders regarding the proper way to implement this system.

--------------------------------------------------
LOOKING FOR ARTISTS / TEAM MEMBERS
--------------------------------------------------

The project is becoming much larger than originally planned, so I’m also looking for people interested in helping with graphics and visual assets.

Currently planned:

12 Advanced Classes:
- custom class portraits/icons
- class emblems
- class backgrounds/frames

Combat abilities:
- ability icons
- spell/effect animations
- targeting visuals
- buff/debuff effects

UI:
- custom buttons
- class interface panels
- skill trees
- battle interface improvements

Estimated current art requirements:
- 12 class portraits/icons
- 24–40 ability icons
- multiple spell/effect animations
- custom UI elements/backgrounds

Looking for:
- pixel artists
- UI artists
- Heroes 3 style artists
- animators
- graphic designers
- VCMI modders/developers
- anyone interested in helping

--------------------------------------------------
FINAL
--------------------------------------------------

I can provide:
- gameplay design,
- coding work,
- class concepts,
- system design,
- and implementation work.

If anyone is interested in helping, collaborating, or giving advice, please reply or send me a message.

I’d really appreciate any feedback or support.

Thanks!
Piotr
Project: Advanced Classes
____________

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 24, 2026 08:47 PM

Hi Piotr,

seems like an ambitious project, I wish you good luck!
You might want to consider thinking about a different name for your mod. In ERA there's already a mod called Advanced Classes:

https://www.moddb.com/mods/advanced-classes-mod
http://heroescommunity.com/viewthread.php?TID=45868&pagenumber=1

There's a high chance people would confuse it. ;-)

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Ptp1988
Ptp1988

Tavern Dweller
posted May 29, 2026 08:35 AM

**Advanced Classes / Wheel of Destiny – Progress Update**

Current status:

* Core Advanced Class system is working.
* Pure class progression Tier 1–4 is implemented.
* Tier upgrade selection and confirmation system works.
* Tier 2 and Tier 4 active battle abilities are working.
* Class ability buttons in battle now cast correctly without consuming mana.
* Quick Combat / autocombat issue has been fixed.
* Hybrid Classes tree is implemented with skills assigned.
* Hybrid class graphics are prepared.
* Lore descriptions for classes are prepared.
* Main Hero Window UI is being polished.

Still to do:

* Finish remaining passive and ultimate effects.
* Connect and polish final class bonuses in code.
* Final UI/background polish.
* Test balance for cooldowns, bonuses, penalties and active abilities.
* Prepare first playable test release.
* Later: add War Machines / Siege / Catapult progression tree.
* Later: add AI support after player testing.

The first test version will focus on the core class system, pure classes and hybrid classes. Balance is not final yet, so feedback and class-skill suggestions will be very welcome.

____________

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 30, 2026 08:04 AM

Ptp1988 said:
**Advanced Classes / Wheel of Destiny – Progress Update**

The first test version will focus on the core class system, pure classes and hybrid classes. Balance is not final yet, so feedback and class-skill suggestions will be very welcome.



How can we give feedback without details : )
show some pictures or write class boni for more information.

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Ptp1988
Ptp1988

Tavern Dweller
posted May 30, 2026 10:35 PM


**Wheel of Destiny / Advanced Classes — Development Status and Upcoming Test Release**

Hello everyone.

I wanted to share a short update about my upcoming VCMI mod, **Wheel of Destiny / Advanced Classes**.

The mod is now in an advanced stage of development, and the main framework is already in place. The core class system, class progression windows, path selection, hybrid classes, active battle ability buttons, and the general structure of the progression trees are already working.

The mod also includes a separate **War Machines + Catapult** progression tree, together with an EFFECTS window for configuring selected machine effects.

Before the first test version, the main things still left to finish are:

* saving selected effects from the EFFECTS window properly,
* finishing battle effects for Ballista and First Aid / Plague Tent,
* connecting more passive bonuses from the trees,
* later analysis and implementation of special Catapult effects,
* resource costs and permanent saving of upgrades,
* description polish, balancing, testing, and code cleanup.

I am planning to release a test version within the next few days. Please treat this first version as a testing build.

**Important:** passive abilities, active skills, spells, cooldowns, percentage values, resource costs, bonuses, and penalties are not final. They may change after feedback and testing. The main skeleton of the mod is ready, but balance will definitely be adjusted based on player feedback.

I would really appreciate feedback about:

* class balance,
* abilities that feel too strong or too weak,
* ideas for new effects,
* UI or description issues,
* battle-related bugs,
* the general feeling of hero progression.

The goal of this mod is to add more depth to hero development, introduce advanced class paths, hybrid classes, and a separate progression system for War Machines and Catapult, while still keeping everything open for balance changes after testing.

Thank you for your patience — the mod is getting closer to its first public test release.

____________

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