fheroes2: Resurrection
Re: fheroes2: Resurrection
Is there any way how to convert old H2 map format to new *.fh2m format, so they could be open in new built-in editor?
Re: fheroes2: Resurrection
Hi.
Unfortunately there is no way to open old maps in fheroes2 editor. Map structures of the original game and fheroes2 engine are different. The licensing issues do not allow the engine to modify the original maps as well.
Re: fheroes2: Resurrection
Thank you for answer. I suppose, that because of licencing issues, there will be also no converter in future, right?
So is there any place, where people share their maps for H2, because honestly whole fheroes project and especially this new and very capable map editor asks for playing, but without maps, it is not so appealing.
So is there any place, where people share their maps for H2, because honestly whole fheroes project and especially this new and very capable map editor asks for playing, but without maps, it is not so appealing.
Re: fheroes2: Resurrection
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!
This 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 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 - which also include several bug fixes - the team has improved the AI's castle reinforcement logic, 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!
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!
This 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 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 - which also include several bug fixes - the team has improved the AI's castle reinforcement logic, 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!
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