This page attempts
Game
General
- All maps are now scriptable. See Basics of Scripting
- Heroes which retreat and are rehired within the same day do not regain spent movement points. This limits the "hit-and-run" tactics widely criticized in the original game.
Creatures
Artifacts
Spells
- We can add new spells to the game.
- New spells will be appear in mage guilds, but not at Shrines of Magic
- We have added a new spell "Awareness." When cast, Awareness reveals part of the map around the caster, similar to the Redwood Observatory
- The number of spells available in a Mage Guild can now be modified by scripting.
Also note that the original game includes an unused spell icon and an unused spell animation.
Maps
- Ironfist uses a new format for maps and save-game incompatible with the ones used by normal Heroes II.
- It can read single-player maps and save-games from the original game.
- We have not tested, but we expect both multiplayer and campaign modes to be broken at the moment.
Map Editor
- The "Edit Town" screen has been completely redone, and will automatically include any new creatures added by end-users
- Several new creatures and the "Pandora's Box" artifact have been manually added into the map editor and can be directly placed on the map
Content not yet in game
- The game plot has been fairly completely outlined, with mission intros written and voice-recorded.
- Parts of the town screen for the "Warlord" have been drawn
We have also designed a prototyped an advanced random-map generator, and written a short-story designed for potential inclusion in a map.
Tools
Art
Plot / recordings
Tools
AIs
Project History
James Koppel began Project Ironfist in August 2010. By December 2011, we had largely reverse-engineered the game and could freely modify the code to add new content. Several other students from the Game Creation Society at Carnegie Mellon University began working on the game in February 2012, and within a month had successfully added the first new creature to the game, the first version of the Kobold.
James "Darmani" Koppel -- project management, reverse-engineering, programming
Jonathan Paulson
Alex Moser -- art, voice acting
Aaron Davidson -- logo design, writing
Tom Pike -- writing
Tim Vaughan
Jared Goerner --
Paul Dagnelie
Emily Forney
Adam Leibowitz
Zachary Sparks
Terry Tai
Tomasz "kivo" Mrozkiewicz
Dylon Thomas
Kalle Kilk
Sergey "GrayFace" Rozhenko
Duncan Boehle
Jonathan Losh
Comments (0)
You don't have permission to comment on this page.