→ When there is already a hero in town
→ When not enough gold to hire
→ When player has already 8 heroes on the map (so garrisoned heroes are not counted)
#35 - Info text still needs to be implemented:
→ When we open Tavern, left hero is already selected, but no info text is displayed at the bottom (at least that’s how H3 works now)
→ Clicking on any of the heroes (so including a click on the hero already selected by default) should display the info text saying: "Select (name)"
→ Clicking on any are of the window except for Hire or Thieves’ Guild buttons, should not remove afterwards the “Select (name)” text
→ Clicking on Thieves’ Guild button should open the TG interface (not yet implemented), however, when exiting the TG screen, the Tavern info text should now say “Thieve’s Guild” - and should remain like this until we click again on a hero portrait (of course, this doesn’t mean it should prevent us from hiring the last selected hero, even if the “Select (name)” is not displayed at the bottom)
Suggestions (I’m not sure if useful, maybe others can say if they’re interesting at all):
§1 - New players (who knows, we may even have some of those ) would not know what the Thieves’ Guild button is, unless the click on it. Maybe when the mouse cursor hovers over that button, the info text could temporarily show “Thieves’ Guild”
§2 - Alternatively, we can have the Thieves’ Guild open at right-click. Same as right-clicking on hero portraits, the screen would stay open only as long as we hold the mouse button, and when we’re back in the Tavern interface, the info text could now say “Thieves’ Guild”
§3 - When hovering over the “Hire” button, the info text could say “Hire”
None of these are of course of high importance. Only if you also think they’re a good idea and if it’s easy to implement.
Sorry for my lack of technical knowledge, but how do I install those to test the bug has been fixed? I see the archive has a “trunk” folder with a *.cpp file inside, but there’s no such file to overwrite in the VCMI 0.7 kid.
And meanwhile I found some other bugs:
#36 - H hotkey on Adv.Map does press the “Hero” button in the right panel, but does not select/center the next hero as it should (and in case there’s only 1 hero on the map, it should center on it).
#37 - Adventure Map keeps scrolling behind any open window (Hero screen, capture structure, level up etc). It should not.
#38 - Game crashes almost every time we try to split creatures (in town or hero window). This is introduced now with 0.7, same as next two:
#39 - If hero has only one stack of creatures left, and we want to pass “some” of those to another hero, the split scroll is allowing us to transfer all creatures to the other hero (while 1 should always remain with the 1st hero). Only the scroll allows it (move to the right until “0” creatures are left on the “giver”) as when we press Enter to accept the change, VCMI crashes.
#40 - Creature split is also behaving incorrectly if we use the function to “rebalance” 2 same creature type stacks (e.g.: 15+5 Archers into 10+10 Archers):
when we press the Split button, only the empty slots are being outlined as available, not also those which have same creature type in them
if then we still select a spot where a same creature type is, either the stack moves there completely, or clicking on the destination stack does nothing (while instead it should just open the split window, with the scroll bar already placed accordingly somewhere in between, depending on how many creatures are in the 1st and 2nd stack)
I can hear Tow dragon somewhere screaming: “No… not the bloody path again!”
Indeed, considering the cobblestone road, it seems that the VCMI choice would be the most cost effective. However it seems we are still not yet there.
No idea what formula NWC had for path, but it still remains both more realistic looking and cost effective. I just found another example to prove the formula is obviously still different:
#42 - In the screenshot below, Rissa would be able to make it to the Ore Pit in H3C in one day (“The Battle of Daeyan’s Ford” map). However in VCMI - with the same creature types in the army - she is one tile short from reaching the Ore Pit in day 1.
If I’m not mistaken, heroes used to be able to reach the Ore Pit in day 1 on this map in previous VCMI versions. So it must be the changes to the path calculator that were made recently that are causing this.
#43 - Adventure Object occupied area: The tile where the path destination is in this shot, should not be accessible for the hero:
A functionality issue I forgot to mention on the previous page, regarding the Advanced Options screen in the Main Menu:
#44 - We can select also enemy starting heroes. It should not be possible, not even for allied players actually.
And a non-reproducible (yet) crash:
#45 - While testing the map above, with 3 heroes on the map, I went to an Excel sheet I had open to type something in. Then I went back to VCMI by directly double clicking on a hero icon, which caused a game crash. I couldn’t reproduce it yet, but I’ll keep trying.
Update: It happened again, after an End Turn, though it doesn’t seem related. I tried many times after to do End Turn, then go to the Excel sheet, then double click directly on a hero portrait, and it didn’t crash again.
Possible functionality improvement:
#46 - Witch Hut. After the first visit to the hut, right-click on that hut should also mention the skill available.
#47 - Game keeps crashing when I reach Level 14. This seems to happen only on my machine, but I’m out of ideas what could cause it. Even after a clean H3+WoG install, my game still crashes when one of my heroes is supposed to reach L14. I even tried advancing to L13 only with the chests, and then get the 14th level through battle. Same crash. Any ideas what else should I try, in order to figure this out?
For bug #48 - Just enjoy the free gold and move on…
Seriously now, this is indeed not yet implemented. Normally all tiles surrounding a monster should trigger the battle. Currently all these tiles are safely reachable in VCMI, so we can easily go around guards (not necessarily bad at this stage of the game).
Here’s the full list of possible commands to stop a movement:
Mouse click - both left or right - and does not matter where, as long as hero is on the move
The “Move Hero” button in the right panel
The “M” hotkey
The Esc key and almost ANY OTHER KEY on our keyboard actually (except for F1, F4, F10, PrintScrn, Alt & Start/Windows key).
#51 - UI Lack - the sliders should be able to set by number keys
the issue was in original H3, resolved in later versions
it’s really ridicolous when you try to give other player 4000 out of yours 32000 gold and you must click slider and it gives some like 4031, 3986, 4056, 3896 etc. and you must click side button even over 100 times
maybe resolve it as clicking number try to make stringwise add to slider value? ie when you got 135 and you click 4 it tries to change into 1354, the second way is make slider value as editbox (Iprefer the first), also suppurt for backspace is welcomed
Battle experience is implemented. Maybe you fought only small monster stacks between two Treasure Chests. Just check your experience points before and after a battle. If nothing changes at your side, it’s of course a bug that needs reporting.
#53 - Campfires should be able to be picked up from all directions, not requiring the hero to be east, west, or south of the campfire as in the screenshot.
#54 - If the hero does not have enough movement movement points left, the orientation of the hero should not change even if the hero intends to go in a different direction on the next turn (after all, horses can’t rotate without moving ).
#55 - Sometimes when building a structure in a town immediately or just after the building - the resource bar showing in the town screen does not get updated until you exit or click somewhere else on the town screen. (I’m not sure if it’s only in the higher resolution or whether it happens at the standard resolution too.)
I think the problem may be in the different road usage calculation.
VCMI gives premy for road if destination tile is on it. H3 may give if both tiles between we are moving have road. It’s only my speculation (I haven’t tested this) but it would explain observed behaviours.
It may have been fixed. Please for the next dev release (a few days I think) and check if it’s still occurring.
Thank you very much for all the reports. I’ve prepared list of statuses of all reported here issues. And I think we should consider using a bugtracker…
POSSIBLY RESOLVED (to be tested) #9, #20, #26, #42, #47
WON’T BE RESOLVED #3, #8, #27 - not a bug
TO BE CHECKED #39 - #40
TO BE RESOLVED (BUGS) #7 (wrong shots of Priest) #10 (archangels animation in battle is very slow) #30 - Animation Speed #31 - Static animations #33 - Rough pixel change on static animations. #34, #35 - Tavern window buttons behaviour #37 - Adventure Map keeps scrolling behind any open window #41 - path calculation #43 - Adventure Object occupied area #44 - We can select also enemy starting heroes. It should not be possible, not even for allied players actually. #49 - unlimited spell cast in battle (one ture) #52 - frezze when i save game in battle (and monster doing move) - need to lock save when battle is running #53 - Campfires should be able to be picked up from all directions #54 - If the hero does not have enough movement movement points left, the orientation of the hero should not change #55 - Sometimes when building a structure in a town immediately or just after the building
TO BE RESOLVED (FEATURES) #11 - cant capture opponent’s castle #32 - Glowing effect #36 - “Next hero” button functionality #46 - Witch Hut. After the first visit to the hut, right-click on that hut should also mention the skill available. #48 - monster protected places not work great #50 - is possible build “Kapitol” in all towns (tested in 2 towns)
cancel / stop moving possibility #51 - UI Lack - the sliders should be able to set by number keys
Well… I fear you can’t install them.
Trunk folder contains most recent VCMI sources. You can use them to build new VCMI binaries (binary files - *.exe and *.dll). To do this you would need compiler, subversion client and time to set this all up. The simpler alternative is to wait for next dev release.
Anyway, it may be still useful to look on our repository to check commit messages describing changes we make tools.assembla.com/vcmi/timeline?&changeset=on ].