Bugs not reported on Mantis

@Ivan
Many thanks for collecting this list.

Way too many of them have accumulated. I hope to fix at least some of the bugs this weekend, starting with crashbugs. (Yes, I’ll do Berserk as well.)

Maybe I am missing the point, but the “air shield/armorer - turret” bug was doing more dmg (instead of less) only in the presence of air shield/armorer. In rest they did the correct amount of dmg. So if those bugs are fixed, turrets should deal less damage only! when air shield/armorer is present (like intended). So why increase turret damage in rest?

Air Shield bug is only one part of the bug. In H3 damage done by towers completely ignores not only defense stat of target but also its own attack value.

Meaning that not counting Air Shield bug damage dealt by towers in battle is fixed. Giving to towers 100% defense ignore will give them much closer to H3 damage but maybe there are some better ways to fix this?

I think the part were all! turrets deal same damage to all creatures was intended by developers. That damage has nothing to do with attack or defense. It is a “constant” number. So keep doing that “constant” damage like in H3 but reduce it accordingly when armorer / air shield. This has nothing to do with creatures defense or turrets attack.

Bugs live here, there and everywhere :frowning:

  • Issues with creature abilities duration. At least Unicorn’s Blind and Dendroid’s Roots are broken. (My guess is that when creature uses ability on creature already affected by it duration is not updated properly. May be related to Basilisk bug)
  • Black market: it is possible to sell more resources than needed (No need for sliders here at all)
  • It is possible to built multiple boats in Harbor (town structure) making this boat non-functional
  • Creature specialists should give +1 to speed to creatures
  • Necromancy calculation is wrong: Defeating of 35 Skeletons earns only 1 despite having Expert Necromancy + Amplifier
  • If hero has Expert Earth then casting Antimagic has no (visible) effect
  • After defeating AI player R-clicking mines previously owned by him still says that they’re owned (although map colors are correctly reset to neutral)
  • If first hero in list put into sleep he will be awaken on next turn
  • Missing creature ability: Thieves should give permanent Visions effect
  • Demons raised by Pit Lord are lost after end of battle - dead Imps were restored in their place.
  • Pit Lords raising power is incorrect: each of them should rise 50 hp, limited by number of creatures in dead stack and their total HP.
  • Upgraded Zombies in Crypt: There should be no upgraded stacks in Crypt at all

I’ve fixed these bugs.

Not reproducible to me. Could this be duplicate of the following?

wow you guys have alot of work to do.
if you guys would make a really wild guess, when will you guess the vcmi is not in beta anymore.

VCMI is not beta yet. Multiplayer and battle AI are still most certainly missing. And the lost of minor features to add is still significant.

@Tow
Most likely. I can’t reproduce it with newest trunk either.

By 1.0 release :wink:

But it quite difficult to say what is alpha and what is beta in case of vcmi.

Moved new reports to tracker. I see some of the issues wre already resolved, hopefully we can keep them under control :wink:

well when will you release a 1.0 release then? ^^

Probably @ Warmonger… I think you know to well the soap opera about the release of the English translation on official HotA thread. I would say it would be better to make a effort and guesstimate a beta release date. Even if you will overshoot with 1/2 even 1 year! If these “delays” are announced in due time will be “forgiven”. After all you people are doing this out of your free time.

I would put head to head a nice complete list with features that 1.0 will have (like about on front page). With indicators on progress on each of the items on that list so far, guesstimate an ETA and hang it in on the front page.

My 2 cents…

Just what i found:

Dwarves CAN resist weakness, according to Strategija.

Impossible. Earliest estimations were somewhere at the end of year 2010. I think we’re quite late now, aren’t we?

The alternative is to have people completely in the dark. I follow the project for some time now and I really do not have an idea on what to expect to be working ad what not. Imho this “list” on the main page with current status and plans for beta is quite needed.

We don’t know it either. There were many initiatives to keep roadmap, feature list, manual or TODO list as well as bug reports… but there is no single person that would manage and maintain it over years. It’s a difficult task and certainly asks for a lot of time and work.
Eventually people do what they want, whenever they want and they can do it.

After 0.99 most likely :wink:

It is quite difficult to say when some feature will be ready. For example year ago modding system was only in distant future. But then we got some changes in code from beegee (new filesystem) which allowed us to do what we have now. Same may happen with any other area.

krs, right now describing what’s NOT working is a better idea. This includes:

  • RMG
  • Multiplayer
  • AI capable of defeating average player
  • Several spells
  • A lot of minor features, which should be reported on bugtracker.

Putting list like this on the front page does not sounds like a good idea (first impression and such). If somebody will make new/better project description text I’m sure Tow will update it.

Out of curiosity: is it using some known/worked out rules of playing (logic), or algorithmic approach only (brute force+sth smart evaluating current state)? I.e. does AI ‘play/think’ or ‘use CPU power’?

Oh, and some idea on hard level of adventure AI would be to give it some hints not visible to regular users (access to wider area, army peeking and similar ‘cheats’ as game itself would never assume something out of it’s experience). Altering frequency of successive peeks and it’s accuracy you could easily adjust difficulity level, in the hardest one AI could always see entire map and precise army details.

Perhaps we could also priorize some bugs, improvements or features which are more critical than others. I will playtest VCMI the next days in a greater detail and write a list about le’ts say 4 or 5 things which are of priority A in my opinion. That’s something I really want to do now. I can’t think of the last time when I played a computer game :slight_smile:

Sadly I can’t fix any bugs or improve any features for now. I will continue to do a few things on the RMG. So that something more usable gets generated.

I think that modding system improvements + AI are the most important things.

Who writes AI things now?

Played VCMI, and I think, that AI variant could be managed, that uses not strict logic, but random choice when dealing with unknown spells/objects or choosing target for attack. For now it can improve logic (especially for battles), cause non-predictable AI is cooler, than AI with iron logic.

So, I completed one game and one game partially. The AI plays well but sometimes stucks somewhere and can’t move on. That’s my list of what should be fixed/improved:

Crashes:
Mantis #1395
Mantis #1394
Mantis #1393

Bugs:

  • The window to buy war machines doesn’t open. Should be confirmed.

AI:

  • Map: King of Pain, orange player stucked behind a light blue guard and didn’t do anything

GUI:

  • Right-click on a creature stack shouldn’t open the creature window permanently. (as with most right-click actions)

Missing features:

  • Right-click on hero in battle should open hero info -> Mantis 697 -> I want to see how strong my opponent hero is :slight_smile:
  • Right-click while moving hero should cancel/stop hero movement
  • Transition effects -> Mantis 853 -> Perhaps anyone can take some time to implement this

The game makes much fun! In my opinion VCMI comes now really close to H3!