Good news everyone!
New development build is ready. It brings many fixes and new features. We hope it’ll help us to fix most annoying issues before upcoming 0.74 release.
DOWNLOAD LINK: download.vcmi.eu_073c.7z
Some major changes (possibly introducing bugs) to be tested:
- partially done sieges. Walls are present and blocking movement, turrets are shooting. Walls are destructible, though catapult and missile animation are not working. Please report crashbugs and misplaced wall parts.
- redone stack order algorithm
- redone stack queue. New queue graphics for high resolutions. Now ‘Q’ button toggles the queue. Thanks to Dru for the graphics!
- improved pathfinder. It now supplies GUI with information about accessibility of tiles and cost of movement. That allowed implementation of most of adventure map cursors.
- redone creature animation handling in battles.
- creature banks
All things marked as 0.74 in spreadsheets.google.com/ccc?key= … pLe4raNAWA should be working.
Please also report misplaced battle obstacles and obstacles with wrong blockmap.
(follow the thread links for full descriptions)
Crossed out bugs are fixed (or most likely fixed) is SVN version.
#04 Crash when hitting F4 in 1600x1200 resolution - different than the F4 crash in lower resolutions reported before.
07 - Sound\Music level does not affect videos.
11 - Exchange between subterra gates does not working
12 - Graphic glitch: After receiving some long server messages (from previous bug) I’ve switched between 2 heroes. After these, only part of message disappeared.
#18 Bug towns without fort in map window are [after load] shown as town with fort.
#29 If hero has expert Air Magic, the Magic Arrow in Spell Book is shown with expert Earth Magic.
#31 Crah on missing entry in video.vid
#37 - Wrong Bloodlust animation (see screenshot - looks a bit like Hell Hydra’s self-healing, though still different somehow)
#48 - Monsters shadow isn’t drown where there is shadow+selection color
#54 - Start a map with Castle town and all buildings in it including the Grail. Right-click some building, like the Grail, and while the message is shown move the mouse off the building. With high probability you won’t be able to click on Castle building after that.
#55 - Spaces in the beginning of line in map description does not showing.
#63 No message about preventing spell casting during battle if you use “Orb of Inhibition”
#64 No info in status window if you collect guarded resources.
#68 - Incorrect display of the mouse cursor during enemy’s turn in battle (frozen shaded hex i/o mobile arrow)
#69 - Placing artifacts back in backpack (or swapping), if you have more than 5 artifacts there, does not put the artifact in one of the 5 visible slots where you clicked. You’ll need to scroll for it to see where it went.
#70 Creatures’ dwellings do not require FORT to be built if there is already built first lvl dwelling (except CASTLE town).
#71 Bug with sailing - boat can sail through the edge of the land, noticed before, but I thought it didn’t affect the game. Now it seems to be bug.
#75 - Minor issue: we can exit the client interface w/o scrolling the map if CTRL is pressed, but if we access any application while we are out (e.g.: open a screen capture tool), when we come back, even if CTRL is still pressed, the map scrolls when we pass over the Client edge (thus we lose focus on the exact image we wanted to capture for example).
#77 (minor discrepancy, perhaps intended so) In the same screenshots, we can see that VCMI capitalizes the first letter of the resource name, while H3 doesn’t. Personally I don’t have a problem with it, but perhaps the English natives on the forum can give their opinion whether that is or not an issue at all.
#78 Rampart Town Hall upgrade is missing some huts that should be added to the town screen: #79 If we build upgraded dwellings before the hoard structure, the graphical part of the hoard structure appears together with the upgraded dwelling:
#79 If we build upgraded dwellings before the hoard structure, the graphical part of the hoard structure appears together with the upgraded dwelling:
#80 - Build A New Ship screen issues:
#81 - Ships do not correspond to their alignments.
#82 - After a ship is built in town, we should not be able to re-open the Shipyard screen until the ship leaves the “harbor”.
#1 Crash when trying to start the game selected by default on top of the list, after sorting the scenarios by map size:
#04 Small bug with battle screen. [size=75]it’s related to positions of obstacles so probably Ivan has fixed it[/size]
#06 saving settings for battle options, not implemented saving the setting of animation speed during the battle. And if you start new map also there is default switched on grids.
#09 Strange AI battle behavior:
#12 - In system options there is some problem with hints - it looks like VCMI can’t find appropriate text.
#14 - I can retreat my only hero from battle, even though I have no castle. Game continues, but freezes on pass turn command.
#15 Bug if you want to get into subterranean gate but hero movement is just finished.
#17 Bug if you free hero from prison it is shown in information screen as first hero from the list
#22 - The yellow & blue (when hover) glow animations for creatures in battle should not fade out completely.
#26 Flying creatures are flying *through the other creatures on the battlefield
#28 Wrong Battle Casualties reported:
#3 Luck animation is too short and probably also too low.
#4 Animation sound for Fortune is not working yet.
#14 Identical with the above, the scroll arrows should also be disabled/grayed out in the Marketplace window, when the from/to resources are not selected yet.
#27 - Fairly minor, however a part of H3 functionality. When a hero picks up a resource pile, hero information does not return automatically after a little while (until you change to another hero or town then back to the original hero).
#28 - Sound does not play when picking up an artifact. Also no terrain music yet.
#29 Custom creature animation in battle does not work for the active stack (the one with the glowing yellow border around).
#36 Killing a stack of our own during its turn with a spell, leaves a ghost image of the stack on the battlefield: [size=75] fixed, or at least seems to be fixed[/size]
#41, because AI should try to go after the shooter or the flyer, unless the pikemen would be reachable in less number of turns)
#42 Monolith bug - you can block the monoliths.
#11 Event message windows still don’t support large texts correctly
#15 Game crashes at first action taken after we press F4. We had F4 issues before, first in 0.68 (#4 - solved) and then 0.71#47 (which reported F4 issues when VCMI was running in parallel with H3, but this time we have issues even when only VCMI is running).
#10 morale animation shown on wrong place
#31 battle I don’t like that already found issue about haste/slow affection on battle movement order not yet fixed and add from my own : the queue (hotkey Q) shows even more strange info
#41 when message in ingame console is too long it overlaps the infobox, and when the message disappears infobox is not refreshed
#43 blue glowing border around selected creatures restarts every time when cursor moves (should be only on selecting creature)
#44 I see bug #47 from 0.71 reported problems caused by F4 when running both VCMI and H3.
#47 - bug with hero advancing
#48 - Target creature loses stack size box from the moment the enemy shoots at it, or even starts to walk/fly towards it:
#73 : AI doesn’t recognize the front hex of a 2-hex creature
#74 : Enemy creatures should have their hex shaded if they are within the attack range of the active creature (melee+range).
#76 the infobox remains frozen on the last frame of the new day animation
Bugs have been added to the Sourceforge tracker:
sourceforge.net/tracker/index.p … 9&status=1
As usual, please check if the list is correct. I removed some not reproducible, old bugs. If they appear again, please re-report them.