Okay, I’m running unfortunately into quite a number of bugs, some a bit annoying, so I guess this calls for another dev version before 0.74. I’ll try to remember them all, as every time I restart to see if they are reproducible or take a better screenshot, I am noticing new bugs (so I hope I won’t lose track of some of them).
#3 - For heroes at town gate, if there is an object in front, they can leave diagonally, but I cannot set attack path without performing some other actions in between.
Load the VCMI_Tests map attached, pick treasure chest with Neela, but not the Scholar. Then try to attack Rissa. For me it is not possible. I have to either first leave the town, or pick the Scholar - only afterwards I can set attack path on Rissa. You can see in the screenshot that I can get out to the place where the chest was, but my mouse is on Rissa - and I was clicking on her, but the path was not changing:
EDIT: After further tests, I noticed that it’s may not be the obstacle in front of town (only), as if I select another hero, then Neela again, I am afterwards able to set attack path from the same position as the above screenshot.
And now most (if not all) other bugs can be reproduced by attacking Rissa following the above.
#4 - Not a bug per-se, but the way the new high-res stack queue toggle is implemented (screen re-center) is maybe not the most fortunate. When I saw the battlefield recentering after the first toggle, sth didn’t feel right. I pressed Q several times more and I almost got a bit dizzy by having the field and the creatures repositioning themselves every time (though the effect may be accentuated by the fact that the repositioning is not synchronized - see bugs below). Perhaps it would be better if the stack queue would just open on top, w/o having the battlefield changing its position.
EDIT: After some more tests, I realize the re-center may be have seemed necessary for x768 resolutions (& similar). But actually for anything above x800 resolutions there’s place enough, and for x768 there would also be place if we move the battlefield just a bit lower.
#5 - There are some minor graphic glitches in the upper area (“the sky”) of the battlefield background. Not sure if related to the implementation of the new stack queue:
But the bigger problem is the fact that disabling the new stack queue makes several battlefield objects to lose focus:
#6 - Disabling stack queue makes creatures lose focus. As seen above, all creatures get placed just above their hex.
#7 - If I hover over Spell Book, I get the “not accessible” mouse pointer, and the battlefield hex above gets shaded. However I can click on it to open the book.
#8 - Casting spell seems to be focused almost 1 hex below the actual hex of the creature, which means almost 2 hexes away from the place where the creature graphics is placed. In the screenshot above, I wanted to cast Lighting Bolt on the enemy Gremlins. I could not cast it on the creature, nor on the hex below it. Only when I went even lower, somewhere at the same level with the head of the enemy Gargoyle, I was able to hit the Gremlins with the spell.
#9 - The Lightning Bolt casted above had no animation.
#9b - Possibly related, in a different battle, casting Magic Arrow on a creature in the left side of the battlefield, generated the animation in the middle of the battlefield. So my guess is that spells may be totally out of focus on high resolutions (I play on 1440x900), which may be the reason why I didn’t see the Lightning Bolt at all above.
#10 - Going back to the battle with Rissa, just before (or after?) the Lightning Bolt I had pressed Wait for one of my creatures. As a result, after the Lightning Bolt, none of the creatures on the battlefield was selected. Toggling stack queue didn’t help either. I just tried to click somewhere to have something happening, but the game crashed. Crash logs attached. It seems it’s only reproducible if we use Wait+Cast combinations.
i4.photobucket.com/albums/y104/Zamolxis/VCMI/VCMI%2007/th_2009-09-20_NoneSelectedAfterBoltCra.jpg
UPDATE/CORRECTION: Bug #10 is caused by the Cast+Wait combination (in that order, so not Wait+Cast like I said above).
I’ve also managed to reproduce #10 and do r-click on a creature w/o crash:
i4.photobucket.com/albums/y104/Zamolxis/VCMI/VCMI%2007/th_2009-09-21_CastWait.jpg
The bug still occurred - pressing Wait after Cast caused the Gargoyle to lose its turn w/o other creature getting that turn. Notice also the stack queue which disappeared when I right clicked on the Gargoyle (before the r-click it still showed it was its turn, even though no movement was allowed). The game crashed only when I tried to cast a second spell during the same turn. #10_New_Crash_Logs added.
2009-09-21_Cast+Wait+TryingToCastAgain.7z (97.5 KB)
2009-09-20_NoneSelectedAfterBolt+Crash.7z (2.61 KB)
2009-09-20_VCMI Tests.h3m.7z (9.82 KB)