[size=150]KNOWN ISSUES[/size]
All outstanding bugs from previous releases (0.70x/0.71x/0.72x/0.73x) have been now added to the Mantis tracker: bugs.vcmi.eu
Please find below the list of items which have been logged into Mantis. Follow the thread links if you want to double check if any of your previous reports has been left out (while still not solved in 0.74).
[size=84]0.73c vcmi.antypika.aplu…topic.php?t=227
#2 - Only the Main Menu window is centered, not also the Adventure Map, which on higher resolutions goes out of the screen in the lower and right side.
#12 - Wight’s regenaration animation taking place at the beginning of the battle with no reason,
#14 - Stacks killed in retaliation, fall down before the retaliation animation.
#15 - Spell book button not disabled after spell cast (for the remaining of the turn) or if hero has no spell book
#16 - 2nd Wait command on a creature during a turn is handled badly.
#17, #18 - Problems with sound in battles after load
#19 - In Hero Meeting window, when we click on the Catapult, it should give the pop-up saying “This item can’t be traded.” In 0.73c we get the same info pop-up that we would get in the Hero screen: “The Catapult must be equipped.”
#20 - War Machines can’t be exchanged yet (this sounds familiar, so apologies if it was already reported)
#21 - There is small delay in passing an artifact from one hero to another
#22 - Closing Main Menu client from the upper right window button or with Alt+F4 leads to a crash:
#26 not yet implemented - Native Terrain(NT) in siege
#28 Map scrolling not working anymore if hero is selected. CTRL+Arrows move hero should scroll the adv. map. In 073 was ok.
#29 Refer to sound problems. There is also problem when you push NEW GAME, after first start it has long pause an multiple sound effects
#31 Pathfinder can’t find a way if the road is blocked by Event. Previously it did.
#35 Bug with heroes in tavern. In tavern on the right there is Sir.Mullich and if you buy only heroes from the left side there are all the time elementalist and planeswalkers. Isn’t it correctly implemented? I didn’t noticed that before
#37 - The visiting hero does not collect the best troops from garrison to fill in his empty army slots when the town is under siege.
#39 - The hero is placed lower on the battlefield as compared to H3
#41 - Underground cartographer should only reveal the underground ground, even when placed at the surface
#43 - If possible, correct (no plural) handling of single creatures in info boxes & subtitles.
0.73 vcmi.antypika.aplu…topic.php?t=197
#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”.
0.72d vcmi.antypika.aplu…topic.php?t=194
#09 Strange AI battle behavior
#14 - I can retreat my only hero from battle, even though I have no castle. Game continues, but freezes on pass turn command.
#22 - The yellow & blue (when hover) glow animations for creatures in battle should not fade out completely.
0.72c vcmi.antypika.aplu…topic.php?t=185
#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).
#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.
0.72b vcmi.antypika.aplu…topic.php?t=183
#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).
0.72 vcmi.antypika.aplu…topic.php?t=159
#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
0.70x/0.71x
Bugs have been added to the Sourceforge tracker:
sourceforge.net/tracker/index.p … 9&status=1[/size]