Bugs not reported on Mantis

This is quite large list of issues that I collected on our forums. Would be great if somebody who has free time will recheck if they’re still valid and move them to Mantis. - forum is not a best place for these but certainly better than keeping them on my PC.

1st part, remaining issues from “Missing functionality” thread

16 - Printing damage calculation in battle to console (e.g. dealt damage, received damage approximate, number of killed by attack/counterattack)

20 - (NEW) Not sure if it’s worth the effort, but it might be interesting if VCMI could offer support for non-QWERTY keyboards.

22 Gradual implementation of all H3 shortcuts. Read manual.

30 (NEW) Spell damage information in the Battle log - before casting. This can be implemented in two ways:
a) Either straight forward (but maybe rather boring) values: "Cast Lightning Bolt on Air Elementals for xx damage"
b) Or mentioning only when necessary the buffs & debuffs: “Cast Lightning Bolt on Air Elementals for yy% extra damage” (due to creature’s vulnerability to that particular spell)

46 When we recruit creatures from a map location, the message saying: “The (creatures) would join your hero, but there aren’t enough provisions to support them” - is not implemented yet. [IMPLEMENTED]

51 - CTRL hotkey to use melee attack for ranged creatures in battle.
[size=75]WoG also added r-click on Defend button to open a menu where we can choose between melee, ranged and cast attacks (like H4). Personally I never used that, but I just thought of mentioning it in case you think it’s interesting to implement that as well.[/size]

#62 Information during buying creatures that garrison is full.
[size=75]There is only info in console: “System message: Server encountered a problem: Cannot recruit: no available slot!” but should appear screen with massage: “There is no room in the garrison for this army”. [/size]

76. When we go with the mouse cursor to the edge of the client interface, the map scrolls, but also the mouse pointer should change from the default arrow, to an arrow pointing in the direction of the scroll.
E.g.: default arrow http://i4.photobucket.com/albums/y104/Zamolxis/VCMI%202009/2009-09-05_DefaultArrow.jpg vs scroll left http://i4.photobucket.com/albums/y104/Zamolxis/VCMI%202009/2009-09-05_ScrollArrow.jpg vs diagonal scroll http://i4.photobucket.com/albums/y104/Zamolxis/VCMI%202009/2009-09-05_DiagonalScroll.jpg

82. Possibility to change Music & Effects volume during battles.

  1. CONSOLE “WHISPERS”, aka private messages to one of the other players, through the use of the F1-F8 keys.
    NOTE: perhaps use different hotkey and keep F1-F8 for system functions?

  2. (TODO - recheck all these cases) This is my first request new features that I would like to see in VCMI. In the original heroes 3 no support for mouse scroll, I think that to introduce it would be a good idea.
    Scrolling the mouse would appear in the following locations:

  • The book of spells.
  • List of characters in the adventure map.
  • List of towns in the adventure map.
  • List of towns in the use of spell “town portal”
  • In the Settings window (volume of music and volume effects).
  • The backpack hero (when a lot of artifacts rather tedious to switch them.)
  • In a battle (information below).
  • In a review of the kingdom.
  • In the battle for the monster, if applied more than 3 spells.
  • When inactive “tactics” - select next /previous monster.
  • When hiring monsters, as well as the use of the market, and in other places that I missed.

2nd Part, reported in Russian thread
All of these were reported with 0.93 but I haven’t tested any of them myself.

  • Hero can’t enter the boat (may be related to end of movement)
  • Seer hut, territory reveal animation is glitched
  • Tome of Air Magic gives Titan Thunder

ALL REPORTS BELOW THIS ARE REPORTED ON MANTIS OR FIXED

  • [fixed] Observation tower in Tower is broken

  • **[fixed]**Defeating a hero does not gives 500 experience

  • [reported] After retreating from battle hero in tavern will have full move points and mana

  • [reported] If player will visit creature bank but decided not to attack he must be able to see approximate number of guards in it (Exception: Crypt)

  • [reported] During siege damage done by towers is too small (Note: number of built buildings in town should affect this damage)

  • [reported] Upgraded stack in neutral army: his presence should be fixed. Right now retreating from battle and attacking it again may result in dissapearence/reappearence of this stack

  • [reported][fixed] Can’t start game with Sir Mullich

  • **[reported]**Black market: it is possible to sell more resources than needed (No need for sliders here at all)

  • **[reported]**Creature specialists should give +1 to speed to creatures

  • **[reported]**If hero has Expert Earth then casting Antimagic has no (visible) effect

  • **[reported]**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)

  • **[reported]**Missing creature ability: Thieves should give permanent Visions effect

  • **[reported]**Demons raised by Pit Lord are lost after end of battle - dead Imps were restored in their place.

  • **[reported]**Upgraded Zombies in Crypt: There should be no upgraded stacks in Crypt at all

  • **[reported]**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)

Artifacts:

  • [reported] If hero have Book of Air without Spellbook you can’t see available spells
  • [reported] Armor of the Damned casts spells before 1st round. Instead spells should be casted when artifact owner gets turn.
  • [reported] [fixed] If hero has Orb of Inhibition then clicking spellbook during battle causes crash
  • [reported] If hero has Angelic Alliance and speed of owned creature is higher than enemy -> crash.
  • [reported] Angelic Alliance + Orb of Inhibition = crash
  • [reported] [fixed] Casting 2+ level spell while having Recanter’s Cloak equipped causes crash
  • [reported] Orb of Vulnerability does not removes magic immunity from Black Dragons and Magic Elementals
  • **[fixed]**Cloak of Undead King should rise Skeletons if hero has no Necromancy skill

Creature abilities:

  • [reported] Fire elementals and Phoenixes don’t have full fire immunity
  • [reported] Gorgon’s Death Gaze looks to be non-functioning

Spells:

  • [reported] Haste and Prayer increase speed 1 less tile than needed (Note: look on movement range, not on creature speed value)

Acknowledged:

  • Destroy Undead spends mana even if no undead are present. Should issues a warning that no one to effect instead of spellcasting
  • Hypnosis visual effect is triggered, but does not work. Or creature resist if spellpower is not high enough.
  • Dimension door, if hero has no skill in Air Magic for second cast it still will spend mana
    Dispel tries to cast a spell, even if it will affect no-one. (Does not warns)
  • Berserk too, seems to have no effect, as stack of dwarves attacks angels with same damage (85)
  • Fire Shield should be rechecked - inflicts only 1 point of damage from the angel to the gnomes. 2 damage for Pixies. Something is strange here.
  • Unicorns have blinded golems!
  • Armageddon has worked on Ogen Elementals! )) They were summoned, but still)
  • Summon Elemental - you can summon multiple types in one battle

Confirmed:

  • Berserker is broken

Need more detail:

  • **[reported]**Teleport neither
  • **[not a bug]**Dwarves can resist weakness of upgraded dragonfly (shouldn’t they?)
  • **[reported]**After death of a clone game hangs. In the status bar game writes 64G and something flashes
  • **[reported]**Resurrection is broken

Fixed:

  • Firewall is broken
  • Remove obstacle is not functioning
  • Crash on casting Land Mine

Nice to see finally all spell issues on one list. I’ll take care of all spell bugs for sure (though Berserk is more an AI / architecture issue).

Still, would be nice to have detailed reports on most of these. Some issues are obvious, but some happen only from time to time under certain conditions or in only some game versions.

On Berserk:
Actually I’m not sure what spell is broken: Frenzy or Berserk. Having at least 3 different Russian translations is not fun :frowning:

Can you edit 1st post to mark status of any of these bugs? (fixed/confirmed/unable to reproduce)
I can ask for more details on any of these - reporter is still active but he does not knows English at all :frowning:

Edited first post. In general, what I would like to see is complete pattern to repreduce the bug and info if there are some patterns when it does not occur.
Also, as to immunities and spells behavior, I need to know which behavior is expected and what exactly does not work correctly. I don’t think that Dwarvens should not be able to resist Wekness, for example.

Berserk is the spell that causes unit to attack nearest stack. Frenzy is the spell that exchanges defense for attack stat.

Created reports for acknowledged issues.

Doesn’t Strategija has all this data? IMMUNITIES/RESISTANCES BY CREATURE section. It certainly does mentions lack of immunity vs Weakness from Dragon Fly.

Argh. My bad. I thought that high-level Berserk increases damage instead of range effect.

I’ve tested these spells myself and this is what I got:

Firewall: crash after initial animation (broken/null pointer access)
Remove obstacle: I can’t target anything with it (no Water Magic skill, 1st turn on Arrogance + vcmiistari)
Teleport: can’t select destination
Land mine: crash after all mines are placed (broken/null pointer access)
Quicksand: looks OK for me.
Clone: crash when clone is attacked (broken/null pointer access)
Resurrection: it seems that you can’t cast it on already dead stacks

Will ask on Quicksand and other obscure bugs that I haven’t translated yet.

Translated rest of the bugs, will move them to tracker once I’m done with battle animations bugfixing. First post updated.

  • After retreating from battle hero in tavern will have full move points and mana
  • Haste and Prayer increase speed 1 less tile than needed (Note: look on movement range, not on creature speed value)
  • If player will visit creature bank but decided not to attack he must be able to see approximate number of guards in it (Exception: Crypt)
  • If hero have Book of Air without Spellbook you can’t see available spells
  • Armor of the Damned casts spells before 1st round. Instead spells should be casted when artifact owner gets turn.
  • During siege damage done by towers is too small (Note: number of built buildings in town should affect this damage)
  • Upgraded stack in neutral army: his presence should be fixed. Right now retreating from battle and attacking it again may result in dissapearence/reappearence of this stack

And something to discuss:
We’ve fixed Air Shield bug with towers - damage will be reduced by defence as any other ranged attack. But due to this damage dealt by towers is now too small. What about increasing their damage or giving them defence reduction bonus from Behemots?

More bugs. Yay?

  • Can’t start game with Sir Mullich

  • If hero has Orb of Inhibition then clicking spellbook during battle causes crash

  • If hero has Angelic Alliance and speed of owned creature is higher than enemy -> crash.

  • Angelic Alliance + Orb of Inhibition = crash

  • Casting 2+ level spell while having Recanter’s Cloak equipped causes crash

  • Orb of Vulnerability does not removes magic immunity from Black Dragons and Magic Elementals

  • Fire elementals and Phoenixes don’t have full fire immunity

  • Gorgon’s Death Gaze looks to be non-functioning

Good god, spells are even more bugged than I though!

The annoying thing is that pretty much all of these worked at some point.

Put all the reports on Mantis, though for some there are no details given at all. Well, at least now they won’t be forgotten.

@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…