Well, I’ve been playing around a bit, and all I can find is missing functionalities (nothing resambling a bug).
The few issues which cought my attention - I’m sure you already know about:
Hero screen:
Disband Hero acts without confo window
Disband Hero works also when hero is in the castle (in the standard version it didn’t).
Adventure map:
Can’t select and enter castle from the map (a bit annoying)
(First) Hero does not get automatically selected after End Turn (ie. selection defaults on the tow if last thing was building sth)
Underground Pillar of Fire does not work
Town screen:
Hero portrait not available
Impossible to select hero and move to Garrison.
Can’t hire other heroes (Tavern doesn’t open)
Now, if none of the above is of interest at this stage, you don’t even need to reply to any of them. I’ll understand that it’s not an issue in scope for the 0.61 release.
I’ll try to look for real bugs tomorrow, but there doesn’t seem to be any so far. :))
I’ve discovered a new menu functionality detail that needs adjustment (minor):
When starting New Game - Single Scenario, the “Show Advanced Options” button only opens the appropriate screen, but does not close it when we click on it a second time (as in the standard game).
And another (minor) detail in Hero screen:
The backpack scrollable arrows are available (yellow, clickable) even when backpack is empty. In standard game they become available only when hero has more than 5 artefacts in backpack.
[size=75]PS: let me know if you’d like to keep this thread for bugs & crashes only - and I can open a new one with functionality issues only, as most of these might be issues you already know about (but of course, I wouldn’t know exactly which)[/size]
Sorry, I know you said there’s no point in testing battles now, but as this is the only crashing bug I found in 2 hours, I thought of reporting it anyway:
CRASH BUG
Reproductable: Always
Attacking a monster stack on the adventure map with Master Gremlins in your army, causes game crash when the battle screen opens:
The VCMI log window shows the following line at the moment of the crash:
No def: CPGRE.DEF
(let me know if you need any further details, in case the bug is not reproductable on your machine)
There was a typo in cr_shots.txt that might cause that error. Check if a new version of this file attached to my post removes the problem.
Many thanks for the report cr_shots.zip (434 Bytes)
However I do experince the same crash, once I get Magi in my army and I try to attack. This time the game log says:
No def: PMAGX.DEF
I saw what you added in the text file to fix the M.Gremlin problem, but I wouldn’t know what the unit_ID of the Mage is, in order to do the same (they’re certainly not in order of the creatures in the alignment, as I tried 178 but it didn’t work).
Also good to know how to fix it if it occurs again with other creatures (of course, I’ll report it here as well).
TOWN INTERFACE BUG
Reproductable: ALWAYS
Same map as above: Fort Noxis. The second town starts with 3 upgraded buildings and hero in town. If we enter the town and double click on any of the creatures in the army, the “UPGRADE” button should be available (even if functionality not yet implemented). However the button is missing:
(I marked the building and town creature icon to show they are correct)
If we just exit and reenter the town interface, nothing changes. Hiring creatues or building something also doesn’t remove the bug.
Only when we move the hero out of the town, and bring him back in, the bug disappears:
Thanks for info
I’ll try to fix this bug (and add upgrades functionality) soon.
A new development version will be probably released here within several days.
Hi. This is not a bug, just a functionality implemented different than the original game.
In the recruit creature screen, the box with the Available creatures, keeps showing the total amoung of creatures available in the building, regardless of how many we recruit:
In the original game, the amount of Available creatures decreases with the amount of creatures we intend to Recruit (so that we clearly know in advance how many creatures are left after the recruiting):
Ok, new development version is ready. There is a changelog in the package, so I won’t list all changes here. The most important one (though it’s practically invisible for user) is a new client-server architecture. Don’t let firewall to block VCMI_server.
Firstly, let me know whether this version at least starts and loads map properly. Because of new architecture we had to change runtime distribution model and I didn’t have opportunity to test this package at any other machine than mine.
Later, you may check if new features (e.g. fort screen, upgrading) work as they should. Test also old features - most of them was modified and there may be new bugs. vcmi_061c.7z (1.36 MB)
Ok, well, i see town window with monster already work in this version, i load some maps, wog, standard and all work ok. I see new cursor but don’t change in actions (in map, but in battle work great)
Small bug i map, when i select enemy castle to attack and his hero is in caste, i normaly enter to castle:
I can’t reproduce it. When I close VCMI with X after map is loaded I don’t get any any errors. Do you get this error when you quit just after map is loaded or do you do something more?
Ok, i check and when i only load map and next close game i don’t get error. But if i do some more example: enter to castle or pick up wood (or something else) i get error when close game:
Hi. New version looks nice (with upgrades & level ups)
I’ve checked all bug situations reported by me for previous versions and everything is fine.
However I have two things to report (new, not in previous version):
Main Menu FUNCTIONALITY ISSUE: We cannot select the starting hero anymore.
Town Screen BUG:
Reproducible: Yes
Occurrence: Every time, but only for the starting hero (apparently), upon troop upgrade
Description: The Fort Noxis map starts with 2 towns, 2 heroes.
When Hero 1 (starting hero) upgrades a troop in town, in the moment we click on the “OK” button of the window with the price to pay for the upgrade, the hero is automatically garrisoned:
This does not happen with Hero 2. This one remains “at the gate” after troop upgrade.
The bug occurs on any other map, but I picked this one because I wanted to check if it affects the 2nd hero as well (and it doesn’t).
I hope I am not mistaken, but I remember in the previous version, when we were exiting the game, the Log Window was disappearing every time. Now it remains open almost every time. If I don’t close it and start the application again - after selecting the scenario - when I press BEGIN the whole system gets blocked. I can unblock it only by using Task Manager to terminate the client application:
I know I can avoid this by simply closing the Log window manually, but it would be better if this can be fixed.
BUG (minor): When I load the map Good To Go (S-RoE), the hero is already garrisoned.
I loaded the map under H3C, and there the game starts with hero at town gate. Let me know if you cannot reproduce it, and I can upload the map.
**BUG **(MAJOR): If we recruit or upgrade troops when hero is garrisoned, we lose them when hero is moved at town gate (and of course, the do not “return” to the dwelling the were hired from). Screenshots are from Good To Go, but I checked in 3 different maps and the bug repeats there as well.
A. Hero in Garrison. Centaurs & Elves get upgraded and some troops are hired: Dragons, Unicorns and few more Centaurs & Elves:
B. Hero moved down from Garrison: all recruited creatures disappear, upgraded creatures lose their upgrade (hero has exactly same troops as before he was put in Garrison):
The bug does not manifest the other way around: what we hire/upgrade with hero at town gate, does not disappear when we move it in Garrison.
Many thanks for testing Zamolxis, I’ve fixed bugs 1 and 2. I’m also able to reproduce 4 and 5, so they’ll fixed soon as well.
However, I’m still unable to reproduce problems with closing VCMI. Since also Dikamilo has problems (crashes on closing) it’s probably something with my computer. I’ll try to make more testing on another machine, maybe I’ll be able to find the problem.
Anyway I’ll release a new dev version within a few days.
I hope we’ll officially release 0.62 by the end of the month.
Game crashes whenever I try to pick up an artifact:
Here is the content of the error report:
The game does not “fully” crash after this error. If I click “Don’t Send” on the error window above (or even if I leave it there) I can still move the cursor in the game, set paths and scroll map. But once I try to move the hero or enter the town, my whole system freezes. Then I can only unfreeze it by terminating VCMI from the Task Manager. So far it’s reproductable in all 3-4 maps I tried so I guess it’s general.
The map “A Terrible Rumor” (S-SoD) always crashes at start:
For this one, after I close the VCMI_server.exe error window (“Don’t send”), I’m getting a Visual C++ Runtime Library error:
Let me know if it’s not reproductable on your side, and I will upload my map if necessary.