Nice to have sb else testing. You saved me quite some time, as I was really considering reinstalling to check if my assumption was correct. But if you had the same, clearly some file must be missing from 0.68/0.68a. The reason it worked for Tow & Tow dragon being that they of course had the other versions previously installed.
Now, after a bit of testing, here are some bugs/issues:
“Wait” seems to be only partially implemented, in the sense that it’s not yet well coordinated with the Speeds of the creatures. I’ve noticed 2 incorrect behaviors here:
1.1. I used wait on all 3 creatures of my army, which had their turn in the correct order of their speeds: Stone Gargoyle 6, Gremlin 4, Stone Golem 3. After the enemy creature moved, the order of my creatures should have been: Stone Golem, Gremlin, Stone Gargoyle. However the Gremlin got its turn before the Stone Golem.
1.2. With the creatures mentioned above, I attacked some Halberdiers (Speed 5). Theoretically, in the beginning of a turn, my Gargoyles should always have the first move. However, if I use Wait on them during a certain turn, the next turn they lose their priority and Halberdiers move before them.
You’re gonna hate me for this, but Pathfinder still doesn’t find “the most optimal path”. Now, I don’t know if installing all these dev. versions messed up your code in any way, but the last version “installed” - as in “overwrite all files” - was 0.68 (let me know if 0.68a should be any different in terms of coding). And I still have that issue with the hero still being able to have a last move in straight line, but not on diagonal. I’ve played around with H3 for half an hour today, and I didn’t encounter the same over there. And I’m pretty sure it never happens in H3, otherwise it wouldn’t strike me so obvious as abnormal behavior when I have it in VCMI.
I’ve also had a one-time crash while trying to put two stacks of 1 Pikeman each together, in the hero screen. I tried a few times but couldn’t reproduce i. I’ll let you know if it happens again.
The F4 toggle is indeed still in experimental phase. It does trigger full-screen, but if I press it again, it messes my screen resolution. The game goes in window mode again, but my 22" screen goes into very low resolution (800x600 or even less, not sure). The only way to get back my original resolution (other than exiting VCMI) is if I have the standard H3 open and I Alt+Tab between them. If I do that, everything goes back to normal, except the VCMI window, which loses about half a cm at the bottom (ie. resource bar is not visible anymore in Adv.Map). If I Alt+Tab between VCMI & H3 when VCMI is in full-screen, the image is not always centered when I go back to VCMI.
The scroll tab still remains hanged sometimes, though not as often as before (it’s not always reproducible anymore). And I think I’ve noticed it once also when I was splitting a stack in hero’s army in the hero screen (so it’s not only in town interface).
Related to this bug though, would it be possible to implement the Shift key for stack split? I use stack split quite a lot (and maybe even more now that I’m looking for bugs related to it), and it’s a bit tedious having to look with my cursor for an interface button I haven’t used in almost 10 years. [size=67]I know I asked this before - but I hope not more than once. I wouldn’t wanna start to annoy you with my repetitive requests. :P[/size]