#7 - If we attack with multiple creatures on the same target, after any attack, we have to move the mouse cursor away, then back on the target to get the correct sword/arrow pointer. In H3 the pointer was updated automatically, depending on the default attack type of the next creature which had its turn.
#8 - Combat Animation Speed should not impact “passive” creatures. It should only impact the moving/attacking creature, the attacked creature and the spell animations. This was also reported some time ago in the 0.63b bug thread:
EDIT: I just noticed, I also reported this as 0.7#30, though the behavior changed a bit ever since: I see you’ve reduced the frequency of these static animations, but this only solves half the problem - the remaining issue is that when they do occur, the animations are still impacted by the Animation Speed chosen, which should not happen.
EDIT2: Thanks to the discussion at the end of the 0.7 thread, I realized that actually there are 2 animation types that should always be Slow:
- The “breathing” of all creatures, which occurs every couple of seconds, as implemented in VCMI (not in WoG)
- The special animations, customized for each creature, which happen when we hover over them in battle and - in WoG - they were also randomly occurring (about every 10 seconds) instead of the breathing.
#9 - Lost nice new functionality (introduced in 0.63b) that allowed us to see in the background the enabled/disabled View Hex Grid & Movement Shadow, while we were in the Combat Options screen: ![]()
[quote=“Tow”]
#10 - When a Scholar gives us +1 to a Primary Skill (because the Secondary Skill they wanted to boost is already at Expert) the subtitle mentions a +4 boost:
http://i4.photobucket.com/albums/y104/Zamolxis/VCMI/VCMI%2007/090714-Scholar4whenExpertjustthemes.jpg (I had the same for Attack; probably it’s the same for all of them)