VCMI 0.73 has special (still somewhat experimental) crashhandler. When VCMI crashes it should show its window and create special .dmp file with information that might be helpful for us in identifying the problem. Please upload the .dmp file if it’s present with logs when reporting a crashbug.
[size=150]KNOWN ISSUES[/size]
(follow the thread links for full descriptions)
[size=75][There are a lot of them but it doesn’t mean that this release is especially buggy. It has been just better tested ][/size]
Crossed out bugs are fixed (or most likely fixed) is SVN version.
0.72d [forum.vcmi.eu/t/vcmi-0-72d-development-version/190/1)
#1 Crash when trying to start the game selected by default on top of the list, after sorting the scenarios by map size:
#04 Small bug with battle screen.
#06 saving settings for battle options, not implemented saving the setting of animation speed during the battle. And if you start new map also there is default switched on grids.
#07 Crystal Dragons can walk over Obstacles & other Creatures.
#08 2-hex Nomads are regarded as 1-hex creature when it comes to possible movement
#09 Strange AI battle behavior:
#10 - Resource cost for ships is not showing.
#11 - Heroes on coast can not interact with heroes on ship (like exchange, probably battles as well)
#12 - In system options there is some problem with hints - it looks like VCMI can’t find appropriate text.
#13 - Building a ship from city - ship is placed in wrong place (2 tiles on south)
#14 - I can retreat my only hero from battle, even though I have no castle. Game continues, but freezes on pass turn command.
#15 Bug if you want to get into subterranean gate but hero movement is just finished.
#16 Bug - harpies are not able to fly behind the other units. [size=75](I hope it’s fixed as I’ve changed a lot of code in this part of engine)[/size]
#17 Bug if you free hero from prison it is shown in information screen as first hero from the list
#18 Splitting stock in meeting screen and between garrisoned heroes - if you want to separate one unit from one hero stock to another hero and you push “1”, there automatically apears quantity equal 2.
#22 - The yellow & blue (when hover) glow animations for creatures in battle should not fade out completely.
#23 - Imps can fly to/through battle obstacles. [size=75]This seems to work fine… unfortunately save fiel attached to bugreport is no longer supported[/size]
#26 Flying creatures are flying *through the other creatures on the battlefield
#27 Ballista cannot shoot if there’s an enemy creature next to it
#28 Wrong Battle Casualties reported:
0.72c [forum.vcmi.eu/t/vcmi-0-72c-development-version/182/1)
#3 Luck animation is too short and probably also too low.
#4 Animation sound for Fortune is not working yet.
#10 Ellipsis is handled as 3 separate characters by VCMI, while it should be considered one single character.
#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.
#15 Similar to the above two, the Split Stack button (Town screen, Hero Screen, Meeting screen) should be disabled/grayed out when no creature is selected.
#20 Pregame - Starting hero displaying details
#21 Small graphic glitch above file date, after moving up and down selecting different games in the Load Menu:
#22 Grand Elves attack twice also in melee (like Crusaders:). They should only shoot twice, not also stab twice.
#25 The graphics of the Surface View button still need to be adjusted for the 1024x768 interface:
#26 This is minor, but still: Resource values in the Trade area of the Marketplace window (“Qty to trade”) are not perfectly centered. They are about 1mm to the right, as compared to H3 (if you Alt+Tab between a H3 and VCMI Marketplace, with resources selected, you’ll see the difference)
#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).
#31 H/next hero button – should switch between heroes with path left not without
#36 Killing a stack of our own during its turn with a spell, leaves a ghost image of the stack on the battlefield:
#40 Wrong stock queue in the battle if there are creatures with the same speed first attack all creature the attacking hero then opponent,
#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 [forum.vcmi.eu/t/vcmi-0-72b-development-version/181/1)
#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.
#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).
#16 Game crash (system freeze) when I tried to start the custom “Just testing” map attached. It’s not reproducible, so I’m attaching the logs as well.
#21 ‘H’ key on Adventure map centers on the 1st hero in the list (even if he’s out of movement points). Instead, it should select/center the next hero in the list with movement points left. That also means that if no hero has movement points left, H should do nothing.
0.72 [forum.vcmi.eu/t/0-72-bugs-and-issues/170/1)
#10 morale animation shown on wrong place
#11 battle crashbug when trying attack from side where tile is occupied unit moves and crashing when is next to destination tile [size=75]Probably fixed in SVN but needs more testing[/size]
#17 - Attacking (2-hex) monster from behind bug,
#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:
#49 - Large stack numbers don’t fit very well in the boxes:
#59 Sorting by other categories works, but only ascending. A second click on the column header should sort in descending order.
#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).
#75 : New crash when attacking a Green Dragon that used (Wait+)Defend in the previous round.
#76 the infobox remains frozen on the last frame of the new day animation
#77 : New Crash when enemy Champions tried to attack friendly Centaurs from below.
0.70x/0.71x
Bugs have been added to the Sourceforge tracker:
sourceforge.net/tracker/index.p … 9&status=1
For features requests and missing functionalities there is a separate thread:
[forum.vcmi.eu/t/missing-features-functionalities/160/1)