A new development version is ready! It brings many fixes and improvements. Several new objects are supported, I’ve redone path cost calculating and solved a lot of reported previously issues.
Hope you’ll like the progress
There may be one more dev release not long before 0.71 release (currently scheduled on April 1).
Changelog:
Full changelog 0.7 -> 0.7c is included in the package.
I was able to successfully save the game at the start without moving any heroes, however after moving heroes, crashes happened while saving. Attached are the saves that worked, but subsequent saves didn’t save properly and caused crashes. I initially thought that because it was an allied map it crashed, however I tested the standard War of the Mighty map and it had a crash bug as well.
Thanks for the report. Issue seems to be fixed, check the attached package
It was related to collecting disappearing objects like resource piles. vcmi_07c2.7z (1.67 MB)
Yes, I am not saying that it is crashing for everyone, however on my computer from the attached save, when the Wood Elves from my army attack the Iron Golems it crashes each time from my testing so far (0.7c2).
Yes, it could help. Maybe there is something interesting (of course only if you have old logs from those crashes, not logs from properly working game).
When a particular building has been disabled in the editor, it should show up as grey as soon as it is visible in the town building screen, and not wait until you have all the resources and prerequisite buildings to build it (as happened for the L7 dwelling in the starting castles in the War of the Mighty map).
I’ve tried loading your savegame and playing but I’m not getting crash. Do you remember what action caused the crash? Is it reproducible in any way or random?
By the way, I’ve found a bug in the Redwood Observatory handling - it doesn’t reveal any FoW. Moreover, it makes revealing it impossible even for heroes. It should be also soon fixed.
“Rebalancing” two stacks of same units is not yet supported, it has been already reported as #40 in the 0.7 bug thread.
Anyway, I hope to implement this feature possibly soon
Quite a big bug in 0.7c2 - Wolf Raiders do not currently get a second attacking melee strike, and the second shots for Grand Elves and Marksmen do not appear to be doing any damage.
Related to this, could you change it so the defending creature count is updated at the moment the projectile or the melee strike hits (like in H3), rather than at the moment the projectile or melee strike starts?
Features to implement:
The fading out of resources, instead of them just disappearing in one animation.
Sometimes when you pick up any type of resource (including treasure chests and artifacts) the movement path remains on the square even though the square is now empty (unlike it happens in H3).
The bug could be just that the creatures remaining number is not updating at the point in time when the damage is done. Though I don’t know why Wolf Raiders are only attacking once each attack.
Fixed. Battle options will be remembered and not reset after battle.
Fixed.
It’s not so trivial.
For now I’ve disabled displaying count boxes for creatures that are performing an action and creatures being an object of current action. It’s not exactly how H3 behaves but I think it better
It’s because Heroes3 config files for creature special abilities (like double attack) are incomplete, some (most) abilities are listed and some aren’t. (And some are listed incorrectly.) If they aren’t, we need to hardcode that ability (later they’ll be moved to the new config file).