I’m releasing a next development version: 0.7d. It will be most probably the last dev version before 0.71 release, which is still planned on April 1.
There are no new, big features - only bugfixes and several requested improvements.
0.7c -> 0.7d
battle settings will be remembered between battles
amounts of units taking actions / being an object of actions won’t be shown until action ends
provisional support for “Save” button in System Options Window
forbidden buildings will be shown as forbidden, even if there are no res / other conditions are not fulfilled
improved damage calculation formula
it’s possible to revisit object under hero by pressing Space
splitting window allows to rebalance two stack with the same creatures
corrected road blitting when hero moves smoothly and road is near top edge of screen
slightly improved sliders
several minor improvements
Unified changelog 0.7 -> 0.7d is included in the package.
UNRESOLVED REPORTED ISSUES:
#7 (wrong shots of Priest)
#69 There is a click sound when clicking anywhere at the main menu. should just make a sound when clicking on any of the options(new game,load game etc).
#71 Creature stack number frames in battle can overlap when standing close to each other.
#72 You can’t move your mouse at all while moving the adv.map with you keyboard arrows. the adventure map will stop move even tho you have your arrowkey pressed down.
#11 - cant capture opponent’s castle
#48 - monster protected places not work great
#73 The slider in the Available scenarios section where you select map could have some improvements. atm to be able to drag it you have to actually press the on the blue “block”, it should be possible to press anywhere on the slider so it jumps there and drag in the same move.
#11 Walking to a object with a popup window (at least it’s most noticeable, I think it can happen when picking up resources too) makes the adv. map flick a little to the way your going towards
#13, #14 Wrong blockmaps and backgrounds for some obstacles
#30 Creatures tend to stop for a short while at every hex when you move them in battle. Easier to see if you choose the fastest animation speed.
#32 When attacking a creature they should both turn so they’re facing each other (if needed) before anyone have attacked.
#34 There’s some differenses at the result screen at the end of a battle
#17 - Tooltip when hovering over Subterranean Gate is correct only if there are no objects behind it.
#23 - Heroes of the same colour can’t meet to transfer artifacts and troops (the second one just walks over the first one).
When loading a save, all heroes directions are changed to the default direction instead of the direction they had at the time of the save.
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).
vcmi_07d.7z (1.68 MB)
Being in game VCMI heroes, I even more often forget, that I not in old kind Heroes III, I think it a good sign so to hold
Only here “to the Vehicle (cart) with the Ammunition” in Fight I think it is not necessary to grant the right to go Therefore as I do not know as it to attack
In 0.7d equipping or unequipping items causes a crash most of the time.
Learning spells level 3 or higher from Mage Guilds is not currently limited by the hero’s Wisdom skill, being able to learn up to level 4 without the Wisdom skill, and up to level 5 with Basic Wisdom.
Twice when I’ve been playing today there has been crashes upon winning the battle. The logs are attached, and the client logs end with the “Listening… battleGetAvailableHexes called when there is no battle!” error.
TaleOfTwoLandsC.7z (4.27 KB)
TaleOfTwoLandsB.7z (3.57 KB)
Here one more cool bug has turned out
I Spread in “*.SWF” because words I can not explain…
And still, it is possible someone already wrote about it, “the Medical tent” in Fight does not treat.
This feature is not yet implemented.
I believe I found the reason of this bug - potential crash occurring when stack which ended the battle received extra morale after final attack.
It’s tricky one, I don’t know if can be totally fixed by 0.71. But I’ll try at least decrease it’s severity (it definitely should not hang up battle).
Not implemented, I’ll probably disable it’s movement as well.