Sooo I’m still alive and do plan to continue working on this, but not sure when (probably not very soon).
This is the same behaviour as desktop version, but it’s less noticeable because it loads much quicker. Basically app tries to load all data during intro on a separate thread, but when you skip intro, the main thread waits for the loading so it gets blocked until everything is loaded. This should be changed but it’s more on vcmi-side than android fix.
I didn’t check this, but I can confirm that movement animations don’t really work for me neither. From what I remember, heroes movement looks very complex and I don’t really want to mess with it.
Do you know if this was somehow solved in xyz’s version? Probably the most “intuitive” solution would be to use long-press as right click. This would require to add “proper” touch controls support. It would probably require a lot of changes in vcmi, because application assumes mouse input everywhere.
The only easy way to implement it that I can see atm is to add an ui element outside of the game that would cause next press to be treated as right-click. It definitely would be very inconvenient to use.
Pinch-to-zoom adventure map would be cool, but again, needs proper touch controls support. And possibly also changes to map drawing (as far as I remember, scaled drawing was much slower in SDL).
Didn’t notice it on my side… I’m not sure if I can do anything there, because the whole surface is managed by SDL. Might be worth to check it.
After the app initializes the first time, you can put the mods in /Mods (the same folder where you put game data), the start the launcher and you should be able to turn them on/off in the mods section.