Comments (4)
- Probably not trivial at the moment. Currently the only alternative is "end turn once combat is over"
- May take a look if I have time/interest, but no promises - vcmi extras is a mess.
- Not implemented
9 - May take a look, not sure if a quick fix or something more complex, so may not be for 1.5.3
Rest - will take a look, sounds simple enough.
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- may be hard due to VCMI extras as well
code for 2. is not exactly relevant to vcmi extras but is somewhat messy since it is written in a way that does not expect more than 2 different types of actions
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the way i personally see target implementation of "1": blocking yes/no popup appears where "yes" finishes battle with autocombat (functionality now exists), and "no" button triggers retreat
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4 - Unable to reproduce. Might be caused by h3 bug #1441 (fixed in hota)
7 - Postponing, unless somebody else looks into it. It requires more than just code - tooltip to indicate change in function, new icons to indicate it, possibly more.
6 & 8 - fixed, will open PR soon
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Related Issues (20)
- Crash on random map generation
- RMG placing non colliding objects
- Segfault in CVideoHandler.cpp:123 FFMpegStream::openCodec() HOT 3
- lag in video intro HOT 6
- Random map crash on attempt to play it again HOT 3
- game just close after attack on town HOT 3
- Cannot open a random map containing HoTA Warehouse HOT 1
- crash in battle HOT 6
- (Trivial) Campaign cutscene issues HOT 1
- Very long AI turn HOT 6
- Scholars attempt to teach secondary skill you already have
- Test issue for VCMI
- Campaign score should be the sum of each level
- Can't play Campaign RoE HOT 6
- Spell scroll shows wrong name
- Crash on random map generation - double deletion of an object from map
- Andriod build failed HOT 7
- Game crash shortly after end of simultaneous turns
- Battle timer is displayed incorectly
- Mystical garden always gives gold
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