Related Issues (20)
- Capitulation logic HOT 2
- Battle: Improve attack strategy to loose less troops HOT 1
- Battle: computer is rushing and loosing units HOT 1
- Battle: if we definetely loose, then try to kill as much units, as we can
- I suggest new feature - rating of the map HOT 1
- Castle screen, scroll bar becomes too tiny for a sizeable trade
- High scores screen, the default name can be too long to fit the list HOT 4
- Castle info field is too large and shifted HOT 1
- Show creature info for the editor dialog HOT 1
- Combat, AI behavior, AI shooters tend to spread their shots over different troops (1.1.0 8733)
- [Scenario Editor] Graveyard is in the wrong category HOT 2
- AI doesn't take into an account Troll's regenerative abilities
- Adventure map, sometimes the hero's movement animation is stopped when he enters the stone liths HOT 1
- Combat screen, giant's sprite is displayed on top of the crusader troop's creature count indicator
- Adventure map, optimize the hero's path, taking into account the destination reached on the next turn
- Adventure map, optimize AI behavior of heroes during movement (1.1.0 8733)
- Combat screen, cyclops corpse sprite is displayed on top of the crusader troop's creature count indicator
- Combat screen, Ballista info window, take into account the captain/hero's attack for the displayed attack value of archers
- Combat screen, Ballista info window, the movement penalty for troops in the moat is not currently active
- Game crash during AI turn on failed assertion on _pathStart HOT 4
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