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In reply to Sav
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8 years ago
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Sav
Ogres always cast spells with a skill of 6. And master djinns too. Negative spells and wizard spells are cast with a skill of 3.
I'll keep that in mind. Thanks for the answer!
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8 years ago
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In HotA version 112, the "tournament rules" checkbox disappeared. I took 112 and recreated it; everything is fine now. I'll send the saves later.
In reply to Toganash
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8 years ago
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Toganash
1. The game crashed after a hero split and attempted to enter the Necropolis to recruit units.
2. The game crashed during the opponent's turn.


This is the original bug related to the music. If having the HD mod installed didn't fix it, you might try running the game in compatibility mode for Windows 98 and/or setting the in-game music volume to 0.
In reply to nik312
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8 years ago
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A minor bug with movement points. At this T-shaped intersection, Miriam spends 65 movement points to move either left or diagonally downwards.
Save file attached. Could not be reproduced in the editor.
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2 files attached • Total size: 471.6 KB
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8 years ago
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2 quarters in Utopia is okay, right? Jeb.
In reply to Steblow
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8 years ago
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Steblow
Is 2 quarters in Utopia normal?
Of course not. Skilled players with Knight + Sorceress should have more.
In reply to Nodl
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8 years ago
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Nodl
A minor bug with movement points. At this T-shaped intersection, Miriam spends 65 movement points to move either left or diagonally downwards.
I've attached the save file. It didn't reproduce in the editor.
I think I reported a similar save file with the same problem about six months ago. Hopefully, they'll fix it in the next update. By the way, the bug seems to only occur in swamp terrain.
8 years ago
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The bug with movement points will be fixed in the next version. It's a rather annoying bug, but it's more noticeable in HotA due to the improved pathfinding capabilities.
8 years ago
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For the convenience of developers and the same community, I have compiled known bugs for version 1.5.3, HD-mod 5.0 RC15. Please feel free to add more.

Additions 21.08.2018:

1. In the editor, the Watchtower is linked to the Castle in-game as a Fort.

2. If the stack of creatures raised by necromancy is greater than 65535, the quantity written under the creature image is incorrect and starts counting over, although the amount in the message is correct.

3. Selling the Grail for 1 unit of resource.

4. Guards cannot be left at an ally's mine.

5. It is possible to enter an ally's castle garrison using the following method: enter the ally's castle (the ally must have a hero in the garrison), exit to the map, select our hero - press space. If you spend the night this way, then on their turn, if the ally buys an army, it will be with our hero.

6. Defense can become negative in battle if Stone Skin is cast, followed by same-target same-effect beams reducing it to 0; after Stone Skin expires, defense becomes negative. If Frenzy is cast while defense is negative, attack also becomes negative.

7. Without a hero, right-clicking on Corpse, Canopy, and Pyramid objects does not display the "Visited/Not Visited" status even if the object was visited.

8. If you visit the Watering Hole with a hero, then dismiss him, then hire him back in the tavern on the same day, the Watering Hole status for him will be "Not Visited" even though the hero has the Watering Hole effect. If you enter again, it says the object is visited, but the status does not change to "Visited".

9. Given the victory condition of capturing all creature dwellings on the map, upon capturing the last one, a same-victory congratulations screen appears, followed by an offer to hire creatures.

10. If the victory condition is to survive for, say, 7 days, then on day 1-2-1 there will be a message "You have managed to survive!", followed by the monster of the week display.

11. If the victory condition is to build the Grail building, after construction and the display of the victory message, you must exit to the map to end the game.

12. If the victory condition is to complete a city, after constructing the required building, a victory message appears, then the construction animation plays, and only then must you exit to the map to end the game.

13. If the victory condition is to collect creatures, after obtaining the required number of warriors by joining them on the map, the victory message does not appear; it only appears after entering/exiting a castle, using the hero exchange screen, visiting a garrison, hiring creatures in a dwelling, skipping a turn, etc. If you lose or dismiss the necessary amount of creatures after obtaining them, victory is no longer granted after skipping a turn or entering/exiting a castle.

14. If the victory condition is to obtain an artifact, after receiving it in a battle with a hero or by freeing a hero from prison who has this artifact, victory does not occur immediately, but only after skipping a turn. If the artifact is obtained via an event, a victory message appears, followed by the artifact find window.

15. If the victory condition is to collect resources, after obtaining the required amount through market exchange, victory does not occur until a hero enters/exits a castle, uses the hero exchange screen, visits a garrison, hires creatures in a dwelling, skips a turn, etc.

16. In the map editor, if the victory condition is to defeat a hero and you click "check map", the following description appears: "The special victory condition is the defeat of the Hero at (x, y, 0), belonging to Player N (player color) — a player or team of players. If the specified hero initially belongs to a human player or team of human players, then the special victory condition will be immediately fulfilled, and the game will end". However, the game does not end even if you dismiss the required hero or lose them in battle with neutrals or an enemy hero.

17. If you create a map for one player and do not set a victory condition, the map check description will be: "There is only one player on the map, but there are no special victory conditions".
If there is only one player on the map and no special victory conditions, this single player wins immediately. If in this case you attack monsters and lose your last hero, a message "Your game is lost!" appears, followed by a congratulations message for winning the map and entry into the record table.

18. If you create a map for one player and do not set a victory condition, the map check description will be: "There is only one player on the map, but there are no special victory conditions".
If there is only one player on the map and no special victory conditions, this single player wins immediately. However, the player does not win instantly, but after activating any trigger, i.e., a hero entering/exiting a castle, using the hero exchange screen, visiting a garrison, hiring creatures in a dwelling, skipping a turn, etc.

19. If the victory condition is to capture all mines, and the player initially owns all mines and beacons, victory does not occur even after triggers and skipping a turn.

20. If the victory condition is to deliver an artifact to an ally's city, victory does not occur.

21. In the editor map check: "The special defeat condition is the loss of the Hero at (x, y, 0), but there is more than one human hero".
If the special defeat condition is the loss of a specified hero, this hero must belong to the only human player. If there are other human players, they immediately suffer defeat. However, if you start a map with several human players, they do not lose.

22. In the editor map check: "The special defeat condition is the loss of the City at (x, y, 0), but in the scenario there is more than one human player".
Any human player who does not own the specified city at the start of the game immediately suffers defeat. However, if you start a map with several human players, they do not lose.

23. Cloak of Renunciation blocks Tower Mines, but Sphere of Forbidding does not.

24. When casting Berserk on Magic Plains, for example, on enemy Serpents, they attack their own and cast mass Weakness on ours.

25. Strange AI behavior when using Hypnosis on our creatures; the hypnotized squad does not always attack ours, it may get stuck in another corner and move back and forth.

26. The number showing the quantity of mines in the Kingdom Overview = 1 byte. If the number of mines exceeds 127, a negative quantity will be displayed in the Kingdom Overview — first -128, then continuing in a loop.

27. During a castle siege by AI, if only summoned Elementals remain in our army, the AI will not leave the castle to attack them as long as the castle fortifications are intact; having control of a catapult, you can avoid destroying the castle and instead attack the AI with various spells, then resurrect your creatures at the end of the battle.

28. When teleporting onto a mine or moat using the Teleport spell, the creature takes no damage.

29. Not all hexes behind castle walls can be teleported to by the defender when having Basic Water Magic School or without any School.

30. Joy cast by own same-type High Djinns does not always help avoid skipping a turn due to low morale.

31. If you cast the Fly spell, then use the Admiral's Hat to enter a Ship, and then disembark during the same turn, the effect of the Fly spell will end.

32. If you try to add a prison to the map when only one Hero is present or no Heroes are present, an incorrect message appears stating that there are already 178 heroes.

33. The cost of paying for escape is not calculated accurately when having Diplomat Artifacts and the Diplomacy skill; for example, with 100 pikemen without the Ring of Diplomacy, the buyout cost would be 100x30=3000; with the Ring it should be 2700, but in reality it is 2699 (1 less). The same happens with the Ambassador's Ribbon, Official's Medal and Diplomacy skill — it is 1 less.

34. If you write /nwcgrail in the shortcut, you can check "View enemy cities"; in an enemy city, you can buy a hero, then exit to the map, press space, and there will be a battle with yourself.

35. An ally can take troops from our hero who is located in the ally's castle garrison.

36. Flag change. While in an ally's castle: 1. Open the Spellbook on the map. 2. Select Town Portal (Advanced or Expert). 3. Close the window.

37. Cure can be cast on a fully healthy squad and even without negative effects applied.

38. Different Unicorn Glades look different on the map, but look identical in the Kingdom Overview; however, they are listed separately as different dwellings in the Kingdom Overview list. The same applies to the Altar of Air, Altar of Water, Altar of Fire, and Altar of Earth.

39. In the Kingdom Overview, all dwellings are displayed by castle and levels from 1 to 7, except for Rampart dwellings — they are out of order.

40. Dispel Magic at Expert level works even if creatures have no effects.

41. When casting Wave of Death, Rest the Dead, or Armageddon, the number of destroyed creatures is not written in the log, only total damage.

42. The First Aid Tent's healing amount is written in the log, but the Cure spell's is not.

43. During Mage animations when they are selected (their turn), artifacts blink at the bottom of the staff and the bottom of the robe.

44. If you open the Spellbook at the start of a battle, then collapse and expand the window, victory or defeat music from a quick battle will play, or map music if quick battles are disabled.

45. In the editor, in Pandora's Box, an Event, or a Seer's Hut, if you set +99,999,999 experience, it will be 1 more than 100,000,000 in-game.

46. In the editor's Seer's Hut under Reward-Experience, all possible 8 digits are not displayed at once as they are in Pandora and Events; they can only be seen by moving the arrows.

47. Curse and Blessing from Basic Magic School (and without a School) can be cast on Peasants, Angels, Archangels, Nagas, and Naga Queens even if no Curse or Blessing is already applied to them.

48. After reaching the maximum number of creatures for a player on the battlefield (20), Summon Elemental and Clone stop working. However, if several squads are destroyed, Clone and Summon do not start working again.

49. A bit of the map opens during the opponent's turn https://www.youtube.com/watch?v=qOmxP8YyKqY&feature=youtu.be&t=9h29m57s

50. On blue's turn, red is briefly shown that the castle is neutral; this seems to happen when blue presses space in the castle https://youtu.be/w3NkRRjxAXw?t=2h59m34s

Bugs in Heroes of Might and Magic III — Horn of the Abyss 1.5.3, HD-mod 5.0 RC15

Leading to game crashes:


1. Create a map size H, XH or G with a castle and dock on land — enter nwczion — build a ship. Game crashes only on maps of size H, XH, G.
First start any scenario — then load save 1 — build a ship in one of the castles.

FIXED RC21. 2. During PvP battles with neutrals for neutral Faerie Dragons, press button G.
Save 2 — load game for two players — check "PvP battles with neutrals" — attack Faerie Dragons — press G.

FIXED RC21. 3. Enter nwcphisherprice.
Save 3 — enter nwcphisherprice.

4. Viewing a turn in which a hero was freed from prison on water.
Save 4 — free hero from prison — click "view opponent's turn".

FIXED RC21. 5. Trading at an ally's market without having your own.
Save 5 — enter Artifact Merchant — switch to market — click a resource on the left then right.

FIXED RC21. 6. Exchanging creatures for resources with an ally without having your own market.
Save 6 — enter Mercenary Guild — click a creature.

FIXED RC21. 7. Swap ally heroes in the castle three times and exit to the map.
Save 7 — enter ally's castle — press space 3 times — exit castle.

8. Mouse click/space/click on hero portrait in castle.
Save 8 — click/space/click on hero portrait in castle.

9. Open and close the hero window when receiving creatures from guarded objects while your seven squads are full.
Save 9 — attack Griffin Conservatory — click on hero portrait during Angel join screen — close hero window — close join window.

Overflow:


10. Maximum number of creatures for hire in town is 32767. If +1 more creature becomes available for hire, the value becomes negative -32768 and hiring becomes impossible.
Save 10 — skip turn — receive +1 to each troop type — try to hire.

11. Maximum number of creatures in one squad is 2147483647. If +1 more creature is added, the value becomes negative -2147483648 and the squad display disappears. Clicking where the squad was will show an empty frame and a window with the creature but no quantity. Negative values can be seen when splitting the squad again or in battle. It can be returned to 2147483647 by splitting the squad using HD-mod hotkeys; the standard army splitter does not work in this case.
Save 11 — enter castle — add one more to a Halberdier squad of 2147483647.

12. The maximum number of creatures that can be separated from a squad using the standard army splitter is approximately 10 million. Beyond this, negative values appear and the slider shifts.
Save 12 — enter castle — split squad into more than 10 million creatures.

13. A negative squad dies in one hit and after the first turn becomes unavailable for any actions, skipping turns.
Save 13 — attack blue — check negative squad.

14. If a squad of 2147483647 is put against a squad of 2147483647 in quick battle, both heroes will be losers.
Quick end of battle by pressing Q during combat does not work with squads of 2147483647.
Save 14 — attack blue — check quick battle result — press Q in battle.

15. If the total damage of a squad exceeds 214748364, then 1 damage will be dealt.
Save 15 — attack blue — attack enemy squad.

16. The number of creatures in a squad is displayed incorrectly in battle (mini-window next to the squad) if the value is greater than 9999999. The 'k' modifier indicating thousands does not appear as it does in the hero mini-window on the map.
Save 16 — attack blue — instead of 10 million, 1 million creatures are displayed.

17. The number of creatures is displayed incorrectly in the hero window and in the castle if the value is greater than 99999. The 'k' modifier indicating thousands does not appear as it does in the hero mini-window on the map.
Save 17 — in hero window or castle, add +1 to a squad of 99999 peasants; result shows 10000 instead of 100000 or 100k.

18. Maximum mana points are 32767. If you receive +1 more mana point, the value becomes negative -32768. Casting becomes impossible.
Save 18 — take a mana potion — attack blue — check that casting is impossible.

19. If the number of days spent on the map exceeds 32767, the next day in the record table has a negative value -32768.
Save 19 — capture dwelling — for 1171-2-1 in records we get -32768 days and 4 points.

20. Maximum number of months is 65535; after 65535-4-7, month 0, week 1 day 1 occurs, although at the start it was month 1, week 1, day 1. If you win the game on this day, we get -27 days and 424 points in records for the attached save.
Save 20 — skip turn — capture dwelling.

21. The maximum value of primary skills can exceed 99, but values above 99 do not apply to creatures even though it is indicated in parentheses during battle by the hero. The error is either that it displays above 99 or that it doesn't work above 99.
Save 21 — attack blue in castle — see 119 attack in parentheses, but creatures still have +99.

22. Maximum value of primary skills is 127; beyond that comes negative -128.
Save 22 — attack blue in castle with Angel Alliance — see attack 120 (99+21), in parentheses -116 (+ Monument to Generals, exceeds 127), creatures still have 99 + 4 from Prayer.

23. Maximum value of hero movement points on the map is 2147483647; if you get more, it goes negative and the hero loses all movement reserve.
Save 23 — enter oasis.

24. Maximum resource value in game is 2147483647; beyond this, the value resets to 0 if +1 resource is obtained on the map, or becomes negative -2147483648 if +1 resource is obtained by market exchange.
Save 24 — collect resources and trade at market.

24-1. Maximum number of displayed resource digits on the map, in castle and kingdom overview equals 8. It should be 10 as it is at the market.
Save 24-1 — check display of resource digit count.

24-2. Maximum resource value for transfer to another player is approximately 24129000. Further movement of the slider results in negative values. When transferring a negative value, our resources are replenished and the recipient's are deducted.
Save 24-2 — transfer resources with negative values to blue, replenishing own treasury.

24-3. If a computer player gets resources with negative values, a warning message is displayed after skipping a turn. For example "Warning! AI player has -2147367828 Sulfur" or another resource.
Save 24-3 — skip turn.
Creatures:

25. Faerie Dragons can cast spells while Sphere of Forbidding is active if button G is pressed; by default they cannot.
Save 25 — attack creatures — cast by pressing G.

26. Faerie Dragons can cast spells in an Anti-Magic Garrison if button G is pressed; by default they cannot.
Save 26 — attack Garrison — cast by pressing G.

27. Faerie Dragons cannot cast Magic Arrow on Cursed Ground by default unless G is pressed.
Save 27 — attack Pikemen — check Magic Arrow.

28. Faerie Dragons cast area spells on Cursed Ground with zero effect if button G is pressed, instead of a message saying casting is impossible. By default without G they cannot cast.
Save 28 — attack Pikemen — press G.

29. Faerie Dragons cast area spells while wearing Cloak of Renunciation with zero effect if button G is pressed, instead of a message saying casting is impossible. By default without G they cannot cast.
Save 29 — attack Pikemen — press G.

30. Faerie Dragons do not cast Inferno.
Save 30 — attack Golems — check.

31. High Djinns do not cast the Executioner spell when fighting only Angels, Archangels, Devils, Archdevils and Giants, Titans on Magic Plains. If the army is mixed, e.g., with Hydras, then the Djinn's Executioner will also affect the listed creatures. This indicates it is an advanced-tier spell.
Save 31 — attack army with Angel, Archangel, Devil, Archdevil — check that Executioner is not cast.
Save 31 — attack army with Giant and Titan on Magic Plains — check that Executioner is not cast.
Save 31 — attack army with Hydra, Angel, Archangel, Devil, Archdevil, Giant, Titan — check that Executioner affects all except Giants and Titans.
Save 31 — attack army with Hydra, Giant, Titan on Magic Plains — use Djinns to cast on Dragons until Executioner is rolled — check that Executioner also affects Giants and Titans.

32. If a Hydra, Chaos Hydra, Cerberus, Psychic or Magic Elemental is attacked by a hypnotized creature (under Hypnosis spell), it will deal a counter-attack with 0 damage.
Save 32 — attack blue — hypnotize Serpent — check counter-damage of listed creatures one by one.

33. If Nymphs, Oceanids, Devils, or Archdevils teleport to a gate hex, or any creature is teleported using the Teleport spell, the gates do not open as they would for other creatures moving onto that hex.
Save 33 — skip turn — blue attacks — check gate opening.

34. Cyclopes and Cyclops Kings can destroy walls while under the effect of the Forgetfulness spell.
Save 34 — load game for two players — attack castle — cast Forgetfulness — check shooting at walls.

34-1. Cyclopes and Cyclops Kings can destroy walls regardless of an enemy standing nearby.
Save 34-1 — load game for two players — attack castle — fly Archangel close to Cyclopes — check shooting at walls.

35. The cost of adventure spells is not reduced when Mages or Archmages are in the army. However, if you go to the adventure spell tab during battle, their cost is correctly reduced.
Save 35 — check spell costs, cast — attack — check adventure spell costs in battle.

36. When low morale triggers, a creature takes no damage while in a moat.
Save 36 — attack castle — fly into moat — next turn low morale occurs without dealing damage to Griffins.

37. If a creature dies from the Fire Shield damage of Efreet Sultans, the Efreets still counter-attack the already fallen squad, displaying animation and recording damage in the battle log.
Save 37 — attack blue — hypnotize Efreets — fly to Peasant — skip turn with Archangels and Peasant — cast Blessing — attack Efreets with Peasant.

38. On Sinister Mist, Minotaurs and Minotaur Kings get an additional morale modifier "Spells: -1". On Holy Ground, they get "Spells: +1". This is without using Joy and Sorrow spells.
Save 38 — attack Pikemen on Sinister Mist — check for "Spells: -1" — attack Pikemen on Holy Ground — check for "Spells: +1".

39. On Fields of Glory, Halflings get an additional luck modifier "Spells: +2" or "Spells: +1" depending on existing modifiers. This is without using the Luck spell.
Save 39 — attack Pikemen — check for "Spells: +2" — equip Lucky Clover and Lucky Dove — attack Pikemen — check for "Spells: +1".

40. Peasants in any quantity cannot be sacrificed at a Sacrificial Altar, Mana Altar, or in the Wharf Grotto.
Save 40 — try to sacrifice Peasants at Sacrificial Altar, Mana Altar, and Wharf Grotto.

Playing with an Ally:


41. In an ally's city, our hero can receive Artifacts for free from the Artifact Merchant if their own market is not built, but sell them for 1 unit of resource.
Save 41 — buy Artifacts for 0 resources — sell for 1 unit.

42. An ally's hero can be moved from the castle to the garrison and back in their city.
Save 42 — move ally hero to garrison and back.

43. An ally's hero can be dismissed from the castle garrison.
Save 43 — move ally hero to castle garrison — dismiss them.

44. In an ally's city, using an ally's hero, you can receive Artifacts for free from the Artifact Merchant if no market is built, and sell them for 1 unit of resource, with resources going into our treasury.
Save 44 — buy Artifacts for 0 resources with ally hero — sell for 1 unit.

45. In an ally's castle, using an ally's hero, you can buy Artifacts with our gold and sell them to receive gold and resources in our treasury.
Save 45 — buy Artifacts with ally hero — sell Artifacts with ally hero receiving gold in our treasury.

46. Using ally heroes, you can sell ally creatures at the Mercenary Guild in a Stronghold, receiving gold and resources in our treasury.
Save 46 — sell ally Azure Dragons.

47. Using ally heroes, you can study skills at the University of Magic in a Conflux using the ally's gold.
Save 47 — train ally hero skills at the University of Magic.

48. Using ally heroes, you can buy Ballistae, Cannons, First Aid Tents, and Ammunition Wagons with our gold.
Save 48 — buy war machines for ally heroes in castles.

49. Using ally heroes, you can buy a Spellbook with our gold.
Save 49 — buy a Spellbook for an ally hero.

50. For ally heroes in the castle garrison, you can manage Artifacts: remove and equip them, disassemble and assemble combined ones.
Save 50 — check ability to manage Artifacts of an ally hero.

51. Using ally heroes in the Wharf Grotto, you can sacrifice Artifacts and creatures for experience. For a human ally hero, you can also choose skills upon reaching a new level.
Save 51 — load game for two players — sacrifice Angel Alliance and Azure Dragons to gain levels and ability to choose skills for ally hero.

52. You can manage an ally's army via the window of a hero located in the castle garrison: split, merge, or dismiss troops.
Save 52 — in ally hero window, dismiss, split, and merge troops.

53. Artifacts and War Machines can be taken from a human ally hero, and our troops can be exchanged for theirs. This works both on the map and in the castle garrison.
Save 53 — load game for two players — take Artifacts and War Machines from ally hero — exchange Peasants for Azure Dragons — do the same with ally hero in castle.

54. The Skeleton Converter can be used in an ally's castle using an ally's hero.
Save 54 — check Skeleton Converter operation on ally hero.

55. The Skeleton Converter can be used with the garrison troops of an ally's castle.
Save 55 — check Skeleton Converter operation on ally's castle garrison troops.

56. When playing with a human ally, using an ally hero in the Academy of Martial Arts in a Dungeon, you can reach a new level and choose a secondary skill.
Save 56 — load game for two players — enter ally's castle — reach new level and ability to choose skill.

57. When playing with a human ally, you can enter an ally's castle and receive a primary skill bonus using ally heroes. On their own turn, the ally will no longer receive a message that they got +1 to a primary skill. The same applies to the Academy of Martial Arts, Mana Vortex, and Stables.
Save 57 — load game for two players — enter each ally castle receiving bonus messages — skip turn — enter as ally into castle and no longer receive messages.

58. Creatures can be bought at the Summoning Portal in an ally's Dungeon using our gold and resources.
Save 58 — hire Giants at the Summoning Portal.

59. Through the Kingdom Overview, you can open the management window for an ally's guest hero located in our castle and manage their Artifacts, army, and dismiss the ally hero.
Save 59 — in kingdom overview select ally hero — remove, equip, assemble, disassemble Artifacts — split, dismiss troops — dismiss ally hero.

60. When a computer ally visits our Dungeon with a built Mana Vortex, the turn is interrupted and a message is displayed that mana has been doubled.
Save 60 — skip turn.

61. If an ally visits Canopy, Corpse, Mystic Garden, or Navigation Academy objects, the "Visited" label does not appear for us; for the Academy, the list of available skills appears as in the University.
Save 61 — load game for two players — visit Canopy, Corpse, Mystic Garden, Navigation Academy — skip turn — see that objects visited by ally have "Not Visited" status; for Academy it simply offers to train skills for gold.

62. An ally hero can be teleported through the Castle Gates into our Inferno.
Save 62 — enter ally's castle — via castle gates teleport ally hero to our castle.

63. Control over an ally hero can be obtained using the Inferno Castle Gates. If an ally hero is teleported through the Gates to your city and you exit the city, the ally hero remains under control as long as they are in "current" status; you can fight, visit objects, manage Artifacts and troops, and even dismiss the hero. As soon as you "release" the ally Hero (select your own hero or city), the ally hero is no longer available.
Save 63 — enter ally's castle — via castle gates teleport ally hero to our castle — exit to map and visit objects, fight, dismiss army, and hero.

64. The ally player controls our hero while defending an ally city.
Save 64 — skip turn.

65. An exchange window cannot be opened with an ally hero located in a Temple.
Save 65 — try to exchange with ally hero.

66. A Grail building can be built on our turn in our castle if a guest ally hero has the Grail.
Save 66 — build Grail building.

67. Using an ally hero in an ally's castle, a Grail building can be built.
Save 67 — build Grail building.

68. You cannot teleport from our Inferno to an ally's via Castle Gates, but you can from an ally's to ours.
Save 68 — teleport from ally Inferno to our castle — check that teleporting from our Inferno to ally is impossible.

69. Troops of a guest ally hero in our castle can be converted in the Skeleton Converter.
Save 69 — convert ally troops into skeletons.

70. A guest ally hero in our castle can buy Artifacts using our resources and sell an ally hero's Artifacts, receiving gold in our treasury.
Save 70 — buy and sell Artifacts with guest ally hero in our castle.

71. On our turn, a guest ally hero in our castle can sacrifice Artifacts and Creatures for experience in the Wharf Grotto. For a human ally hero, you can also choose skills upon reaching a new level.
Save 71 — load game for two players — sacrifice Artifacts and creatures to gain levels and ability to choose skills.

72. On our turn, using a guest ally hero in our castle, Ballistae, Cannons, First Aid Tents, and Ammunition Wagons can be bought with our gold.
Save 72 — buy War Machines for ally heroes in our castles on our turn.

73. A guest ally hero in our Castle on our turn can purchase a Spell Book using our gold.
Save 73 — purchasing a Spell Book for an ally hero.

74. A guest ally hero in our Castle on our turn can learn skills at the University of Magic in the Conflux using the ally's gold.
Save 74 — training an ally hero's skills at the University of Magic.

75. A guest ally hero in our Castle on our turn can sell creatures at the Mercenary Guild in the Stronghold, adding gold and resources to our treasury.
Save 75 — selling ally creatures.
Artifacts:

76. When equipping a Knowledge Artifact from the Backpack and removing it back into the Backpack, the maximum mana does not change until you reopen the hero window.
Save 76 — equipping the Helmet of Heavenly Thunder.

77. When selecting an alternative melee attack with a Sniper Bow shooter, no melee strike occurs; instead, the shooter moves close to the target and fires.
Save 77 — attacking in melee with shooters.

78. The Prayer of the Angel Alliance is applied even under a Sphere of Forbidding.
Save 78 — attacking an enemy squad.

79. The Prayer of the Angel Alliance is applied within an Anti-Magic Garrison.
Save 79 — attacking an Anti-Magic Garrison.

80. Cursed Armor spells are applied even under a Sphere of Forbidding.
Save 80 — attacking an enemy squad.

81. Cursed Armor spells are applied within an Anti-Magic Garrison.
Save 81 — attacking an Anti-Magic Garrison.

82. Misfortune cast by the Cursed Armor is not immediately displayed in the creature's luck parameters after the armor acts, only when passing the turn to the next creature.
Save 82 — attacking an enemy squad — checking the luck parameter of a Hobgoblin.

83. Ogre Iron Fist spells are applied even under a Sphere of Forbidding.
Save 83 — attacking an enemy squad.

84. Ogre Iron Fist spells are applied within an Anti-Magic Garrison.
Save 84 — attacking an Anti-Magic Garrison.

85. Spells cannot be cast on your own troops with magic immunity if the enemy has a Sphere of Vulnerability.
Save 85 — attacking an enemy hero, verifying that spells can be used on enemy creatures with magic immunity, but not on your own.

86. Creature growth does not update after equipping/removing/assembling/disassembling Legion Artifacts until you change the screen (enter/exit a creature dwelling, mages' guild, municipality, castle, but not the market, smithy, resource warehouse, Colossus) or reopen the city.
Save 86 — disassembling a legion statue — seeing that the bonus remains in creature growth — entering the castle, for example — seeing that the bonus has disappeared — removing one of the Legion Artifacts — seeing that the bonus remains until entering any building.

87. All assembled Artifacts have the same experience exchange equivalent as Relic class Artifacts (Horn of the Abyss, Sword of Justice, Armageddon's Blade) equal to 6000 experience units. An assembled Artifact is not equal to the exchange of its component parts. Disassembling and exchanging them would be much more profitable. For example, Father of Dragons' Might separately would cost 24000 experience units instead of 6000.
Save 87 — verifying at the Sacrificial Altar.

88. Error in mechanics or description of Angel Alliance Artifacts, Cursed Armor, and Ogre Iron Fist. It is written that the applied spells are cast before the battle begins; in reality, they are cast before the first turn of your creatures.
Save 88 — equipping Artifacts sequentially — verifying that spells are cast before our creature's turn.

89. The Sea Captain's Hat and Admiral's Hat allow casting Summon Ship and Sink Ship spells without having a Spell Book.
Save 89 — casting Summon Ship and Sink Ship without a Spell Book.

90. With Magic Book Artifacts, world map spells can be cast without having a Spell Book.
Save 90 — casting spells without a Spell Book.

91. A First Aid Tent, Ballista, Cannon, Ammunition Wagon, Spell Scrolls, and Grail with a price of 0 can be placed on the Sacrificial Altar instead of receiving a message that they cannot be sacrificed. War Machines, Scrolls, and Grails can be sacrificed by placing them along with any Artifact on the Altar.
Save 91 — sacrificing War Machines, Scrolls, and Grail together with an Artifact.

92. With world map Spell Scrolls, a hero can cast them without having a Spell Book.
Save 92 — casting world map spells from Scrolls.

[NOT A BUG]93. Horn of the Abyss blocks Phoenix resurrection

93-2. The Conjurer's Hat allows casting same world map spells Fly and Dimension Door without having a Spell Book.
Save 93-2 — casting Fly and Dimension Door.
Spells:

94. A hero can cast world map spells without having a Spell Book.
Save 94 — casting world map spells.

95. The spell book can be opened on the map and in battle by clicking on the hero, even without possessing it.
Save 95 — opening the spell book on the map and in battle.

96. If a Force Field is placed on the tile before the gates during a city siege, defending creatures can still pass through it in both directions.
Save 96 — attacking a castle — casting Force Field before the gates.

97. Error in description or mechanics of the Berserk spell. In-game description: "The spell lasts until the target performs an attack; otherwise, the duration is unlimited." In reality, it is limited and equals 255 rounds.
Save 97 — attacking — casting Blindness, then Berserk and skipping turns, re-casting Blindness when the spell expires.

98. The Cloak spell does not work with Basic Air School Magic and without the same Air Magic skill. Also, Cloak works incorrectly with Advanced Air Magic and Expert according to the spell description.
Save 98 — loading a game for two players — casting Cloak with four heroes of different Air School levels — skipping a turn — observing the result.

[NOT A BUG] 99. The Explosion spell cannot be used on War Machines.
Save 99 — attacking a hero — attempting to cast Explosion on War Machines.

100. When using Armageddon in battle and destroying all creatures, the hero leaving us will be incorrectly specified after the fight; it will say that the enemy hero is leaving us.
Save 100 — attacking a hero — casting Armageddon.

101. If you cast the same spell with a hero on a creature under the effect of a Wizard's spell, the effect of the hero's spell will be at an expert level, even if the hero has not developed that school of magic. This way, the duration of a Wizard's spell can be increased if the hero has high Spell Power but hasn't developed the specific school of magic for that spell. This same trick works with the magic of own High Djinns, Poisonous Serpents, Mage Ogres, Enchantresses, Leprechauns, Satyrs, Storm, Ice, Energy, and Magma Elementals.
Save 101 — attacking an enemy — casting with creatures then extending the effect with a hero.

102. When the battlefield is completely filled with Quicksand or Mines, no message appears stating that Quicksand and Mine spells cannot be used. Instead, mana is consumed, a spell-casting message appears in the log, and the ability to cast in the current round is lost.
Save 102 — attacking — casting Blindness — casting Quicksand or Mines until the battlefield is full.

103. When using the Berserk spell on creatures immune to it, no message appears stating that the spell will not work. Instead, mana is consumed and the ability to cast in the current round is lost.
Save 103 — attacking Elementals — casting Berserk.
Heroes:

104. If a hero has more than 999 mana, rewards for spell points +/- from Pandoras, Events, and Seer's Huts will reset the amount of mana to 999 units.
Save 104 — taking a Pandora's Box for -1 mana — visiting a Seer's Hut for +10 mana.

105. Roland's specialization as a swordsman specialist does not work specifically for swordsmen; everything is fine with crusaders.
Save 105 — verifying — attacking — checking in battle.

106. If Knowledge or Spell Power is set to 0 in the editor, it will still be 1 in-game; spells lasting one round can be cast with Spell Power 1 and mana of 10 despite an actual knowledge value of 0. If a +1 bonus to primary Knowledge or Spell Power is taken afterward, the primary skill actually increases from 0 to 1, although it will still display as 1.
Save 106 — equipping Artifacts — verifying that the value 1 does not change — removing Artifacts — attacking an enemy with a Spell Power value of 0 — verifying that the spell effect is same as at 1 — entering the Astral Axis and Garden of Revelation — verifying that Knowledge and Spell Power values did not graphically change, but actually became 1.

107. In the Spell Book, there is an incorrect calculation for Blessing/Hypnosis/Healing/strike spell damage/Resurrection/Raise Dead for heroes specializing in these spells. The calculation ignores specialization (1+[A/a]*0.03), where A is hero level and a is creature level.
Save 107 — verifying the effect of spells in the Spell Book during battle.
Cities:

108. The Sky Ship in the Tower actually adds 150 mana units, not +15 to Knowledge as written in the description. This can be verified during battle; the value for +Knowledge is not written in parentheses.
Save 108 — skipping a turn — blue attacks the Tower — verifying that the bonus is given to mana, not Knowledge.

Morale and Luck:


109. Incorrect description of the "Army" Morale modifier for armies of 6 and 7 factions. For 6 and 7 factions, a -3 Morale modifier is displayed, but it should be displayed based on game mechanics:
3 factions = -1
4 factions = -2
5 factions = -3
6 factions = -4
7 factions = -5
Save 109 — having a Courage Pendant gives +3 Morale; in the creature's Morale description, "army of 7 factions = -3", which should result in neutral Morale, but in reality, we have -2 morale — attacking spearmen to verify negative morale.

110. Not all Morale and Luck modifiers are displayed if there are more than seven; an inactive scroll bar appears.
Save 110 — checking Tiris's Morale modifiers and Myllich's Luck modifiers on the map, in the castle, and in battle.
Victory Conditions:

111. If the victory condition on the map is "Capture all mines", then to win the map you must also capture all Beacons.
Save 111 — capturing a mine — verifying that the map is not won — capturing a Beacon.
Map:

112. Using a whirlpool on water can transport you to a tile with an opponent's hero; battle does not occur, and pressing space causes an exchange with yourself; if identical armies are merged, they disappear.
Save 112 — moving through a whirlpool until landing on the opponent hero's tile — pressing space while on the opponent hero's tile — merging identical armies.

113. If you enter the code nwczion on any map and then start a new game, the effects of the code will also apply to the new map.
Save 113 — entering nwczion — starting another map — verifying that all buildings are present.

114. Captured abandoned mines viewed through the World View window or Air View/Earth View spells always appear as Wood mines.
Save 114 — clicking World View — casting Earth View — casting Air View — verifying that mines appear as Wood mines.

115. If a Seer's Hut task requires bringing two or more identical Artifacts, having one copy is sufficient to complete the task.
Save 115 — entering the Seer's Hut — task to bring 8 Titan Gladii — completing the task with one Gladius.

116. Maximum hero level is 74; a Seer's Hut may have a requirement for a hero above level 74, up to 99.
Save 116 — picking up Pandora for experience — verifying that level is maximum — entering the Seer's Hut with a level 99 requirement.

117. It is impossible to disembark on a tile with an Event.
Save 117 — attempting to disembark on tiles with Events.
Skills:

118. A hero without a Spell Book but with the Eagle Eye skill receives messages about learning a spell after battle. If a Spell Book is purchased, the learned spell will not be in the book during battle.
Save 118 — attacking an enemy hero — receiving a message about learning Meteor Shower after battle.

119. A hero without the corresponding Wisdom skill receives messages about learning level 3 and 4 spells after battle while having the Eagle Eye skill.
Save 119 — attacking an enemy hero — receiving a message about learning Meteor Shower after battle.

119-1. Error in mechanics or description of the First Aid skill; it is written that it heals 50 health units at basic, 75 at advanced, and 100 at expert. In reality, the amount of healed health varies from 1 to 50 at basic, 1 to 75 at advanced, and 1 to 100 at expert skill levels.
Save 119-1 — attacking Snipers — verifying healing from the First Aid Tent.
Map Editor:

120. If an Artifact is placed in a hero's backpack in the map editor, then the created map is started, then the Artifact is removed from the backpack in the editor, and the map is restarted — the Artifact will not disappear but remain in the backpack. It disappears if the game is restarted.
Map 120. Starting the map — removing an Artifact from the hero's backpack in the editor — restarting the map — ensuring that the Artifact did not disappear from the backpack.

121. If there are no creature dwellings in the castle and an event to add creatures to the city is placed, an empty window will appear before the turn starts.
Map 121. Starting the map — skipping turns — receiving empty messages.

122. If a map is created with a castle at the extreme right point with a hero placed there, they will not appear on the map.
Map 122. Starting the map — verifying that the placed hero is not in the castle.
HD-mod:

123. If a creature is upgraded from the hero's mini-window on the map (for specialist heroes, e.g., Jelu, Dragon), the spent gold is not recalculated until you click another hero or castle.
Save 123 — upgrading creatures in the hero's mini-window — verifying that gold is not recalculated — clicking on a city to update displayed gold.
AI:

124. AI Towers attack lower squads of single-unit shooters even though they could deal more significant damage to the main squad.
Save 124 — attacking a castle.

125. AI heroes can use the Town Portal spell on Cursed Ground.
Save 125 — skipping a turn — observing an AI hero teleporting into a city.
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7 years ago
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I don't know if this is a bug or if it's supposed to be this way... The pits resurrected demons in the same place three times. First, the demons were from the killed pit, and then from the demon killed by the angels, and as a result, they almost overwhelmed the angel. You can see it right away at 1:05; if you reduce the playback speed slightly, it will be easier to see what happened. Jebus.

https://youtu.be/SxBV2nKFh3A
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7 years ago
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After the latest update (5.0 RC 17), it’s impossible to access the market if the hero is in the castle; you either have to exit or move the hero inside, which is a bit inconvenient.
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7 years ago
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Another bug: when you divide a stack into several equal parts using Shift, the result is approximately: 22, 44, 22.
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7 years ago
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When you cast the Eovacion spell and apply the illusion effect _again_, you don't get 2 clones, but only one. I even tried it in the middle of the battlefield.
In reply to Steblow
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7 years ago
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Steblow
When you cast Eovacia and apply the illusion _again_, you don't get 2 clones, but only one. I even tried it in the middle of the battlefield.
The description of the Eovacia spell states that two clones are summoned only when the spell is cast for the first time in battle; after that, the spell works as usual, i.e., it summons 1 clone. This is not a bug.

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