After my first game (so hardly a huge amount of data) I've got a couple of bugs to report. I'll try to detail them as best I can.
All of these events occurred in .77, though the game was created in an older build. I'm not sure how much impact that would have though.
- Chance to recruit a slaver kept firing. In the kidnapped girl quest, with the chance to recruit the slaver. If I recruit the slaver and kill the other slavers, when I return the girl the choice to recruit the slaver fires again. I took it, and killed the others again, and it fired off again a few turns later. this continued until I chose to not recruit the slaver and just kill them all. This was late game, in .77.
- Late game, the "end turn" button stopped working. I am unable to move any units with a destination out of their range. I am forced to move a stack its movement for the turn, but no further to cause the turn to end, at which units would move towards their destinations as per normal. If all my units have no move, or destinations outside their current move I have to reload due to not being able to cause the turn to end. Saving and reloading the game solves the problem for a few turns, but it returns. I had two stacks of high level heroes moving long distances when it first appeared, but not sure if this is the cause or not.
- Unable to complete the spider silk for the crone quest. Visiting the spider lairs to cause the second wave to appear, and visiting all of them to make sure there was not a third wave, I was still unable to return to the crone to hand over the silk to complete the quest. One of the original groups of spiders was killed by a stack which had a champion in it, but different from the one that activated the quest.
- Some resource tiles vanish when built on. For me it was the special water shard Vetrar was near, and a drake nest (iirc). The Drake nest simply tuned invisible, while Vetrar's shard actually vanished from the world the turn after I tried to harness it.
- In combat it takes ages for a turn to end if certain abilities were used that turn. It happens every time with that ability. The list of abilities that cause the game to freeze for a noticeable time (10 secs or so, to a about a minutes for me) that I can recall were: defend (shield ability), savage bite (wolf ability), thorns? (the troll shaman spell). I'll take notes on future games to make sure I don't let anything slip through.
- Empty exploration spots remain on the map. They appear untouched, but when I move onto them they vanish without granting anything. I think they were mostly monster nests without monsters on them, but not certain.
- Sometimes Fireball doesn't go off. I have a spellcaster, cast fireball yet sometimes it will just skip their fireball casting turn, and from the length of time it felt their next turn altogether, and then they'll have a normal turn later on in the fight. This might be caused by casting Haste while someone has a fireball queued; I think I recall avoiding casting Haste on a caster casting fireball, and it still failing to materialise but I could be misremembering that.
- Not sure if this was just luck or not, but after a champion with a weapon granting the maul ability got more than 10 hits in a turn (Vetrar from about 200 to dead, with about 10-25 damage a hit), her accuracy dropped dramatically for the rest of the game. I did not try changing weapons, which would've been an appropriate test, but in my defence it was 2am.
Thank you for all the hard work crafting this game. Now to go back to it, and this time - take notes.