Ok, that's last time i am reporting those bugs. It would be nice, though, to hear from devs - if you are fine with these bugs, judge them tiny and unimportant, just tell us. It becomes tedious to report the same bugs over and over again. Some of those bugs go back to WoM....
- fights on the road - roads are ignored when fights take place on a road. So if fight is in the forest through which road goes it costs you 2 mp. I understand that that you should charge something extra for a fight, but it should be max 1mp.
- i can still move from one tile of the city to another tile within the same city and loose all my move points (by wrong click, for instance)
- going out of/through city - algorithm of movement is really bad. Here are the cases:
1. Movement outside of the city does not cost any mp if it is by one tile. It happens even if the tile is forest I can move into it, and no mp lost. Having 2mp i can go out of city one tile, come back, go out, and come back. In total, i can move 4 tiles for 2mp. It is bug, because moving into a forest for instance, should cost you 2mp.
2. Many times roads are totally ignored for no reason. Unit just starts it movement on normal tiles, then moves into the road loosing mps. I click on destination which is 6 tiles away by road, my army has 2mp and does not make it to destination. Why use roads if you can wander through a forest. Ups, one or two swear words, re-load ... Big uppss, reloading causes all my armies to be moved, lots of swearing, and quitting in rage.
3. If you have something blocking road, for instance, a mercenary camp, if you click far enough an unit will just past through camp treating it as a normal road. If i click, however, close by - let's say on a road behind camp, a unit will go out of road and around an obstacle.
4. when you are attacking an enemy stack outside of your city your units are placed on random tile. Sometimes it is a lair, goody, quest location, or even enemy unit - and nothing happens. Your movement does not trigger picking-up any items, nor quests nor fight is started.
- road between cities and outposts. I can have two cities not connected by road and i can build a city/outpost between them and a road to be build to closest one only. If i have four cities in a shape of square, a road will be build in a shape of "c" or "u" or "n" at random. Algorithm should be better than just connecting two closest cities. I have had a situation of having 6 cities going west-east connected to each other then south of them another 6 cities from east to west and road were build in shape of great "c". Far top city to the right was not connected to a low city to the right, any unit either had to go through all 12 cities, or through forest (8 tiles). Algorithm should build roads in a form of a web, with possibility of one city to be connected by roads to more than just two other cities.