http://steamcommunity.com/app/439920/discussions/0/357284131787919601/?ctp=11

Been a while since I reported some bugs here but it is time for a longer list ;P

Steam mac version: 
1) The achievements to not get correctly awarded. They stay red in the game and the update in steam does not take place either.

2) Not sure if a bug or intended. The chests have their own 24h counter. So they will refill later than all other daily tasks.

3) Chests only refill after beating a map.


Apple mac store version (desktop):
Thanks for finally updating this app. The Hallowen Event is over for quite a few days.
4) Event maps do not open. I am not sure how you do your time check but if the connection to steam does not exist then you should maybe fall back to the system clock.

5) The chest never recharge. Probably same reason like with the event maps and checking the server time.

6) I did 5 warps and none of the event areas opened. Does the 50% chance work?



General issues:

7) If the custom equipment is missing in the sources then the barrak runs into a run time exception. The icons I refer to are the gear preview elements.

8) Saving usability issue: How is the sync supposed to work? I can upload saves but downloading fails... Which button do I need to press?

+ Auto equip tooltip has the text of the auto raising of troops.

10) The Dwarf potion has no translation.

11) Have several runes. Learn several spells without closing all modal screens first. You will not be able to close the original first modal window.

14) If you have custom items and they get removed in the app due to an update then the app will remove the items and characters from the saves. Bit annoying but I stick for now to the vanilla version. (might be mac appstore specific)

15) Please add a skip tutorial button.

16) Why do we have soooooooooooo many ** dwarfs. Nothing against dwarfs but you get some from bronze cups and from those dwarf specific bear creates. By comparisson you have basically no archers or blue mages.

Crafting Feedback:

I know you commented in another thread that you might remove the random number generator factor from crafting. Now I wonder how you will implement the upgraded rope that apparently requires tier 5 craft ingredients and a positively lucky craft.
Secondly I would not call a craft which outcome is lower than all the ingredients "lucky". The "LUCKY!" message when I had that was quite a bad joke.
Another example of random number generator frustration is when you collected 7 silks and end up with the T3 cape instead of the T5 royal cape.

In a way it is nice that we can get upcrafts of up to 2 tiers but it is very frustrating when you get such a downgrade effect.