"Once the creature has started pointing at something, he should update his point position if the thing he is pointing at moves."			STATUS : Changed
"Creature's spell skill determines power of spell: if he is beginner, the fireball is small and weedy. (See GetSpellStrength in CreatureSpell.cpp)"			
CreatureSubActions.cpp: Process Subaction functions must *never* use Mental->Agenda.CurrentPlan.ObjectToActOn. They must *always* use SubActionAgenda.GetObjectArgument. This is because scripted creatures may have invalid plans but valid subactionagendas!!!			
SEX attribute doesn’t work - creatures don't make distinctions based on it.. (look at CreatureInitialLesson.cpp)			
No distinction between adults and children			
Creature works out speed to chase villagers/animals/cows based on their speed *1.5			
"Check that ForceActivityAndForceAction always sets IsObeyingCommand when it should do. Sometimes it doesn’t at the moment (eg: lookconfused, or maybe that's intentional?)"			
Creature continuous sound-effects are much too loud			
"Creature damage effects are much too much from throwing food at him, also heal shouldn't totally heal him if he is big."			
Creature must help building the citadel as well as normal buildings			
Creature must sleep on flat land.			
"A lot of the actions tell the creature (or his servant) to move to a pos, but there is no check that the pos is navigable to. We need get nearest clear point to point."			
Leash bug: turning the leash off shouldn’t stop the creatures fighting.			
"Navigation failure should suppress the object-to-act-on and object-to-use if any, but not the activity (goal or activity object (unless the activity object is a creature))."			
All setting of IsControlledBy<Whatever> flags (eg: IsPerformingMimickingAction) should only be set if the currentplan is valid			
Creatures cannot play static anims in the script at the moment (the waitcounter is not set correctly)			
"If creature doesn't have enough energy to cast a spell, his hunger should be dominant for some time!"
"If creature fails to cast spell because of inadequacy, he should have 80% chance of trying again (immediately)."
Creatures shouldn't use objects which are on fire. They should not be suitable as objecttoacton or objecttouse (unless action is put out fire!)
"CREATURE_SUB_ACTION_GO_NEAR_OBJECT automatically moves away as far as the radiuses, so make sure CreatureAction.cpp doesn't make creatures go too far away."
There is a general problem trying to get the creature to drop something at a particular spot. The whole thing is unclear and doesn't work.
"There is a similar problem with trying to throw objects at particular spots: he doesn't always go the right distance away. He shouldn't bother moving if he is already in the correct ""band""."
"Creatures should *never* cause excessive damage to their own stuff, they shouldn't *ever* use extreme magic on their own stuff."
"Creature should never get stuck for more than one minute. If he detects he has been stationary for >30 seconds and he hasn't been sitting or lying down or making a gesture or doing anything generally, he should stop what he is doing, and try something else."
Assert about no subaction being specified
Water spell needs to be learnt.
"Every time a flag which overrides autonomy is set(eg: IsObeyingCommandFlag), *must* check that Agenda.IsValid(). Otherwise he will just be stuck."
