The Jewel also adds desire to punch level designer in face.
Shame about the check thou. I suppose you might be able to hijack those 3 flags thou, and with a bit a luck be able to reset them to zero at various stages.
It's acually weird those flags even exist at all, I can't see any way of accidently losing a battle which wouldn't be totally devastating to your army.
I've heard people say you get more units in the hand of nagash level if you go the long route. Anyone confirmed this? The codes from that be interesting if true.
PS The Armour question. Nobody knows, dues to the dice rolling nature of armour checks its impossible to check. Supposedly to beat a 15 you'd have to roll a 6,6,then a 4. Clearly this is not the case they arn't that tough. In the fourth edition i believe im correect in saying armour is limited to lvl5, which you only need three bits for, maybe the rest of the byte stands for something else? It's the only vaguely sensible thing i could come up with, i originally thought it might be an anti-strength thing but the numbers dont make sense.
Are you sure the bug doesnt occur with Ghouls? All the troops you listed it works with have 95 frames of animation.
Ghouls and all the others you listed have other amounts.
Also yes your correct the cannon can be destroyed before losing its crew, it's the fleeing thats the important part and that only occurs when the crew get hit, the cannon itself remains immune to damage.
Leader sprites are immune to all forms of damage whilst there are squad mates alive. Normally this is not noticable, but artilery has a v.large leader sprite (the machine itself). Plus the leader has no attack. So when attacking if your squad doesn't deploy itself correctly, it can end up with no contact with the arty crew and your unit. In which case all attacks are lost, no one dies.
A possible work around is giving the artillery the skeleton flag.
It is possible to make units too tough to hurt, and generally its best to keep to 6 or below toughness.
I dunno about the arty chasing bug, maybe its unit type was wrong?
I tested the different weapons with olly, and they seem to be limited to changing strength with the exception of wight blades which possibly does a D3 hit (can't test).
So the weapons don't match table top rules, there are no Init modifers, no hit last rules, and no "for the first hit only" rules. So in the end the are a bit pointless as you could just manually change strength
I messed around with the mage types quite a bit and as far as I can tell it does nothing and is an unimplemented feature.
To level up your mage you need something ranged so, Banner of Wrath - Maybe a bit Op, Grudgebringer Sword - A free fire ball every round. The other possibility would be to give the mage a bow/crossbow/pistol and a decent balistic skill (4/5 ish) or a cannon and a low b/s (2). I'm not sure if this would crash the game or not, due to lack of a firing animation, but I seem to rerember it will simply use the casting animation instead.
I seem to rerember the "regeneration" in the thrid edition worked by basically rolling a dice and 1-3 miss and 4-6 hit there's no adding of wounds. It basically is a form of armour.
Path finding should probobly be left till later when you have a working world, as changes you make to your model / height map / troop systems will just screw it up.
Once you are ready, I'd advise you to break it down into a 2d system with nodes/pregenerated route around static obstacles. Rerember you need to take into account temporary & moving obstacles (firestorm, enemy & friendly squads) so you will probobly have to do multiple checks as the squad moves along its route. Simplify as much as possible pathfinding or it'll burn though your cpu.