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If you're still having the issue on the current build, could you email me (or discord dm) your save.json and player.log files? They're in the multicell folders you can find in /appdata/locallow/multicell[...]/corpsmen/
Sorry about the hiccup. Also, thanks for the video coverage. You were the first youtuber to publish when we sent out our first wave of emails while approaching Full Release :)
The Bite card remained displayed on my screen with the "consume card" cost, as I had already upgraded it. After consuming my zero-cost Scratch card, the Bite card stayed on the screen, preventing me from playing any additional cards. Although I still had moves available, the Bite card was effectively still "in play," blocking my gameplay.
Hm, that's curious. If you haven't restarted yet, do you think you could send over your save.json/Player.log files? They're in the multicell folders you can find in /appdata/locallow/multicell[...]/corpsmen/
Either by mail (vong.w@multicellgames.com) or you can dm me over discord (link in the op)
I'll take a look at it on Monday most likely, and having the save file would help in replicating it
That's working as intended yes. A new threat will always override any existing threats, at least in that moment. If that makes sense. So a fresh application of Threaten takes momentary priority.
This allows a bit of depth, for if you suddenly need to shift priority off of your main tank with a quick application of Threaten, for instance. And also means the application of Threaten always does something.
To a lesser extent, that depth is also the reasoning for why at the start of turn, multiple Threatens resolve randomly with equal weighting for which one takes priority. As it allows for more tactical depth for Threaten (and Meek) heavy decks to shift around the enemy's targeting to suit their needs.
Then it happened again, this time to my painstakingly curated first monster. Lost 5 HP because I didn't want a Power card, I'm a little miffed that this has happened.
I don't think he's gonna recover from this, but I did attempt to farm "?" spots in missions to at least make him viable again. He's sat at 54 total HP, which would have been 59 if the card removal hadn't bugged. I'm hoping this can be fixed/reversed in a future update. So far the game has been smooth sailing, but this has thrown a wrench in any plans for me to curate my cards with Fugue.
Huh. I'll have to look in to this one. You wouldn't happen to remember which card was removed, would you? This is one of those things that (unless it literally just happened) it doesn't get logged in the save file/logs, so can't be detected and reverted in such a way.
If you email/discord-dm me your save.json file, I can manually tweak the save file if you like (its in /appdata/locallow/multicell[...]/corpsmen/)