I have just noticed that different progression breaks from different situation have a common factor.
As you can see in the image, after activation of Expanded Spell Book, game draws on the screen the covered cards without the frame (and without its buttons for interaction to continue), and it gets stuck.
The same thing happened to me with this dynamic in several other situations:
- closing locations with residual cards (Garrison, General Store, ..)
- recovering cards from the discarded pile
- Seelah scout abilities
[...]
Then, switching to Vault/leave the game and then reloading the scenario, produces a re-draw of the contest with a complete and ordered re-initialization that normally fix the issues.
I don't know which architectures game is using, but I could think about a casual de-synch in multi-threads programming.
Question
RedPred
I have just noticed that different progression breaks from different situation have a common factor.
As you can see in the image, after activation of Expanded Spell Book, game draws on the screen the covered cards without the frame (and without its buttons for interaction to continue), and it gets stuck.
The same thing happened to me with this dynamic in several other situations:
- closing locations with residual cards (Garrison, General Store, ..)
- recovering cards from the discarded pile
- Seelah scout abilities
[...]
Then, switching to Vault/leave the game and then reloading the scenario, produces a re-draw of the contest with a complete and ordered re-initialization that normally fix the issues.
I don't know which architectures game is using, but I could think about a casual de-synch in multi-threads programming.
I hope it can help you guys.
1 answer to this question
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