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Graul Ogrekin rolled effect persists in deck


Foxoftheasterisk

Question

After failing to defeat a Graul Ogrekin, if returned to the deck with its effect still rolled; thus, instead of rolling a new effect when encountered again, it kept the same one.

I presume this is not intended behavior.

 

The first encounter was during another bug (Lem's turn, with the encountered card displayed on top of the deck instead of the encounter area),which may or may not be related.

 

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Android 6.0.1 on Nvidia Shield tablet K1

PFID #EC19BBE1B715AFA6

Story mode, Heroic difficulty, trait Full Packs

No pass and play or permadeath

Party of Lem and Valeros, both on the Wooden Bridge

Lem encounter the Ogrekin the first time, Valeros the second

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After failing to defeat a Graul Ogrekin, if returned to the deck with its effect still rolled; thus, instead of rolling a new effect when encountered again, it kept the same one.

From a tech perspective, here's what's going on inside the game:

 

AD3's Hechman Graul Ogrekin and Monster Ogrekin are each represented by five cards in the game.  One card is the "index" and there are four "alternates" representing each outcome for the index roll.

 

Only the index card in visible in the vault, and that is what is dealt out for play.  When one such card is encountered, a roll determines which alternate will be summoned in its place.  The index card is then banished, and the alternate is serialized and put into play.  The alternate then behaves like a normal henchman from then on, and does not revert back to an index if it goes undefeated.  It just shuffles like any other card.

 

It is more of a gameplay bug than a technical bug.  Cards are being handled appropriately by the app's known ruleset.  The alternate cards just need some additional scripting to swap them back in the event they go undefeated.

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Of course its still a bug.  But any time those bugs extend into the actual codebase, they seem to take way longer to fix.

 

For instance, Merisiel's Inspired Dexterity issue took months to fix.  Some of it was in isolating the issue, but it looks like it required a few modifications in the game engine.  (As a downstream effect, now you roll to recharge everything after defeating the Villain..., even if you really don't care... just to be safe)

 

Patching up undesired behavior in a specific game object's scripting has like a 2-patch turnaround if you can get the dev's attention.  A recent example would be Justice Ironbriar.  As long as the underlying app code is ok, those fixes get banged out pretty fast.

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