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Whenerver NPCs warp you, you'll still get the same issue, FYI. And that's unavoidable, at least for now. I'm so loving this game, but this needs to be addressed ASAP, for it makes advancing the story pretty much a wasteless effort.
I'm waiting for (and counting on) you all to polish the game to an extent in which such players can finish the game fair and square without these type of bugs to leave a positive review on it.
Sorry for mispellings and such; I'm not a native English spaker.
Again, I love the game besides the aforementioned inconveniencies.
Same here with NPC, video and logs sent, really annoying, I was able to go through 2 different enemies by playing my cards differnetly but now stuck.
Sorry guys I wasn't ignoring you, we pushed a hotfix today to fix the Teleport issue so it should be corrected in your build if you update now.
Let me know how you get on I'll be around here and there this evening and tomorrow.
PW
Thank you kindly for your rapid response and your efforts in addressing this issue.
I wasn't feeling ignored, btw. :)
Now, I'll go back to playing and to leave a positive review during the next days; you have undoubtedly earned it.
Keep up the good work!
Also not sure the best way to report it but the "taunt" card seems to have issues as well. It inconsistently triggers enemy attacks (ie you can use it, the enemy does nothing, and will have it's attack 'used'). I've noticed it on a few enemies but the ones I can specifically name are the big knight that does the 4 tile dash attack and the archer that attacks in the 3x3 grid volley. hard to say if it's enemy specific or if it's an underlying game issue.
In the final fight of Quest 4, I believe after just the first turn, the enemy turn bugged out. All attack animations, etc happened. However, afterwards, enemy movement (possibly spawning) didn't happen and I could not continue the fight.
This was solved by quitting to main menu and re-entering the fight. I think my saved state was just needing to end turn.
I do have a VoD of it, if needed.
In general, some tooltips aren't immediately known if they will hit friendly or not.
QoL request: if a skill is a damaging skill (and single target), and the player targets an ally, can we get a quick "are you sure?" prompt. There have been a few times that I've accidently not "unselected" a character/card and I go to click on a different character resulting in them getting attacked.