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Once a trap is sprung the hex should be classed as empty afterwards; I think I've seen this or a similar issue raised before.
A character/monster/ally/construct is on the hex
Haves a blocker,
is a hazard/slow tile
Coin pile(and chest) on hex
Trap on hex
The hex was empty at the time but had a trap on it earlier in the scenario. That's what I was complaining about.
Strange bug, tho i do not have much experience using placed traps/placing them