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While Tiamat Hydra will play as normal when setting up, if you rewind at any point, the heads under the primary heads will flip to their master side. Secondary heads will go back under primary heads during a rewind as well. I suspect, but haven't confirmed that similar bugs will occur with Tiamat 2199. Basically, for now, I recommend playing full games all at once with Hydra or 2199 with no rewinds.
Also,letting you know that the music for regular Hydra in the "look at the cards in workshop" section doesn't play and we get the generic Sentinels music there.
(I know these bugs must have come in with SoEP, because the decks played perfectly before.)
I so want to be able to use them for unlocking achievements, and hate how I haven't really used any of them since I first started playing sentinels because I've been going after variant unlocks. Honestly, fantastic work here!
I've also experienced some heads flipping back to "decapitated" when I rewind a turn.
The Terminus issue is one I hadn't seen, I'll pass it along!
Especially cards with unusual interactions. Two that I've just experienced:
-Terminus is not indestructible with Stained Badge out (all other heroes were active).
-Drift's track has a '0' position that seems to cause super weird stuff to happen with red and blue effects (generally treating it as if she is on neither). This was the 1789 variant, if that matters.
The next release should also have improved art-switching functionality for several characters, notably Titan, but it may not be noticeable from the end-user perspective (Drift herself may get some art-switching in game, based on which way she's currently de-synched).
Great job with the mod Tosx, and great job Cauldronmodteam with the implementation!
More generally, this is not a great place to give design feedback, as nobody here is responsible for the design of the cards, only implementing them for the video game. The Cauldron Mod team can't/won't make changes to decks unless the designer decides to change the actual physical cards.
You mentioned a bug; can you describe it? That's something the team can fix.
The main issue lies in all the oneshots. The ongoings are bad enough, but the oneshots do way too much and trigger off of one another. Come turn 6, which is 3 turns into the actual fight since the villain spends hte first 3 turns being invounerable and doign nothing. You will be facing enough damage from the minions to kill off all but a VERY specific setups stright out.
And even if you somehow manage to deal with all the minions, one of his oneshots deal 5 accross the board, with damage that continously increases due to Night Under The Mountain being bugged. That card also makes all your heroes discard a card. You will be hit with 2 of these every turn along with 2 oneshots that each lower the damage to all villain targets by 2 each.
This level of difficulty is beyond Obliveon, at least him I can beat. This guy, with all the BS going on needs a nerf to be doable.