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you can correst this problem by emptying the cache.
1. The map deck is now shuffled during setup.
2. The Darkness deck is now shuffled before dealing a card.
3. Duplicate darkness cards are no longer drawn when moving back and forwards on the Darkness track
4. Split up the Necromancer turn into move/blight/start hero turn.
5. Necromancer quests will only spawn from the first map card.
To help this, I would suggest breaking the procedure down into more granular steps:
One button to roll the die and move the necromancer.
One button to spawn a blight in the necromancer's position. (can also spawn a quest if using increased quests, but should only do it once per round and should only check the first card drawn. Current procedure seems to check the last card anyway which is another issue)
One button to end the necromancer turn and return to the hero turn. (Only this button closes the panel)
By making those separate buttons, the heroes can more easily "interrupt" the process at any point (to re-roll the movement die or manually move the necromancer if detection was ignored, etc), spawn multiple blights (some darkness cards), or even skip steps altogether.
1. The map deck does not get shuffled during setup (because it does not have Deck tag) so setup always spawns the same blights every game. Adding the tag seems to fix it.
2. If the Starting Darkness and Darkness Cards settings result in the game beginning with a darkness card, it is always the same card (because the deck is getting shuffled after this initial card is dealt). I would just wait until the map deck is selected before you deal this card.
3. If darkness moves to the same number more than once in the game, it is drawing another darkness card which is getting placed on top of the card previously drawn at that darkness level.
In the script for Add Random Quest (d05f88), line 50 says:
local deckObj = Global.call('getDeckFromZone', zone)
But getDeckFromZone is not defined on Global. Maybe it used to be and then some code was re-factored? This can be fixed by changing the line to:
local deckObj = getObjectFromGUID('17f823').call('getDeckFromZone', zone)
Hard-coding the GUID right here isn't the cleanest way but I just wanted to pinpoint the line with the issue.
By the way I am very impressed with the code in this mod!