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Can't wait to see the new changes!
Using the play bottom of Take Cover tactic card shows "played top" on the card even though the play bottom action resolves just fine. Happened with Tractor Beam for the Empire as well.
I can't seem to replicate Saw Guerrera problem. I move his card to the top, and second to the top manually right before the draw action card step, and it's not getting stuck. I've drawn him successfully 4 times in a row. It even worked when forcing Motti on the Imperials. Did it draw to the wrong hand when it failed? It should draw to the action card hand right below the mission hand. When drawing cards, the routine waits for the card to arrive in the hand. I could see the script getting stuck waiting for a card that never arrives. Sending a card to a hand that passes through another hand will cause the wrong hand to steal the card.
In older versions I put the objective cards into the hand that displayed them in the hand UI that could be toggled by pressing "H" (further down the screen), but that disappeared in a recent update. See if you can recreate the issue with an objective card in the action card hand at the beginning.
Action cards seem to remain hidden even when played out of hand in a re-loaded game. We've been able to fix temporarily by putting them on the mission hidden zone and then back out. However, that only reveals for one player at a time.
You probably know this, but your saved game will not pick up these fixes, only a new game will include them.
Black hits rolled by the Rebels go into the re-roll slot instead of the blocked slot against an Empire played "reinforcements" card (blocks two black hits). So the hits are correctly blocked/no tokens created, but the dice themselves are just put into the wrong spot.
The bottom of "Overwhelming Presence" doesn't auto-block two red hits. The top of the card works perfect.
AT-AT's don't seem to be sliding down the track from build queue 2 after they're built. So pretty much right after they're built it seems like they get stuck on the 2 spot sometimes. The unit limit function also seems to be wonky when that happens. Like I can get the game to spawn well above the limit of 4 AT-AT's instead of how the game usually just won't spawn above the limit.
Sometimes Rebel units will either slide off build queue 1 without a yellow highlight, or they lose them shortly after placed. It's hard for me to tell which, and I can't recreate the bug easily. Not consistent which units it happens to either. Happens about once per game.