V.27862 Update
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Fixed a Multiplayer issue with Lightning Unstoppable Destruction, special short rest was not correctly refreshing items for all players in the session
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Fixed a Multiplayer issue with TwoMinis ability Concentrated Rage, where it was incorrectly possible to use two actions with the same card half
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Fixed a Multiplayer issue with discarding active abilities then short resting
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Fixed Host not correctly seeing Clients if they short rest to death
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Fixed an issue where looting gold could incorrectly make nearby gold piles (that were not looted) disappear visually
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Fixed an issue in Scenario 76 Ally Summons incorrectly focus the destructible walls
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Fixed an issue in scenario 76 Two of the destructible walls not correctly revealing the next room when destroyed
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Fixed an issue in scenario 76 In specific circumstances it was incorrectly possible to kill some of the Vipers without actually dealing fatal damage
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Fixed an issue with Hatchet abilities Ricochet & Care Package, not correctly healing if there is no adjacent enemy
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Fixed an issue with Mindthief ability
Cranium Overload, if mind controlling a monster that dies with an innate 'on death' ability -
Fixed a Multiplayer issue with Cthulhu ability Epidemic, cancelling the active bonus at certain points was not correctly seen by all players
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Fixed a Multiplayer issue where players could use a controller to switch characters while another player is joining resulting in desyncs
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Fixed a Multiplayer issue where restarting round immediately after lots of 'Undos' (before other players have caught up) could result in a desync
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Fixed a certain road event effect/outcome Each Merc suffer damage resulting in the game hanging while players are travelling to a scenario
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Fixed an issue with enemy multi-target attacks where it was possible for the second target of the attack to incorrectly take no damage
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Fixed a target selection issue with Cthulhu ability Willing Sacrifice, had to select Plagueherald as a target twice
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Fixed an issue with the JotL enemy it was possible for the game to freeze up after they used a certain ability
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Fixed an issue with spawners incorrectly spawning enemies on the same hex as obstacles if there are not more available empty hexes
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Fixed an issue with controlling an enemy into a Stun Trap then waypointing further movement for them, action would not end resulting in a softlock
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Fixed an issue in Scenario 71 Windswept Highlands, the special rule could incorrectly push a Merc into a locked door if the Merc has the Item Cloak of Phasing
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Fixed an issue with being unable to place a summon on a hex that a trap was just triggered in the same turn (was not being seen as an empty hex when it should)
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Fixed Demolitionist ability Nowhere to Run, can now only move single-hex obstacles and was incorrectly selecting obstacles adjacent to the first move hex not the starting hex
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Fixed Cragheart ability Clear the Way to only move single-hex obstacles
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Fixed an issue in JotL Scenario 25 Destroying a 'later' room before destroying an 'earlier' one incorrectly teleports the party to a room that is already destroyed and crashes the game
** A few known issues: **
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Scenario 76 Harrower Hive its best to avoid this scenario at the moment, getting a certain road event can result in the save being stuck at the start of this scenario, we are testing a fix for this currently and aiming to get this patched over the weekend.
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Issue with Sun Level 9 ability in Multiplayer Divine Intervention, an error occurs if this ability is active and an ally summon is attacked that is being controlled by a client again, testing a fix and aiming to patch over the weekend.
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Its possible to click the Short Rest button immediately after performing a Short rest which can result in an error, testing a fix and aiming to patch over the weekend.
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