Yo.
On version 0.5.5.4, is it just me or are the fight during exploration completely busted?
Issues I'm getting:
- armor stacks on the player are removed *before* the enemies attacks, making them useless.
- enemy "tell" (the circle with their next action) is broken; for example, if it shows a shield, when I end turn, it changes to a sword AND the enemy attack at the same time. It is consistent with all enemies, all the time.
- this same hint circle is sometimes broken and display a number like "5"
- some attack animation just won't play. Mob stays here, player life goes down
- losing a fight gives the error screen with a NullReferenceException (pasted below). This happens seldomly in some fights, but consistently in the goblin mama fight. I mean, the boss in goblin forest.
- some elements in the UI overlap during fights (like the wand effect and buttons in the top-left corner), buff/debuff description are behind the UI
It's weird. This makes shields unusable, strategy impossible to plan, and just kick the player out of some fights
NullReferenceException: Object reference not set to an instance of an object.
JourneySystem.Battle.BattleModel.TurnEnd () (at <00000000000000000000000000000000>:0)
JourneySystem.Battle.BattleModel.DoNextTurn () (at <00000000000000000000000000000000>:0)
JourneySystem.Battle.BattleModel.NewRound () (at <00000000000000000000000000000000>:0)
JourneySystem.Battle.BattleModel.DoNextTurn () (at <00000000000000000000000000000000>:0)
JourneySystem.Battle.BattleModel.TurnEnd () (at <00000000000000000000000000000000>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <00000000000000000000000000000000>:0)
UnityEngine.InputSystem.UI.InputSystemUIInputModule.ProcessPointerButton (UnityEngine.InputSystem.UI.PointerModel+ButtonState& button, UnityEngine.EventSystems.PointerEventData eventData) (at <00000000000000000000000000000000>:0)
UnityEngine.InputSystem.UI.InputSystemUIInputModule.ProcessPointer (UnityEngine.InputSystem.UI.PointerModel& state) (at <00000000000000000000000000000000>:0)
UnityEngine.InputSystem.UI.InputSystemUIInputModule.Process () (at <00000000000000000000000000000000>:0)
UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0)
UnityEngine.EventSystems.EventSystem:Update()