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  1. 104/201, hard to know what is what edition lol.
  2. NAME: NO BRAKES ON THIS DAMAGE TRAIN, CHOO CHOO DESCRIPTION: Disintegrating stonekin units on Bad Harvest are not stopped from attacking if they are also being taunted [by Frenetic (P)] at the time it starts being disintegrated. REPRODUCIBILITY: @Donaar has been able to consistently reproduce it 2x in a row by using Frenetic on a group of enemies with a nearby Church of Negation. SCREENSHOT/VIDEO: https://cdn.discordapp.com/attachments/594960703417483277/1017516517778280519/disintegrate.webm ADDITIONAL INFORMATION: Other times this is reproducible is with mind controlling a
  3. Fine fine, I send you email with 3000 bfp, take all my money.
  4. Seems rigged, I choose not to participate.
  5. NAME: Untargetable Buildings in Random PvEUnta DESCRIPTION: Buildings were spawned inside eachother in such a way that neither one could be targeted by attacks and had to be destroyed by an AOE spell. Obviously if no one had a AoE spell it would be un-completeable. REPRODUCIBILITY: Randomly in rPvE and not very often. SCREENSHOT/VIDEO: LOG: bad_spawn.pmv _log_proxy_latest.log
  6. NAME: Power Wells Shader Bug DESCRIPTION: Power wells will change color constantly or use their correct colors but be completely or nearly invisible for most of the match. REPRODUCIBILITY: No idea, possibly because of all graphics settings on highest possible. LOG: attached SCREENSHOTS: _log_proxy_latest.log
  7. This happens with mind control as well and affects other units with constant damage. With mind control though, even though the animation disappears, your units still take damage as if it were an enemy.
  8. NAME: Invisible Nightguards when spawned by other players DESCRIPTION: When Nightguards are spawned by other players in some maps (or seemingly at random depending on what was loaded into memory I'm guessing), they are invisible for players that don't have Nightguard in their decks. I believe this may have to do with how the textures are compressed as some other units have incorrect texture compression in my experience. REPRODUCIBILITY: Launch a fresh battleforge game without ever seeing a nightguard played or having one in your deck. Play the map "Titans", any position should work.
  9. After testing it on every size and animation I could, I could not reproduce this bug, so I would say it is resolved!
  10. Very nice write-up, the only thing I can't agree with on balancing is the final tower as I don't think it will fix how bad that card is unless Firebug can still go off when destroyed. Can't wait to see tower changes (though I probably won't be using Necroblaster anymore ).
  11. NAME: Offering sets cards on cooldown DESCRIPTION: When you use up a card until it's at 0 charges and wait for it to recharge 1 charge, then use Offering, any cards that recharged 1 charge and Offering increased to 2 or more will go on cooldown after you bring them to 1 charge remaining. This only happens when using Offering while a summoned unit is still in it's summoning animation. REPRODUCIBILITY: Always happens. For an example, play Thugs until you have 0, wait for it to recharge to 1. Next summon a Wrecker and use Offering (Green) on the Wrecker as soon as possible (spam it). Now Thu
  12. NAME: Game crashed while playing random pve level 9 DESCRIPTION: While playing rpve9 vs exclusively Lost, I went to cast "Regrowth" and the game crashed straight to desktop. REPRODUCIBILITY: Cannot reproduce, first time it has happened. ADDITIONAL INFORMATION: May not have to do with Regrowth, could've entirely been coincidence _log_proxy_latest.log crashdata.mdmp log_gd.txt
  13. DESCRIPTION: After completing the map, when the exit match popup should appear, instead the game crashes to desktop. REPRODUCIBILITY: Has happened once before but not in at least 10 KotG games. LOG: Attached Below. Thanks and good luck! _log_proxy_latest.log crashdata.mdmp
  14. I think you are mistaken as no where in game or on the wiki does it state that it "Ignore the 50% frozen reduction" and the rest is working as intended. I do think the bug here is that it doesn't state that the buff persists on units after they leave the aura for 10 seconds.
  15. Increasing orb restrictions would only make the game worse by decreasing the amount of combinations making "use enlightenment" more necessary.
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