Your comments

I'm terribly sorry that this happened, but I could not replicate the issue even after mixing save and load at different stage of the fight. If we find a replicable step with which I can see the bug myself, I'm happy to reopen the ticket and have another look. But at this stage I don't know what went wrong that could have corrupted the file / game state

Pfiou boy that's a massive ticket ~~

1) This is by design, if you're modifying brimstone?obsidian at runtime you need to be able to replace the whole lot

2)Fixed

3) I can't support that, spawn party can take time, so I can't spin it up in different location. I made it pick a random location if you supply a list

4) This is by design, to prevent unit getting hammered by a shielded unit/defence without even retaliating. They're not all smart, they need the player to make life decisions ;)

5) Mostly use random now when applicable

6)14) I focused on mightyscript for this ticket so I left the visuals for another ticket

7) This is by design, we don't want to delete objects for the player, what if they were part of MS, or part of the map design for some reason. But here you can't place sacred ground because item would then not be pickable by workers

8) I fixed that

9) Fixed, Set Revealer now allow attackable props

10) I can't support all of that that late in the project, but I fixed the PickList and added a Clear to modify list, and made where applicable use of random pick within a list

11) This would be inefficient to make any string flowing in MS to have a multi string.Replace pass ^^' And it might not be always applicable.

12) Fixed, with caveheat. Spawn Party is a weirdo because of its original flawed requirement. Party Units need an ID to be handled in MS during edit mode, but at runtime there can be multiple instance of them. That's where the fun starts. Originally spawn party was meant for wave spawning, which meant the previous wave should/would (flawed as said) die before the new wave. But now supporting multi instance coming from the same ID is not maintainable in the current state/design of MS.

So the fix is when I check for an ID, if it is a party unit, I first check if the original ID still exists and deal with it otherwise return the latest. And that's the caveheat, I still have no support if you have 3 party unit living at the same time. The middle one would get ignored even when the 1 one dies / get disposed

13) Spawn defence / Build defence combo require a small wait before build, we delay the AI by one tick so when you try to build instantly, the AI is not there yet to receive the signal. That's rubbish and I could queue up some command but the side effects are not worth it.

15) Thanks to Kasrkin84 for the answer

16) You can create a flag to keep track of it and watch it in debug console

17) It's tile based or physical object, so you can still target units/moving things

18) By design no, and changing that would be difficult as it is deep rooted in the checks

19) You can listen to any spell cast and add effects to it, with any action available

20) I can't replicate that, if I use a list for Set Health for example they're all getting the effect correctly.

21) I couldn't replicate

22) I'm creating a ticket for that internally, I'll get to it later