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Hi! We have a fix for this internally that hasn't gone out in a patch yet.
In the meantime, to shed some light/help this be avoided, if you destroy all of the giant chambers before depleting Alpha's health bar/triggering his phase change., that should allow the mission to conclude properly.
Very sorry to for the inconvenience :(
Mindfire burst into the room twice. Alpha needs to have his health reduced to 0 three times. Mindfire burst in after the second time, then again after properly defeating Alpha. He was getting one turn proper, and then a shadow turn, where the second instance of Mindfire would activate, but couldn't because it never spawned as he already was in the mission
Linux:
You can email the log from the play session where this occurred through to DanT (dan at defiant dev dot com) along with a link to this thread, or ping one of us on discord in the Capes tech support channel https://discord.gg/4xrFrP4ATq
Super sorry to hear that you've encountered this bug! We have a fix that will go out in the next patch. SKoyote's workaround here should allow you to progress if you want to play again in the meantime.
If you can get us a copy of your game log from the play session where this occurred (and your SaveGame folder if you haven't left/restarted the mission), we can look into it. You can find instructions here.
Awesome game, I would totally buy a DLC where one fights a possibly mind controlled Cruxix or Replayable Roguelike mode.
Would still love to see a log from that play session if you're willing to send it to us. We've not come across/heard of this before, and a log may help shed some light on what happened.
Yeah, my biggest issue with the game, is now that I have finished It I am not sure what to play.
Their are few quality of life fixes it can use (I really wish I could just skip enemy turns and supers sometimes, and I am not sure why pressing V does not ask for confirmation you want to skip your turn, heaven knows I pressed that key accidentally several times, I thought I unbound it.
But I do love the breath of tactical options, the understandable yet complex puzzles and so on. The satisfaction of a perfect turn where a chain lighting zaps enough foes to charge a super, or Rebound being Rebound and slaughtering everything. Levels that felt unbeatable becoming easy once things clicked. It was a experience.
If you're not immediately drawn in by the idea of replaying past missions with high level/different heroes, you might find it a fun challenge to play with as few upgrades as possible. All but a few missions toward the end can be completed without any.
Is it possible that the "Warn on unused actions" setting is off? It's on by default, but there's a checkbox on the confirmation dialog for disabling it that may have gotten checked at some point?
Very glad to hear!
I have the same problem