<p></p>
<p dir="auto">I've heard of two or three more people complaining of this bug recently. It's a problem not just because it causes stuck battles, but also it's bad for on-death effects, e.g. to transmog an enemy into a dead version.</p>
<p dir="auto">The fundamental problem is the timing of when poison/regen happens in a turn-based battle: right at the start of the round (in <code class="notranslate">start_next_turn</code>), before anyone picks their attacks, rather than at the same time as the attacks. So poison damage can trigger on-death attacks (and in future other kinds of reactions too) but those reactions can't happen because it's the wrong phase of battle. Notably, stun and mute are updated after attacks are chosen.</p>
<p dir="auto">So this does differ from <a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="581260482" data-permission-text="Title is private" data-url="https://github.com/ohrrpgce/ohrrpgce/issues/1007" data-hovercard-type="issue" data-hovercard-url="/ohrrpgce/ohrrpgce/issues/1007/hovercard" href="https://github.com/ohrrpgce/ohrrpgce/issues/1007">#1007</a> in several ways.</p>
<p dir="auto">We could move poison/regen to the end of battle once the attack queue is empty, so that from the view of the player the timing is still identical. We could then immediately perform any resulting on-death attack. That would be a turn earlier than it used to be but I doubt it would ever be a game-breaking change, more likely to be game-fixing. It will affect difficulty of some battles, but not much because the on-death bequesting enemy is currently untargettable and (I think) gets no turn.</p>
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