Mercenaries - Stealth is breaking before it should

It appears that there is currently a mechanic in mercenaries that checks to see if all of your active mercenaries have stealth at the end of each round, and if they do, it will break stealth on each of them. While that mechanic seems like a great way to keep players from abusing stealth to draw out matches (by simply refusing to break stealth on their last remaining merc), shouldn’t that check occur at the start of the round instead of at the end of the round?

For instance if you start with Valeera, Scabbs, and Cariel and both Valeera and Scabbs go into stealth on turn 2 while Cariel dies, the game currently forces both Valeera and Scabbs back out of stealth at the end of the round even though you’ll be starting the next round with a new merc off the bench anyway. Surely that isn’t working as intended right? If the stealth check were changed to occur at the beginning of each round then bringing in new mercenaries off the bench should potentially allow your stealthed characters to stay stealthed for as long as needed, or until you run out of other mercenaries. Shouldn’t that be the intended behavior?

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