Some more fixes for very edge cases, thank you for the reports and enjoy the weekend! V 1.2.2 c [b]Bugfixes[/b] [list] [*] Fixed "Bad Joke" soft-locking the game if you had exactly one Pip, as he would tell the joke to himself, start crying, and then refuse to do anything else. [*] Fixed bug with some warnings not disappearing at pass turn, or a reset [*] Fixed nullreference when trying to untrain a Pip that was working while nobody else was available [*] Fixed Boon: Terraforming not correctly giving outputs for wood and ice [*] Fixed a pesky bug where using multi-Pip buildings would replace existing Pips without removing them first, creating clumps of Pips working in the same spot [*] Fixed new fields animating while disabled [*] Fixed production order of Tea Field when Herbs are exactly at zero generating ghost herbs on load [*] Fixed multi-Pip buildings force-removing from other buildings even without replacements [/list] V 1.2.2 b [b]Balance[/b] [list] [*] Refreshing Rain: Increased Threat range from 1-7 to 3-7 to avoid it appearing too early and messing with the initial Heat buildings [*] Reduced maximum number of hit pips for losing high-threat events very badly (to avoid hitting *all* Pips when that was not intended) [/list]