Actually problems like this can be more difficult to fix than you might think.
The issue is caused by the order the game resolves events that happen. Currently the game will cleanse the dead troop, before resolving any traits that can trigger on death. Why is it done that way? It looks like there were issues with status effects applying after death (yeah, code can be weird sometimes). When it was first written, this particular combination of events didn’t exist, so the issue was never spotted.
We need to make sure that when do we try to address this, we don’t cause other issues. We are also not only looking to fix this one issue, but a couple of similar issues, which requires us to review the order in which the game handles events during battle, and then of course test anything we change. Either way, fixes to the order in which things are resolved require careful planning, and then a full regression test of every troop in the game, which (as you might imagine, given that we’re approaching 300 troops) is a large undertaking, requiring a lot of time. We’re a small team, so prioritizing the most important issues is key for us… Is this one important? Sure! But we need to give priority to things (like server performance) sometimes, because it has a much higher impact on the entire playerbase.
We’ll certainly get to addressing this issue, but we need to ensure it’s done at most opportune time, so we can be as efficient as possible.
As for the Bone Dragon, he creates skulls randomly. This means that he can create a new skull over an existing skull. He is a Risk/ Reward troop that can sometimes work in your favor, but he may also backfire.