71
was logging into empty servers for half of 2018, lost internet for a year, and came back to no server periodmost users hang out in the discord server
isit safe to assume we dead?

So after some more testing i'm pretty certain that randomizing the "NULL" element was the problem.
Seems like puppets with no second type actually have null as a second type. Normally null is completely neutral but it can be randomized just like the other elements.
So in your original example, most likely electric was resisted by null, neutral to electric and poison, and strong against water.
Anyway, to the point: 1.1.0 beta 3 should work correctly since it doesn't touch the null element, though it won't fix a game that's already been randomized.
If nothing else is broken, I'll probably just repackage beta 3 as 1.1.0 proper soon™.
In my current seed, Electric resists Electric, Poison resists Electric, Poison/Water is weak to Electric, Electric/Water is weak to Electric, and Electric is neutral against Water. The Puppets in question don't have any abilities that would mess with their effectiveness. And I've noticed inconsistencies like this on other seeds as well.I may not be able to fix that. I can't actually control the effectiveness against type combos, the game figures that out on its own based on the constituent elements.
I'd also like to request a function to print out the changed type effectiveness so I don't have to spend hours experimenting to fill out the type chart.Done. See the link above.