Quick answer: Decrement each buff's remaining turns at the start (or end) of the buffed unit's turn only, so a 3-turn buff genuinely lasts three of that unit's turns.
If your 3-turn haste evaporates after one round, the timer is ticking on everyone's turns, not the buffed unit's. Here is how to scope the countdown correctly.
How to fix it
1. Tick on the owner's turn
Store buffs on the unit and decrement their turns_left only when that unit's own turn begins, then remove any that hit zero.
2. Pick a consistent edge
Decide once whether buffs tick at turn start or turn end and apply it uniformly, so durations are predictable across haste, regen, and shields.
3. Account for extra turns
If a hasted unit takes two turns in a round, the buff should tick twice — which falls out naturally once you tie ticks to the unit's turns.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.