Quick answer: Reset the portrait to a neutral default at the start of each line and apply the line's emotion tag if present, so no expression leaks forward.
A portrait that holds an old expression is inheriting it because the new line has no emotion tag. Defaulting per line fixes the carryover. Here is how.
How to fix it
1. Default the emotion per line
At the start of each line, set the portrait to the speaker's neutral expression, then override it only if the line carries an explicit emotion tag. This prevents leak-through.
2. Map tags to sprites explicitly
Keep a per-character table of emotion name to sprite and fail loudly on an unknown tag, so a typo like 'happly' shows a clear error instead of silently keeping the old face.
3. Switch the correct speaker's portrait
When two portraits are on screen, apply the emotion to the speaker of the current line; updating the wrong slot also looks like a stuck expression.
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 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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.