Some days ago I introduced the booster drop. It was straight out massivly bugged.
By fixing it and giving it a proper 24h cooldown and not just a "drop after 24h spam drop", the cooldown somehow managed to block the other normal card drop.
I think, guess, hope, it was caused by me calling the two different playtime drops at the same time requesting two different things. I now implemented a cycling call that first calls the booster, and later calls the card. I will continously hotfix this untill it works.
