build 312 - a few rules have changed!
Posted: Thu Feb 26, 2015 10:44 am
This is a relatively minor update, but it does contain some meaningful rules changes, worth a read:
- Number of specialists used as tie breaker in combat when number of drillers is equal. This better matches what players think should happen intuitively.
- In tied sub-to-sub combat, all specialists return to nearest friendly outpost instead of being taken captive. You have to admit, it was pretty odd that no drillers were left and specialists were taken captive. Did they handcuff themselves and turned themselves in?
- Resetting driller and Np timers when taking over an outpost (this solves an issue with future prediction accuracy)
We also fixed some bugs, the most serious of which caused the chat history to completely disappear in one game.
- Number of specialists used as tie breaker in combat when number of drillers is equal. This better matches what players think should happen intuitively.
- In tied sub-to-sub combat, all specialists return to nearest friendly outpost instead of being taken captive. You have to admit, it was pretty odd that no drillers were left and specialists were taken captive. Did they handcuff themselves and turned themselves in?
- Resetting driller and Np timers when taking over an outpost (this solves an issue with future prediction accuracy)
We also fixed some bugs, the most serious of which caused the chat history to completely disappear in one game.