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EpochStreet release v1.1.1
Changes since v1.0.3
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- Online play is now in the release build (Matchmaking and Custom
rooms).
- "Share by code" (give a work only to people who have its share code)
is now in the release build too.
- New rules: Turn limit and Time limit (the default is still the goal
only).
- The release build and the test build can now sit at the SAME online
table (both run the same engine, Core 0.6.50).
- Four new settings: "Landing name tag", 'CPU "Stop here?"', "Pacing"
and "Menu help".
- Money flow, auctions and CPU thinking follow the original (the latest
entry in the series) more closely, and the casino prize tables were
reworked.
- Saves that survive a power cut or a forced quit.
- The engine version goes up (Core 0.6.41 -> 0.6.50).
- The launcher becomes 1.0.22 (see "Launcher" below).
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! Please read first
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- Saves (suspend and autosave) carry over as they are.
A match started on v1.0.3 keeps the Number 9 table, the slot prizes
and the Holidaymon closure rule it was started with.
- ! Online play works only between builds on the same engine version
(Core 0.6.50). The servers are updated to match. You can play with the
test build v1.1.1-test0 too (older test builds are turned away at the
door).
- ! New defaults for NEW matches (you can change them in the rules):
Number 9 prizes and Slot prizes default to "Modern" (the latest
original), and Holidaymon closures to "Legacy" (as the original). The
"Legacy" rules preset gives you the old behaviour for all of them.
- ! The Move / Turn display now defaults to "Turn only". If yours was
still "Full", it switches to "Turn only" ONCE, on the first start of
this version (Settings -> Display changes it back).
- ! Español still cannot be chosen as the language.
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- "Online play" on the title offers two ways to play:
Matchmaking ... pick a goal-money band and queue; the server finds
you opponents.
Custom room ... put up a room and settle the players, the rules and
the pieces yourselves. Invite codes work too.
(Custom server - playing on a server of your own - is not in yet.)
- The server runs the real match and keeps everybody's board the same.
A room can use a board published on the server or one you made;
players who do not have it get it, pictures and sounds included.
- Spectators: join a room as "Spectator" to watch without a seat - even
a match already under way. A room holds at most 16 people, players and
spectators together. The host decides whether spectators are allowed
and how they are shown (count only / names / hidden), and can remove a
spectator (it takes two presses).
- When it is not your turn you see the acting player's screen as it is
(in your own language). CPU turns play on the same screens and with
the same effects as offline.
- On someone else's turn these keys open a screen (view only):
V map B data U stocks O settings
- Clocks: a room starts with a 10-minute time bank, 10 minutes max per
turn and 120 seconds of grace once the bank is empty (the host can
change them). "Turn m:ss" at the top right is what this turn has left.
- Time-outs and disconnects do not hold the table up: Relief (a CPU)
plays that turn and you keep your seat. A player who drops comes back
to the same seat ("Rejoin your match").
- Players can negotiate with each other (buying, selling and swapping
shops, and items). The other player has 45 seconds to accept, change
the terms (counter-offer), cancel or answer "No way" (see "Rules");
no answer counts as No. The proposer's clock stops while they think,
and the other players and spectators see the deal, view only.
- A CPU's swap offer to a person also waits 45 seconds (time-out = No).
- Screens you only read and close with Confirm move on by themselves
after 5 seconds.
- Team matches work in rooms too.
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- Boards, texture packs, pieces and more can be published so they are
NOT listed anywhere and only people with the share code can get them.
- To publish: for a board, tick "Share by code" at the bottom of the
editor's publish window; for packs, set the share form's "Listing" row
to "Share by code". A 12-character code (e.g. 7K3M-QX9P-2DAB) is shown
and copied to the clipboard (available after review).
- To get one: on "Online" press L ("By code" at the bottom), type the
code, press Enter, check the work's card and press "Install". Case,
hyphens, and O/0 or I/1 mix-ups don't matter (pasting works too).
- To manage: "Online -> Account -> My uploads" has "Share by code /
List it" and "New code".
- ! Unlisted is NOT secret.
- ! When you issue a new code, boards installed with the old code leave
those players' games at their next start (packs stop updating).
- ! Theme songs cannot be shared by code.
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- Turn limit / Time limit (new rules)
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- Turn limit: the match ends once every seat has taken that many turns;
the richest player wins.
- Time limit: the match ends at the end of the round the clock runs out
in; the richest player wins (the clock also runs during auctions and
casinos).
- Each one is None (default) / Default (a number from the board and the
goal) / a number you type. While either is on, the goal can be set to
"None".
- Turning the time limit on with "Max per turn" at None sets Max per
turn to 10 minutes. The turns-left display changes colour near the end.
- + The time bank, Max per turn and the grace work in every match as
before. Switching the time bank on turns a Max per turn of None into
10 minutes (Max per turn must be longer than the grace).
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- Four new settings (from player feedback)
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- Landing name tag (title Settings -> Display / in-match settings): a
small plate that names the square a piece stops on, for a moment.
Off (default) ... never
No panel ... only when the "Stop here?" panel did not show that
square (e.g. arriving by warp)
Special ... not on shops, chance squares or suit squares
All ... on every square
- CPU "Stop here?" (title Settings -> Other, next to Action waits /
in-match settings): a CPU's "Stop here?" is now shown on screen. On
(default) keeps it up for a moment (CPU speed Slow 0.9 s / Normal
0.6 s / Fast 0.35 s). Off answers it at the normal pace, so CPU turns
feel snappier.
- Pacing (title Settings -> Other, next to CPU "Stop here?" / in-match
settings):
Standard (default) ... this version's pacing
Classic ... drops the waits added in this version and plays
at v1.0.3's pace (a CPU's "Stop here?", the
screen when a CPU passes a toll gate, the
notice before a CPU's auction, and the time a
CPU spends reading the 5x buyout line)
The waits that stop you mis-pressing a CPU's trade offer or auction stay
in both (v1.0.3 had them too). The game rules do not change.
- Menu help (title Settings -> Display, next to the name tag / in-match
settings): the line under the turn menu and the Shops menu that
describes the highlighted row. Shown (default) / Hidden. A row you
cannot use still says why when you press it.
- "Action waits" set to Off now also drops the waits added in this
version; "Humans only" drops them on CPU turns.
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- When you cannot pay (shop fees, lot buildings, toll booths, casino
payouts ...) nothing is sold and nobody goes bankrupt on the spot: your
money goes negative, you play on, and you settle ONCE at the end of
your own turn. Walking through a toll booth no longer sells your shares
or shops. While you are short, the sidebar turns red and shows
"Short ...G".
- A shop sold to pay off a debt goes straight to auction (a lot building
together with its lot). A bankrupt player's shops are auctioned one at
a time. With no winning bid they go to the bank. If selling everything
still cannot cover the debt, everything is sold automatically and the
player goes bankrupt.
- With a person at the table, auctions open on screen even on a CPU turn
at "Instant", so you can bid yourself. Anyone who can no longer outbid
shows an "x".
- "No way": in a negotiation between people, the one being asked can
answer "No way". For the rest of that turn the proposer cannot offer
the same deal on that shop to that player again (it clears on the next
player's turn). Not on CPU offers or item trades.
- "Deals" has a new value "No CPU->you": CPUs never propose to people.
- New rule "Slot prizes": Modern (default) pays slime 10 / 30 / 100 x
level, 777 pays your salary (tripled under Medal King), and 5 x level
shares for EACH winning share line. Legacy is the old prizes. The reels
use the original's order, and the pay table shows beside the machine.
- Number 9 has a new prize table (Modern, the default):
Sum 6 ... 1 share of every area
Sum 7-9 ... 1 share of the cheapest area
Sum 10-17 ... 5 shares of a random area
Sum 18-21 ... 10 shares of the priciest area
Sum 22-23 ... 5 shares of every area
Sum 24 ... the same amount as your salary (at least 1,250G)
For the old table set "Number 9" in Ruleset (per element) to Legacy.
The prize is paid on the result screen (Silver Tarot too).
- New rule "Holidaymon closures": Legacy (default) closes the shop until
that Holidaymon's next turn; Modern until the owner's next turn (the
old behaviour).
- Guests (summoned characters) always stayed one turn too few. Fixed;
the Maharaja stays 3-11 turns.
- Lucky (20% share) and Super Lucky (50%) add up to 70%.
- Chance cards 44, 82 and 164 ("the shops next to it") mean every shop
within one square on the board, diagonals included.
- Vacant-lot mode "A few" / "Moderate" no longer adds a second lot to an
area the board already gives one.
- Setting the goal below the board's recommendation shows a warning.
- A turn skipped by rest or a lock-out still runs the end-of-turn
settlement and price moves.
- Building on a lot that leaves you short: the building goes up first,
then the sell screen (the same order as buying a shop).
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- CPUs buy shares at the BANK (at "Instant" too), keeping back the tolls
they will pay before they land.
- CPUs of every strength aim for the suit marks they are missing.
- Strength 4 and 5 sell shares like the original's A and S ranks;
strength 5 may cash out late in the game or sell 10 shares at a time
where the leader holds many.
- In CPU-to-CPU shop trades the receiving CPU checks the price
(strength 5 accepts without checking).
- A CPU with almost no money may auction one of its own shops at the
start of its turn (the camera shows the shop first).
- Route choice, auction raises, when to propose a swap, and the choices
for cards 97, 20 and 23 follow the original more closely. A CPU on
someone else's lot building considers the 5x buyout.
- When a CPU makes a counter-offer, the cursor starts on "Decline".
- A CPU passing someone else's toll gate or inn pays right there, with
the payment effect and screen.
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- The turn menu and the Shops menu describe the row under the cursor;
rows you cannot use are greyed out with the reason (the "Menu help"
setting hides the description).
- On a CPU's or another player's turn you see the arrows for where they
can move and their "Stop here?".
- You can open the data (B) and stock (U) screens while walking.
- When auto-move stops at a fork, press the direction of that road to go
on.
- A diagonal road taken from a junction can be walked back with ONE key
that is part of the diagonal.
- Auctions on one shared device: bid with the seat's number key (Shift
for +100G) or the "+10G" / "+100G" buttons in each seat's column.
- New notices: not enough money to buy, 5x buyouts, a CPU's auction. New
confirms (starting on No): starting a new match over an autosave,
"Reset to defaults" and leaving the rules screen with changes.
- "Sell to the bank for ...G?" on chance cards 18, 22, 24 and 33, and
"Build <building>?" on a vacant lot, start on YES again (from player
feedback). Selling to pay off a debt still starts on No.
- The payment, salary, rest and own-tax-office screens do not close on a
HELD button (holding the walk's confirm no longer skips them unread).
A fresh press closes them the moment they open.
- Your own status shows "Lead over 2nd" when you are in 1st place.
- "Continue" shows the board, players, goal and seat names.
- Settings use the same names in and out of a match ("CPU speed",
"Screen mode"). "Square digits" is in the in-match settings too, and
"Mini-map view frame" (frames the part of the board on screen; off by
default) is in the title settings too.
- New setting "Square digits" (Settings -> Display): Font (default) /
Pixel / Outlined.
- The default art of shops and lot buildings was redrawn.
- The encyclopedia lists both the Modern and the Legacy slot and Number 9
prizes, and marks the one your rules use.
- 4 new achievements, 6 revised. "Rescan" in Records never lowers a tier
you already earned.
- The Piece Studio's "Build eagerness" is now "Remodel into a shop
(-2 to +2)" and says what it does.
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- Saves, settings, pieces, key and pad settings, records, achievements,
editor saves and the rest of your files are now written to a separate
file, flushed to the disk and only then swapped in.
- The autosave keeps the previous one too. If the latest cannot be read,
the game asks "Resume from the previous autosave?".
- An unreadable save no longer starts a turn-0 match. A save from a newer
build says it cannot be resumed in this version and is left in place.
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- If data sending is on and you are signed in to an online account, the
server is told which account sent it (the one signed in when the data
was recorded). Seat names, saves and your board files are still never
sent. Turn it off in Settings -> Other -> Sending data.
- If a match starts while something is downloading, it is installed
after the match (single installs too).
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- "Stocks" on a CPU's swap offer showed the shops given / received
and the difference the wrong way round. Fixed.
- "Not enough money" in a negotiation spoke as if YOU were short even
when it was the other player. Fixed.
- The pad's X button could wipe the key settings or the music settings.
Fixed.
- Opening an unreadable suspended game added a match you never played to
the match history. Fixed.
- Resuming a pad match without the pad left the keyboard dead. Fixed.
- Confirming 0 shares on the stock screen closed the whole screen. Fixed.
- A CPU's 5x buyout at someone else's real-estate office skipped the
board's event. Fixed.
- Many more fixes found in the test builds.
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- If the account file is locked by another program right after the
server issued a new account key, the key is no longer lost: it is
saved to a rescue file and picked up later.
- (From 1.0.21, September 26) A launcher version rolled back or withdrawn
on the server now reaches you; an account file that is merely in use is
no longer mistaken for a broken one; the launcher's own files are
written the power-cut-safe way.
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Reporting problems
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Please tell us about anything that looks wrong, however small.
"What I did, and what happened" helps a lot. Please also include
the version at the bottom right of the title screen (v1.1.1).
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Version: 1.1.1 / launcher: 1.0.22
Engine: Core 0.6.50 / protocol 54
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