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EpochStreet v1.1.4
Changes since 1.1.3
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- The suit marks (spades/hearts/diamonds/clubs) no longer turn
into colour emoji on an English Windows, where a held mark looked
the same as a missing one (from a player report).
- 5-8 player games: the sidebar cards now show status chips
(double dice, closed, coupons...) and stocks.
- When a board state change carries a piece along with its square,
the piece no longer loses its facing (it could turn back freely
on its next turn) (from a player report).
- Crossing two cycle switches in one move now advances the board
two steps, not one (from a player report).
- Stopping on a pass switch now presses it BEFORE "Stop here?"
(from a player request).
- Board editor: each "Connections" row gains "1st step" (from a
player request).
- Shops that belong to two areas: display, rule and CPU investing
fixes (from a player report).
- Casino: an unpulled rope stays "?" to the end; the slot pay table
shows bigger symbols.
! The engine version goes up (Core 0.6.52 -> 0.6.54).
Online play works between THIS version only (v1.1.4 and the test
build v1.1.4-test0 can play together). v1.1.3 and earlier are
refused at the door. The servers are already updated.
+ Suspended games and autosaves still load.
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- The default text face has no suit glyphs, so the OS drew them -
on an English Windows with its colour emoji face, which the
game's "not held" tint could not dim.
- A small suit-only face now ships with the game and is used first,
whatever text face is chosen.
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- 5-6 players: the card's empty middle row shows the status chips
(double dice, +1G/step, toll up, closed, coupon, can't move...)
and stocks. What does not fit reads "+n".
- 7-8 players: the status chips ride the right end of the marks row,
smaller.
- Online play at 7-8 players: the time bank is shown on the turn
player's card only, so long names keep their room.
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- Facing after a board state change
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- On boards whose squares move between states (a rotating belt...),
a piece carried along with its square used to lose its facing and
could set off in any direction, back the way it came included.
- The facing is now re-derived from the square the piece came from,
so, as in the original, it can only go forward next turn.
- A piece that had just entered from a side road (and could go
either way anyway) is unchanged.
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- Crossing two "cycle through range / all states" switches in one
move advances the board two steps (was one). A two-state cycle
ends back where it started.
- Stopping on a pass switch (either kind) presses it on ARRIVAL: the
board-change animation plays, then "Stop here?" is asked. Answering
No steps back and puts the board back. CPU turns (quick pace
included) press at the same moment.
- Pass switches show a "»" on the button, chance ones a "?". The two
chevrons of "»" are now spaced apart so they read clearly.
- A pass switch's board change plays a light animation by default
(no camera move, short).
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- Select a square -> Information -> "Connections": every row has a
"1st step" box. A ticked direction is usable only on the FIRST
step of a piece that starts its move from this square.
- ! A board using it is saved in a new format (formatVersion 8) and
cannot be opened by v1.1.3 and earlier.
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- Game rules (individual): new "Two-area shop multiplier". Legacy
(default): the area with the larger multiplier / Modern: always
the lower-numbered area. Applies to shop fees and capital limits.
- The map view's top-right panel, negotiation, swap and auction now
show the second area too.
- A CPU holding no stock in either area no longer over-invests when
defending such a shop (capped at the defended area's limit; at
strength 4+ the higher of that and 200G).
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- Rope pull: the rope nobody pulled stays "?" to the end.
- Slot: the pay table's symbols are larger, and a row that needs
fewer than three shows the missing ones as empty slots.