Bridge interdiction bug
Posted: Wed Oct 07, 2015 1:44 pm
I just lost a game in which my opponent moved two units of armor from Stoumont to Ouffet (resulting in a breakthrough across the Meuse). One went directly, the other along the road through Werbomont. Since I had the only unit in Ouffet at the start of the turn, this should have been impossible:the bridge from Werbomont was supposed to have been interdicted for the entire turn. Instead, it looks like your bridge logic checks whether there is _currently_ a friendly unit in a space rather than whether there was a friendly unit in the space at the _start_ of the turn.
This is just another annoyance on a very long list. The new version is a giant step backwards from what was a polished gem of a game. Just revert the iOS game to the last Shenandoah build and leave us alone. You can have the PC/Mac players on your junky Unity reimplementation play each other using your junky multiplayer system, but don't drag the iOS version down to what is very much a lowest common denominator. And please, please, please don't trash Drive on Moscow and Desert Fox in the same way. You've done enough damage already. My gaming life is currently worse than it would be if you had never bought the Shenandoah assets.
This is just another annoyance on a very long list. The new version is a giant step backwards from what was a polished gem of a game. Just revert the iOS game to the last Shenandoah build and leave us alone. You can have the PC/Mac players on your junky Unity reimplementation play each other using your junky multiplayer system, but don't drag the iOS version down to what is very much a lowest common denominator. And please, please, please don't trash Drive on Moscow and Desert Fox in the same way. You've done enough damage already. My gaming life is currently worse than it would be if you had never bought the Shenandoah assets.