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Everything posted by gweis

  1. The Early Access version will be available soon through Steam for both PC and Mac. We're hoping for a Steam approval to release it next week.
  2. We are releasing an update today for all platforms. You will be required to update your client in order to continue to play online. Note that rules changes in this build will only be seen in new games started AFTER the client is updated. Updated 4 cards based on a clarification from the designer. The second half of the event on these cards is only allowed to add tokens from the Token Pool, not from the Crisis Track. Fugitive Slave Law Social Elites Russell of the Times Seizing Federal Armories Improved filter options for finding online games Improved handling of completed games Fixed animation for Peace Commissioner Fixed card sizes when animating to/from draw and discard piles Fixed several issues with game log during online games Added several events to game log Adjusted how AI evaluates placement of peace commissioner Updated AI evaluation based on training results
  3. - fixed AI bug that affected evaluation of how human player would use pivotal space bonus - fixed ingame chat coloring when local player is Secessionist - fixed minor issues in tutorial - fixed art and text issues on a few cards - improved drag sizing for tokens on map spaces and in token pool - added Event Discard variant section to rulebook - added Event Discard variant description to Create Game screen This is a quick update to address some of the issues found immediately after launch. We have more coming for another update later this week (and that will require you to update in order to play online).
  4. Make sure you have the latest version of the app installed (v 2.0.2).
  5. After you login to online play, choose Profile & Friends. There is a button to access notification settings on that screen.
  6. Did you try dragging the stable onto the lower left corner of the interface where your stable and fence counts are displayed? That should trigger your selection.
  7. It's only a visual bug. The correct VP & effects are awarded as if you moved ahead 2 spaces.
  8. Are you currently logged on from a different device (like from your PC)?
  9. The bug with Non-Aligned Movement has been fixed. However, because your online game started before that update was released, it still plays with the existing rules at the time of its creation. Your offline games to test the issue are playing with the fix.
  10. Are you using the beta version for Android? We didn't release an update today, but we did push a new beta build.
  11. Done. You should be able to continue that game now. Let me know if you encounter any further issues.
  12. That isn't necessary. I believe Non-Aligned Movement when played with no valid targets is the only Turn Zero specific bug that hasn't been fixed yet.
  13. This bug is fixed already, but your game was created before the update was released, so the fix isn't applied to your game. If you start a new game now, Non-Aligned Movement will allow you to select a country to remove influence.
  14. Oops, you only have 1 op. Red Scare/Purge is in effect. So, +1 Sharan States, +1 Sudan, or something different?
  15. The effect from Defectors is applied in this situation, so Destalinization was cancelled.
  16. What did your opponent headline? Do you have an online game # or offline save file that we could look at?
  17. This happens if there are no valid countries that match the requirements for Non-Aligned Movement. Will be fixed in the next update.
  18. Found the bug and fixed it. Missile Envy won't show up anywhere for you. If you want to tell me the play you'd like to make with 2 ops from Missile Envy, I can enter the move for you and then you'll be able to continue the game from there. Or you can wait for the next update, but that won't be until at least late next week.
  19. Is Missile Envy in your hand? If not, check for it in the discard pile. You should be able to play it from there.
  20. The game didn't go back in time. But there is a minor bug in the playback engine. You forfeited the game because your timer expired. This happened after your opponent's play in T9 AR7 USSR. When you reload a game, it loads to the last point in the game where you made a decision, and then it plays the animations of everything that has happened since then. However, once it realizes you forfeited, it stops the playback and brings up the forfeit popup.
  21. We've had one other report of an issue with T-Mobile and connecting to our servers. Please contact support@playdekgames.com and we can walk you through determining the source of the problem. Thanks.
  22. Unfortunately, this isn't a bug in the implementation of the card. North Sea Oil was played during Turn 9. The extra action round only applies to the turn during which is was played. You got an extra action round in Turn 9 (you spaced Socialist Governments). The extra round does not carry over to the next turn, but preventing the play of OPEC does. So there are two separate icons for North Sea Oil - one on the upper row to indicate it lasts indefinitely and one on the lower row to indicate it will stop at the end of the turn. Sorry for the confusion. We'll look into finding a better way to display this distinction.
  23. The updated rules are only applied to games that are created with the new version of the game.
  24. We're rolling the update out now across all platforms. Should be available shortly. The Alternate Space Race ability is supposed to be per action round.
  25. If you're trying to convince me that what most board gamers want is to end in a tie after investing 2 hours to a game (or several weeks if played async), I'd say you're wrong. But that irrelevant here. We won't be adding ties. Our system doesn't support it, and we haven't supported them in any of our other games. The cases where a tie can occur in Twilight Struggle are so rare that our time is better spent improving other areas of the game. In the case of Wargames, there are two cases where a tie can occur, when either player is up by exactly 6VP, DEFCON is at 2, and Wargames is in hand (or Star Wars is also possible for the US player). When the player is in that situation, they have to decide that taking a tie is better than the possible outcome of playing out the rest of the game. In the digital game, where a tie is not an option, the player has to choose to end the game or keep player. Previously, the USSR player had to choose a loss or continue playing. The US player could choose to win or continue playing. This wasn't balanced. By making this latest change, both players have the option to lose or continue playing. We could implement a tie breaker, but in this case what better way to determine who should win a tie breaker than to ask the players to finish playing out the game from it's current state? If the player with this choice can find just 1 more VP from any source, then Wargames can be used to win the game. If he can't, then he still finds himself up 6VP, with a 4ops card in hand, and at most 3 turns left in the game. Again, this is an extremely rare situation. I've played 100s of games since we started developing the digital version, and I've never been in position to make this choice. Obviously, it's happening for some users, but we're closing in on 200,00 games played online, and probably 3 times that many offline, so it will come up. And no one will be fooled into losing in this situation. The commit button now clearly displays that committing to will end the game in a victory for you or your opponent, so you can decide to back out and choose a different path when you notice that. You can see if chipboard's post about being in this situation, he didn't proceed because of the warning.
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