JVReal wrote: I don't think its intentional, but it is a by-product of the CD tiles being processed based on location rather than on an individual basis by being uniquely identified. I suspect a lot more work to fix it than they are prepared to commit at this time.
JVReal wrote: This is because it goes through the board from top to bottom, left to right, and counts down any CD tile as it comes across it. If a tile from below gets shifted to a location above where the AI already processed tiles, it will not get processed. Likewise, if a tile from above that was already processed gets cascaded or shuffled to a location where the AI has not yet processed, it will get reduced again. I don't think its intentional, but it is a by-product of the CD tiles being processed based on location rather than on an individual basis by being uniquely identified. I suspect a lot more work to fix it than they are prepared to commit at this time.
Ozark Boatswain wrote: Wasn't there a CD power that didn't move the board at all until all the CDs were counted down? Making that universal would fix the problem.
BlackSheep101 wrote: Ozark Boatswain wrote: Wasn't there a CD power that didn't move the board at all until all the CDs were counted down? Making that universal would fix the problem. This happens if you set off multiple countdowns with Hood's Intimidation.
BlackSheep101 wrote: It's a product of checking board validity at inappropriate times. During c/d processing and while tiles are falling, board state is in flux. Once the board has quiesced and it's time for a team to make a match, then it should ensure a valid match exists. You know, like it used to.
BlackSheep101 wrote: In your Magnetic Flux example, if the explosion dropped Recharge tiles below the MF location, they would tick down an extra time. They'd have to drop past the location of Magnetic Flux.
bennycah wrote: BlackSheep101 wrote: In your Magnetic Flux example, if the explosion dropped Recharge tiles below the MF location, they would tick down an extra time. They'd have to drop past the location of Magnetic Flux. Oh, true. That might be the case. So the first row of Recharge considered to be "before" Magnetic Flux, hence never triggers. Another question though, why would Magnetic Flux prioritised over Recharge? If both are considered as the same level, the Recharge tiles would all be triggered before Magnetic Flux. Anyway, not related to the current bug thread.