Closed kotc closed 2 years ago
Thanks for noticing this. The Release-Testing checklist covers most longest-route changes, but missed this case.
I'm looking into it; created src/test/resources/resources/savegame/reletest-longest-joinships.game.json for a quick way to reproduce the bug.
Also, this was probably frustrating to encounter during your game. My apologies for that
you shouldnt be apologizing. every software has bugs, but software which has active support is the best, so thank you for keeping it alive :)
Thanks, I really enjoy working on it. Thanks for all your reports and suggestions to make it even better :)
yeah, i play it a lot too. few times daily, gf is hooked ;)
Thanks again for finding this! Tested the fix, tested regression for other longest-route conditions, added to release-testing.
This will be part of the next released version. Code is server-side, and will work with any client version which supports sea boards.
This fix was released as part of v2.5.00. Thanks again!
happened during the game, got caught because longest route was going to win the game.
should be easy to replicate:
1/ make player1 have longest route 2/ player2 should build 2 shorter routes that touch in sea/land location 3/ player2 builds settlement, resulting route should be recalculated, but isnt so 4/ placing any road/ship will recalculate longest route
most likely longest route should be recalculated also at placing settlements, not only roads/ships