(N.B. the collision calculation mechanism is due an overhaul which would fix some of the more exotic edge cases, this is covered by #76)
Bug 1 (fixed in d0aace3)
if 1 ship is near a rock where the wind pushes you up against it, if there is a ship that is beside you and collides with you, the person next to you will end up going through you
Bug 2 (fixed in d0aace3)
Animation bug: where x,z are converging on ship y, which moves forward at the same time. The pieces end up in the same place, but one of the ramming ships temporarily animates 1 square behind.
x --> y <-- z
|
v
Bug 3 (Appears to be fixed as of ed002b1, tested in d0aace3)
Collision bug: similar to above, but x turns RIGHT and z turns LEFT. y goes FORWARD. x occupies the space.
Bug 4 (fixed in d0aace3)
x is blocked regardless of whether z turns or moves straight. z is able to complete all options successfully.
(N.B. the collision calculation mechanism is due an overhaul which would fix some of the more exotic edge cases, this is covered by #76)
Bug 1 (fixed in d0aace3)
if 1 ship is near a rock where the wind pushes you up against it, if there is a ship that is beside you and collides with you, the person next to you will end up going through you
Bug 2 (fixed in d0aace3)
Animation bug: where x,z are converging on ship y, which moves forward at the same time. The pieces end up in the same place, but one of the ramming ships temporarily animates 1 square behind.
Bug 3 (Appears to be fixed as of ed002b1, tested in d0aace3)
Collision bug: similar to above, but x turns RIGHT and z turns LEFT. y goes FORWARD. x occupies the space.
Bug 4 (fixed in d0aace3)
x is blocked regardless of whether z turns or moves straight. z is able to complete all options successfully.