Release notes for every build still on the server, newest first.
CC.exeon the same one — mismatched builds cannot see each other's lobbies, and there is no error that says so
seat-counting mistake meant the "everyone has finished animating" check could never pass whenever any seat was AI — which is most matches. Playback should feel noticeably brisker
deals across sessions are far less likely
A complete, playable prototype: eight original floor tiles plus a break room and a tutorial floor, seven routes, a seeded route generator, four AI difficulty tiers, and full simultaneous programmed movement.
Anything that breaks the loop: a stuck screen, a lobby that will not join, cards that will not commit, a shift that does not resolve the same way on both machines. The last of those is the most serious thing you could find.
Press Escape and SEND A LOG TO THE TEAM while it is still on screen — that sends the end of your log with your name attached, which is far more useful than a description after the fact.
press again to recover. Known, being worked on
the least tested thing here
CC.exeon the same one — mismatched builds cannot see each other's lobbies, and there is no error that says so
A complete, playable prototype: eight original floor tiles plus a break room and a tutorial floor, seven routes, a seeded route generator, four AI difficulty tiers, and full simultaneous programmed movement.
Anything that breaks the loop: a stuck screen, a lobby that will not join, cards that will not commit, a shift that does not resolve the same way on both machines. The last of those is the most serious thing you could find.
Press Escape and SEND A LOG TO THE TEAM while it is still on screen — that sends the end of your log with your name attached, which is far more useful than a description after the fact.
press again to recover. Known, being worked on
the least tested thing here