0.7.2:0 — bundle Station Master v0.7.2
Two engine bugs and two rules corrections, plus the Division map redrawn. The submodule pin moves to v0.7.2 and the version follows it; the downstream digit resets to :0. - Backing into a cut through a curve's 45° leg no longer couples it back to front, and a crew pulling out through one takes its own cut with it instead of leaving it standing. - The card deck is the published counts exactly, which halves the track and drops two long-standing density multipliers — 206 cards to 121. - Crossing a Mainline card counts the regions printed on it rather than the printed speed, which was only ever scenery. Most trains cross faster, slow trains much faster, and Fast/Slow now matters on the Hilly card alone. - The Division map is one row read left to right, so east is always to the right. GAMES IN PROGRESS DO NOT SURVIVE THIS UPDATE, and this is the first release of which that is true. A save is a seed plus the moves played, and the deck changing size means a card id recorded under 0.7.1 refers to a different card or to none — so a save stops replaying at its first card.play. There is no migration because there is no data to move: those moves were made against a deck that no longer exists, and re-dealing would invent a game nobody played. It fails safe. The server refuses to resume a save the rules reject, logs which move it stopped at, and leaves the file untouched, so an operator can put 0.7.1 back on to finish a game that matters. The release notes lead with this, in all five locales. Packed and verified as v0.7.2:0 on x86_64.
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@@ -13,16 +13,24 @@ Station Master is a railroad operations board game with an authoritative multipl
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solitaire needs no server and is not what this package is for. This package runs that server —
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the browser client, the lobby, and the intent/SSE API — as a single StartOS service.
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**Bundled version: 0.7.1.** Four playtest fixes on top of 0.7.0. An empties-only train may couple a
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caboose again (a caboose carries the crew, so it is never a load); the end of a Day is a modal
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carrying the standings, the Days left and the combined target, because a Day turns over inside the
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automatic phases and used to pass unremarked; a Timetabled train may be discarded to a Department
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pile for a rival to pick up, governed by a new `discardTimetabled` New Game setting that is on by
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default, while an Extra never may; and a blocked passenger platform now reports its reason — the
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coach shortage behind Gitea#2 is a ruled-in part of the game, and what was actually broken was the
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silence. **Games in progress survive this update**: all three engine-visible changes only WIDEN what
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is legal, so every intent a 0.7.0 game recorded still replays, and the server resumes a save by
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replaying it rather than by comparing version strings.
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**Bundled version: 0.7.2.** Two engine bugs and two rules corrections on top of 0.7.1. Backing into
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a cut through a curve's 45° leg no longer couples it back to front, and a crew pulling out through
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one takes its own cut with it instead of driving away and leaving it standing (Gitea#17). The card
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deck is the published counts exactly — which halves the track and removes two long-standing density
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multipliers, taking the deck from 206 cards to 121 (Gitea#14). Crossing a Mainline card counts the
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regions printed on it rather than the printed speed, which was only ever scenery: most trains cross
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faster, slow trains much faster, and a train's Fast/Slow rating now matters on the Hilly card alone
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(Gitea#3). And the Division map is drawn as a single row read left to right, so east is always to the
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right (Gitea#18).
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**GAMES IN PROGRESS DO NOT SURVIVE THIS UPDATE**, and this is the first release of which that is
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true. A saved game is a seed plus the moves played, replayed on startup — and the deck changing size
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means a card id recorded under 0.7.1 refers to a different card, or to none, so a save stops
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replaying at its first `card.play`. It fails safe rather than silently: `src/server/index.ts` refuses
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to resume a save the rules reject, logs which move it stopped at and why, and **leaves the file
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untouched**, so an operator who wants a particular game back can put 0.7.1 on and finish it. There is
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no migration, because there is no data to move — the moves were made against a deck that no longer
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exists, and re-dealing would invent a game nobody played.
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0.7.0 remains the shape of the service: the lobby sets a game up from one of four game types
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(Solitaire, Co-op, Competitive, Cutthroat) plus Custom, offers the whole rule set for reading before
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