v0.4.9h — a leg that is part of the row, the deck the sheet prints, and regions not miles per hour
The 0.4.9 line's port of v0.7.2, minus Gitea#18: the Division map redraw is a multiplayer redesign and does not belong in a build people are mid-playtest on. Gitea#17 — a 45° leg is an end of the west-to-east row, so backing into a cut through a curve's south leg no longer couples it back to front, and a crew pulling out through a leg takes its own cut with it. Gitea#14 — every count is docs/Deck cards5.xlsx, including removing the Q12 office doubling and the Gap 12 industry tripling. Gitea#15 — RAR reversed it: the placement is legal; what must hold is that no train crosses the gap. Gitea#3 — the printed speeds are scenery. One Stage per printed region, and where a train starts is what varies.
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@@ -19,6 +19,79 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
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## 0.4.9h — 2026-08-26
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Four issues off the tracker, the same four that ship as **0.7.2** on `main`. Two are engine bugs a
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player hit at the board and two are the design catching up with rulings from RAR. `main`'s fifth
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change, the Division map redrawn as a single row (Gitea#18), is deliberately NOT here: it is a
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multiplayer redesign, and pushing one of those into the build people are mid-playtest on invalidates
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the feedback.
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### A 45° leg is part of the row (Gitea#17)
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**REPORTED:** "Cars were West to East Caboose, Loaded boxcar, Loaded boxcar, Loaded boxcar. After
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backing into that square cars were attached to the train Loaded boxcar, Loaded boxcar, Loaded boxcar,
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Caboose, Engine." The caboose came back next to the engine instead of at the far end, which also
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leaves the train badly made up under §8.2.
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The square was a `sw` CURVE and the train backed in through its SOUTH leg. `standing` runs west to
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east, and both places that walk that row asked the PORT which end they were at — but a 45° leg leaves
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through the MIDDLE of its edge, so its end of the run is whichever end the arc does not reach. A `sw`
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curve's south leg is the row's EAST end; an `se` curve's south leg is its WEST end. `rowEndAt` answers
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it from the card, and `cutTowards` is narrowed to `'e' | 'w'` so every caller must resolve.
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**The second half was live too:** a crew standing on a curve and pulling out through the leg drove
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away LEAVING ITS OWN CUT STANDING, against §A.4. That is the "cars left behind when backing up over
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them" report, carried as NOT REPRODUCED since 2026-08-22 — the earlier sweep had tried that case only
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with an east or west exit.
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### The deck is the sheet (Gitea#14)
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Every count in the catalogue is `docs/Deck cards5.xlsx`'s count. Track halved to 16 straights, 8+8
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curves, 8+8 turnouts. **Both long-standing multipliers come out with it** — the Q12 office doubling
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(14 → 7) and the Gap 12 industry tripling (27 → 9) — because both were measured against a deck with
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96 track cards, and halving the track turns the tripling backwards. Measured over 300 games on
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identical seeds: reefer cars set out by a crew 49 / 0 / 39 across the three configurations, mean
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revenue −0.20 / +0.22 / +0.27. The sheet's own density is the best of the three.
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Everything sheet 5 does not list is dealt ZERO copies rather than deleted, so the rules stay
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implemented: the dispatching ladder, Facing Point Locks, Flying Switch, Section House and Vandalism,
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all confirmed as deliberate removals. 84 rows now agree with the sheet card for card; the only ones
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that do not are the ten Safety, Event and Inspection cards it adds that are not built.
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### A rail may stop dead against its neighbour (Gitea#15)
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Filed as "track placements must connect" and **reversed by RAR on review**: the placement is fine,
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and a stub like that has a use as a siding to park cars on. What he asked to confirm is that no train
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can traverse the gap — and it cannot: every hop is gated on `joins`, which tests both ports and the
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diagonal. That was already true and simply unpinned; the reported geometry is now a test, including
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the check that the card IS reachable from the side that joins.
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### Crossing a Mainline card is regions, not miles per hour (Gitea#3)
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**REPORTED:** a train taking two Stages to clear Double Track, which prints 60. RAR: "Ignore speed
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signs, they are just graphics. Regions shown on cards indicate how many stages it takes to cross."
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Q1 and Q2 are superseded together, and Q2 — a Slow train adds a Stage to every card — is what
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produced the report. Cards carry a region count and where a train STARTS is what varies: Plains 1,
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Double Track 1, Trestle 1, Curves 2, Tunnel 2, Heavy Grade 3. Fast/Slow is read on Hilly alone, which
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no longer reads the consist. Grade modifiers move the start: Helpers an uphill train, Brakeman a
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downhill one, Airbrakes another again. The Uncontrolled Siding and Interchange print a back region
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that is not road — a train arriving to find the siding occupied takes it and runs a region behind,
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and an Extra beginning its run at an Interchange starts there.
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Three things were missing rather than wrong: a following train ENTERING a one-region card behind
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another was never tested for a collision, which is what ABS is for; ABS was holding silently on the
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Office and Division Point paths; and `collide` never released the A/D track of a train destroyed as
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it left. The Uncontrolled Siding was marked "trains may pass", which skipped the collision test and
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made the siding do nothing.
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Measured: on a 3-player Division the Mainline cards cost a fast train ~5.6 Stages against ~5.4 before
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and a slow one ~6.0 against ~9.4. Fast traffic is unchanged; **slow traffic is about a third
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quicker**.
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---
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## 0.4.9g — 2026-08-25
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Four more off the Gitea tracker, all of them things a player saw at the board: **#8** a per-diem train
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