Just experienced in a game an instance of a goon countdown tile ticking down twice in the same turn. I believe I figured out the reason.
2 pistol tiles on board, one at 1 and one at 2. Upper one ticked down to 1 turn left, second went off, cascade happened, remaining tile was now at one turn and situated on the board BELOW the point where the original tile went off. Immediately after, the moved countdown tile ticked down for a second time during the same pre-turn phase and shot me in the face.
The long and short of it is, goon tiles at present seem to be coded to check only for location of the tile and move along the board left to right shifting down one row at a time, but do not check for whether or not that tile’s “turn” to countdown has already happened. Is this a bug or a feature? If it’s a bug, how feasible would it be to fix? I don’t imagine it comes up often, but it certainly has the potential to be problematic or seem unfair in some cases.
I’d say it’s definitely a bug. It’s been brought up a couple times, but it seems to be a pretty rare occurrence.
It should be “easily” fixed by setting a state on a countdown tile to show that it’s been decremented, then clearing those between turns, but that’s actually more than a trivial change. Hopefully they’ll do that someday, but the bang-for-the-buck on a minor bug like this isn’t going to make it a hot priority.
Even easier fix would have been if the devs would’ve applied sane architecture to the code for their game instead of table-scanning the entire play grid.
Would’ve prevented SSSSSOOOOOOOOOOOO------ many bugs related to mid-flight tile positions changing.