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Cipher just posted a clarification under Known Issues about guards clearing at the end of the turn. The implication is that the UN early-kidnap order can only be defended against with a Ward, and not a guard from the prior turn.
I'll double check the agents clearing guard, etc.
It may be treated differently somewhere else in the code, more time digging! Yay!
Guard effects (including counter espionage) are cleared at the beginning of the 920 sequence, so the effects follow the current turn through 919 in the sequence of the following turn. Rather than resetting individual values the program clears the entire tables, a little different than the other means of resetting table entries, so I had to look for something different in the code to find it.
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On the flip side, does this mean that it is impossible for UN to receive the benefits of a sleep spell against an emissary when using its early-kidnap special order?
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Something that's not clear from the command descriptions: Does a counter-espionage order defend against assassination/kidnapping (to a lesser degree than Guard) or is it only the Guard command that protects against assassination/kidnapping?