score += Hanging * popcount(weak & ~attackedBy[Them][ALL_PIECES]);
- // Bonus for overload (non-pawn enemies attacked and defended exactly once)
+ // Bonus for overload (non-pawn enemies attacked once or more and defended exactly once)
b = nonPawnEnemies
- & attackedBy[Us][ALL_PIECES] & ~attackedBy2[Us]
+ & attackedBy[Us][ALL_PIECES]
& attackedBy[Them][ALL_PIECES] & ~attackedBy2[Them];
score += Overload * popcount(b);
}