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  3. Update 0.31.0 - Campaign Story Puzzles, Branching Paths, & Online Updates

Update 0.31.0 - Campaign Story Puzzles, Branching Paths, & Online Updates

New Features
  • Several new enhancements have been made to the previous Campaign Stories update which added custom campaign stories that can be created, played, and shared on the Steam Workshop.
  • Scripted Battle Custom Endings
    • Scripted story battles are matches that are driven by predetermined moves from an SGF (Smart Game Format) file. Multiple moves can be possible at certain points, allowing branching paths to reach different endings moves. There are now three ending types for scripted battles.
    • Main - The scripted battle will be completed when the player reaches the ending move of the primary/root path.
    • All - The scripted battle will be completed when the player reaches the ending move of any path.
    • Custom - Specific moves can be selected which will end the scripted battle when reached. Each of these moves also has completion action which allows the story creator to specify which chapter should be loaded next. This allows the story to follow different paths based on the input provided by the player during the scripted battle.
  • New Scripted Battle Content Types
    • There are several new types of content that are available to be included as a scripted battle in a story.
    • Puzzles - Chapters can now feature puzzles/tsumego for the player to solve. Solving these will affect the fortification level of your conquered regions and also earn resources if no mistakes are made, similar to the standard fortification puzzles in the campaign mode. It is also possible, using the custom endings mentioned above, to specify which moves are a correct or incorrect solution, or the solution can be specified directly in the SGF using the GB[] or GW[] properties. If there is only one branch in the SGF, the solution is automatically assumed. The tree view of moves and AI features will be hidden from the player while they are playing during this mode.
    • Joseki - Moves will be displayed similarly to the opening explorer found in the Learning Center, allowing the player to explore branches of moves. The tree view of moves and AI features will be hidden during this mode.
    • Tutorial - A simple display of moves with the tree view and AI features hidden.
    • Match - This works the same as how scripted battles were previously working, with the tree view and AI features being visible.
  • Previously, dialogue occurring during battles were specified by the move number taking place. In addition to this method, for scripted battles, specific moves can be selected from a move tree which have their own dialogue. This makes it possible to have separate dialogue for moves that occur in other branches of the move tree. For example, move 4 from the main path and move 4 from an alternate path that branched from move 3 can have two separate dialogue lines.
  • After completing a scripted battle, if the next chapter does not contain any dialogue for the campaign map, and is the same content type as the previous scripted battle, a "Next Chapter" button will be displayed on the right side to allow the player to directly load the next chapter and continue on with the story instead of having to return to the map. This can be especially useful for linking chapters together such as completing multiple puzzles in a row.
  • Battles can now specify the player and/or opponent as "None" to indicate that there is no specific character for the battle. The story creator may want to specify the characters for a scripted match, but may not want to include characters in a scripted puzzle or joseki battle.
Updates
  • Several updates have been made to The Conquest of Go - Story Editing Guide to explain some of the new features and updates.
  • The ending of the War in the East story has been updated to demonstrate the new scripted puzzles functionality.
  • When exporting dialogue to .CSV, if a chapter does not have any dialogue, it will now still be added to the export with only the chapter information. This allows for the chapter order to be preserved and allow easily moving dialogue or adding dialogue to chapters that do not have any dialogue yet.
  • When exporting dialogue to .CSV, you will now see a new column for Move ID to make sure that dialogue for duplicate move numbers, but different branches, will be set appropriately when exporting and importing. For new changes, it is recommended to do a new export so your file has this new column, but the old exports will still be able to be imported for content that does not use branching dialogue.
  • The portrait image will now be aligned near the top of the dialogue instead of middle for portraits that are wider than tall.
  • The current story header in the stories menu now better handles displaying long story and chapter names.
  • The "Return to the map to proceed with the story" message has been replaced by a floating story icon to direct the player where to go next, which is either to return to the map or load the next chapter directly.
  • Online Updates
    • The Online Go Server (OGS) recently made some updates to time controls and matchmaking. The updates below were made to The Conquest of Go to align with those changes.
    • A new game speed of "Rapid" has been added to both the Create Challenge and Find Match menus. Rapid is a game speed that is between blitz and live game speeds.
    • Within the Find Match menu, players can now search for multiple board sizes, game speeds, and time controls all at once and get matched to an opponent that meets any of the search criteria.
    • When using the Find Match menu, the specific main time and secondary time, or range of times, will now be displayed next to the selected time control. For instance, "2m + 5x30s" will be displayed for a 9x9 game with Rapid game speed and Byoyomi time control.
    • The Canadian time control has been removed from the Find Match menu, leaving Byoyomi and Fischer. Canadian time control can still be used in custom challenges.
    • The rules preference has been removed from the Find Match menu. Games played through this menu will use the OGS default of Japanese rules. Other rulesets can still be used in custom challenges.
    • In the Find Match menu, all correspondence matches will use the OGS default of Fischer timing. Other time controls for correspondence games can still be used in custom challenges.
    • The default values and value ranges for time controls and game speeds in custom challenges have been modified to match the new values used on OGS.
Fixes
  • Fixed the import and display of story images that are using the same name as a previously imported image.
  • Fixed an issue with the map story icon not displaying if completing a chapter with no battle and the next chapter has no map dialogue.
  • Fixed the size of the text in the story overview menu from being overly large on smaller UI scales.
  • Fixed an issue with the current story header not being updated right away when resetting story progress.
  • Fixed the issue of no reset progress button being displayed for chapters that have no dialogue and match record.
  • Fixed a bug with puzzle move highlighter not showing correct path when undoing a move, manually placing opponent stone, and then clicking the "Show Correct Move" button.
  • Fixed an issue where if the player returned from an automated review straight to a fortification puzzle, messages about the review would be displayed with the puzzle text under some circumstances.
  • Fixed how coordinate areas (e.g. AB[ca:cc]) are processed within SGF files.
  • Fixed the default file name not updating properly in the save/export file panel while reviewing matches and switching between next and previous files.
  • Fixed the Find Match menu allowing the player to click the find button with no board sizes selected.