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Update 0.30.0 - Campaign Story Enhancements

New Features
  • In addition to the new features and updates below, there are several other campaign stories enhancements in the works since the update published last week. To improve the campaign stories playing and editing experience more immediately, the enhancements below have been released first.
  • A new story icon has been added to the game which is displayed beside the Stories button at the top right of the campaign map, shown on the map for a region that is associated with the chapter of a story, and displayed next to the buttons that need to be used to progress the story (start match, review match, etc.). This should make the workflow of progressing the story more obvious.
  • The same story icon mentioned above has been also added to the top right of the Go scene to allow players to hide and unhide the story dialogue panel on the right side of the screen. This panel is used to display dialogue for specific moves, or all dialogue for online matches. The button to hide and unhide the panel will appear after the panel has been first made visible.
  • Scripted battles that have the result field populated in the SGF file will now generate a match record and subsequent map objects afterwards as if it was a normal battle. This will only occur if the match result was decisive in the SGF file (e.g. RE[B+R] (Black wins by resignation) or RE[W+10.5] (White wins by 10.5 points)).
  • In the story editor, each dialogue line now has a header which by default is collapsed and shows a preview of the line of dialogue. When expanded, the full dialogue options for character, move number, portrait, and text in several languages will be displayed.
  • Using the new header mentioned above, dialogue lines can now be reordered by dragging and dropping, similar to how chapters can be reordered.
  • Dialogue lines that have no character associated with them may now also use an image/portrait. This is useful when the line of dialogue isn't from a specific character but there is still a relevant image that can be displayed.
Updates
  • Several updates have been made to The Conquest of Go - Story Editing Guide to explain some of the new features and updates.
  • The dialogue displayed on the right side of the Go scene will now stay visible for dialogue about each move instead of hiding after clicking next after the final move that has currently been reached. To hide the panel while playing the match, the story icon at the top right can be used.
  • The dialogue skip button will now skip to the last dialogue entry of the same type. For instance, if in a scripted battle and the first four moves have dialogue, if the player uses the previous button to go back to the first dialogue, the skip button will now skip to the fourth dialogue.
  • When playing through a scripted story battle and clicking to play the moves directly on the board, the usual behavior of the next stone being played automatically (simulating that a player is responding to your move) will be restricted if there is a new dialogue to read for that move. This avoids the case where dialogue is being quickly skipped because of the automatic move response on the board. The auto response will resume after there is no new dialogue to be read and the player plays the same color stone that was played before being restricted.
  • The text of the review button will now change from "Review Match" to "Review" for scripted battles of a story.
  • The "To continue the story, please proceed using any region of the map" message that is displayed for chapters that don't use a specific region will now be displayed whenever the map is displayed instead of only displaying it the first time the map is loaded.
  • The Set Progress and Delete button in the chapter header of the story editor are now aligned to the right to be consistent with other headers in the editor.
  • The display of the match result text found in SGF files (RE[]) for non-standard result text has been improved.
  • The handling of SGF import for scripted battles and invasions that contain carriage returns and carriage returns as string literals has been improved to be more robust.
  • The handling of empty and null values when exporting and importing dialogue to and from .CSV has been improved to be more robust.
  • When no image is selected for a component of the story editor (character portrait, general preview image, etc.) a "None" label will be displayed above a blank image. While playing a story, if no image is selected, the whole image box will be hidden to make more space for dialogue.
  • Support for non-square portrait images in various parts of the user interface has been improved.
Fixes
  • Fixed an issue that was causing issue with story progress if a campaign story was created with back-to-back scripted battles without map event dialogue.
  • Fixed an issue which was causing the map colors and map object colors to not follow the correct colors associated with the chapter of the story for online matches started from a challenge.
  • Fixed an issue with the same dialogue being shown multiple times if there were several dialogue lines for the same move number of a match.
  • Fixed the resource values for the campaign tutorial started from the campaign map to match the values of the tutorial started from the main menu.