Chess Evolved Online Patch Notes — June 8, 2021
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Challenge-Gen v2
The daily challenge can now be assigned various modifiers, has improved failsafes, and much higher bounds of variety, despite improved thresholds for removing certain types of erroneous boardstates.
Modifiers:
(all of these generate a challenge first, then modify it it various ways)
(they are named as points of reference and for no other reason)
- Distortion mod rotates unit positions on the board 90 degrees (ex: default army positions along the sides), but does not change the promotion lines and orientation of units.
- Flood mod chooses a single weighted unit type then fills a percentage of empty spaces on the board with that unit type randomly changing between teams in opponent's favor.
- Gravity mod pulls all units on the board towards the center and overrides the turn 1 danger threshold with much higher values.
- Rift mod inverted version of gravity mod, where all units are pushed away from the center into the edges and corners of the board
-Arena mod hybrid of gravity and rift that pulls the majority of one team into the center while the opponent is scattered around the edges
- Chaos mod this acts as a ChaosPortal amplifier tasked with creating even more extreme boardstates whenever it is present
- Environment mod one team is given some mix of trees, stone pillars, saplings, or bonepiles with various probability of each. When the player's side has them, the opponent gains extra units.
- Tutorial mod most units are replaced with tutorial units (dummies), the opponent is given extra units, and the player is sometimes given a base tier princess.
- Utility mod player gains many extra utility units such as beacon/nexus/portal, but the opponent gains extra units of any kind in the process
- Fractal mod a single quadrant of the board is mirrored into all quadrants then divided into teams on dynamic beam that splits the board (you will know it when you see it)
- Doomed mod both Kings are replaced by high value champions (this can only occur if the total morale value of each side is high enough to trigger it)
- Escalation mod all minions are replaced with random champions
- Frontline mod both teams are given a mirrored frontline wall of a single unit type.
- Survival mod enemy king is down at the start of challenge, but has a large number of extra units
Most of the modifiers are considered 'rare' with slightly inflated chances to allow for some added slightly more immediate impact to the update, but their chances will be adjusted over time.
in addition to these, the baseline generator is greatly improved, and should manage to avoid the most problematic types of challenges (such as having an apprentice wall and 1 champion)
- better at avoiding utilityspam (ex: 8 apprentice)
- dynamic turn1 danger analysis weighted by total value
- units in king radius auto-converted to that team
- prevents creating teams which have tiny morale
- prevents vast disparity between team values
- prevents significant advantages for white
and much more
These changes will not be immediately apparent, due to their nature, but will reveal their benefits and problems over time (these will be refined as time goes on, just like the original challenge-gen)
Other changes:
- SNQR bugs eradicated. These should now be very rare instead of common occurrence.
- 'MirrorBot' added as rare opponent in matchmaking queue, which will copy your army/avatar
- More improvements to DarkMode for various texts and menus (very few remain neglected now)
- Comet's trigger icon improved to be more distinct compared to the freeze-strike ability.
- fixed missing sounds when attacking an illusion
- fixed the move history bug caused by using attack-only against armor in some situations
- changed phrasing of lost kings in move history
- fixed the "classic" armyname bug for 16th save slot
- fixed stage 3 of tutorial (princess hiding in corner)
- fixed AI interpretation of butterfly effect danger
- fixed the danger/safety grids for location marking effects
- alias tags (#0000) are now filtered out of in-game chat
- minion line variance of random army generation improved
- generated armies will now be closer to their total allowed value on average (including AI)
- generated armies now have additional bias against adding utility units
- fixed "blank" unit in top left army slot from disabling the dice/clear buttons above it
- fixed a softlock caused by DC during an AI opponent's turn
- fixed a scanorder problem that caused alchemist to sometimes 'cure' frozen fireballs
- fixed several text boxes to allow enough space for large names
- fixed an error in the lab's Portal to Chaos that caused the AI toggle buttons to break
- fixed the Aquarius+Destroy bug that would create undefined unit objects stuck on the screen
- fixed the the edit avatar bug that would occur on 1st load of title screen and softlock
- cancel button in queue is now invisible during 'join time' to prevent certain errors
- some UI 'notes' added in various places to alleviate some of the most common questions
- ChaosPortal now has audiovisual effects for its Mass-Teleport ability
- friendly duel should now ignore private mode, since you've already typed their name
- the 'NameGen' has been added into the lab for some reason
- fixed a problem where negative rep penalty was prevented by turning on private mode
- fixed a problem of propagating 'exit button' code that caused the title screen to reload in the background during certain unrelated screen transitions
(this fix should give some performance improvements)
- fixed a problem of lingering info rollover effects as remnant side effects of other problems
(another performance increase)
- new overlay for army test area and scenario test area that allows visibility of turn number
- some other things that most people will probably never even notice
since this update has taken some time to complete, there is a chance it causes some error in the process as an unknown side-effect of fixing something else. A lot of ground was covered here fixing old code, so many things could be affected. If you notice any new problems, please report them somewhere in the forums or discord.