Chess Evolved Online cover
Chess Evolved Online screenshot
Genre: Strategy, Turn-based strategy (TBS), Tactical, Indie, Card & Board Game

Chess Evolved Online

CEO v0.56e update

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.

CEO v0.56d update

DarkMode improvements:
- Unit art decals are now visible on unit previews and upgrade tiers glow in the dark.
- Many blurry or extremely low contrast texts are improved (still more to be done).
- Some completely invisible text fixed on dark mode upgrade screen.
- Alternate background is slightly less extremely dark.

This patch also includes:
- Several SNQR loading screen fixes.
- Added an [exit game] button to the top right of title that does not **** around.
- Taskbar Icon attempts frantically flashing when a match begins (in-case muted+minimized)
- Taskbar icon highlights when on title and login box refreshes, but less extreme.
- Replay Codes added to the desync information screen.
- Alias text on title made selectable for easy copy/paste of your own name.
- UnitName search shortcut added to collection for easily locating additional copies/tiers
(click the unit name)
- Fixed the darkened coin box at match end as remnant from DarkMode.
- Fixed the icon 'hoverbox' sticking from title if visible when queue match made.
- Collection search text fade effect now vanishes on mouseover, instead of preventing selection
- Movetype shortcut searches slightly improved (a few were broken from special characters)
- Low level AI (beginner/novice) will give the player a little more time to think
- probably something that was working as intended is now broken

something that's not in this update:
- an actual use of the literal 1000 custom made achievement icons
(these cannot be used until the game reaches some imaginary threshold of success)
in the meantime, some of these will be uploaded as "community avatars"


CEO v0.56c update

[Player-Only] toggle now available from XP unlock, instead of 500 rating.
This should help alleviate some problems, while still preventing the worst-case scenario of a new player being stuck in queue before ever even trying the game. Please note that while matchmaking was modified to accommodate this change, it still has a type of bubbleshield around new players, so the sooner you use this option, the longer queue times are likely to be. (you can toggle on/off)

also in this update:
- fixed the 'blank army' bug that was caused by specific order of operations in army edit
- fixed one source of SNQR (this may affect your ability to cancel queue at times)
- Dark Mode improvements for some of the most prominent problems of invisible texts
(also fixed the blinding flash of light in transition to the title for dark mode)
- fixed various visual problems in Light Mode that were caused by the creation of Dark Mode
- Replay Exports now attempt to auto-filter any whitespace artifacts when created
- small fix for blitz token toggle display
- some amount of AI modification
also, the AI now has a chatbot that will talk trash to better emulate the true PvP experience.
(jk)

CEO v0.56b update

Primarily, this update includes the new 'darkmode' toggle
(in-case the fullscreen white theme is blinding you)

also includes:
- fixed off-by-1 errors for descending sort of rarity/tier in collection
- increased clarity of account transfer instructions by at least 2%
- changed "move from start" graphics to be more distinct from their normal counterparts
- modified behavior of advanced location search to allow more intuitive 'cancel'
- fixed something that I no longer remember anything about
- probably broke something in the process

Launch Update

CEO is now live on STEAM!
This update includes:
Mass Upgrades,
Draft Mode Prototype,
Advanced Location Search,
general UI/QoL improvements,
Fullscreen,
STEAM PORT,
Account Transfer,
and lots of other things

(where does this text box even display I wonder?)
if you downloaded the game immediately after launch, there may be a few (small) problems which are addressed in the update. If you encounter anything major, please message on discord.