Changelog
Release notes for Supreme Ascendance.
v1.5.7 — Smarter AI
APK SHA-256: 0d4aa00961fa1aaf173e84ec08833cbc037c3ac16adc0a5f7a01495577950fa8
Windows SHA-256: 5d25b55c78ec0fce16971f54129e531b7483a94c23b00181886666df34e69591
Linux tarball SHA-256: 905925a5896cca3878c866a7a475e26f876d950fd5e3b75c9dc1fbdfac923c9e
Changed
- The war and online AI now think ahead. Opponents run a Monte-Carlo lookahead — they simulate how the next several turns could unfold before committing to a move — so they press real threats, avoid overextending, and are a good deal tougher than the old one-step bots. Battles stay responsive (the AI is time-budgeted). The offline solo AI is unchanged for now.
Fixed
- The Opportunist AI was too timid — it would sit still even with an overwhelming army. It now attacks when the odds across the whole stack favour it.
- Rejoin a game even after it has been idle long enough to be paged out of the server's memory — it is rebuilt from its log when you reconnect.
- The lobby now tells everyone when a player leaves before the game starts, so the roster stays accurate.
v1.5.6 — Wars end & roll over
APK SHA-256: 7c1dc080ce6c7b9e0cd458aaacb7f7005e5e40dd08f630b5d0e03d5445ba0f63
Windows SHA-256: 7b4a051b3ea9874c328b95eeb9c54962cc29718731d4aaf8bb203bc31779e261
Linux tarball SHA-256: 75f847dde33524be486c05587f2f1f8539bba098d3a14c04d93ed4a8c860f65e
Fixed
- A won (or lost) war now resets. When a war is decided it shows the result, then automatically moves you into a fresh war on a new map — previously a finished war froze and you were stuck on it.
Changed
- A war battle now seats at most 3 players per side (down from 4), so player colours stay easy to tell apart and no one gets boxed in with nowhere to move.
v1.5.5 — Cognitive scores: Processing & Reset ID
APK SHA-256: 1de1e3823a33b9257af08e97f1270dcbf6ef2b402acc374ec82d75b3a7b20616
Windows SHA-256: bb8d1c23e9b6c059b549b4a33ce1ccd8dae8dc31d1c4a1d855a0817bdd7c4922
Linux tarball SHA-256: 16d423747aeb70008edc810ab4269a8dc0bb39891ecc9da17e388f1fa3f19a9a
Added
- Processing — a new domain on the Scores screen: how quickly you decide each turn, charted as a percentile against your *own* baseline (faster than usual reads higher). Shown alongside the Commander Rating, not folded into it.
- Reset ID — on the Scores screen, a button to delete the cognitive scores stored on this device and start a fresh, unlinked history under a new anonymous id. It asks for confirmation first, so a mistap can't wipe it.
Fixed
- Cognitive scores in team wars — your scores (Planning especially) are now measured correctly when two players are on the same side; before, the analysis treated a team battle as a free-for-all and they came back blank.
v1.5.4 — War help polish
APK SHA-256: 4a5c896a197393e0b1de56decd10f9f05701a3d2b00644ec3119001ba38f1f88
Windows SHA-256: 7464c99600c695024451344552c2bbee2a0dac69be4bbe4252b7468461afa2e4
Linux tarball SHA-256: 99d4ef9f632dc0774bae59ee890789104626da243c1f7028a60414343668f51b
Fixed
- The How war works screen now has a solid background, so it's readable instead of overlapping the war map.
- The War help button no longer slides off the edge on computer-shaped (more square) screens.
v1.5.3 — Fairer wars & a clearer war screen
APK SHA-256: f66ebb4fc9e6b47527a55e1ab3eb9a7440e9112eee076bd0e79104152fdacd7d
Windows SHA-256: 3b9e437582d3c184393d8732a94b3c92408a6721de0b9c45553c58e5f5748e16
Linux tarball SHA-256: e62dc4ae3479d4cada81f799f84c8d1797c7f5e016a281f3f0b1e95877b631b7
Added
- How war works — a help button in the war explains the loop (queue a frontier node, the host starts the battle, win to capture it) and how the AI's attrition (the ⚔ count) builds and takes a node.
- The war map now shows how many players are in the war and how many aren't queued, so you can tell whether anyone else could join rather than waiting.
Fixed
- Press-and-hold to place armies now works — hold a territory during reinforcement to add armies quickly instead of tapping once per army.
- PvE war balance — the AI side no longer starts a battle with a large extra-army advantage (turn-order compensation was mis-applied to teams), so a two-human-vs-AI fight is far closer.
v1.5.2 — Working buttons & update notices
APK SHA-256: 7bdf1a7b69bfc6bc0b450853af76f860d80f124b778fb5ede419f3a41d124bbd
Windows SHA-256: 1f849d825c21880c13130a7fab92b61fad2dfe83401528b5852fe270b88a3561
Linux tarball SHA-256: e8c340219a814e080808ace0a2c20265a12e4d65156857e764b3d68aace8b0bc
Fixed
- In-battle buttons (advance phase, New map, Lobby) were unresponsive in solo and war games — they work again.
Added
- An update notice in the lobby when a newer version has been released, so you know when to grab the latest build — with a clear prompt to update if a future version can no longer connect to the server.
v1.5.1 — Consent screen fix
A small fix to the first-launch data-collection screen.
APK SHA-256: ef52f03847d907bd45a3f8d6fec42d4d41b644169b192f55fd0efa74796491a4
Windows SHA-256: 2a050e85dd834f24f48c66a07a13668aaa14394a5653551cf64f702fe6849473
Linux tarball SHA-256: afd364c495c5c86981bf66f063a7d9368891a68f7f254398ee2f50febf19f671
Fixed
- The data-collection agreement shown on first launch now stays centred on every screen size.
v1.5 — Cognitive scores
The game now measures cognitive skills from how you play and charts them over time, alongside a restyled menu and HUD.
Added
- Cognitive scores. A new scores view turns your play into a profile across risk judgment, spatial reasoning, planning, and attention — combined into a Commander Rating — with a within-session fatigue trajectory and percentile bands measured against yourself, the AI, and the wider player cohort.
- Data-collection agreement. A first-launch screen states exactly what is measured and how anonymous it is, with Accept & play or Play without tracking, plus a Privacy & data page. Nothing is collected unless you accept, and your solo games can contribute too.
Changed
- Restyled main menu; the game now opens in landscape.
- Cleaner in-game HUD — compact groups, status and battle results as tidy tables, buttons matching the menu palette, and a slimmer header that leaves more room for the board.
- In-game controls split into "game play" and "game options"; the Menu button is now Lobby.
v1.4 — Alliance bonuses & war fixes
Continent bonuses that account for alliances, plus war fixes from playtesting.
Changed
- Continent bonuses now factor in alliances, with a reworked sense of a territory's worth and exposure that the AI uses to weigh its positions.
Fixed
- Rejoin a war battle after a disconnect — your seat is held and can be reclaimed.
- Starting a battle no longer disrupts other players' in-progress battles.
- Steadier war play: the server ignores commands a client should not be sending.
v1.3 — Team HUD & readability
See your team at a glance and read the board more easily.
Added
- The HUD shows your team — which seats are on your side — and labels the roster "your team".
- A "you are P#" badge so you can always tell which player you are.
Changed
- Larger, clearer army numbers.
- Continent boundaries drawn as coastlines for a more legible map.
- Removed the in-game controls hint text.
Fixed
- Every queued human is now seated in a war battle, not just the host.
v1.2 — The War, team play & Windows
A big release: a strategic PvE war layer, team play, a fully drawn touch board, smoother turns, and a Windows build.
Added
- The War (PvE). A persistent strategic map where you queue on the front lines and fight tactical battles to push back the AI; the war survives server restarts, and you can rejoin it.
- Team play. Alliances — play on a side and win together.
- Windows (x86-64) build alongside Android and Linux.
- Online multiplayer on Android.
- Tap a room code to copy it, and one-tap reconnect to a game that is still live.
Changed
- The board is drawn as tappable territory cells with clear continent borders, and the layout reflows to your screen — a side rail in landscape, a bottom bar in portrait.
- Turns flow faster: reinforcements auto-complete and your turn auto-ends after a fortify.
- A win/draw banner at the end of a game; players are shown 1-indexed (Player 1, 2, 3…).
Fixed
- Tiny boards that could lock into an unwinnable stalemate are no longer used, and a genuine stalemate now resolves as a draw.
- War queue placement is restored when you rejoin, and leaving a war no longer strands a battle for the others.
- In-progress online games survive a server restart.
v1.1.0 — Multiplayer
Online play against friends, plus disconnect resilience and a responsive board.
APK SHA-256: 5f0f05f18c4b52d4ac8af814b799da587cc3737cfb56bcce8c14cea451f992f4
Linux tarball SHA-256: a8c923f740ed28736346d33b826af6d73958ab5e31bf12d0a27bceeb5f8cbf01
Added
- Online multiplayer. Host or join a room by code and play against friends over
wss://supremeascendance.enr.name/play. Empty seats are filled by AI. - Native Linux build (x86-64). A desktop build alongside the Android APK, distributed as a tarball with the same GPG provenance.
- Authoritative server. A headless NativeAOT server (deployed on a00) holds the canonical game and validates every command through the same rules engine. Combat is server-authoritative, so no client can foresee the dice.
- Reconnect. If a player drops, their seat is handed to AI so the game continues; they can rejoin by room code + seat to reclaim it.
- Responsive layout. The screen divides into header / board / controls bands that scale to any window without overlap.
Changed
- Offline single-player (vs AI) is unchanged and still needs no server.
Under the hood
- Reflection-free JSON wire codecs (commands, state snapshots, protocol).
- A transport-agnostic
GameSessionauthority loop shared by offline and online. - Networking spec'd test-first (invariants N1–N17); 75 tests, all green.
v1.0.0
Initial release: single-player vs AI on a procedurally generated graph-territory map. Self-hosted signed APK at https://supremeascendance.enr.name.