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Move Evaluation
A new button has been added to the top right of the Go board screen for quick play matches and reviews which will turn on the move evaluation feature. This icon is a circle with an analysis line through it. You can hover over each button and a tooltip will be displayed to show their purpose.
When using the move evaluation, as you play your moves, your last move will be highlighted and a color will be displayed over top (a gradient from red, to yellow, to green) giving a rating based on the estimated score loss of the move.
This analysis takes the estimated score prior to your move, and then compares it to the estimated score after you and your opponent's moves are completed. This determines whether your move was successful based on the opponent's response.
In the AI settings, you can also enable the option to display the score loss as text on the move as well, for more precise feedback. A large negative value means that it is estimated that your move was not the most optimal and you opponent responded in a way that took advantage of your mistake. A positive value means that is estimated that your opponent did not respond in an optimal way to your move.
By default, the threshold of a mistake is set to a score loss of 4 points which will be displayed as red, 0 or positive is green. and the midpoint (2) is yellow. This threshold can be customized in the AI settings menu.
The red, yellow, and green colors can also be customized within the custom board theme editor.
Candidate Moves
A new button has been added to the top right of the Go board screen which will turn on the candidate moves feature. The icon is similar to the move analysis icon, but with multiple moves in the center of it.
When clicked, this button will show the candidate moves the AI is evaluating for a given board position. This works similar to the existing Move Analysis feature, however detailed information such as move rank, visits, or opacity of the displayed move are hidden from view. All moves are displayed equally to make it not obvious which is the top ranked move according to the AI. Additionally, the move analysis filters out moves that haven't been searched enough, so for a position that has one obvious answer according to the AI, it will display one move on the board with high confidence, where the candidate move analysis will display multiple moves on the board, allowing the player to do the evaluation themselves.
This feature is also added as a campaign ability which costs less than the find moves/move analysis feature.
The default settings will display 8 possible candidate moves, however this can be customized from within the AI settings menu.
Guided Mode
This new game option makes use of the two new features mentioned above to give a more guided experience while playing a match.
As you play your moves, you're able to see the evaluation of your last move. If this move wasn't up to your satisfaction and an undo is used, the candidate move analysis will be turned on automatically to display some options of where you may want to play for a better outcome.
After the first undo for a particular move, each subsequent undo will divide the amount of moves displayed in the candidate analysis by half, eventually displaying only one move (the AI's top recommendation) if the player uses enough undos. By default this will display 8 moves, then 4 moves, then 2 moves, and then 1 move after each undo.
Guided mode can be started from the Quick Play menu.
Guided mode can also be started in the campaign mode by clicking the Start Guided Match button, which costs resources based on the board size. The cost is similar to the cost of a decent strength level ally when using the Ally Match campaign feature. During a campaign guided match, using undos no longer costs resources.
Please note that while using any of the features mentioned above, the AI is performing analysis which will take additional system resources.
Realistic Board Theme
Within Settings > Board Settings, a new board theme can be found labeled as "Realistic".
This theme follows the traditional style and gives an appearance of slate and shell stones on a wooden board and wooden background.
The shell stones have 3 distinct patterns and are also randomly rotated so that each placed stone looks different.
Like the other themes, custom colors can also be applied to this new theme for further customization.
Campaign Tutorial Improvements
The campaign tutorial now has the option to select a specific part of the tutorial to play through instead of only being able to play through the full tutorial.
The tutorial is broken into four parts
Part 1: Battles and Resources
Part 2: Reviewing Battles
Part 3: Defending Regions
Part 4: Additional Features
When completing a part of the tutorial, the player is prompted to choose whether they would like to continue to the next part of the tutorial or exit.
The order of messages within the overall tutorial has had some minor changes to better fit into the above mentioned four parts.
The previous version replaced the sound effects of the non-fantasy board themes (Traditional, Simple, Toon, Realistic) with newer more realistic sounds. A new option has been added to revert back to the old sound effects, for those that prefer that sound. You can find this in Settings > Audio Settings > Legacy Sound Effects.
For matches or reviews which are able to make use of the AI features found in the list of buttons at the top right of the screen, a loading icon will now be displayed while the AI is loading before finally showing the AI feature buttons when they are able to be used.
The starting resources value for each difficulty preset has been increased when creating a new campaign. There have been several features implemented that use resources since this value was initially set. This will help having resources available early on before a steady stream of empire resources starts to flow in. The new values are Beginner (2,500), Novice (2,000), Intermediate (1,500), Expert (1,000), Master (800), Professional (500). This value can of course be customized as well, which now has a max value of 10,000. Players wanting to go beyond this should use the Infinite setting for resource availability so that they can freely use resources. Existing campaigns will retain their existing resource values.
The starting resources value when creating a new campaign is now plainly written as the full value that will be granted for each resource. For instance, it will be displayed as "1000" instead of "10 x" as it was before.
The cost of the undo ability during campaign matches has been slightly lowered.
Matches that are in progress and are resumed from the quick play menu will now allow the player to undo moves that occurred in the prior play session, instead of only allowing to undo the new moves that were played in the new session.
When creating a new color theme and selecting a board theme type from the drop down list of the editor, a new default background color will be used that is unique to each board theme type that has a background (Traditional, Realistic, Toon, and Simple). Once the background color is customized, the new custom color will remain regardless of which board theme type is used.
The campaign tutorial has been updated to also mention the new guided mode.
During a review when guessing which move is the top AI recommendation, a success sound effect will now be played when the player selects the top move for the first time.
The description field displayed on the Learning Center's workshop items and SGF files has been modified to remove any empty lines to fit additional text on each grid item.
The workshop item upload process has been improved to take less time for very large folders, as long as all files are of the correct file extension.
Fixed an issue where it was possible to have move recommendations from an automated review unintentionally appear during a tutorial.
Fixed an issue where if the player had enabled puzzle solve tracking features such as puzzle attempts or puzzle timing, it was possible to get stuck during the campaign tutorial if the puzzle attempts or timer had elapsed.
Fixed an issue on the practice board where the alternating stone color was not correct in some cases when undoing a setup node (black and white stones added directly to the board) that had no played move.
Campaign Ally Selection
Players can now select between KataGo Human, GNUGo, and KataGo as their ally while playing campaign ally matches (matches where the player and an AI ally alternate turns on the same team). Previously, this ally was always KataGo.
Choosing the level or rank of the ally affects how much the ally costs in resources, with the lower ranks, or lower AI strength costing less than those that play at a high level.
The resource costs of a campaign ally have also changed because they now take into account the size of the region/board in the cost calculation. The larger the board, the more moves that will be required from the ally, and therefore the larger the cost. The 19x19 costs are a bit above the previous cost, but the smaller boards cost less than the previous cost.
For allies that take a longer time to initially load and be setup (e.g. KataGo Human), if it becomes the ally's turn while it is still loading, a loading indicator will be displayed over the player panel and the timer will be paused until the ally can begin searching for their move.
New Import and Export Options
Custom Board Themes
Within the Settings > Board Settings menu, you will now see new options for exporting and importing custom colors from the file system.
Selecting import allows the user to select a theme file to be imported.
Selecting export allows the user to select a folder where the theme file will be exported.
This allows players to share themes with each other by sending files or sharing files on other platforms such as Nexus Mods.
Campaign Stories
In the campaign stories menu, there are now options to import and export stories.
At the main stories menu, an import button which allows the user to select a folder of a story to be imported.
While editing a story, there is now an export button which allows the user to select a folder where the story will be exported.
This allows players to share stories with each other by sending files or sharing files on other platforms such as Nexus Mods.
Campaign Resource Availability Changes
The resource availability option when creating a campaign affects the level of resources that are gained throughout the campaign such as those gained from winning matches, solving puzzles, and empire resources.
A new option has been added for unlimited resources, allowing the player to freely use the features that cost resources in an ordinary campaign.
The existing option of "None" has also had some slight changes.
When a resource availability of Unlimited is selected, the following UI changes are present:
Total resources at the top left of the campaign map are hidden.
Resource types listed in the Battle Summary panel of each region are hidden.
The market button at the top right to access the market to trade resources is hidden.
The Ally Match button is available and any ally can be freely selected.
The abilities panel while playing a match is available and abilities can be freely used.
Legend records for each region are automatically unlocked after the player conquers a region.
When a resource availability of None is selected, the following UI changes are present:
Total resources at the top left of the campaign map are hidden.
Resources types listed in the Battle Summary panel of each region are hidden.
The market button at the top right to access the market to trade resources is hidden.
The Ally Match button is hidden.
The abilities panel while playing a match is hidden.
Legend records for each region are automatically unlocked after the player conquers a region.
To ensure functionality remains present in existing campaigns with a resource availability of None, this update has a small distinction between campaigns that were created before this update and campaigns that were created afterwards. Existing campaigns with None for resource availability will be able to use the Ally Match feature as before, but new campaigns will restrict this feature as mentioned above. Since the new Unlimited option is available, those wishing to freely use the Ally Match feature should instead use Unlimited for their new campaigns.
Campaign Abilities Loading Icons
New loading icons have been added to the find move, find variations, and territory abilities in the campaign.
The loading icons will initially be displayed when the match first loads and the analysis AI is being loaded and setup behind the scenes. Once the analysis AI is fully setup and ready to be used, the loading icons will be hidden and the corresponding ability buttons will be enabled if it is the player's turn.
The loading icon will also be displayed when an ability has been used and the AI analysis is underway. Once the initial analysis has been obtained, allowing move suggestions or territory to be displayed on the board, the loading icon will then be hidden.
The sound effects for the traditional, traditional dark, toon, and simple board themes have been updated to have a more realistic sound.
When using the file browser to import, export, or save files, each drive of the computer will now be listed to the left for quick access.
Improved the "Loading" message for AI opponents during the start of the match to be more accurate for AIs that have started but are still undergoing setup steps before being fully ready to search for a move.
The stone sound effects (stone placement, capture, and atari) when moving forward and backward through moves now have a reduced volume. For example, the moves that play out when loading a match that is in progress, or the stones that are quickly placed or removed by using the scroll wheel when reviewing a match. Stones that are placed on the board while clicking or those that are automatically played in response will play at normal volume. This functionality already existed to some degree, but was not as consistent in which areas had reduced volume. This volume is controllable through the Settings > Playback Settings > Reduced Stone Volume setting. The default value of this setting has been raised slightly, which will be in place for new players and players that have not modified this setting from its old default value. Players that have modified the value previously will keep their modified value.
Fixed an issue with resource icons being generated after campaign matches.
Fixed an issue with superko detection while using Chinese rules, for the case of sending two and returning one specifically after a capture.
Fixed an issue when creating a new campaign or quick match with the novice difficulty value (KataGo-Human opponent), where changing the AI strength parameters was not correctly changing the difficulty value from novice to custom.
After a long journey, The Conquest of Go has finally exited Early Access and has reached the full release 1.0 version. Thanks for the support along the way! The game is at a point where I believe it fulfills a complete and stable game experience where Early Access is no longer necessary. To clarify, this doesn't mean that the game will never receive future updates, but rather, future updates will likely be less drastic and game changing than the major ones that occurred during Early Access.
Throughout Early Access there were a total of 33 major content updates and 48 patches. A full list of all changes can be found here. For those who haven't checked out the game since it first came out, in addition to general UI, usability, and stability improvements, here's a quick summary of some of the major changes that have occurred since then.
The Casual AI was added to provide a more beginner friendly opponent and rely less on handicap stones for new players.
The KataGo Human opponent was added to give players an opponent that delivers a wide variety of skill levels/ranks and also behaves more closely to human-like play than the super-human level of the standard KataGo opponent.
The ability to play campaign matches against players on the Online Go Server (OGS) was added. This includes both human opponents as well as the dozens of online AI that can be found on OGS.
The ability to create, share, and download custom stories to be played in the campaign mode was implemented. These stories include characters, dialogue, and battles all of which can be created in the in-game story editor. These stories can be downloaded from Steam Workshop.
Campaign fortification puzzles were implemented, which are life and death problems that periodically need to be solved for your conquered regions to keep them fortified. Additionally, puzzle options were added to optionally limit the number attempts at a puzzle and limit the time spent on a puzzle.
A full campaign tutorial was added to demonstrate the features and workflow of the campaign mode.
Campaign ally matches were created which allow you to team up with the AI and alternate turns against another AI opponent.
Collectable legendary records were added to the campaign mode, which are a curated set of match records from notable players in Go's history, ranging from the 1600's to present day. The match records primarily feature important events in the player's careers such as international tournament wins.
The option to convert a handicap advantage into reverse komi was added to give an alternate way to even the strength disparity between the player and the opponent AI.
New campaign invasions were added, which are matches that start from predetermined board positions when opposing nations invade your conquered regions.
Many new options which can be changed during the campaign mode are available to alter timing, difficulty, and review settings.
Steam Workshop support was added to the game to allow players to create, share, and download Go puzzles, matches, tutorials, and joseki. Thousands of additional Go puzzles are currently available through the Steam Workshop.
An imported content system was added to the game to import the same types of content mentioned above, which can be obtained anywhere, instead of only from the Steam Workshop.
A custom theme editor was added which allows the UI, boards, stones, and backgrounds to be set to preferred colors. These themes can be shared and downloaded from the Steam Workshop. Additionally, base themes of Toon and Simple styles were added to the game to increase the variety of themes which can be used and customized.
The macOS version of the game was released.
Controller support and Steam Deck support were added, including attaining the Steam Deck verified badge.
Localization of the game was completed for Simplified Chinese, Traditional Chinese, Japanese, Korean, French, German, Russian, and Spanish.
Opening guides were added to allow the player to explore viable moves and variations that take place at the start of the game.
The practice board was added to the game to allow players to freely place stones, setup board positions, and use AI analysis to evaluate moves.
The game review workflow was improved and numerous new AI and AI review options were added. The review system was also expanded to allow automated reviews to be able to be used on any match in the game as well as imported matches.
The game has been kept up to date to align with changes on occurring periodically on the Online Go Server (OGS) (e.g. rank recalibration, auto match redesign, etc.).
Difficulty presets were added which range from being a complete beginner to a professional level.
Steam trading cards and points shop items were added.
Implemented new undo move functionality
Previously, players in online matches could only request to undo their move while it was the opponent's turn. Now, players can request an undo while it is their turn, which will undo the opponent's last move as well as the player's last move. This was changed on OGS on 10/22 and now is also implemented within The Conquest of Go.
When hovering over the undo button, the stones on the board that will be undone are now also highlighted. This new highlighting applies to both online and offline games.
For online games, when the opponent requests an undo, hovering over the panel to accept or reject the request will also highlight the stones on the board that are being requested to be undone.
Enabled undo button for online matches that are played during the campaign mode.
Improved compatibility of exported SGF files from The Conquest of Go for external SGF editors.
Fixed an issue with the UI while reviewing a completed online match, which wasn't displaying the match result panel properly.
New AI - KataGo Human
There is now a new AI in the game, KataGo-Human, which was trained on human games and should provide an opponent that has more human-like characteristics than the super-human level of play provided by the ordinary KataGo opponent. KataGo is doing the heavy lifting here, so many thanks to lightvector and his continued support of the Go community.
When using the human trained KataGo, you can select which era of Go the AI will play as. This includes the eras before and after AlphaGo Zero had an impact on human play and strategies.
If selecting the modern AI or pre-AI eras, a rank selection is provided to select which rank (20 Kyu - 9 Dan) the AI will play similar to.
If selecting to play against the historical pros era, a year selection is provided to select which year (1800-2023) the AI will play as, which is modeled after professional/master level players from that time.
Players can also choose whether or not to use the “Refined Move Selection” mode when using the KataGo Human opponent. When selected, additional processing will be performed during the move selection process which may provide a more realistic opponent, but may also make the opponent take longer to respond. For those that are familiar with KataGo’s human model setup, when this checkbox is checked, both a human and non-human model will be used with additional parameters to control which moves will be played. When it is not checked, only the human model will be used.
This new AI is available in both quick play and the campaign mode.
New Puzzle Settings
In the settings menu, there is a new tab labeled "Puzzle" which is used to control several new settings listed below.
Load Next Puzzle - How the next puzzle will be loaded after being completed.
Manual - The default value, and how things previously worked, which is you click the button to load the next puzzle.
Auto - After completing a puzzle, the next puzzle is loaded automatically after the specified delay in seconds has elapsed.
Allow Hints - Controls whether the "Show Correct Move" button will be displayed if available.
Attempts Limit - How many tries you get to solve a puzzle. An attempt is used when the player reaches an incorrect ending in the puzzle's move tree, when the player enters a move that isn't part of the puzzle, or if the player undoes moves and begins to play moves down a different path through the tree. By default there is no attempt limit, but a value of 1 to 20 can be specified.
Time Limit - How long the player has to solve the puzzle. By default there is no limit, but a time limit of 5 seconds to 20 minutes can be specified.
Learning Center - Settings that are specific to the learning center's workshop puzzles or imported puzzles.
Randomize Order - After loading a puzzle, clicking the load next puzzle button will load a random puzzle from the list instead of by sequential order.
Randomize Color - The puzzle's stone colors will be swapped or left as-is on a random frequency.
Randomize Orientation - The puzzle's layout will be randomized by flipping horizontally, vertically, and/or diagonally.
New Puzzle Session Stats
When solving puzzles in the campaign fortification process, workshop, or imported content, stats about how many puzzles have been solved or unsolved for that session will be displayed.
Expanding the solved or unsolved header will display a list of each previous puzzle, allowing the user to click them to return to the particular puzzle.
AI Analysis on the Practice Board
AI analysis (find moves, territory, score and win rate graphs) is now available when using the practice board, similar to how it is available when reviewing a normal match.
This was previously not enabled because the practice board allows for things that are not allowed during a real match, such as placing multiple stones of the same color, changing the color of stones, deleting stones, etc. that are usually used to setup board positions on the practice board. During these instances, the AI will be asked for analysis based on the board state itself rather than the sequence of moves to get there. When using the alternating stone mode, the analysis will still however be requested based on the sequence of moves. All of that being said, there may be some rare occurrences of differences in AI analysis such as super ko evaluation when mid-match setup nodes are being used to add or remove multiple stones at once, since a full move history is unavailable.
Learning Center Imported Content
The Learning Center now has a new menu item for imported content, which allows you to select folders of content on your computer to be imported into the game, such as puzzles, matches, etc. similar to the workshop content. The difference is that instead of downloading from the workshop, the files are instead loaded from a folder on your PC.
The content within this section will also be similarly tracked for completion, allowing you to for instance see which puzzles you've already solved. Once progress has been tracked for an imported item, the ability to reset the progress is also available.
Recent Matches Tracking
Matches played from the Quick Play menu will now be stored automatically into a new section of the menu called Recent Matches.
By default, this will store the past 20 matches and will remove the oldest match to make space for a new one once the 20 match limit is reached.
For matches that you want to be saved long term, players can open the recent match for review and click the Save Match button at the top right to save it to the Saved Matches folder.
There is a new setting in the Playback Settings menu called Save Recent Matches which will control the number of matches that will be included in the Recent Matches folder. This can be switched to 0 to not save any recent matches or set to a maximum of 100. For those worried about disk space, the match files are very small, and a total of 100 matches will likely equate less than half a megabyte of space.
Both matches that are finished and matches that are in progress will be automatically saved to the Recent Matches folder when leaving the Go board screen or exiting the game. Because of this, the prompt for an unsaved match that used to be displayed has been removed if the Recent Matches feature is enabled.
Similar to other matches saved, these recent matches are also included in Steam Cloud so they can be accessed from multiple PCs.
Selectable Neural Network Size
Within AI Settings, there is a new field for Neural Network which controls the size of the network that will be used by the analysis AI and KataGo opponent.
The larger networks are stronger but also slower, so users can now decide which works best for their hardware, strength, and speed requirements. In general, choose a network that is as large as possible while still maintaining a reasonable speed when reviewing and providing analysis. Most users should stick to large if using a GPU Analysis AI (OpenCL) or use medium for a CPU enabled AI (Eigen or Eigen AVX2).
Existing networks have been updated and two new networks have been added.
Users can also select Custom, which will allow the user to import a different network file. Many network files for KataGo can be found here.
For users using the OpenCL analysis AI, the tuning process will need to run again for the updated KataGo and network. This can take several minutes, but once completed it won't need to be retuned when launching the game again.
There is a new option for KataGo Version found in the AI Settings called KataGo Custom. This is for advanced users that want to import a custom version of KataGo which will be used for analysis, reviews, and the KataGo and KataGo-Human opponents. For example, users with modern NVIDIA GPUs that have installed and configured TensorRT on their machine could import the TensortRT build of KataGo which has the potential of better performance if the PC can support it.
When reviewing an automated review for moves that can be improved, once the moves have either been found, or the Show Correct Move button has been used, the markers on the board that show each next move in the tree will now include the move rank (1, 2, 3, etc.) from the AI review. This allows users to quickly view the rank of each move on the board and also differentiate between the moves that were included in the automated review and moves that were manually added afterwards.
A new tuning progress user interface element has been added which will be displayed for users using the OpenCL version of KataGo while KataGo is tuning its configuration to meet your PC's specifications. Previously a message was displayed for this when it started and ended, but no progress information was available between then. Due to the KataGo updates and network file updates mentioned in the above new features, this tuning process will run for the initial launch after this update is downloaded. Once completed, the tuning process will not need to be run again.
A new "Loading..." message has been added above the AI player card while the AI is being loaded for a match. Some AI opponents will load almost instantly and won't see this message, but for others like the casual AI or the new KataGo human AI, this message will be present until setup has been completed and the AI is able to start searching for moves. Additionally, the player clock won't start counting down for the AI until it has been fully loaded and it is ready to search for moves.
The underlying engine that The Conquest of Go is built on has been upgraded to a later version to resolve some engine-level issues. This has the chance of affecting anything within the game, so if there are any bugs that have arisen, please don't hesitate to report them here.
The difficulty presets for quick play matches and creating campaigns have been reconfigured. The casual difficulty setting has replaced the old beginner preset, and the novice preset has been changed to use the new KataGo-Human opponent. This means that the old presets that used GNUGo with handicap stones have been eliminated, but the intermediate difficulty with the GNUGo opponent still remains. This gives a more straight forward difficulty level progression without the need for handicap stones. Of course players can still achieve the settings of the old presets by adjusting the settings and creating their own custom difficulty level, if desired.
After a quick play match and choosing rematch, if the match settings remain the same, the game will no longer need to go through a loading screen to start the next match.
As a result of the improvements made to the AI being available on the practice board, the AI analysis when reviewing normal matches/SGF files is also now improved as it is now able to handle SGF setup nodes (adding multiple stones or removing stones) that occur mid-match, which could possibly be included in SGF files that have been imported.
Offline quick play and campaign matches can now specify that there is no time limit for a match by dragging the Main Time slider all the way to the right, which will set the time to "No Limit". The previous method of dragging the Main Time and Byoyomi Time all the way to the left to specify No Limit still exists, but some users found this difficult to discover. The new method is closer to the thought process of "infinite time" rather than the old method which is the thought process of "no time limit".
When doing fortification puzzles during the campaign, the Battle Summary panel will now take up less space, allowing additional space to be given to the panel showing puzzle information.
In the Saved Matches section, in addition to being able to delete files, you can now also delete folders.
Within the Settings menu, the names of each tab no longer include the word "Settings", which previously was redundant and took up more space.
During the campaign tutorial, the "Next" button in the Go scene that is used to progress the tutorial now has an animation when ready to be clicked to better help players know what to click next during the tutorial.
Running background AIs on macOS silicon to use silicon versions if possible before using Intel versions has been improved.
The default KataGo AI has been changed from KataGo Eigen to KataGo Eigen AVX2 for better performance. The AVX2 instruction set should be available in most CPUs that were created in the past 10 years. For older CPUs that do not support this, the game should fallback to the original KataGo Eigen which has wider support. As mentioned before, if you have a GPU, the KataGo OpenCL version will likely give you much better performance, so feel free to try that by going to Settings > AI Settings > KataGo Version.
The text for the Analysis AI setting found in Settings > AI Settings has been changed to "KataGo Version" as this setting not only applies to the analysis functionality, but to KataGo usage as a whole (opponents, analysis, review).
Fixed an issue where automated reviews were able to be started on SGF files and quick play matches even if the match didn't contain any moves.
Fixed an issue with the move rank/order in automated reviews, where it was occasionally skipping numbers in the rank field.
Fixed an issue on macOS where the mouse cursor button detection was not reliable when playing in windowed mode.
Fixed tracking puzzle completion for workshop items on macOS.
Fixed the game periodically hanging on the loading screen for macOS silicon users until refocusing the window.
Removed additional "Correct" text from Steam Workshop puzzle solutions when the localized "Correct" text has already been displayed.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for The Conquest of Go, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main The Conquest of Go statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.