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Farhold v5.7.2 — Farhold 5.7.2 - Solo edition

Farhold 5.7.2 - Solo edition Declares game_type solo under package specification 1.6.7, with exactly one human player and computer rivals. Multiplayer capability remains false; no lobby, room chat, invitations, network client or multiplayer launch entry is included. Clarifies that the setup house co...

What’s new in Farhold v5.7.2

Farhold 5.7.2 - Solo edition
Declares game_type solo under package specification 1.6.7, with exactly one human player and computer rivals. Multiplayer capability remains false; no lobby, room chat, invitations, network client or multiplayer launch entry is included.
Clarifies that the setup house count includes you plus computer rivals. Replaces the outdated multiplayer manual with a solo player guide. Adds a persistent warning when browser autosave fails.
Preserves the Farhold identity and format-3 local saves. Farhold Online is a separate game and is not part of this update.

Farhold 5.7.1 — Solo edition
Removes multiplayer capability, room lobby, invitations, room chat, online scripts and server configuration. Keeps solo gameplay, computer opponents, shipyard and research planners, fleet watch and compatible format-3 local saves. No account or server is required by the game itself.

v5.7.0
Farhold 5.7.0 - Industrial operations
Release date: 2026-10-12
Target: Tronsoft specification distribution 1.6.4, manifest schema 1.6

ADDED
- Shared Shipyard planner in solo and online play with hull-role comparison,
current-tech statistics and proposed completion at the end of the queue.
- Per-hull queue timelines, population/output blockers and existing construction
throughput limits. Forecasts explicitly assume fixed output and population.
- Exact rush quote and reserve-balance preview, with Confirm rush and Cancel rush.
Fully funded or unaffordable purchases remain disabled after server refresh.
- Research outlook for all six branches, progress meters, next-level effects and
pending purchased RP in completion estimates; solo research estimates agree.
- Fleet watch with owned-fleet integrity, operational priorities and map focus.
- Seventeen operations regression scenarios and expanded browser acceptance.
- Updated manual and tutorials; corrected the in-game supremacy explanation.

COMPATIBILITY
- Existing format-3 solo saves and separately supplied room server 5.5.0 supported.
- No backend changes, new game rules, dependencies or storage keys.
- Production hosting, portal access adapter and installed tile acceptance remain
pending. Local browser checks do not establish production availability.

v5.6.0
Farhold 5.6.0 - Command planning
Release date: 2026-10-12
Target: Tronsoft specification distribution 1.6.4, manifest schema 1.6

ADDED
- Shared Course planner for solo and online: fleet selection, star-name search,
survey/colony/owned/rival filters, shortest wrapping travel estimates and map
route previews. Orders require Issue planned course; solo supports Undo.
- Survey-based destination review, colony requirements and visible-hostile warnings.
- Empire outlook with production, science and reserve forecasts, upcoming hulls
and research, and selectable shipyard priorities.
- Online Ready review with holding fleets, arrivals, blocked yards, Confirm Ready
and Keep planning. Submitted/disconnected orders remain locked.
- Solo turn briefing includes economic estimates and blocked shipyards.
- Planning privacy and forecast regression checks; updated tutorials and PDF manual.

COMPATIBILITY
- Existing format-3 solo saves remain supported.
- Online uses the separately supplied room service 5.5.0; no server upgrade needed.
- No new game rules, runtime dependencies, backend or storage keys.
- Production hosting, portal identity adapter and installed tile acceptance remain
pending; local tests do not enable production multiplayer by themselves.

v5.5.1
Farhold 5.5.1 - Information and controls sidebars
Release date: 2026-10-12
Target: Tronsoft specification distribution 1.6.4, manifest schema 1.6

- Added a left Information sidebar for empire totals, alerts, navigator, map key,
selected contact, battle actions, Reach, Intelligence and log.
- Moved turn, map, world, fleet and research controls into the right sidebar.
- Information and command tabs remain independently selected around the center map.
- Desktop sidebars scroll independently; tablets and phones reflow the panels.
- Online play uses the same information / map / controls arrangement.
- Fixed the intelligence panel fleet-power calculation and refreshed zoom readout
and minimap viewport when the map is moved or zoomed.
- Updated tutorial and PDF manual. Existing format-3 local saves remain compatible.
- This UI release uses the existing Farhold 5.5.0 room service contract.
- Production multiplayer configuration and acceptance remain pending.

v5.5.0
Farhold 5.5.0 - Online command
Release date: 2026-10-11
Target: Tronsoft specification distribution 1.6.4, manifest schema 1.6

ADDED
- Online lobby for 2-7 human seats and 0-5 starting computer opponents; seven houses total.
- Solo practice against computers, shared Ready turns, authoritative legal orders.
- Room-isolated chat, share/SMS/copy invitations, stable account reconnect.
- Server-filtered fog of war, ownership and resource checks, persisted revisions and retry IDs.
- Separate room-server delivery with portal ticket adapter and installation guide.
- Canonical manifest fields, capability/save/accessibility profiles and self-test declarations.
- Updated nine-page manual, online guide, release news, and SHA-256 integrity inventory.

PRESERVED
Solo command interface, artwork, original rules and AI. Local format-3 saves remain compatible.
Saves from 1.x or 2.x remain incompatible. Online rooms use independent server storage.

PUBLICATION STATUS
Draft conversion build. No public service is configured or claimed. Live HTTPS, actual
portal account adapter, installed tile, upgrade/rollback and independent-device production
acceptance are mandatory and unverified. Required acceptance checks fail until completed.
The browser ZIP must never include or execute the separate backend.

v5.4.2
Cover Refresh (2026-08-15):
- Replaces the game cover with new Farhold 4X space-strategy artwork.
- Removes interface controls and information boxes from the cover art.
- Gameplay, saves, balance, and rules are unchanged.

v5.3.0
Strategic Intelligence (2026-08-12):
- Adds High/Medium/Low intelligence confidence based on visible fleets and survey freshness.
- Adds military and industrial trend arrows derived from the observable intelligence history.
- Threat assessment now retains recent observed hostile actions after fleets leave current scans.
- Rival cards show the last hostile action and doctrine-specific behavioral observations.
- Adds All / Military / Territory / Combat intelligence-history filters.
- Adds a compact recent-change Intel Summary when meaningful rival intelligence changed this turn or last turn.
- Fog of war remains intact; hidden live rival totals are never exposed.

v5.2.1
Rival Intelligence Maintenance & History (2026-08-11):
- Synchronizes manifest patch notes, changelog, and release news with the current Rival Intelligence release.
- Adds a persistent, fog-of-war-safe intelligence history for each rival house.
- Records observable fleet contacts, territorial-control observations, material industrial shifts, approaching threats, and visible combat.
- Historical entries can focus a known world when a location is available.
- Older v5.x saves migrate additively; combat, AI, movement, research, and victory rules are unchanged.

v5.2.0
Rival Intelligence (2026-08-11): - Adds a Rivals ledger tab with fog-of-war-aware intelligence estimates.
- Doctrine is shown only as a suspected assessment after sufficient contact.
- Military estimates use currently visible rival fleets; industrial estimates use last surveyed rival worlds.
- Reports show freshness/staleness, recent observable behavior, threat level, and direct fleet focus.
- Does not expose hidden live rival totals or change AI/combat rules.

v5.1.0
Battle Theater: post-turn combat now opens an interactive theater for every visible fleet action, bombardment, and landing, with opening and surviving strength, casualties, exchange timeline, outcome, and direct map focus. Combat rules and save format are unchanged. See patches/patch_v5.1.0.txt.

v5.0.0
Actionable Command Briefing: briefing cards now open the exact unresolved fleet, nearest threat, next-turn arrival, or Research pane, turning End Turn review into a direct command workflow. See patches/patch_v5.0.0.txt.

v4.9.0
Command Briefing: End Turn now opens a pre-resolution briefing with unresolved orders, visible hostile approaches, friendly arrivals, and research completions due next turn. The player can return to command or deliberately resolve the turn. See patches/patch_v4.9.0.txt.

v4.8.0
Turn Readiness: the Mission Board now measures how many mobile fleets have resolved orders, shows a live readiness bar, identifies unresolved squadrons, and provides a one-click Review unresolved workflow before End Turn. See patches/patch_v4.8.0.txt.

v4.7.0
Fleet Triage: the Mission Board now shows per-mission counts, ranks squadrons by operational attention, provides a Next attention jump, and exposes direct Focus, Course, and Hold actions without changing combat rules. See patches/patch_v4.7.0.txt.

v4.6.0
Fleet Mission Board: the Fleet pane now groups every squadron by operational intent — Orders, Attack, Move, Rally, Guard, or Repair — with one-click selection, firepower, destination, and ETA. This makes large late-game empires faster to command without changing combat rules. See patches/patch_v4.6.0.txt.

v4.5.0
Engagement Forecast: destination intelligence now grades visible combat odds as Favorable, Edge, Contested, Danger, or Unknown. Visibly outmatched attacks require a deliberate second click within four seconds, reducing accidental fleet losses while preserving fog of war. See patches/patch_v4.5.0.txt.

v4.4.0
Course Intelligence: hovering a destination with a squadron selected now reports wrapped hex distance, travel time, arrival turn, committed firepower, and visible hostile contact before an order is issued. See patches/patch_v4.4.0.txt.

v4.3.0
Command Clarity: prioritized dismissible alerts and fleet readiness for faster operational decisions.

v4.2.0
Operational Awareness: actionable alerts for idle fleets, imminent research, and incoming threats with direct threat focus and ETA.

v4.1.0
Command & Combat Interface: context-sensitive fleet command buttons, stronger selected-fleet marker, strategic alert strip, fleet status filters, post-turn battle result popup, and completed three-step first-turn guidance. Core rules and save format remain compatible. See patches/patch_v4.1.0.txt.

Farhold — changelog

v4.0.1
Tactical Operations Polish: operational rally points, persistent UI preferences, wrapped minimap viewport, clearer research/victory status, planning-aware world ordering, and a less crowded masthead. Rules and balance are unchanged. See patches/patch_v4.0.1.txt.

v4.0.0
Tactical Operations: strategic dashboard, plate minimap, true zoom readout, world planning/rally markers, research ETA and victory tracking, and multi-level order undo/redo. Rules and balance are unchanged. See patches/patch_v4.0.0.txt.

v3.9.0
Strategic Command: fleet command queue, persistent planning lines, ETA labels, grouped orders, attack-risk intelligence, order undo and turn reports. See patches/patch_v3.9.0.txt.


v3.8.0
Command & Intelligence: direct fleet commands, next-idle workflow, strategic overlays, threat counts, combat previews, stable dispatch selection, keyboard help, and smarter End Turn warnings.

v3.7.0
Interface and command refinement: stable fleet selection, visible zoom controls, hostile threat overlay, stronger selection marks, and idle-order status on End Turn. See patches/patch_v3.7.0.txt.

v3.6.0
Three more reaches (the pocket, the shoal, the great expanse) and three more
houses, seven in all; supremacy is read against the size of the table. See
patches/patch_v3.6.0.txt.

v3.5.0
Moving a squadron is easier: drag or right-click to send it, the reach shaded
and the course drawn before committing. See patches/patch_v3.5.0.txt.

v3.4.1
Fixes a plate with no lights after resuming a game saved before 3.4.0. See
patches/patch_v3.4.1.txt.

v3.4.0
The fighting is shown: an Actions pane and marks on the plate. See
patches/patch_v3.4.0.txt.

v3.3.0
Give up on a game and set another sky. See patches/patch_v3.3.0.txt.

v3.2.0
The key moves into the right-hand column, and a click on a light is an
explicit choice. See patches/patch_v3.2.0.txt.

v3.1.1
Fixes lights vanishing from a centred or scrolled plate. See
patches/patch_v3.1.1.txt.

v3.1.0
Centre the plate on any light. See patches/patch_v3.1.0.txt.

v3.0.0
The plate wraps in both directions and can be ruled to order. See
patches/patch_v3.0.0.txt.

v2.0.0
The reach ruled in hexes. See patches/patch_v2.0.0.txt.

v1.0.0
First release. See patches/patch_v1.0.0.txt.
Genre
Strategy
Developer
Tronsoft Games
Engine
Standard
Version
5.7.2

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