there was a potential issue with the market building leading to crashes when used by AI. thank you to the players for reporting!
Dear Lords and Ladies!
As we announced in our last Patch Notes update, we are currently hard at work on our first DLC! However, we're also determined to make the base game even better. So not only have we listened to a lot of feedback from our community, but we have also come up with something new that we think will make a positive difference to the gameplay.
A free new building to discover
Have you ever waited in vain for the Merchant to appear in your province, only for him to arrive too late? Fear not, we have a solution for you: The Market building offers you an alternative to this excruciating uncertainty! Trading may not be quite as lucrative, as you will have to sell your goods at a 20% lower price. However, it is still an option worth exploring. You will also find eight random wares that change every turn. You can buy them at a 20% higher price if you wish. Start the game, invest your gold and let us know what you think of this new addition to the Rising Lords building radial!
But wait ... is that it?
Of course, that's not all. Describing every single change introduced in this patch in detail would result in an endless wall of text, so we'll just let you know: We have added a lot of new things, changed a few bits and fixed a lot of issues! See the patch notes below for more details. Best, Team Argonwood
1.1.1 (June 20th)
New
- Added new market building
- Added ability to Steam to join by using the friend list.
- 'random' personality option in scenario setup
- auto/ai battles spawn 'battle report' cards for each army
- added button hover sounds in map editor
- screen-edge notification symbol for off-screen task highlights
- tool-tip to army merge screen
- joystick snap points to army split +/- icons (see commit notes)
- joystick snaps + 'back button' to rename region dialog
- hotkey (ctrl and shift) for +-10 and +-100 units in merge army menu
- region/target placement banner now shows when holding dynamic tokens
- unit highlight/snap w/ initiative bar hover (+joystick snap to unit portraits in initiative bar)
- tutorial card for hiring mercenaries
- unit to be attacked has yellow outline in initiative bar
- attempted language detection w/ user-generated town names for font selection
- tutorial card for entrenching / delay in tutorial 2nd battle
- displays entrench bonus when hovering unit or entrench button
- more log-writes for game end, loading screen, and FPS spikes
Fixes
- Fixed armies passing through armies in certain movement setups instead of fighting on allied territory
- Fixed macemen doing 0 damage
- Fixed soft-lock in tutorial w/ certain army stack setups
- Fixed armies occasionally invisible unless hovered + incorrect 'duplicate name' warning
- Fixed some types of raiders / invaders autobattling regardless of map layout
- Fixed castle heritage variable crash
- Fixed crash if trying to send food from a region to itself
- Fixed send food crash w/ regions that are inaccessible
- Fixed string parse crash w/ load game
- Fixed rare army feed crash
- Fixed russian not displaying correctly on battle cards
- Fixed several russian font scaling issues
- Fixed potential crash when loading invalid map files in editor
- Fixed unable to subtract morale in story tree
- Fixed Switch export missing 'X button' hint in build tooltip
- Fixed some languages not displaying choices correctly in mission story
- Fixed button hints / delete icon x-alignment wrong for some languages
- Fixed large option y-placement bug w/ missions + improved option spacing w/ numerous options
- Fixed massive text in mp server lobby in some cases
- Fixed longer menu buttons not properly shrinking text fully to fit
- Fixed save 'delete' buttons leaving snap-point remnants
- Fixed task circle not respecting edge specifiers
- Fixed decoy consuming 'shields up' not displaying icon that this occurred
- Fixed further controller issues w/ merge army
- Fixed army 'max' unit count decimals
- Fixed some skill previews causing single-digit lag on Switch
- Fixed wild animals killing livestock not reported in info cards
- Fixed livestock cards double-counting army consumption
- Fixed editor save / load map names getting jumbled in rare cases
- Fixed killing unit may display damage number above remaining units
- Fixed missing dictionary look-ups on Switch
- Fixed merchants not traveling in rare cases
- Fixed white tile-load flash when going into map on Switch
- Fixed info card for tax/food not updating when changed while open
- Fixed health info card displaying next season's penalty
- Fixed 'spectate' button showing up for your own battles
- Fixed old-style gui popups showing up + glitchy pop-in/out w/ some of the newer
- Fixed dropping bishops on own territor would generate a broken route
- Fixed drop-down displaying fractional resources
- Fixed unit outline flicker w/ skill card
- Fixed white flicker sometimes w/ inital tile load in battles on PC
- Fixed inconsistent option menu open / click w/ 'going to battle' menu
- Fixed save/load menu console hint depth issue
- Fixed re-focusing game window temporarily resetting food consumption icons
- Fixed shoot area not accounting for wall range bonus
- Fixed mercenary 'rental' costs not being portrayed directly after hiring
- Fixed looping 'end season' animation w/ quick end turns
- Fixed ultra-widescreen issues w/ season transition effects
- Fixed lag spike making janky zoom-out w/ battle end
- Fixed difficulty option displaying on custom scenario restart
- Fixed zooming breaking army merge menu
- Fixed mission story 'next' / option overlap allowing accidental double-clicks
- Fixed white-screen flash on battle / editor start
- Fixed player name inputbox disappearing when canceling campaign difficulty
- Fixed editor painting broken after 'auto-save' popup
- Fixed a problem with steam deck intro video compatibility
- Fixed construction tiles sometimes turning blank in LQ mode
- Fixed post-crash report send saying that the game would close, when it does not.
- Fixed armies rarely sliding into water / across borders
- Fixed token motion planning placing tokens on top of eachother in rare cases
- Fixed bound units able to use 'shoot area'
- Fixed partial fog behind some units
- Fixed further cases of single-word pages in mission stories (language dependant)
- Fixed 'campaign' no longer disabling if tutorial is incomplete
- Fixed 'delete' buttons sometimes disappearing for save slots
- Fixed cursor snapping to top-left in main menu
- Fixed some controller hints not capitalized
- Fixed possible to click 'next' past an options page
- Fixed forests not reducing 'shoot area' attacks
- Fixed merc fire confirm menu spawning on wrong layer
- Fixed minimap not always updating single-layer tiles in time
- Fixed water under ports in battle on LQ zoomed in
- Fixed some battles from sea / allied regions autobatteling when they shouldn't
- Fixed incorrect 'ranged' analysis for castle attacks w/ ranged + prep for attack mode toggle
- Fixed garbled graphics while going to Custom Battle on XBOX
- Fixed 'entrench' not being properly dismissed
- Fixed first-level ports allowing debarking
Changes
- battle now starts with 5 cards instead of 4
- "load" is now in the first main menu level instead of under singleplayer/multiplayer
- improved skill card text scaling / alignment / readability
- 'formation' skill moved up the skill tree for new matches
- 'shields up' only applies if damage > 5% estimated damage range
- Adjusted so quick cards for battle players do not contain blindfire, as they confuse players being attacked by their allies.
- mission story options align bottom-up to prevent overflowing outside the book
- battle tile distribution to minimize atteckers w/ indefensible camps
- Ignore file check for log files to allow crash reporter to send it.
- Make some save pars more compression friendly.
- raiders now disband upon first loss regardless of remaining units
- removed textbox 'highlight' effect from consoles
- improved battle unit render speed
- moved 'load game' entries to their own combined menu entry
- moved multiplayer battle map name up to be more readable
- improved battle units animation timing
- bound units can now attack walls / baricades
- armies do not hunger when in port unless region has no food
- further switch performance improvements
- increased tooltip size on Switch / Steam Deck for readability
- 'health' info card 'beggars' to icon + fixed minor alpha bug w/ info cards
- increased top/bottom gui number sizes on handhelds + font consistency between languages
- improved text readability + alignment for 'going to battle' screen
- dynamic tokens now require extra click to drop
- added option to unlock skills and change cards in hand for change general node in story editor
- added blur + fade for in-game menu
- army scales up a little when zooming out
- peasants on fields w/ no seads now display as idle peasants
- removed some gui tool-tips when disabled by story / tutorial
- removed broken map 'delete' options from editor
- window keeps position after res change w/ game startup
- battle info scroll switches sides if covering damage prediction
- made info banner for items more readable
- mercs now reset their numbers over time after being fired
- unhired mercenaries recoup 25% of max every turn
- regular peasants can no longer use 'bind' card.
- removed extra arrow when using 'shoot area'
- improved AI wall attack behaviour with cards
- adjusted so AI use ladders and ram on melee units first and ranged unit last
1.1.0 (June 12) Dear Lords and Ladies, we haven't been idle over the last weeks! While there has been a significant amount of work dedicated to our upcoming DLC, we still want to improve the base game and add things as much as we can. For example, we are going to add a new building! we are currently testing the final steps and it will be functional next week with another patch. But you can already see it in the building radial as a sneak peek! :) We also changed the menu layout and there are a lot of quality of life additions. Let us know in case you encounter any problems or have questions! New: - Added ability to Steam to join by using the friend list. - 'random' personality option in scenario setup - auto/ai battles spawn 'battle report' cards for each army - added button hover sounds in map editor - screen-edge notification symbol for off-screen task highlights - tool-tip to army merge screen - joystick snap points to army split +/- icons (see commit notes) - joystick snaps + 'back button' to rename region dialog - hotkey (ctrl and shift) for +-10 and +-100 units in merge army menu - region/target placement banner now shows when holding dynamic tokens - unit highlight/snap w/ initiative bar hover (+joystick snap to unit portraits in initiative bar) - tutorial card for hiring mercenaries - unit to be attacked has yellow outline in initiative bar - attempted language detection w/ user-generated town names for font selection - tutorial card for entrenching / delay in tutorial 2nd battle - displays entrench bonus when hovering unit or entrench button - more log-writes for game end, loading screen, and FPS spikes Fixes: - Fixed armies passing through armies in certain movement setups instead of fighting on allied territory - Fixed macemen doing 0 damage - Fixed soft-lock in tutorial w/ certain army stack setups - Fixed armies occasionally invisible unless hovered + incorrect 'duplicate name' warning - Fixed some types of raiders / invaders autobattling regardless of map layout - Fixed castle heritage variable crash - Fixed crash if trying to send food from a region to itself - Fixed send food crash w/ regions that are inaccessible - Fixed string parse crash w/ load game - Fixed rare army feed crash - Fixed russian not displaying correctly on battle cards - Fixed several russian font scaling issues - Fixed potential crash when loading invalid map files in editor - Fixed unable to subtract morale in story tree - Fixed Switch export missing 'X button' hint in build tooltip - Fixed some languages not displaying choices correctly in mission story - Fixed button hints / delete icon x-alignment wrong for some languages - Fixed large option y-placement bug w/ missions + improved option spacing w/ numerous options - Fixed massive text in mp server lobby in some cases - Fixed longer menu buttons not properly shrinking text fully to fit - Fixed save 'delete' buttons leaving snap-point remnants - Fixed task circle not respecting edge specifiers - Fixed decoy consuming 'shields up' not displaying icon that this occurred - Fixed further controller issues w/ merge army - Fixed army 'max' unit count decimals - Fixed some skill previews causing single-digit lag on Switch - Fixed wild animals killing livestock not reported in info cards - Fixed livestock cards double-counting army consumption - Fixed editor save / load map names getting jumbled in rare cases - Fixed killing unit may display damage number above remaining units - Fixed missing dictionary look-ups on Switch - Fixed merchants not traveling in rare cases - Fixed white tile-load flash when going into map on Switch - Fixed info card for tax/food not updating when changed while open - Fixed health info card displaying next season's penalty - Fixed 'spectate' button showing up for your own battles - Fixed old-style gui popups showing up + glitchy pop-in/out w/ some of the newer - Fixed dropping bishops on own territor would generate a broken route - Fixed drop-down displaying fractional resources - Fixed unit outline flicker w/ skill card - Fixed white flicker sometimes w/ inital tile load in battles on PC - Fixed inconsistent option menu open / click w/ 'going to battle' menu - Fixed save/load menu console hint depth issue - Fixed re-focusing game window temporarily resetting food consumption icons - Fixed shoot area not accounting for wall range bonus - Fixed mercenary 'rental' costs not being portrayed directly after hiring - Fixed looping 'end season' animation w/ quick end turns - Fixed ultra-widescreen issues w/ season transition effects - Fixed lag spike making janky zoom-out w/ battle end - Fixed difficulty option displaying on custom scenario restart - Fixed zooming breaking army merge menu - Fixed mission story 'next' / option overlap allowing accidental double-clicks - Fixed white-screen flash on battle / editor start - Fixed player name inputbox disappearing when canceling campaign difficulty - Fixed editor painting broken after 'auto-save' popup - Fixed a problem with steam deck intro video compatibility - Fixed construction tiles sometimes turning blank in LQ mode - Fixed post-crash report send saying that the game would close, when it does not. - Fixed armies rarely sliding into water / across borders - Fixed token motion planning placing tokens on top of eachother in rare cases - Fixed bound units able to use 'shoot area' - Fixed partial fog behind some units - Fixed further cases of single-word pages in mission stories (language dependant) - Fixed 'campaign' no longer disabling if tutorial is incomplete - Fixed 'delete' buttons sometimes disappearing for save slots - Fixed cursor snapping to top-left in main menu - Fixed some controller hints not capitalized - Fixed possible to click 'next' past an options page - Fixed forests not reducing 'shoot area' attacks - Fixed merc fire confirm menu spawning on wrong layer - Fixed minimap not always updating single-layer tiles in time - Fixed water under ports in battle on LQ zoomed in - Fixed some battles from sea / allied regions autobatteling when they shouldn't - Fixed incorrect 'ranged' analysis for castle attacks w/ ranged + prep for attack mode toggle - Fixed garbled graphics while going to Custom Battle on XBOX Changes: - battle now starts with 5 cards instead of 4 - "load" is now in the first main menu level instead of under singleplayer/multiplayer - improved skill card text scaling / alignment / readability - 'formation' skill moved up the skill tree for new matches - 'shields up' only applies if damage > 5% estimated damage range - Adjusted so quick cards for battle players do not contain blindfire, as they confuse players being attacked by their allies. - mission story options align bottom-up to prevent overflowing outside the book - battle tile distribution to minimize atteckers w/ indefensible camps - Ignore file check for log files to allow crash reporter to send it. - Make some save pars more compression friendly. - raiders now disband upon first loss regardless of remaining units - removed textbox 'highlight' effect from consoles - improved battle unit render speed - moved 'load game' entries to their own combined menu entry - moved multiplayer battle map name up to be more readable - improved battle units animation timing - bound units can now attack walls / baricades - armies do not hunger when in port unless region has no food - further switch performance improvements - increased tooltip size on Switch / Steam Deck for readability - 'health' info card 'beggars' to icon + fixed minor alpha bug w/ info cards - increased top/bottom gui number sizes on handhelds + font consistency between languages - improved text readability + alignment for 'going to battle' screen - dynamic tokens now require extra click to drop - added option to unlock skills and change cards in hand for change general node in story editor - added blur + fade for in-game menu - army scales up a little when zooming out - peasants on fields w/ no seads now display as idle peasants - removed some gui tool-tips when disabled by story / tutorial - removed broken map 'delete' options from editor - window keeps position after res change w/ game startup - battle info scroll switches sides if covering damage prediction - made info banner for items more readable - mercs now reset their numbers over time after being fired - unhired mercenaries recoup 25% of max every turn - regular peasants can no longer use 'bind' card. - removed extra arrow when using 'shoot area'
Lords and Ladies!
Today, as a token of our gratitude, we're releasing a major free content update! But that's not all: We're also thrilled to announce our very first DLC and show you a sneak peek of its setting to give you a taste of what's to come.
The Journey So Far
Over the past few weeks since release, the team has been working hard to address as many of your issues as possible and help where we can. It's been incredibly rewarding to hear your positive feedback on our ongoing efforts to improve Rising Lords! So you may not be surprised to learn that our patch notes this time are PACKED with fixes and changes to the game. As we have said before, we want to ensure a smoother and more enjoyable experience for all players. Thank you for your patience, for your honest feedback and reviews, for reporting edge cases that we have never seen before, and most of all, for taking this incredible journey with us! It has been amazing to see how much our Discord Community has grown, and to welcome so many new faces! Whether you're an experienced player or just discovering our game, joining the server is a fantastic way to connect with other Lords and Ladies, share tips and strategies, and keep up to date with the latest news.
Discover the Dellpiani heritage
With this update, we wanted to give back and bring you something new. Since the events of Rising Lords' gripping main story, some time has passed in the medieval lands of Aubelin. It is further south that this content update takes place: Meet the Dellpiani nobles, proud descendants of the lost Lyrean Empire!
Based on the southern coast of Aubelin, they are brilliant merchants with a strong focus on seafaring and trade, their ships protected by crossbowmen in heavy armor. Along with this new heritage comes an engaging two-player map that pits you against each other for the precious and resourceful islands of the Lyrean coast. You can experience the ways of a Dellpiani noble alone or with friends in all Rising Lords scenarios - starting right now! For details and stats on the Dellpiani heritage, please see the patch notes at the bottom of this update!
Explore faraway lands... in our first DLC!
But that's not all - here is a little taste of what we are currently working on:
We're proud to announce Rising Lords' first-ever DLC!
Instead of returning to the familiar lands of Aubelin, prepare for an all-new adventure as you encounter an entirely new civilisation. Say goodbye to the lush meadows and dense forests you know, as you venture out onto the sands. We are thrilled to share this next step with you and present a new twist on the unique formula of Rising Lords. Exploring this vastly different setting will bring many fun surprises and mechanics to work with. Of course, this is just a taste of what you can expect, and more details will be revealed over the coming months. Stay tuned as we delve deeper into what this next chapter has in store for you! In the meantime, we hope you have lots of fun with the main game and the free Dellpiani update! Best, Team Argonwood
1.0.7 (April 4)
New:
- Dellpiani heritage selectable for sandbox mode/scenarios:
+unique heavy Crossbowmen that uses heavy armor +Half cost for harbor upgrades, unique harbour visual +8% tax +Double yield from trade agreement +"Pavise" card +half hunger attrition on water
- new Coastal Clash map (2 players)
Fixes:
- Fixed different issues with the inventory system
- prevent early end turn in story mode when not all events have been processed
- Fixed auto-battle against raiders on the border
- Fixed some region battles auto-completing due to double-counting some tiles
- Fixed 'battle/ai-battle' menu sometimes grabbing incorrect waypoint and auto-battling
- Fixed mounted path routing broken going through allies into a forest
- Fixed custom generals not always displaying correct portrait in skill tree
- Modified food diversity to only be recognized on normal rations and boosted with double and triple rations.
- Fixed food diversity showing on health when there was none.
- Fixed happiness info always showing food diversity 1.
- Added no rations penalty to be shown on happiness info since 0 rations = 0 happiness.
- Modified health + happiness info to use round instead of floor so they better match the GUI.
- Fixed ration GUI using food rather than food happiness when calculating.
- Fixed food happiness having food diversity included.
- Fixed beggar health info not being in red when it counts as a deduction.
- Fixed incorrect damage tooltips for ranged units in army menu
- Fixed so AI difficulty is updated for battle from Set AI difficulty nodes.
- Fixed regression removing color coding for enemy tool-tip
- Fixed units not properly displaying custom modified names
- Fixed an invalid walledSlot id crash
- Fixed army cost potentially containing decimals
- Fixed rare corrupted cache crash on startup
- Fixed xbox clean sweep achievement
- Fixed rare 'send food' crash
- Fixed some dynamic objects + armies not drawing 'route lines'
- Fixed empty slot sync in battle for units that retreat.
- Fixed 'export_to_file' crash if saves are full
- Fixed longtime bug w/ for borders encroaching in too much on occasion
- Fixed unnecessary temporary fog fade in when revealing new regions
- Fixed blank tile strip in top-right and bottom-right of maps
- Fixed rare delete map file crash
- Fixed possible crash w/ region battle when close to border waypoint
- Fixed 'tile hover slot' in battle not resetting w/ unit placement
- Fixed panning camera while holding battle unit, unit stays in place
- Fixed a rare story objectives crash
- Fixed loading screen tip line wrapping
- Fixed food carts missing waypoint route coordinates
- Fixed armies unable to become hungry at sea
- Fixed minimap flags rendering off-map at map edges
- Fixed not all menu items translating immediately after language change
- Fixed armies occasionaly rendering in 2 places at end-turn movement
- Fixed consoles auto-switching back to 'joystick' from 'd-pad'
- Fixed rain audio getting stuck on in some cases
- Fixed buying more beer than available + buying negative beer w/o selling
- Fixed unit max value rendering behind army setup unit in some cases
- Fixed book options overlapping text in some cases
- Fixed merchant crash if returning to menu w/ merchant screen open
Changes:
- Restart chapter will restart in previous chapter so it get the new chapter map in case there were changes
- localisation update
- adjustments to chapter 1,2,3 (balancing and turn timer added)
- Continue button in title menu will load the latest game
- enabled food menu hint on non-tutorial maps
- changed editor background clear from season color to gray
- changed delete mechanism for saves/maps moved next to save entry
- changed Cache story tree nodes to speed up tasks
- Adjusted Switch to force commits before handling potential big files
- Adjusted quick/easy attack AI to allow obstacle attacks if nothing else useful can be done.
- removed generic 'click map' to change map to remove flag placement miss-clicks
- tooltips now auto-dismiss when making moves in battle
- improved unit & general placement snap logic w/ controllers
- increased task + description render size on Switch
- increased raider strength factor that comes from the turn timer
1.0.4 (February 12) New: - difficulty can now be adjusted when restarting a chapter (2+) - Added build menu click toggle to the graphics menu. - F5 saves the game in singleplayer to the last used save slot Fixes: - Fixed 'blank tiles' / missing render w/ battles on slower machines - Fixed rare case of temporary fog not removing on slower machines w/o camera movement - Fixed numerous inventory sync bugs between menus and generals - Fixed treaty 'reject' acting as 'accept' - Fixed a rare crash in chapter 3 - Fixed an issue with the hunter spawn being inconsistent - Fixed ability to place ally-focused cards on enemy units in 3+ way battles - Fixed wedge carde related battle crash - Fixed an issue where the "french" faction would not always win the tie break for figures - Fixed incorrect gamepad icons for cycling regions in campaign. Should have been LT + RT and ZL + ZR. - Fixed 2 rare campaign related crashes that were user reported - Fixed some issues with the new restart chapter functionality - Fixed mouse hover & clicks on mission tasks passing through mission book - Fixed a battle crash related to raiders on water - Fixed an issue with corrupted casche - Fixed a crash due to invalid arrow spawn slotid - Fixed xbox keyboard input cause crash when entering unusual characters for number input - Fixed grab-pan clicking through popups and menus - Fixed word-wrap newline issues; most notably w/ chinese + tool-tips - Fixed chinese overflowing under buttons w/ some helper cards - Fixed end-turn text missing and/or flicker / pop-in when changing languages - Fixed an issue with disbanding garrisons in conquered territory that lost by morale Changes: - enabled autosave by default on PC for new players - minor adjustments to some story pictures - Added more hints - Added AI to have livestock priorities when there are more types than fields. Player's auto-govern and Knightly prioritizes horses first. Default is Cows > Sheep > Horses. - 'quick restore options' changed to 'continue' known issues for the next patch: - a few remaining display issues with chinese font - automatic battles still happening in rare cases where regions are oddly shaped or too small
1.0.3 (February 6) Dear Lords and Ladies, our first bigger patch since 1.0 release. We also added the promised changes to difficulty and saving: - added new more relaxed difficulty mode. next update will bring an option to change the difficulty when restarting a chapter - changed the autosave system to show the beginning of the last 3 turns New: - Added'confirm' dialog to deleting saves - continue game button back to first level of main menu instead of having to click "singleplayer" first - Added gamepad and hot key support for all <<< and >>> buttons. RB + LB, or arrow keys. - Added audio slider for intro video - Added video setting for MMB + LMB + RMB to grab and pan the camera. - Added Node reference for xp in change general node - Added gamepad hints to multiplayer buttons and hints for multiplayer lobbies. - Added gamepad RB + LB functionality to multiplayer buttons to cycle through <<< + >>>. - Added missing localization credits - Added ability to skip intro video w/ right-press (or east-face button) Fixes: - Fixed challenge mode entries not going to global highscore for some players - Fixed inventory not always saving correctly - Fixed rare merchant crash caused by an unknown tile or a tile without data. - Fixed pause menu opening when ending wall mode by pressing escape key. - Fixed rare bathhouse crash caused by force_singlelayer. - Fixed game menu sometimes not properly 'enabling' in multiplayer - Fixed numerous card-related text overflows in chinese / japanese - Fixed 'Baltic' map showing up as 'Map Name' - Fixed weird 'unit placement' click detection on ultra-wide monitors - Fixed smithy icons sometimes floating incorrectly on ultra-widescreen monitors - Fixed broken 'tips' page font w/ asian languages - Fixed some connection issues with direct connection due to IP junk - Fixed 'send 500 wheat' tooltip showing up in all game modes - Fixed happiness tooltips report being inaccurate (food diversity, beggars, negative gold) - Fixed upgrade being on smith lvl2 instead of demolish. - Fixed smith when upgrading having another upgrade, rather than demolish like the other structures. - Fixed fog sometimes not revealing / hiding properly w/ story tree nodes - Fixed manors not rendering correctly in LQ mode - Fixed 'end turn' button flicker in campaign map 4 - Fixed mountains in the fog not tiling correctly - Fixed 'white flash' game start graphical bug - Fixed 'invisible workers' bug w/ LQ graphics mode - Fixed invalid wallslot id crash & battle 'double arrows' - Fixed non-instanced snap points out-of-view not being ignored (controller) - Fixed soft-lock in load when pressing 'back' over 'play game' button - Fixed 'merge armies' titles not substituting dictionary look-ups - Fixed merge army menu not releasing click lock at game close via esc menu Changes: - speed improvement to chunk update and render timing - performance improvement for story missions - performance improvements on consoles (battle + scenario) - balancing adjustments to campaign levels - minor localisation update (for the new entries mainly) - Modified multiplayer Next + Prev buttons to be <<< + >>> for consistency. - added controller tips w/ campaign camera movement to reduce 'flicker' - QOL update w/ unit placement joystick snapping in battle - connecting a controller now auto-switches prompts to console - updated a few story images AI: - Added AI system to want wool for light armor for an abundance of spears. This solves AIs that don't want livestock from having a forest of spears with no light armor. - Added PARA.spears_to_light_per to tweak the percentage. - Modified wealth victory AI to only consider land regions rather than all regions. - Modified AI to not need to buy wool if it has more sheep than the abandon amount instead of allowing for any amount of sheep. - Fixed AI buying iron from merchant thinking it was wool. - Fixed AI not eating wheat when it didn't have enough to plant, but still needed to harvest. - Added AI to edit big armies that are just sitting around in some cases. - Fixed unknown army strengths not getting set when AI establishes if it should edit an army. - Fixed AI bailing flooded fields that had nothing of value to be saved while still bailing empty fields if there is only one clear field. - Reduced max percentage of peasants in AI armies known issues for the next patch: - sandbox AI treaties sometimes not rejected correctly - a few remaining display issues with chinese font - automatic battles happening in rare cases where regions are oddly shaped or too small
Dear Lords and Ladies, I wanted to take the time to thank everyone who has played Rising Lords over the last days after our 1.0 release and to talk about the current state of affairs and give a little personal insight. Initially, Rising Lords was a sandbox game designed for short skirmishes against friends or AI, and the feedback was very positive! We then decided to also add a story campaign to give our single-player focused player base the chance to dive even deeper into the fictional medieval world we had created, with an intriguing plot to follow. We put a lot of love into it with all the story, quests, artwork, etc. and played it with beta testers to balance the difficulty. While there are many players who have already completed the story campaign and enjoyed it very much, we have also noticed some frustration with it. Mainly, although expressed in different words, it boils down to the fact that some of you find the story campaign too challenging and would like the gameplay to be more relaxed, with less trial and error and more freedom in making strategic decisions. While the feedback from our beta testers did not reflect that, we have realized that this does not necessarily apply to everyone, as our player base has grown and broadened and many of the testers were experienced players. To address this, we are currently working on an alternate difficulty mode that will modify the challenge of the current campaign to give players the freedom to choose how they want to experience the game. Another issue that has been mentioned a lot was the autosave system, where the current and last turn saves are usually AFTER a battle, while the old turn autosave is not far enough back to make a meaningful difference. You can always save and reload manually or restart the mission from the pause/in-game menu, but we understand that this was not how users expected it to behave and are changing automatic saves to the respective beginning of the last 3 scenario turns. This means that autosaves will no longer happen during battles, directly after a battle or in the middle of a turn. We have made this decision based on your extensive feedback, which has taught us that you mainly use autosaves to reload previous game states, rather than using them to resume the game after a break. We will be implementing these two major changes as quickly as possible, along with some minor additions and bug fixes based on your feedback. Let us know what you think! Best regards, Chris
1.0.1.488 (January 20) Fixes: - fixed a few issues with savegames that some users had and added a warning not to end the game during saving/processing. - fixed tutorial getting stuck in battle when taking more units than advised - fixed 'health' tool-tip locking in Polish - fixed a potential building/farming crash during AI turn - fixed tokens / workplaces not respecting 'blocking' gui elements, such as event cards - fixed battle zoom for gamepads. - added a new file to allow pre-release chapter 1/2 savegames to continue to the new chapters - fixed japanese language crash on upgrade radials - fixed 'pickup' hint cards showing in turn 2 of tutorial instead of turn 1 - fixed a potential problem in Mission 3 that lead to a defeat once one of the regions was lost - fixed a potential problem in Mission 3 that lead to a rebellion in Havenhands counties Changes: - Added language support to the battle meter. - Modified battle card cycling with gamepad to be with triggers and not the bumpers. - Modified gamepad battle hints to not show when displaying battle information boxes. - Added battle zoom gamepad hint. - intro video now respects music & master volume settings - Added hot keys to end round (F4 or End).
Lords and Ladies!
Lords and Ladies, the time has finally come: Rising Lords 1.0 is now available! After almost four years of passion and hard work, we have left Early Access! First and foremost, we want to express our heartfelt thank you for your invaluable feedback and unwavering trust. Your support has been the driving force behind our journey, and we are so grateful for the incredible community that has formed around our game. Together, we've built something special, and we couldn't have done it without you. Here's to the future and many more adventures together! To celebrate this special day, we're offering a two-week launch discount of 15%, available from today until the 1st of February! So if you've been hesitating to join us in Early Access, this is your chance to step into the medieval world of Aubelin. [previewyoutube=nmcbnWE6luA;full][/previewyoutube]
The saga unfolds
Get ready for a major content update to our Story Campaign, following the story of our protagonist, Tankred of Tannheim! Embark on a journey filled with intriguing characters, unexpected plot twists, and challenging quests that will test your strategic skills. Discover new twists and turns as you navigate through four all-new chapters and see the impact of your decisions! These chapters conclude the journey of Tankred of Tannheim, so get ready to discover the next phase of our saga!
Setting the tone
Our new intro video tells the story of Aubelin, immersing you even further into this deep medieval world we've created. It will now play on startup, so look forward to it next time you play the game!
Achievements!
We know that some of you have been waiting for this opportunity to hunt for Achievements in our game! With their varying degrees of difficulty, we can't wait to see how long it will take you to complete all twelve of them!
... and more!
Of course, our journey is far from over! Below you will find detailed notes outlining the various changes and fixes that have been made in this patch. Over the coming days and weeks, we'll be working hard to iron out any bugs and tweak thingsbased on your valuable feedback. At the same time, we may also have some other things in the works... Stay tuned for more exciting updates and in the meantime, join our Community Discord!
Patch Notes
1.0.0 (January 18, 1.0 release!)
New
- complete story campaign - Guide Tankred of Tannheim through troubled medieval times in Aubelin!
- Intro Video explaining the past story of Aubelin!
- Achievements!
Fixes
- fixed crash when conceding while the game was processing AI movement or saving
- fixed auto-resolve if castle is causing 'region split'
- fixed region re-name not displaying textbox
- fixed ultra-wide monitors soft-locking on smaller battle maps
- fixed cursor double-jumping in-battle
- fixed some mission task depth oddities
- fixed rare inability to use merchant due to incorrect 'not your region' check
- fixed merchant menu 'sell' tab rendering white instead of black
- fixed merchant assets rendering on top of mission story
- fixed 'end turn' joystick hint off-center
- fixed battle gamepad hints having the potential to be small.
- fixed regression that broke d-pad support in custom battle
- fixed tool-tips covering currently hovered field upgrade button
- fixed tooltips spawning @ hardware mouse pos instead of virtual in some cases
- fixed controller 'back button' in skill-tree confirm dismissing all changes
- fixed 'over HUD' tool-tips not being triggered sometimes
- fixed controller shortcuts signals incorrectly being attached
- fixed 'falcon' not giving extra spy card
- fixed added numerous missing hover sounds
- fixed crash due to traveler figure missing dest_x or dest_y values
- fixed crash when no valid tiles for wanderer to move to
- fixed potential crash w/ obj_unitPath (battle related)
- fixed 'set server' menu missing currently active server
- fixed adjusting army sliders not resetting d-pad auto-snap
- fixed event cards not dismissing when menu opens
- fixed a number of cases where joystick mouse jumps to top-left corner
- fixed 'shared general' audiogroup volume linked to music instead of SFX
Changes
- 'send food' tutorial tool-tip now shows in regular game modes
- localisation update
- removed waypoint debugging info display on map save
- removed 'early access' and FPS debug test from all builds
- tooltips dismissed when story book opens
- removed irrelevant controller tips when placing general
- reworked AI behaviour when defending for normal+ difficulty (use walls and castles more, especially ranged units)
0.23.6 (January 3) The last bigger patch before 1.0 release. If necessary, hotfixes will still be released asap, let us know :) Also 1.0 will not be the end of the line. stay tuned for more info! Please also note that this patch includes the previous 0.23.3 patch that was not pushed to the default steam branch yet. Savegames should be compatible, we warn you anyway ;) You can also always revert to the "previous" steam branch. New: - (story) intro video ! - big localisation update - 'confirm' buttons to event card groups Fixes: - reduced the minimum battle map size to prevent autobattles without choice in some cases - Fixed editing army providing incorrect maximums until refresh - Fixed broken flag/starting position placement on multiplayer - Fixed game menu rendering behind 'processing turn' fade - Fixed info display lockup in Spanish language - Fixed army unit setup hover bleed-through to general screen - Fixed auto-capitalization applying to non-english languages - Fixed story book pop-up not correctly having click inputs blocked - Fixed different issues with new gameengine runtime - Fixed visible mission story potentially locking up end-turn process - Fixed escape key triggering 'end turn'in specific cases - Fixed battle animation lock-up w/ low FPS + more delta-time conversions - Fixed open menu = potential crash during end turn - Fixed 'load' menu behind battle pop-up menu - Fixed saving in unsafe states being possible - Fixed rare soft lock in battle when AI was able to finish thinking before the AI cards was shown - Fixed 'confirm' popup sometimes behind menu elements - Fixed morale change icon behind units - Fixed trait scrolling can scroll past last trait - Fixed multiplayer 'committed turn' icon not updating sometimes - Fixed some workshop maps not loading correctly w/ steam - Fixed rare FOW tile crash - Fixed rare crash when going into the editor due to missing render layers - Fixed unit 'inc/dec' buttons not always snapping w/ controller - Fixed rare case of controller stuck in 'radial' mode + rare end-game crash - Fixed joystick snap-points in incorrect position w/ story book on rare occasions - Fixed rare crash on game load if event card textures not fully loaded - Fixed waypoint crash in editor on map borders - Fixed 'invisible cards' in skill tree in some cases - Fixed mission story only hiding portions of army menu - Fixed numerous 'input box' issues w/ controllers on Steam Changes: - tiles around battle camp are now always owned by camp owner - make 'go to battle!' force-close event cards - improved wanderer boats on land - controller button 'end turn' no longer moves cursor - editor auto zooms-out & centers camera upon launch & load - tool-tips now auto-dismiss when attacking in battle - AI now cannot propose treaties on first turn - AI battle 'use card' to delta time + speed up animation - cursor auto-snaps to 'continue' on story book w/ controllers - loot is now given in campaign after defending territory - adjusted some font mismatches - d-pad can now adjust sliders - terrain benefits now display during hover w/ deployment - new entries to the credits display - added more story editor options - right-joystick now acts like d-pad w/ open menus - army menu unit spawn arangement to not alternate left and right - adjusted controller deadzone thresholds & default - added more controller hints - removed or simplified particles from 'low quality' mode Campaign and battle AI improvements: - tweaked aggressive AI conqering behaviour - Added AI armies to disband if they are beneath the PARA.army_too_weak - Fixed AI armies not attacking regions next to their allies. It was set to false. - Modified disbanding armies due to lacking gold to use AI personality's definition of what army is too weak rather than the static PARA. - Fixed AI not enhancing existing armies if there were not enough generals. - Added AI to disband army when in revolting region that has no fields. - Modified disband armies via no gold + too many armies to be different scripts. - Fixed AI not eating crops when food was low on regions without fields. AI thought it had to save crops to seed, but there were no fields.
Lords and Ladies!
Today's update is a very special one. Mark your calendars and get ready, because the full release of Rising Lords on the 18th of January 2024 is just a little over a month away! We're thrilled to announce that not only is the launch out of Early Access fast approaching, but that we'll be releasing simultaneously on Steam, Nintendo Switch and Microsoft Xbox! We would also like to take this opportunity to say a huge thank you to all of our Early Access players! You have shown tremendous support over the past few years and it has been amazing to see this community grow and help each other. Your constant feedback has been invaluable in helping us to shape Rising Lords into the game that it is today: An addictive turn-based strategy game with lots of exciting content to explore! You witnessed our protagonist Tankred's most vulnerable moments in the Rising Lords prologue and have followed his adventures ever since. Join us on January 18th to find out where his journey will take him next, and discover the perilous threats that he will have to face along the way!
0.22.3 (November 22) New: - Event cards are now able to stack together to avoid cluttering up the right side-bar. This only occurs with similar types of event cards. Clicking on a card will now open up the 'stack' instead of the individual card. This just means that when >1 card of a type is opened you now have arrows that you can cycle through each one. - also added seasonal & video launch options since some players disliked the halloween changes New launch options: --enable-halloween, -s --disable-halloween, -S --enable-christmas, -c --disable-christmas, -C --disable-seasonal, -S --disable-video, -V Parameter styles can be mixed and POSIX style can be combined: e.g., -sCV Launch parameters can be specified when launching via CLI or by specifying them in Steam's "Launch Options" for the game. - added story tree Change army resource for easier adjustments of armies Fixes: - Fixed language change crash with chinese - Fixed regression w/ army menu radial depth + other gui depth adjustments - Fixed some HUD buttons not always spawning/despawning at correct times - Fixed added some mising polish characters to several fonts - Fixed regression causing tablet to sometimes render on top of battle units - Fixed tutorial / campaign / special maps not resetting custom user name - Fixed left-most skill tree card in hand unclickable - Fixed case where tile's house could draw on top of neighbor's wall improperly - Fixed region battles not always including castles - Fixed incorrect rare wanderer facing direction - Fixed construction on ports + builders on ports not rendering correctly - Fixed a rare battle diplomatic crash when loading a game. - Fixed bug where you get a message that you conquere an ally region when you did not. - Fixed rare end-battle crash if loaded from save in campaign - Fixed rare crash building after a region conquer - Fixed Low quality 'build here' highlight interpolation artifacts - Fixed problems with hovering tiles in battle mode - Fixed placing baricades not blocking own unit for single turn - Fixed hard-freeze w/ some specific skill-tree layouts - Fixed rare case of dropping peasants in a different region - Fixed 'broken arrow' showing even w/ extra range due to walls - Fixed beggar popin + text color (in some cases) + font - Fixed regression where animals not re-centering to tiles when peasants removed - Fixed army 'waypoint flag' remaining if defeated by AI - Fixed offset general placement hover highlight - Fixed skill tree 'preview' card affecting skill alphas - Fixed raiders that are created with story tree don't conquer regions. - Fixed bug in get settings that could cause game issues related to game settings. - Fixed bloodbrothers idle animation speeds - Fixed general w/ lance shish kababbing own head - Fixed peasants sometimes not properly updating after load / transition - Fixed rendering depth issues w/ story book + click level - Fixed animals w/ wolf not accounting missing peasant loss Changes: - peasants & dynamic tokens now partially scale up w/ view - placing battle units stick to cursor instead of requiring drag - force hourglass cursor until end-turn fade is dismissed - Allow diplomacy when victory is "none". (for story editor) - removed 'region belongs to' for sea regions - adjusted story book to prevent blank / sparse final pages - adjusted applied card icons to prevent overlaying over generals - battle card presentation to use delta timing - added editor button highlights for active tiles - story mission improvements - improvements to controller gameplay
0.23.1 (November 11) language update Most of the localisation was finished for , spanish, french, polish, italian, chinese (both), japanese and korean. So I wanted to upload this asap to give you a better user experience.
Greetings, just pushing a few improvements, some resulted from your feedback. Don't be deceived by the Version number! 0.23.0 (November 2) Fixes: - Fixed graphics options crash caused by missing language support. - Fixed further Turkish language font issues - Fixed regression causing skill tree popup depth issues - Fixed depth issue w/ campaign setup general and back button - Fixed text, esc button, gui render issues w/ wall mode & castle mode - Fixed 'let ai fight' conquer not properly updating HUD - Fixed smithy outline colors - Fixed muster resource error message not substituting values - Fixed large slew of inventory system issues - Fixed missing 'units killed/lost' at battle end screen - Some MP fixes Changes: - added vertical cursor wrapping on menus - minor changes to mission 1 - removed battle arrow 'pulse' for better visibilty - improved army unit adjustment speeds & added controller mod support - added visual indicator for disabled autosave slots - fixed new peasant pop-in jankiness + added more 'popin' effects when placing - changed pavise to work against shoot area. - improved army unit adjustment speeds & added controller mod support
Lords and Ladies!
Our automatic in-game toggle for Halloween assets may or may not have leaked this update Nevertheless, the spooky season is upon us, so either embrace the unique look of Rising Lords' annual Halloween patch, or decide to leave things as they are by switching to the non-Halloween branch! To switch branches, go to Rising Lords in your Steam Library, press the gear icon and select 'Properties', go to 'Betas' and select 'no-halloween' from the drop down menu. In addition to the visual changes, you can look forward to some bug fixes and improvements. As always, thank you for your continued input here on Steam and on our Community Discord!
Shaman Skin Set
For those of you who want your general to match the atmosphere of skeletal animals and black crops, we have even more news: There's a brand new Shaman Halloween Skin! Frighten others with your gruesome appearance and conquer the whole map!
0.22.8 (Oktober 27) Halloween Update
New:
- shaman halloween skin (arms + torso + headgear)
- halloween graphics in scenario gameplay
- notification when lacking gold to send resources
- joystick sensitivity setting in graphics menu
Fixes:
- Prevent the player from ending a turn early in story mode skipping tasks or texts
- Fixed "change army resource" node in story tree
- Fixed some options not saved correctly
- Fixed some missing characters for Turkish language
- Fixed missing wall mode / castle mode exit instructions
- Fixed infinite loop in story tree where a task was deleted and added over and over again
- Prevent conquering allied regions in automatic battles
- Fixed bathhouses / cathedrals showing as 'plains' in battle
- Fixed menus behind 'to battle!' popup and others
Changes:
- regional battles now center around castles, when appropriate
- helper card dismiss state saved to map to prevent re-display upon load
- opened up more tiles for castle building
- snapping cursor to tiles prioritizess rows
- added some dynamic tokens to 'workplace snap group'
- Modified placement of HUD button gamepad hints on the bottom left. Spaced out army + diplomacy hints from the provisions.
- adjusted linewrap to prevent splitting quoted text poorly
Some AI changes for very small maps:
- Added reckless land grabs for small maps where the AI player only has a single region. This will break up stalemates on small maps with the same resources in each region.
- Added AI to bypass maximum building restrictions on maps of 4 regions or less, but only if there is a region with more, or equal structures.
- Removed AI allowing any army strength to attack neighbors in maps of 4 regions or less.
- Added AI to clear fields on maps of 4 regions or less, even if their personality doesn't want to.
- Added Aggressive AI to no longer deal with beggars by mustering an army on maps of 4 regions or less. Now it builds, which is the default.
- Added stables to be built on maps of 4 regions or less without having need for them.
Lords and Ladies!
We wanted to let you know about an upcoming change to our pricing. As of today, we are adjusting the price of the game to $19.99. As we are getting very close to the release window, it is necessary to make this small change now, due to the way that Steam works in this regard. In addition to the Story Campaign update we rolled out this week, we are working hard to finalise the other chapters of Tankred's exciting adventure. The wait for the full release of Rising Lords is almost over and we can't wait to show you what surprises we have in store!
- fixed a crash when clicking the first tutorial task you don't need/are not supposed to click on it at all to proceed, only hover. nevertheless this is an obvious issue that needed a fix - complete turkish translation has been finished, so we added that as well - changed controller dead zone settings so that it is less likely that the mouse starts moving by itself when controllers are plugged in. - fixed wanderers still potentially wiggling at ~320 degrees
Lords and Ladies!
Firstly, we would like to thank you for the fantastic feedback we received from the Closed Beta participants of our upcoming Story Campaign. Your insights while testing the different chapters have really helped us to fix some of the issues and add a little more polish to this brand new feature of Rising Lords! We're constantly working on improving various aspects of the game and getting closer and closer to the version we had in mind when we started this project. When you consider that we're just a very small team with a passion for game development, it's really exciting to see how far we've come! We can't stress enough how grateful we are to all the people who interact with us and our game, be it on Steam, Discord, or any other platform. It is a huge help to us as we gather feedback and continue to refine Rising Lords to make it the best possible experience for both old and new players alike!
Story Campaign Content
To make the wait for the full release a little sweeter, we want to give something back to our Early Access players for all the support you've given us: Today we're releasing the first two chapters of our new Story Campaign to give you a taste of what's to come! Lots of love and work went into this feature and we couldn't be happier to finally show you some of it: After the tragic battle of Tarasso in the Prologue, follow Tankred on his next adventures as he meets new allies and enemies, and faces rebellions across the realm! We'd love to hear from you, so be sure to let us know what decisions you've made for the future of House Tannheim here on Steam or on our Community Discord!
Full Changelog
0.22.6 (Oktober 16)
New:
The main addition is this patch are the first two story missions that we decided to make available for play already for our early access supporters while we finish polishing the rest of the story campaign. New games don't have a waypoint in castles anymore. we felt that it was not adding to the fun or gameplay that you had to conquer the castle again after winning the regional battle.
Fixes:
- Fixed 'fullscreen' setting not sticking after game reload
- Fixed compression error on old save games.
- Fixed savegame header problem with corrupted savegames
- Fixed garrisons not appearing before battle
- Fixed army overlapping merchant bug (again)
- Fixed steam workshop maps not displaying in-game
- Fixed a "save read only" problem when manually saving.
- Fixed load game from in-game menu not working if different save versions
- Fixed mouse pan not always working in all directions
- Fixed castle mode init locking game for several seconds on large maps
- Fixed dairy consumption displaying incorrectly depending on ration level
- Fixed Japanese text overlap w/ skill cards
- Fixed some Japanese tut messages not performing dictionary lookups
- Fixed Japanese not displaying all new info cards / soft-lock w/ health card
- Fixed several other minor Japanese language issues
- Fixed merchants avoiding invisible garrisons / tweaked token pos radial search
- Fixed long-standing bug where some multilayer tiles had ugly white outline artifacts
- Fixed Escape or Back terms being transposed.
- Fixed a few texts having a variable name, instead of what the variable is.
- Fixed game speed being reset.
- Fixed two editor tips having issues.
- Fixed menu sliders not adhering to their maximums and minimums.
- Fixed deadzone slider allowing input 'clipping' w/ joysticks
- Fixed notification scrolls behind graphics + server options.
- Fixed game saves with empty titles crashing game upon load
- Added multiplayer host to require 2 ready to start the game. This prevents the host from getting stuck in an endless loading screen.
- Fixed MP lobby issues where you could start when a player was not ready
- Fixed battle gamepad hints showing during skill tree in custom battle.
- Fixed a scenario menu back button crash
- Fixed rare army disband crash
- Fixed battle tile tool-tips prioritizing over mission tasks
- Fixed 'one move required' warning removed while in battle skill tree
- Fixed long-press of card icon in battle skill tree
- Fixed 'random deck' spawning particles / cards @ incorrect coordinates
- Fixed battle cards rendering behind skill tree skill icons
- Fixed map tiles suddenly missing more walls having more half-houses
- Fixed load / delete menus for sp/mp displaying incorrectly
- Fixed 'version difference' popup displaying on empty auto-saves
- Fixed auto-govern from making a situation where player could drop a peasant in and it would vanish
- Fixed edge-case crash w/ small window size boot on Proton / VMs
- Fixed some maps w/ uninitialized story tree JSON crashing in editor
- Fixed wanderers spazzing out at certain angles
- Fixed battle gamepad hints being out of place when placing the general.
- Fixed a problem with decimal/fractional units
- Fixed janky load/delete menu switching (editor vs. loading games)
- Fixed red/green farmers not adjusting tooltips correctly
- Fixed 'close editor' confirm not working correctly
- Fixed edge-case w/ single fog tiles appearing white
- Fixed cancel smithy deconstruction resulting in incorrect peasant spine
- Fixed 'Start Battle' in MP missing joystick snap point
- Fixed a custom battle MP freeze
- Fixed seeds being increased in winter w/ some multi-winter cases
- Fixed incorrect team coloring in some custom general cases
- Fixed army, autogovern, provisions buttons sometimes flickering to top left
- Added gamepad battle hints to not show during battle summary.
- Fixed gamepad hint showing on each event card, when there are no gamepad hot buttons with event cards.
- Fixed white font on light discard button during battle.
- Fixed skill card activated hovering under gamepad hints during battle.
- Fixed story tree tasks obscuring gamepad hints during battle.
- Fixed a problem with AI eating more livestock than it should
Changes:
- performance improvements for end turn
- reworked the army and token pathfinding system
- removed 'quick restore' and 'export' entries in the main menu
- Autosave extra files are now an option. False as default to make end turn faster.
- changed autosave so it triggers when pressing the back to title, save, save as, load button. To prevent sace corruption
- en and ger language file updates
- more loading tips
- tweaks to AI army compositions
- Added save + exit terms to graphics + audio + language options.
- Added disband AI armies when the AI player has 3 or more armies using more than 25% of their generals. Armies will only be disbanded when on their own regions.
- Added Pvariable to limit the amount of armies that AI can muster at once.
- improved wanderer spawn time
- Modified Neutral AI to have a 15% build chance, rather than the default 10%.
- Added 2 more wide banner widths for the item tool tips
- reduced season transition stutter
- 'play tutorial first' warning to multiplayer button
- Added AI to know that it should eat livestock that have no fields.
- Adjust multiplayer menu so you don't click the kick button and the name button to show xbox user profile at the same time.
- merchant +10/100 tip now shows up outside of the tutorial
- Modified end turn gamepad button to be center left button.
- halloween graphics off for now
- Scenario and MP menu user feedback why buttons can not be pressed.
- Added controller jump support to multiplayer's ready + not ready buttons in the campaign setup.
- gamepad hints in several places
- delete army node for story tree
- add general node for story tree
- removed 'conquer castle' tutorial card
Balancing:
- moral loss for a unit being attacking that can't retaliate from -6 to -7
- morale loss for all units when losing a complete unit from -3 to -4
- bonus for eliminating a troop stack from +8 to +10
- reduced wool income by 20%
- animal growth with no or very low starting animals from 3 to 5 for sheep and 3 to 4 for sheep and cows
- heavy armor now cost 1 wool each
- light armor wool cost from 5 to 7
- increased wages/upkeep for troops by about 50%
- slightly increased wool cost for buildings that required it
- fixed an issue with old savegames not going to battle properly
Dear Lords and Ladies, we fixed some player reported issues (thank you!) and made some minor balancing changes. New: - Story tree option to scroll to specific positions before and after battle - get campaign turn node for story tree. Fixes: - Fixed crash caused by edited army getting corrupt XP data for units - Fixed edited armies losing their XP / not having their level in battles - Fixed missing/corrupt save header crash leading to game not startable - Fixed user reported "stuck in "WaitToBurn" state" in battle - Fixed corrupted reconnect fire arrow data - Fixed a multiplayer crash when more than 2 players - Fixed armies being editable several times, adding the same weapons more than once - Fixed edit army exploit that would allow players to gain population. - Fixed drinking during inn fires, and smithing during smith fires. - Fixed maceman mercenary getting stuck with an ugly animation while in the army menu. - Fixed tool tips for army + provision + diplomacy not hovering in the proper GUI place. - Fixed rogue battle camera pan + camera not snapping to army start tiles - Fixed janky skill tree stack close animation - Fixed? missing fires after battle in tutorial in rare cases - Fixed? pressing 'load' in the tutorial will crash in rare situations - Fixed bees flying sideways. Changes: - added text render macros to force all text to render at integer coordinates - small performance improvements - fog now fade-transitions between reveals - changes to compression of data that was causing issues for some users - Fixed AI disregarding a big number of sheep / cows / horses in favor of planting crops, when there is only one cleared field Balancing: - XP level 3 from 180 to 200. units were max level a bit too quickly. also, the bonus is now 60% att and def insteaf of 80. - capital garrison archers from 60 to 100 to make the first region slightly harder to conquer early on. - swords iron cost from 16 to 18, heavy armor from 17 to 20. sword production from 30 to 28. wage for swordsmen from 1,5 to 2 gold, knight wage from 30 to 35, crossbow wage from 10 to 15. swordsmen are overperforming a bit due to often late availability of cavalry. knights are overall a bit too strong. - castles lvl 1 now have 150 archers instead of 100, same for lvl2. courtyard has now 30 swordsmen instead of 50 but added 50 archers. to encourage building defensive structures - wooden wall extra cost per wall from 70 to 60 and stone from 100 to 80. to encourage building defensive structures - mercenary hire cost reduced by 1/3. they were not getting used as much as we wanted. they should have relatively low hire cost but high upkeep.
Greetings Lords and Ladies, time for an update :) Some QOL things and a lot of AI improvements, but also bugfixes from user reports. Some players had problems with incorrect downloads/ not being able to see maps or add players in singleplayer. Uninstalling the game and deleting the C:\Users\your name\AppData\Local\RisingLords folder (keep save if you want) and the reinstalling the game was confirmed to fix the problem. This might be related to a corrupt steam download, not completely sure. Let us know if you encounter any other problems or this doesn't help you. Full Changelog New: - Show message when Rising lords servers are down - Show user message when connection is lost - added old save warning - Added generalized diplomacy tool tip for gifts - Added explanation of each diplomatic status Fixes: - Fixed a rare unit display crash - Fixed info display crash (beggars + the second other factors). - Fixed health crash (food diversity + other factors). - Fixed a rare scr_FightSequence_WrapUp crash - Fixed important skill tree information being beneath the bottom card display. - Prevent multisend same crash report - Fixed skills unlockable when they shouldn't be - Fixed region overview's auto-govern buttons not always activating. Now it activates when cursor is outside region overview. - Fixed tool tip not working for diplomatic statuses caused by a misalignment. - Fixed generalized diplomacy tool tip for gifts from the previous commit. - Fixed "Lack of Beggars" in info display tool tip being a bonus. - Fixed tutorial so you can't end turn in first task - Fixed gamepad +10 and +100 not working on 'send food' menu - Fixed controllers unable to dismiss persistent notifications - Fixed MPclient 'not ready/ready' text in wrong location w/ campaign - Fixed unit pickup sound sometimes not loaded in campaign - Fixed army menu -> skill tree button snap bleed w/ controllers - Fixed cost not going up when building structures. - Fixed cards in deck displaying incorrect graphic - Fixed buggy skill unlocking w/ fast presses - Fixed 'Tankred' not being set as name in tutorial - Fixed army info drop-down scroll not substituting dictionary key name - Fixed missing substitutions in some event cards (%1% etc) - Fixed language file regression causing incorrect map size limit warning - Fixed info display health + happiness tool tips showing beggars as a plus in the final total change. - Fixed info display health tool tip crashing when displaying "other factors." Changes: - Disable save in battle between turns for performance reasons - Added language support to happiness info display - lowered min framerate when changing languages (to load faster in VM) - Added names for raider generals - removed 'asia server' warning - improvements to the map editor and story tree editor - Adjust max upload size to 70MB AI: - Added AI to not build walls unless it has a smith, or more than one region. - Fixed AI rations + taxes not recognizing revolt thresholds for heritages. - Added AI to consider selling resources to the merchant if the player has no smith. - Modified AI to prioritize construction to come before region focus. - Added AI region focus to reset to none, before it checks what the focus should be. This is to prevent getting stuck in a focus that is no longer relevant. - Added AI region focus to be set to horses if there are more horses than sheep, and smiths. - Fixed AI eating horses, because there is no field, when there was a stable for them. - Added AI to focus on gathering resources for manor production if there is a beggar. This includes wool production. - Added AI to need sheep quick when focused on wool production. - Added AI to only start building walls when it has a player neighboring the region. - Added AI to not eat sheep when focused on wool production. - Fixed livestock_needed_quick not getting at least one worker to manage fields when there is no livestock. - Added AI with a region focus on wool to pile as many workers into sheep fields. - Fixed AI thinking it needed more of a resource to forge a equipment, when it had an equal amount. - Added AI to only take a wool priority if its solution to beggars is to build. - Added AI that wants knights to set a focus to horses when it has enough equipment for knights, but not enough horses. - Added AI regions to take a focus on horses, which means maximum grooms to find horses, and no eating horses. - Added AI to purchase resources to build its first smith, if it is low on money, and doesn't have resources in its region. - Added AI to be limited to how many castle parts can be constructed when they have only one region. - Fixed AI going broke purchasing material to forge equipment that it already has. - Fixed AI requiring a minimum purchase from merchants when purchasing material to forge equipment. - Added AI players to focus on horses when AI has more than one region, and wants mounts. - Added AI to focus on horses if they want cavalry, and not just knights. - Added AI to purchase 30x more resources than needed for mounted units if the AI has no places in their regions to get the resources. - Added AI that wants cavalry to be taken to account for purchasing resources from merchants. No AI specifically wants cavalry. - Modified AI to think it needs less of a surplus if it only has one region. The surplus will then be sold to merchants. - Fixed AI calculating sword wood cost from merchant by mail production amount. - Modified AI with more than one region to require only one region to be happy enough to muster an army. - Added wool surplus definition to AI personalities. Any amount of wool over the number will be sold off. - Added AI personalities that want more smiths per region to add them while still considering that they don't want them in every region. - Adjusted strength threshold for land grab armies. Set to 100 stronger, original was 0. That way AI failed to conquer sometimes, which was intentional. but the players wanted stronger AI.
Fixes: - fixed "missing" level 3 pikemen + level 3 crossbowmen - Fixed rare waypoint army crash when there is no waypoint_destination set - Prevent multisend same crash report - first attempt to fix a circumstancial heritage related crash at the end of battles (WIP) - fixed skills unlockable when they shouldn't be (certain heritages) - Fixed hover over raider crash caused by the new army info Changes: - improved speed of map tile region assignment at end turn - significant optimization w/ 'hover unit' processing w/ archers - Added the general to the army tool-tip of a non ally army - de and en update
0.21.7 (August 19) small hotfix Fixes: - Fixed inconsistent radial province upgrade crash - Fixed incorrect battle map screenshot - Fixed doubled 'morale-up' icons + offset 'morale-up' particles - Fixed unit bases not fading in correctly w/ 'end battle' screen
Lords and Ladies!
With today's update, the fixes and improvements that we have been working on in the beta branch are now coming to the default game branch! In addition to that, we are very excited to announce that Rising Lords will be returning to Gamescom this year! Not only will we be updating the demo to include a preview of the Story Campaign, but we will also be launching a beta test for this brand new content update! Read below for more information on how to get involved and where to find us at Gamescom!
Gamescom 2023 & Demo Update
Rising Lords will be part of Gamescom 2023! Looking back on the amazing feedback and conversations we had during last year's convention, we are thrilled to be showcasing Rising Lords again. If you are attending Gamescom, you can find us at the Indie Arena Booth in Hall 10.2! We would love to meet you, so drop by and say hello! Quite some time has passed since the first demo version of our game was released during Gamescom 2022. Not only will we be presenting an updated demo version at the convention, but you will also be able to play it at home! This time, you'll not only be able to play the prologue, but also get a glimpse of what's to come: Tankred's adventure continues and you can experience the first chapter of our upcoming Story Campaign update! To take a look, head over to our Steam page and download the updated version as soon as Gamescom starts!
Beta-Testing our new Story Campaign
This is a sneak peek at our upcoming Story Campaign. Aside from making the first chapter of this update available in the demo version of the game, we are also looking for beta testers for the campaign missions. Starting next week, testers will be able to play it for a two-week period. Getting feedback from the community is very important to us, so head over to our Community Discord to get involved as a beta tester and let us know what you think! If you don't have an account on Discord, feel free to email chris@argonwood.com instead.
Full Changelog
0.21.6 (August 17)
New:
- Story tree value storage node to handle variables in your story.
- option for more players 129-132 that use normal general and units in user maps(story tree)
- Added waypoint web when maps are saved in the editor. This connects all the waypoints to demonstrate routes.
- Fixed map editor allowing the save of maps with border waypoints that do not connect to 2 regions.
Fixes:
- Fixed missing border stones
- Fixed dynamic tokens should not overlap really close anymore
- Fixed minor bugs with show tutorial card custom message.
- Removed conquer/war message from tutorial
- Fixed wealth victory scripts so they use the correct values depending on client or server.
- Fixed bug so it shows invasion in scenario menu and not the invasion card details.
- Fixed potential crash in victory condition check
- Fixed large number of 'half house' issues
- Fixed potential tutorial crash in first battle fix.
- Fixed cursor snap on battle units sometimes too low to activate
- Fixed sowing farmer not having animations started.
- Fixed Cathedral hovering when using low quality graphics.
- Fixed notification scroll blocking cursor input in editor after dismissal
- Fixed spine animation cycler not properly triggering updates for farmer animation changes
- Fixed some particle textures being unloaded after returning from editor
- Fixed story tree crash when using filters.
- Fixed plugged-in controller while using mouse confusing intro tutorial cards
- Fixed so that game forces a refresh of the entire chunk if window frees tile surfaces
- Fixed some particles becoming invisible when returning from editor
- Fixed not all revealed tiles rendering sometimes after conquer
- Fixed several smaller editor bugs / shrunk map screenshots
- Fixed inconsistent chunk free crash coming back from battle
- Fixed incorrect cursor snap pos on battle card apply (again)
- Fixed rejigged tile region color / outline rendering
- Fixed potential language loading issue
- Fixed some warning cards displaying buttons w/ off-center text
- Fixed battle issue when one human lose the battle and another human and AI is still in battle.
- Fixed clicking specific spots on minimap could trigger 'end turn'
- Fixed editor crash if tile surface was freed
- Fixed several depth issues w/ battle elements
- Fixed edge-case where player is unable to build building dispite having the resources
- Fixed rare case of merchant appearing in battle / clicking causing crash in battle
- Fixed rarely missing card textures on game load
Changes:
- added LQ tile effect to HQ mode for better tile identification
- de and en language adjustments
- 'region belongs to' text scales to fit long lord names
- chunk resolution change threshold in LQ mode on PC
- battle performance improvements
- show army origin for enemy armies
- Added AI worker priorities to determine if it has enough gold to send livestock, and enough minimum livestock to send before pulling workers away from livestock fields.
- Added AI provisions to determine the nearest region that wants what they are sending, rather than always sending to the first region that wants what they have.
- Added AI provisions to check if the player has the gold to send provisions, before it determines if it wants to send anything.
- Fixed AI not being able to send cows to other regions.
- Added AI to want to keep its livestock if there is not enough food in the region.
- Added AI players to calculate how many regions should be dedicated to livestock based on how many livestock all their empires have as a whole, rather than 1 farm region per PARA.ranch_every_region.
- Added AI players to not send livestock to regions that will have too much livestock per field.
- Added harbors and silvermines to count as workplaces when determining the best livestock regions.
- Modified AI to prioritize the best region for sheep over cows.
- Added worker abandon field numbers from AI personalities to be taken into account when evaluating what fields to consider usable. This prevents workers letting 500 cattle die without a field, just to abandon 20 horses with a field.
- Added more region focuses. Wool focused regions. Smith levels now count if a region should be focused on equipment.
- Fixed livestock not getting distributed from provisions to fields if there were no peasants working on fields. This would cause livestock to be wiped out.
- Fixed AI players sending more types of livestock than can be sustained by the region.
- Fixed AI starting off with double sheep farms when it should have only had one.
- Added AI to prioritize planting over existing livestock and fires when a region has 1 field.
- Modified AI using quarter rations when there are no crop fields.
- Modified AI to allow planting in a livestock field in planting season, when a region has 1 field.
- Added system to not put too many peasants in crop fields, when they are prioritized before fires during planting season when there is only 1 field.
- Made bailing floods very hight priority for low field AI.
- add story tree 'book' state into save data
- Modified AI using quarter rations when there are no crop fields.
- Modified dispurse sheep to only place sheep on sheep pastures, without anything more elaborate.
- Modified AI to allow planting in a livestock field in planting season, when a region has 1 field.
- Added system to not put too many peasants in crop fields, when they are prioritized before fires during planting season when there is only 1 field.
- Fixed bailing floods from being the last priorities.
- Fixed AI worker priorities mistaking sheep in a field, when there were not.
- Added AI worker priorities to work crop fields before putting out fires if there is a single worker.
- Added AI worker priorities to work crop fields before clearing fires + floods when there are 2 peasants or less.
- Added AI worker priorities to prioritize sowing an empty field instead of a flooded one.
- Added AI what to eat to recognize to eat livestock if there is only one field in the region, rather than waiting for the PARA threshold to eat livestock.
Dear Lords and Ladies, time to get the default branch up to date again. Many changes to the story editor over the last patches which allows creating your own custom maps with story, triggers, tasks etc. If you are interested, the documentation is here: https://docs.google.com/document/d/1PxlXyiGeeXmWjWcviWbNFfwpmokTsbIKOkHjATfTF9Q/edit#heading=h.ukdbw0wbtd2j Meanwhile, we are using the same editor to work on our own story campaign. We have made significant progress and the first selected testers were already able to play a few missions. let us know if you encounter any problems with the new build, we will fix them asap as usual. see you on the battlefield! - Chris 0.21.4 (July 25) New: - story editor end turn node - story editor loading screen node - Added tiles for non-ruined palace, north towers, north village, and 3 mountain segments - Added helper tutorial for the "U key to cycle through idle peasants." - Added gamepad support for cycling through idle peasants (L bumper + L trigger). - Added cycling through beggars (B key). - Added gamepad support for cycling through beggars (R bumper + R trigger). - can now change general sprite in Story Tree w/ 'change army resource' - Use the right mouse button to click on a node in the story tree and move it to another place and clicking the right mouse button again to place it. - new story-specific tiles to story tree 'tile change' node - option to zoom in and out through story tree editor - controller: long-press 'start' ends turn; short-press opens option menu - Story tree can now set ai difficulty and personality after game has started. - End turn story tree node can now also end battle turns. - Story editor page up and down keys to scroll the tree - Option to set team to 0 in player setting in story tree to allow overwrite previous games settings. - Fix bug in where the game did not reset some globals in a start new game situation - added can not place in camp restriction to prevent humans and AI to place units in camp in battle. - option to reduce units in army from story tree - option to disable waypoints for AI armies in story tree restrictions, so an AI army can't move to a specific waypoint. - Added "press any key" or "press any button" to end of battles screen. Fixes: - Steam join crash fix (invite link) - Fixed strategic areas rendering flags - Fixed FOW crash due to freed tile timing issue - Fixed edit menu for general xp nodes in story tree so they can be edited and deleted - Fixed mercenary only performing 'attack' animation in campaign - Fixed merchant not moving in tutorial correctly (again) - Fixed version number missing from the title screen. - Fixed maceman / merchant not animating correctly - Fixed Array sorting crash while spectating - Fixed border-to-border waypoints not connecting w/ allied regions - Fixed army menu objects from showing during the skill tree - Fixed army menu units from having hover tool tips from showing during the skill tree. - Fixed neutral regions not clearing weeds correctly sometimes - Fixed small memory leak coming back from editor - Fixed small memory leak in editor when loading maps - Fixed re-entering editor not loading tile images on dynamic texture targets - Fixed open-border region attacking crossing army - Fixed potential crash w/ freed tile while updating FOW - Fixed moving camera in 'waypoint' mode floats the flag around the cursor - Fixed army menu button snap points active on borders - Fixed gamepad 'back' in options menu in editor quitting editor instead of closing menu - Fixed army menu joystick snaps bleeding into general config menu - Fixed merchant rowing on land - fixed fireslot crash when moving unit on a slot that got fire and the unit dies. - fixed crash when using blind fire and only one enemy is near the archer fixed - fixed waypoint bug in script that could in theory cause issues to find waypoints where armies could travel. - Added preventing rogues from being placed on player's own buildings to arson them. - fixed Bug in that could cause the general to not be returned correctly by the script for AI players. - Removed old debug code that could cause a mercenary crash in battle. - fixed regression preventing temporary fog from rendering in battle - fixed rare battle-end / end-turn crash due to raiders trying to update region population - fixed card icons not appearing on units correctly - fixed how much food player auto-govern needs before it sets double rations - Fixed coming back from battle, FPS tanking due to spine animations all activating - Fixed winter farmer animation not triggering the complete animation - Fixed merchant overlapping w/ army position - Fixed army hover tooltip not substituting in dictionary keys - Fixed cancel construction crash on the same turn. - Fixed back-to-back battles sometimes waiting extremely long to trigger - Fixed dynamic object inconsistently tanking FPS during waypoint placement - Fixed camera zoom helper text misallignment - Fixed invisible peasants in some cases - Fixed white tiles sometimes appearing at the edge of fog - Fixed rare dynamic token crash when save file during a battle is loaded. - Fixed ladders rendering incorrectly w/ scaled tile caches Changes: - greatly optimized battle turn clock rendering - minor performance improvement for controller inputs - improved tile painting performance in editor - cleaned up save notification +fixed some minor save-name bugs - radial controls to diplomacy menu + more precise click level control w/ diplomacy popups - Disabled low morale acting for player 1 in final battle of tutorial. - fog reveal now waits until after season fade - bug report no longer requires game restart + fixed 'debug character' depth - improved battle 'victory/defeat' screen performance - changed switched battle unit move / animation to use delta time - improved army movement 'valid waypoint' calculation speed - no more horses as loot - 'turn timer' render precision - strategic region FOW icons removed - german language files updated - many changes to 'low quality' graphics mode - Modified AI to consolidate livestock only in the winter to clear fields and start sowing. - Modified AI to play far more conservatively with rations when it has no open fields. - Added AI worker priorities to go fishing. If focused on food, fishing will happen after farming and before smithing. If not focused on food, will happen after resource gathering. - Modified AI to not let livestock die before it opts to ship them to other regions in the winter. - Added louder version of swordsmen marching. - Modified field peasant doing nothing to use the default hand peasant spine. - Modified AI building behaviour - increased editor buttons to fill screen + dynamic text size - improved chunk tile update processing time - improved 'beggar location' calculation times significantly - fixes and changes to controller hints and button usage - Added army menu to show unit ranks when adding enough members to downgrade their rank.
New: - Allow players to have no start region in story editor - Story tree filter tools to hide unwanted nodes to make the story tree more clean - Include node id when using filter in story tree editor - Added 'discard button' to each card in skill tree when hovered - added 'END_TURN_CALCULATIONS' note during battle processing - option to play music from story tree Fixes: - Fixed runtime related crash without message when loading a scenario map - Fixed global morale bug when adding units in army menu - Fixed incorrect error message when saving a battle map of less than 7 tiles in a region. - Fixed crash going back from hosting MP battle - Fixed +/- button in army edit not updating slider limits - Fixed dynamic player objects not properly rendering boats - Fixed testing map from editor and returning breaks map render - Fixed player reported negative drinkers bug - Fixed sea battle (from river) not allowing placement on water - Fixed castle battles always executing auto-battles - Fixed several units falling down instead of backward when eliminated. (runtime changes again) - Fixed story-tree removing HUD causing constant HUD / joystick point recalculations - Fixed disabled workplace interaction when GUI is disabled - Fixed instant proton crash at game start - Fixed battle cam not zooming / tracking in some situations - Fixed unit effects / archer arrows sometimes rendered behind units - Fixed card-to-stack depth issues - Fixed card-to-stack sprite flicker - Fixed cards sometimes zooming off screen - Fixed 'don't show again' tutorial card button missing controller snap point - Fixed main menu input boxes setting incorrect click level - Fixed a couple remaining memory leaks - Fixed tutorial tasks not updating in wall mode - Fixed user reported conflict string crash - Fixed turn number flickering back and forth on some occasions - Fixed text colors not inverting for winter properly all the time - Fixed CPU drain on 'claim region' menu - Fixed reported crash when not enough slots for escape tiles - Fixed a rare crash with the invader/raider AI - Fixed siege crash if defender has 7 units - Fixed removed click detection / joystick anchors w/ hidden GUI - Fixed blurry splash screen going from splash -> fullscreen menu - Fixed army and peasant number fonts different - Fixed invisible hovered army w/ disabled GUI Changes: - hide GUI tool tips when player uses invisible GUI. - AI to prioritize clearing wastelands when there are no available fields. - changed neutral AI to not have huge amounts of wheat in stock after a while - Disabled mercenaries for raiders and invaders - removed 'X' button from border army menu - optimization for castle battle tile calculations - changed skill tree right-click unlock to left-click - Sped up some animations a little / switched to use delta time - changed battle cam max zoom to 1.4x from 2x - changed save files now compress to 10% their old size - changed updated EN entries to match new skill tree controls - Performance improvements (text render, outline shader and caching to surface) - changed controller east face button opens battle radial regardless of cursor position - changed a number of tooltips to switch between 'left/right mouse' and controller buttons - Disable disband army in tutorial map - changed adjusted army font to better fit / align on army sprite - some tweaks to token animation frequency / surface handling - started implementing new token rendering system fpr performance improvements (wip) - performance improvement to dictionary substitutions in strings
0.20.8 (May 25) Pushing the changes from the beta branch to the default branch! Thanks for everyone playing the beta branch and giving us feedback. Let us know if you encounter any problems with the new version :) New: - Added zoom closer toggle to graphical settings as requested in the forum - Added gamepad's right-west, and right-north buttons to jump to taxes and rations. - Fixed gamepad for mouse click being inconsistent, some were set to be MBR as right-east, other times as right-west. - Added SL + SR gamepad icons to loading screen tips. - Added SL + SR gamepad to cycle through loading screen tips. - Added gamepad jump to region overview filters. - Added gamepad support for escape radial menu in battle. (system to close is a bit broken) - Added SL + SR gamepad icons to map change in scenario setup. - Added SL + SR gamepad icons to map change in mission story. - Allow players to have no start region in story editor Fixes: - Fixed lost peasant not reflecting change unless clicked / small outline color bug in shader - Fixed screenshots not capturing all of the Army menu items. - Fixed tutorial so you end the game if you flee in last battle. - Fixed render chunk crash when canceling a house build - Fixed a rare crash when going to battle in small and odd regions - Fixed slow pan screen (hold ctrl + pan screen) from glitching and going backward fast. - Fixed gamepad holding center-right to end turn. - Fixed tokens above temporary fog layer - Fixed raiders from crashing sometimes when they do not advance immediately. - Fixed drinkers on construction sites after load - Fixed partial half-house fix that forces neighbor tiles to update after fade - Fixed several potential event card bugs due to missing sanitization - Fixed some shortcuts still activating in editor while typing map names - Fixed a rare town guard army crash. - Fixed gamepad allowing jump to rations + taxes + end turn when in menus. - Fixed SL + SR gamepad icons not showing on merchant menu. - Fixed gamepad hints for zoom + slow cursor being reversed. - Fixed rare hover over raider army crash - Fixed flood-fill region type in editor not updating all chunks visibly - Fixed units falling incorrectly again due to the old runtime - Fixed some other minor problems with the old runtime we had to revert to - Fixed AI armies in castles ignoring when enemies are in their regions. - Fixed overlap of gamepad hints when overview dialog is up. - Fixed overview dialog hint always showing when gamepad hints are visible. - Fixed pause menu from opening after it was just closed, which disables gamepad's hold center right to end turn. - Fixed 'radial controller mode' not resetting after closing escape radial - Fixed AI double_ration_turn_amount requiring happiness to be used. - Fixed auto-govern still using neutral AI when it is first pressed. - Fixed hard lock in a user made map when going to battle in a small region - Fixed runtime related crash without message when loading a scenario map - Fixed global morale bug when adding units in army menu - Fixed incorrect error message when saving a battle map of less than 7 tiles in a region. - Fixed crash going back from hosting MP battle - Fixed +/- button in army edit not updating slider limits - Fixed dynamic player objects not properly rendering boats - Fixed testing map from editor and returning breaks map render - Fixed player reported negative drinkers bug - Fixed sea battle (from river) not allowing placement on water - Fixed castle battles always executing auto-battles Changes: - Speed up menu. - Modified gamepad taxes + ration decrease button to be right-east. - Modified gamepad hint for options to be + rather than -, because the button has changed. - Modified wanderers to spawn 5 - 25 seconds in cases of low FPS (under 50 - under 30). - optimized cam-shake code (valorous attack) - changed many editor-specific tile details cached to chunk surface for faster rendering - Modified auto-govern (player AI) to allow double rations if it has 4 seasons worth of double rations to try to get to 50% happiness. - Added % to sword description. - made neutral regions accumulate less wheat over time - other minor auto govern improvements - hide GUI tool tips when player uses invisible GUI. - AI to prioritize clearing wastelands when there are no available fields. - changed neutral AI to not have huge amounts of wheat in stock after a while - Disabled mercenaries for raiders and invaders - removed 'X' button from border army menu - optimization for castle battle tile calculations
0.20.6 (May 10) BETA BRANCH Reverted to the last game engine version due to a runtime related crash to dektop without error message that would inconsistently happen when pressing "play game" in the scenario setup screen. This made some compatibility changes on our side necessary. New: - option to transfer region ownership between missions in story editor Fixes: - fixed common crash with Turkish language - fixed post defeat particle crash. - fixed crash when enabling gamepad hints and closing the pause menu. - fixed a problem with corrupted save files - fixed particle crashes due to recent particle memory leak fixes :) - fixed spamming 'end turn' w/ ai-battle to victory/defeat failing fade-screen dismiss - fixed army menu general 'falls' briefly / disband appears then disappears (army menu) - fixed battle card 'radials' sometimes behind unit - fixed window resize w/ merchant menu open displacing elements - fixed manors not rendering correctly at game start when choosing high prosperity - fixed player color turning 'white' after save - fixed tutorial stating 'place general' when extra units may exist - fixed 'cancel' button available, but checkmark button not working in "view army menu" - fixed destroyed wall graphic being 'cut off' at edge of tile - fixed chunk render crash w/ upgrading manors on some maps - fixed some walls not properly rendering after load in editor - fixed wasteland peasants incorrect sprite after game load Changes: - Additional generals for AI - Modified quick end turn via gamepad to only show hour glass if quick end turn is enabled. - Modified AI personalities to aim to construct castles every X regions (2 Knightly, 3 for Prosperity, 4 for Aggressive). - modified AI to also have different preferences for castle sizes - reduces rainy weather and other weather effects - slight minimap render improvements - removed 'panning' while season fade is running - changed AI to keep at least one general as a defense general for when it gets attacked, more dependant on owned regions and castles - Added advanced quickstart cards (deck) that unlock skills of an AI general, then creates a stack from them. - improved system for AI to not bring useless skills into battle. - changed "-" to "0" consistenly in the UI
Hi everyone, time to push all the recent changes from the beta branch to the default branch! Let us know if you encounter any issues! Full version changelog since the Raider update: 0.19.7 (April 12) New: - added yellow as player color - more achievements Fixes: - some requested story tree fixes - load timer not executing if low FPS / blank language entries overwriting english defaults - fixed 'language' screen freezing upon open / 'missing texture group' warnings - fixed some issues & memory leak with recently added chunk surface pool - added missed worker spine optimization WIP - fixed obj_slot not properly rendering w/ cache scaling - giant hand on drinker unit - fixed regression preventing field 'harvest' animation - fixed missing field elements - fixed drinker & firefighter rendering issues - fixed army waypoint-to-menu soft freeze - fixed hovering merchant killing FPS / - fixed weeds rendering wrong w/ Changes: - updated dynamic loading screen background & text - switching languages is async and also done at game load - rewrote minimap system for improved performance - chunks use surface pool when zoomed in (slightly reduced stutter) - valid map names cached at game start (reduces campaign-setup freeze) - force 'tutorial cards' click level to be above on menus - greatly improved fog cpu usage when zoomed in 0.19.8 (April 17) New: - you can now use specific general in create army node (story editor) - clicking a task can now be an objective Fixes: - Fixed a reported reconnect crash - fixed escape position problems for story editor - fixed texture load issues w/ battle from story tree + season change - fixed empty defeat message/event card when a player lost everything - fixed a memory leak with particle systems - fixed region tiles not always updating peasant count - fixed smithy unit not animating properly - fixed 'builder' peasants sometimes not looping & wrong color - fixed a rare raider crash with castles - fixed AI being allowed to build on mountains + waypoints under certain circumstances - fixed AI check if it's building a castle too close to a waypoint Changes: - performance improvements for raider pathing calculations - balanced raider calculations, also related to AI difficulty now 0.19.9 (April 22) New: - Added "U" hotkey to jump to a peasant of yours that is relaxing. - Allow +- current XP for change general node in story editor - Added I hot key to cycle through merchants in regions. Fixes: - fixed loading save games added all tiles to all chunks, leading to severe end turn lags and long end turn times - fixed a crash with fire damage in battle - fixed rogue/spy unable to be placed - fixed mercenary only allowing initial selection/ popup problems - fixed missing fog / tiles in battle mode - fixed missing scale bias for new minimap render - fixed border stones not rendering between two regions w/ same owner - fixed render stones drawing on top of hills / trees - fixed split wood/stone castle tower types default to center keep type - fixed workplace tiles (and peasant colors/text) not updating w/ region conquer - fixed missing obj_field 'token highlight drop' effect - fixed potential minimap crash returning from battle - fixed other rare bugs fixed that were reported by players - fixed crash for invalidated region instance with map tile - fixed upgraded buildings from showing how many peasants still needed to be construction. - fixed minimap 'click region' offset & overlapping taxes button - fixed cpu-bottleneck with tile render requests - fixed rare muster army hard-lock with new runtime - fixed memory leaks with the tile surfaces & dh maps Changes: - improved end turn times - Modified autogovern "abandon livestock variables". now keeps even small lifestock since the economic behaviour of abandoning <30 sheep for example was not received well by the playerbase - improved AI behaviour for attacking overseas territory - changed so that AI army trying to merge with others doesn't pick paths through player territory (seemed like AI is attacking again and again with minimal forces) - changed tile update priority lowered during transition effect - changed better optimized out spines / dynamic tile rendering when out of view - lessened minimap frametime allotment 0.20.0 (April 25) Fixes: - fix for user reported crash with "map structure not found" popup (most likely only for new games or older saves, actual save is probably corrupted, sorry) - fix for user reported end-turn soft-lock (was event related) - fixed fisherman boat incorrectly colored & missing text - Fixed a few memory leaks due to the new systems Changes: - improved AI army targeting to calculate castle regions can spawn an army to defend it - improved overall AI pathfinding and target finding - further improved AI behaviour for attacking overseas territory 0.20.1 (April 26) New: added click-lock debug display to for public build (see above) Fixes: - Fixed sending provisions sometimes not working correctly - Fixed clicking 'view area' on event card w/ battle popup breaking click level - Fixed option menu conflicting click &depth w/ battle popup options - Fixed language loader not properly stripping all 'extra' double-quotes - Fixed raiders not attacking in some cases Changes: 0.20.2 (April 27) - for your story editor, you can now use battles/wins/losses against certain generals of factions as triggers - fixed muster / disband breaking click level(blocking UI) in some cases 0.20.3 (April 30) Fixes: - fixed merchant on the battle field causing a crash - fixed dynamic player tokens appearing in battle - fixed second-method of merge-army not releasing click lock - fixed 'fire mercenary' broken + army menu click pass-through bugs - fixed broken army overlap detection - fixed some units having a wrong orientation when getting destroyed - fixed killing wild animal causing a very rare crash (user report) - fixed merchant not moving to assigned position (tutorial among others) - fixed a bug that potentially had the number of peasants wrong/invisible - fixed a bug that lead to player color being white after loading (already corrupted files can't be fixed) - fixed fire/flood-fighters not updating visually when done - fixed peasant not placable on fire anymore in tutorial Changes: - improved autogovern AI - Changed autogovern to have even more priority for animals - AI no longer builds walls around harbours 0.20.4 (May 3) New: Fixes: - fixed a dynamic reference crash in the story editor - fixed a trait related crash in the story editor - fixed merchant usable on 1st turn of tutorial / merchant base not fading out - fixed recent change breaking editor tile painting - fixed numerous small memory leaks due to missing particle cleanup - fixed peasants using incorrect image when fighting animals in some cases Changes: - Added system to not jump the cursor to next turn on button press, if next turn is not yet ready. - Added show_hourglass to override mouse cursors to demonstrate a player must wait for something. - Added button visuals when hovering over taxes, and ration. - Added L stick press to move cursor 2x as fast. - Added L stick move cursor to be 5x slower if pressing L shoulder. - Added L shoulder hint for slow cursor. - Modified left gamepad hints to stack differently without gaps depending on what triggers the left hints. - Added language support for left gamepad hints. - Fixed when panning screen, the cursor would still think it was where it was before panning. - Modified center right button (start +) to open menu instead of end turn. - Added holding center right button (start +) for a half second to end turn. - Added gamepad support for back button (select -) to exit out of all 20 menus. - Modified tax + ration gamepad hints to show when gamepad is used over the icon - changed AI to built castles further away from border waypoints. - AI builds more castles now when it needs more generals.
0.20.3 (April 30) BETA BRANCH Fixes: - fixed merchant on the battle field causing a crash - fixed dynamic player tokens appearing in battle - fixed second-method of merge-army not releasing click lock - fixed 'fire mercenary' broken + army menu click pass-through bugs - fixed broken army overlap detection - fixed some units having a wrong orientation when getting destroyed - fixed killing wild animal causing a very rare crash (user report) - fixed merchant not moving to assigned position (tutorial among others) - fixed a bug that potentially had the number of peasants wrong/invisible - fixed a bug that lead to player color being white after loading (already corrupted files can't be fixed) - fixed fire/flood-fighters not updating visually when done - fixed peasant not placable on fire anymore in tutorial Changes: - improved autogovern AI - Changed autogovern to have even more priority for animals - AI no longer builds walls around harbours
0.20.2 (April 27) BETA BRANCH Thanks for your help, we found the issue :) - for your story editor, you can now use battles/wins/losses against certain generals of factions as triggers - fixed muster / disband breaking click level(blocking UI) in some cases we should soon be ready to push all the changes to the default steam branch.
HI everyone, just another quick hotfix. We will keep them coming as long as we get feedback about bugs. Concerning the UI softlock that a handful of players reported - Please do us a favour :) If you encounter the problem again, hold "control + shift" and press "D". then send a screenshot. that way we can see what blocks the UI and it shall be fixed within a day ;) I just played another 60 rounds but it just doesn't happen to me/ can't reproduce it. 0.20.1 (April 22) BETA BRANCH New: added click-lock debug display to for public build (see above) Fixes: - Fixed sending provisions sometimes not working correctly - Fixed clicking 'view area' on event card w/ battle popup breaking click level - Fixed option menu conflicting click &depth w/ battle popup options - Fixed language loader not properly stripping all 'extra' double-quotes - Fixed raiders not attacking in some cases
0.20.0 (April 25) BETA BRANCH Fixes: - fix for user reported crash with "map structure not found" popup (most likely only for new games or older saves, actual save is probably corrupted, sorry) - fix for user reported end-turn soft-lock (was event related) - fixed fisherman boat incorrectly colored & missing text - Fixed a few memory leaks due to the new systems Changes: - improved AI army targeting to calculate castle regions can spawn an army to defend it - improved overall AI pathfinding and target finding - further improved AI behaviour for attacking overseas territory
0.19.9 (April 22) BETA Fixed a few reported bugs and crashes and significantly improved end turn times. Let us know if you encounter any issues and we will fix them asap! To access the beta branch, go to your steam library, right click on Rising Lords, then properties, go to the betas tab and in the submenu choose beta - unstable. The game then automatically changes the branch. No password needed. 0.19.9 (April 22) BETA New: - Added "U" hotkey to jump to a peasant of yours that is relaxing. - Allow +- current XP for change general node in story editor - Added I hot key to cycle through merchants in regions. Fixes: - fixed loading save games added all tiles to all chunks, leading to severe end turn lags and long end turn times - fixed a crash with fire damage in battle - fixed rogue/spy unable to be placed - fixed mercenary only allowing initial selection/ popup problems - fixed missing fog / tiles in battle mode - fixed missing scale bias for new minimap render - fixed border stones not rendering between two regions w/ same owner - fixed render stones drawing on top of hills / trees - fixed split wood/stone castle tower types default to center keep type - fixed workplace tiles (and peasant colors/text) not updating w/ region conquer - fixed missing obj_field 'token highlight drop' effect - fixed potential minimap crash returning from battle - fixed other rare bugs fixed that were reported by players - fixed crash for invalidated region instance with map tile - fixed upgraded buildings from showing how many peasants still needed to be construction. - fixed minimap 'click region' offset & overlapping taxes button - fixed cpu-bottleneck with tile render requests - fixed rare muster army hard-lock with new runtime - fixed memory leaks with the tile surfaces & dh maps Changes: - improved end turn times - Modified autogovern "abandon livestock variables". now keeps even small lifestock since the economic behaviour of abandoning <30 sheep for example was not received well by the playerbase - improved AI behaviour for attacking overseas territory - changed so that AI army trying to merge with others doesn't pick paths through player territory (seemed like AI is attacking again and again with minimal forces) - changed tile update priority lowered during transition effect - changed better optimized out spines / dynamic tile rendering when out of view - lessened minimap frametime allotment
I decided to push this as a beta patch, because it includes some fixes for critical bugreports that were handed in by players. This includes a reconnect crash in Multiplayer. to access the beta branch: Steam Library, right click on Rising Lords, then Properties, go to the betas tab and in the submenu choose beta - unstable. The game then automatically changes the branch. No password needed. A battle crash with units being killed through fire that was also reported a few times is also fixed and will be uploaded tomorrow most likely. The entire unit render system on Campaign maps has also been rewriten over the last weeks, this is now almost finished. On top of this was a number of changes with texture pages, tile cache scaling, and other memory-saving measures required in order to get the scenario gameplay smoother and less RAM intensive. "resting framerate" has been improved significantly. Some minor graphical bugs are still there. Known issues include: - Auto battles that conquer a region show the wrong color for tokens and on workplace minimap tiles for one round. - combination of stone and wood castle renderes incorrectly - peasants fighting wolves don't have the correct sprite - borderstones in own territory have minor issues I'd also like to mention again that the end turn process is currently not smooth on bigger maps and in lategame and that we will address that next. New: - story editor: "humans" in start new game node can keep all human owned regions from a previous level - added yellow as player color - preperations for achievements (WIP) - you can now use specific general in create army node (story editor) - clicking a task can now be an objective Fixes: - Fixed a reported reconnect crash - fixed escape position problems for story editor - fixed texture load issues w/ battle from story tree + season change - fixed empty defeat message/event card when a player lost everything - fixed a memory leak with particle systems - fixed region tiles not always updating peasant count - fixed smithy unit not animating properly - fixed 'builder' peasants sometimes not looping & wrong color - fixed a rare raider crash with castles - fixed AI being allowed to build on mountains + waypoints under certain circumstances - fixed AI check if it's building a castle too close to a waypoint - Fix so host don't try get duplicate workshop maps - Fixed a conditional raider crash - some requested story tree fixes - load timer not executing if low FPS / blank language entries overwriting english defaults - fixed army waypoint-drag-to-menu soft freeze - fixed hovering merchant killing FPS Changes: - updated dynamic loading screen background & text - switching languages is async and also done at game load - rewrote minimap system for improved performance - chunks use surface pool when zoomed in (slightly reduced stutter) - valid map names cached at game start (reduces campaign-setup stutter on low end PCs) - force 'tutorial cards' click level to be above on menus - greatly improved fog cpu usage when zoomed in - updated dynamic loading screen background & text - switching languages is async and also done at game load - rewrote minimap system for improved performance - chunks use surface pool when zoomed in (slightly reduced stutter) - valid map names cached at game start (reduces campaign-setup freeze) - force 'tutorial cards' click level to be above on menus - greatly improved fog cpu usage when zoomed in - performance improvements for raider pathing calculations - balanced raider calculations, also related to AI difficulty now
Some small fixes for 0.19.7: - solved a bug where sometimes the bottom and top UI were not clickable after loading/saving a game - stable and courtyard now show their walls again properly - courtyard now has a proper tooltip - balanced raiders to scale better into the middle and lategame Let us know if you encounter any issues! :)
Dear Lords and Ladies,
The time has come for a new update for Rising Lords. Users of the Beta Branch already could make use of the new features and finally it is about time to unlock the new things for everyone out there. We have been working on extensive changes to the game architecture and pushed a lot of updates to the beta branch over the last weeks. A new Invasion Mode can be set as victory condition. Raiders will spawn every few rounds and become stronger and stronger. And the last surviving player wins the game! But that's not all.
We completely reworked the campaign/scenario draw and how everything is displayed and set everything to 64 bit only. The Idle scenario performance has been drastically improved. We also had to convert a lot of files, including all animations, to fit the latest iteration of the game engine, Steam SDK and Spine. This is another step to enable long time support for Rising Lords.
While these changes don't come with new features per se, they should improve stability and performace noticably and make future changes easier. The season transition has also been reworked and should be more pleasant already. This is still work in progress and should become smoother very soon. Also the clicksystem is now dynamic. This was changed for multiple reasons but the initial reason was to prevent 'soft locking' systems due to a missed set/unset of the global click level. It is now managed dynamically and based on where the mouse is. This also solves a number of click-through bugs and some items reacting to hovers when they shouldn't.
Another thing we've been working on: Tooltips. Like, for real. We've updated the whole tooltip system, it is a complete rework of what we had. The tips are now cleaner, smaller and prettier. Left: Old. Right: New.
In addition to that, the Story Editor got a lot of improvements and new options for the modders and scenario creators out there. And last but not least: You can now also play Rising Lords with Steamdeck or a controller!
Full Changelog
New:
- Raider event and Invasion mode
- Raider strength is dependant on the wealth and strength of the players as well as passed turns
- Steam keyboard support
- Added controller support
- Custom savegame names to make it easier to recognize them
- Rght-click cancels army movement
- 'send food' arrows for FROM region
- Active card (enlarged view) switches sides if blocking units
- Overview 'happiness' outlines red w/ revolt thresholds
- Border dots now render on workplace tiles
- All players item inventory is now saved in a multiplayer game
- Added controller hints to show when certain buttons are pressed on gamepad
- Addition cattle/sheep tutorial cards / added 'pages' to tutorial cards
- Prepared basic game parameters to be modable in the future
- Added more variables to dictionary defintions instead of static variables.
- Added dynamic loading screen at game start
- force mountains and trees to properly tile in editor
- Story editor allows placing units
- Story editor can now store values between levels
- Story editor can now change the inventory
- Story editor: waypoints can now be (de)activated
- 'B' toggles region borders in editor
- Proper level editor auto-save w/ crashes / unexpected game close
- Warnings when quitting / loading editor maps w/o saving
- Story tree editor add target so you can add nodes after a specific node
- Enabled changing generals in the story editor
- Enabled hiding the GUI from the story editor
- Enabled reference nodes for navigating and referencing story editor notes
- Option to keep a general through a series of missions
- Story editor enabled node(0) reference to objective values.
- Story editor now allows player without regions
- Story editor allows importing images for the story book
- Other minor story editor improvements and fixes
- fixed some font scaling issues
- fixed some text-input miss-alignments
- fixed castles missing walls due to incorrect neighbor detection
- fixed get conflict crash / minor tile cache changes
- fixed double-worker on construction
- fixed minimap click & drag position / update issues
- fixed minimap click/drag regions not working w/ render opt
- fixed 'yes/no' prompt's title text size
- fixed fields no longer render edge houses
- fixed text / buttons in MP lobbies
- fixed region overview screen hard to click (hitbox off center)
- fixed missing map tile walls in tutorial
- fixed small window where 1-peasant raised more horses than 2
- fixed half-house pop-in w/ season transition
- fixed stuck in loading after escaping mid-reconnect w/ server
- fixed 'Sea Region' tiles not placing correctly in editor
- fixed travelers to check if they are still in the correct region
- fixed changing to/from fullscreen breaking input
- fixed blindfire possibly hitting allies
- fixed crash w/ saving battle map in editor
- fixed wall-build tool-tip missing resource costs
- fixed map tiles not always drawing walls
- fixed walls not rendering correctly after load
- fixed auto-battle on ally/open borders turf gives YOU the region
- fixed numerous season-change pop-in artifacts
- fixed battle card hover not zooming in some cases
- fixed rarely missing player status buttons in multiplayer
- fixed 'fire slot' incapable of killing units in rare cases
- fixed moving dynamic figures crashing game for some players
- fixed a bug with new created army trying to use a battle node
- fixed save map bug in save slot 9
- fixed a few minor house/castle render issues
- fixed minimap bug eating CPU cycles.
- fixed rare conflict handler crash w/ loading game
- fixed distorted 'send error report' screen leading to some players not being able to click "send"
- fixed a user reported scr_isCastle crash due to freed tile
- fixed a user reported ai card crash
- fixed a user reported unit_to_attack crash
- fixed custom battle 'back' not clicking
- Fixed joypad support crashes when no joypad is plugged in.
- Fixed gamepad hints not updating the lower campaign UI hints.
- fixed general place & card apply highlight not working
- fixed region waypoint crash in some map designs
- fixed several text alignments for tutorial cards
- fixed 'region beliongs to' incorrect alignment
- fixed broken/glitchy mouse-edge scroll (top / down mostly)
- fixed loading spinner overlap
- fixed tile highlight particles not destroying
- other minor graphical fixes
- fixed event card text alignment / size issues w/ BREE
- fixed tool-tips not following font settings
- fixed harbours not highlighting w/ drag / tile highlight timing bug
- fixed broken tokenized harbour water render
- fixed 'save as' menu not properly forcing click level
- fixed event card broken spacing
- fixed fast-scroll (shift) unusably fast
- fixed incorrectly printing 'the people' in region ownership in some languages
- fixed some events triggering both event cards & notification scrolls
- fixed merchant 'off-center' & hover render shift
- fixed HUD not updating after tile upgrade
- fixed peasant count updates not updating tokenized tiles 100% of the time
- fixed cleared tiles not re-rendering during MP 'wait for player'
- Fix disband to region bug
- force proper token update w/ animal set/get
- regression where 'custom battle' wouldn't load tile textures
- fixed unit death by fire soft-lock in some cases
- fixed card backs not displaying correctly w/ skill tree confirm
- fixed some story tree / custom battle situations not loading correct season tiles
- fixed incorrect retaliation prediction
- workaround loading save games not prefetching correct seasons
- fixed tile upgrade starting pop incorrect
- fixed loading campaign only loads needed tile textures, not all seasons
- fixed numerous font-align inconsistencies between different fonts
- fixed animals not loading w/ tutorial loaD
- fixed some unit / general / flag / shield depth issues
- fixed regression causing units to appear above blur filter
- workaround incorrect avatar (if custom) w/ diplomacy & cards
- fixed crash on game restart
- fixed glitchy map edge tiling system
- fixed potential tile-update failure w/ end turn
- fixed draw_text_boxed causing performance degredation
- fixed severe render lag w/ editor 'save menu'
- fixed wall & house issues w/ new chunked render
- fixed rare tooltip system crash
- fixed regression causing a rare crash w/ battle start
- fixed rare crash w/ battle end
- fixed some tile highlights rendering in incorrect places w/ battle
- fixed edge marker rendering issues w/ new system
- fixed event card 'effect' text extremely small in some cases
- fixed incorrect turn number in some situations
- fixed fisherman facing incorrect direction / missing outline
- fixed crash with second tutorial battle
- fixed numerous render bugs w/ chunked render
- Walls not rendering right after placement near chunk edges
- Chunk 'tile deletion' not refreshing render list
- Map tiles not properly being set to 'multilayer' causing half-houses
- Season transitions not fading towers & walls correctly
- Fixed region arrows not working
- Fixed region arrows not lighting up
- Fixed a crash after morale victory
- Fix a raider end turn crash
- fixed potential crash due to missing army instance
- fixed battle cards not working correctly depending on deck position
- scenario map draw overhaul
- reworked tooltip visuals
- click detection manager overhaul
- season transition rework
- adjusted everything for 64bit only
- smoother transition from battle bacl to scenario
- concerted scripts and animations to be usable with newest game engine, steam sdk and spine
- menu 'button hover' volume cut by 60%
- notification scrolls now behind mission story
- alignment tweak to tutorial tips
- removed 'tutorial screenshot' loading image that confused some players
- Challange mode is now permadeath/ironman mode
- player 'connection' scrolls now auto-dismiss
- Battle AI improvements concering camps
- challenge island save speedup
- Removed excessive 'waiting for player' messages since campaign state displays this
- Moved 'spectate' button above fade-out loading screen
- camera pans to army when opening edit menu
- reduced volume of "the apostle" song
- Adjusted the animation to slide smoothly in/out from the right
- small german language adjustment
- sped up battle by removing unnecessary tile updates
- Adjust story tree read when looping to speed things up
- Adjust end turn profiler
- changed max zoom from 2x in to 1x in (scenario)
- changed font defaults to BREE upon first load
- disabled steam 'invite' button when not applicable
- spawn point 'bases' for custom starting positions follow player colors
- changed pikeman move sound switched to match peasant
- Custom slot fire damage
- changed sped up 'tool tip setup' (from ~4-5% frame time to ~1%)
- changed merchant 'hold increase/decrease' contextually snaps to 1s, 10s, 100s
- improved stutter w/ wall & tile placement
- Added restriction to gamepad bumper buttons to not show when pressed, while in states other than over map + over HUD.
- Added gamepad start + select to let army unit amounts be finely tweaked.
- better vRAM management w/ 'loading screen' textures
- dded L + R gamepad triggers to cycle through regions
- Added prevention to cycle regions with gamepad triggers to only happen with over map + over HUD states.
- Added merchant 10 + 100 increases for gamepad with right west and right north buttons.
- Steam Workshop maps are now snyced on the client
- Loading bigger maps in an advanced save state might cause some stuttering right now
- Some buildings have display issues with the walls
0.19.6 (March 31) BETA New: - added 'invasion' description to victory mode tooltip - added dynamic staggered chunk load/unload and scaling for performance - enabled changing generals in the story editor - enabled hiding the GUI from the story editor - story editor enabled node(0) reference to objective values. - story editor now allows player without regions - story editor allows importing images for the story book - Added prevention to cycle regions with gamepad triggers to only happen with over map + over HUD states. - Added merchant 10 + 100 increases for gamepad with right west and right north buttons. - steam workshop maps are now snyced on the client - enabled reference nodes for navigating and referencing story editor notes - option to keep a general through a series of missions - prepared basic game parameters to be modable in the future - new chunk based render system in scenarios - addition dynamic loading screen at game start - Added L + R gamepad triggers to cycle through regions Fixes: - fixed fisherman facing incorrect direction / missing outline - fixed crash with second tutorial battle - fixed numerous render bugs w/ chunked render - Walls not rendering right after placement near chunk edges - Chunk 'tile deletion' not refreshing render list - Map tiles not properly being set to 'multilayer' causing half-houses - Season transitions not fading towers & walls correctly - raider army now uses 'raider style boat', fixed the visual bugs - game-restart freezing in loading screen - fixed game-load screen locking up if failure to load resource Fixed a crash after morale victory Fix a raider end turn crash fixed potential crash due to missing army instance Changes: - Added restriction to gamepad bumper buttons to not show when pressed, while in states other than over map + over HUD. - Added gamepad start + select to let army unit amounts be finely tweaked. - Fixed region arrows not working - Fixed region arrows not lighting up - better vRAM management w/ 'loading screen' textures - consoles now have limit zoom snap levels - 'end turn fade' waits until texture pages loaded - 'loading screen' logo & background adjustments
Hi everyone ! We have been working on improvements and bugfixes silently and also started implementing a new mode. It's still in a beta phase, but let us know what you think of the idea! 0.19.4 (March 18) BETA New: - Invasion mode/ victory condition WIP - addition cattle/sheep tutorial cards / added 'pages' to tutorial cards - finalized steam keyboard support - enabled controller support for public build - Story tree editor add target so you can add nodes after a specific node - surface 'chunking' for map tiles -> smoother scrolling - radial button hover info boxes upgraded to new system Fixes: - fixed general place & card apply highlight not working - fixed region waypoint crash in some map designs - fixed several text alignments for tutorial cards - fixed 'region beliongs to' incorrect alignment - fixed broken/glitchy mouse-edge scroll (top / down mostly) - fixed loading spinner overlap - fixed tile highlight particles not destroying - other minor graphical fixes - fixed event card text alignment / size issues w/ BREE - fixed tool-tips not following font settings - fixed harbours not highlighting w/ drag / tile highlight timing bug - fixed broken tokenized harbour water render - fixed 'save as' menu not properly forcing click level - fixed event card broken spacing - fixed fast-scroll (shift) unusably fast - fixed incorrectly printing 'the people' in region ownership in some languages - fixed some events triggering both event cards & notification scrolls - fixed merchant 'off-center' & hover render shift - fixed HUD not updating after tile upgrade - fixed peasant count updates not updating tokenized tiles 100% of the time - fixed cleared tiles not re-rendering during MP 'wait for player' - Fix disband to region bug - force proper token update w/ animal set/get - regression where 'custom battle' wouldn't load tile textures - fixed unit death by fire soft-lock in some cases - fixed card backs not displaying correctly w/ skill tree confirm - fixed some story tree / custom battle situations not loading correct season tiles - fixed incorrect retaliation prediction - workaround loading save games not prefetching correct seasons - fixed tile upgrade starting pop incorrect - fixed loading campaign only loads needed tile textures, not all seasons - fixed numerous font-align inconsistencies between different fonts - fixed animals not loading w/ tutorial loaD - fixed some unit / general / flag / shield depth issues - fixed regression causing units to appear above blur filter - workaround incorrect avatar (if custom) w/ diplomacy & cards - fixed crash on game restart - fixed glitchy map edge tiling system - fixed potential tile-update failure w/ end turn - fixed draw_text_boxed causing performance degredation - fixed severe render lag w/ editor 'save menu' - fixed wall & house issues w/ new chunked render - fixed rare tooltip system crash - fixed regression causing a rare crash w/ battle start - fixed rare crash w/ battle end - fixed some tile highlights rendering in incorrect places w/ battle - fixed edge marker rendering issues w/ new system - fixed event card 'effect' text extremely small in some cases - fixed incorrect turn number in some situations Changes: - changed max zoom from 2x in to 1x in (scenario) - changed font defaults to BREE upon first load - disabled steam 'invite' button when not applicable - spawn point 'bases' for custom starting positions follow player colors - changed pikeman move sound switched to match peasant - Custom slot fire damage - changed sped up 'tool tip setup' (from ~4-5% frame time to ~1%) - changed merchant 'hold increase/decrease' contextually snaps to 1s, 10s, 100s - Adjusted raider strength formula.(now more dependant on the wealth and strength of the players as well as passed turns) - improved stutter w/ wall & tile placement
0.18.2 (January 5) BETA Hotfix, mainly fixing an issue with the figures (e.g. bishop) New: Story editor allows placing units Fixes: - fixed moving dynamic figures crashing game for some players - fixed a bug with new created army trying to use a battle node - fixed save map bug in save slot 9 - fixed a few minor house/castle render issues - fixed minimap bug eating CPU cycles. - fixed rare conflict handler crash w/ loading game Changes: - reduced volume of "the apostle" song - Adjusted the animation to slide smoothly in/out from the right - small german language adjustment - sped up battle by removing unnecessary tile updates
0.18.1 BETA BRANCH Hi everyone, we hope you enjoyed your holidays and are ready for a new year ;) Over the last months, we have been working on some major architectural changes again. We completely reworked the campaign/scenario draw and set everything up for 64 bit only. We also had to convert a lot of files, including all animations, to fit the latest iteration of the game engine, steam sdk and spine. This is another step to enable long time support for Rising Lords. While these changes don't come with new features per se, they should improve stability and performace noticably and make future changes easier. The season transition has also been reworked and should be more pleasant and fluent now. The clicksystem is now dynamic. This was changed for multiple reasons but the initial reason was to prevent 'soft locking' systems due to a missed set/unset of the global click level. It is now managed dynamically and based on where the mouse is. This also solves a number of click-through bugs and some items reacting to hovers when they shouldn't. Let us know if you encounter any bugs or crashes and we will fixed them ASAP, as always. New: - story editor can now store values between levels - story editor can now change the inventory - waypoints can now be (de)activated - other minor story editor improvements and fixes - all players item inventory is now saved in a multiplayer game - force mountains and trees to properly tile in editor - right-click cancels army movement - 'send food' arrows for FROM region - warnings when quitting / loading editor maps w/o saving - proper level editor auto-save w/ crashes / unexpected game close - active card (enlarged view) switches sides if blocking units - overview 'happiness' outlines red w/ revolt thresholds - border dots now render on workplace tiles - custom savegame names to make it easier to recognize them - 'B' toggles region borders in editor Fixes: - fixed some font scaling issues - fixed some text-input miss-alignments - fixed castles missing walls due to incorrect neighbor detection - fixed get conflict crash / minor tile cache changes - fixed double-worker on construction - fixed minimap click & drag position / update issues - fixed minimap click/drag regions not working w/ render opt - fixed 'yes/no' prompt's title text size - fixed fields no longer render edge houses - fixed text / buttons in MP lobbies - fixed region overview screen hard to click (hitbox off center) - fixed missing map tile walls in tutorial - fixed small window where 1-peasant raised more horses than 2 - fixed half-house pop-in w/ season transition - fixed stuck in loading after escaping mid-reconnect w/ server - fixed 'Sea Region' tiles not placing correctly in editor - fixed travelers to check if they are still in the correct region - fixed changing to/from fullscreen breaking input - fixed blindfire possibly hitting allies - fixed crash w/ saving battle map in editor - fixed wall-build tool-tip missing resource costs - fixed map tiles not always drawing walls - fixed walls not rendering correctly after load - fixed auto-battle on ally/open borders turf gives YOU the region - fixed numerous season-change pop-in artifacts - fixed battle card hover not zooming in some cases - fixed rarely missing player status buttons in multiplayer - fixed 'fire slot' incapable of killing units in rare cases Changes: - scenario map draw overhaul - click detection manager overhaul - season transition rework - adjusted everything for 64bit only - smoother transition from battle bacl to scenario - concerted scripts and animations to be usable with newest game engine, steam sdk and spine - menu 'button hover' volume cut by 60% - notification scrolls now behind mission story - alignment tweak to tutorial tips - removed 'tutorial screenshot' loading image that confused some players - Challange mode is now permadeath/ironman mode - player 'connection' scrolls now auto-dismiss - Battle AI improvements concering camps - challenge island save speedup - Removed excessive 'waiting for player' messages since campaign state displays this - Moved 'spectate' button above fade-out loading screen - camera pans to army when opening edit menu
0.17.7 (November 20) Fixes: - fixed a problem with battle cards not woring correctly - fixed 'accept/reject' appearing on incorrect cards on occasion - fixed incorrect muster gold check - fixed food card waypoint crash
0.17.6 (November 13) Fixes: [fixed] drop token crash / hunter crash (again, sorry) [fixed] event card crash due to invalid sprite_index [fixed] broken field season fade when not tokenized (zoomed in) [fixed] potential 'report error' screen size issues [fixed] rare unit range crash [fixed] some of the AI cards revealing themselves [fixed] 'no ai slots' crash on weird/small regions when going to battle
0.17.5 (November 6) hotfix Fixes: - fixed a user reported hunter token crash - fixed a user reported mercenary waypoint crash - fixed user reported potential crash @ game start due to high prosperity - fixed a rare user reported garrison size of 0 crash
0.17.4 (November) 4 hotfix we are currently experiencing a few unexpected problems due to architectural changes in order to increase performance. all bug or crash reports will be adressed asap, thanks for your help! Fixes: - render opt surface stack crash - reported rare scr_attack() crash - missing 'reset map' text in editor - 4 other crashes fixed that were reported by users - AI can no longer use traps on behalf of ally positions - AI can now place traps on allies just like regular players - AI no longer places traps on mountains or water Changes: - Replaces x86 execute extensions with x64 compatible - added logging to some issues. please make sure to send bug reports! - adjusted wanderer click-box
0.17.3 (November 1) Fixes: - Ignore defeated players for loot which could cause problems - fixed rare reported end-turn game freeze - broken ladder rendering due to wall-render rewrite - army flags incorrectly shifted on some minimaps - rare castle crash near map borders - input box crash - 'not enough slots' and 'too few tiles' crash going to battles in beta in small or odd regions - 'read only variable?' crash going to battle Changes: - AI wall attack improvements - tile-cache changes - additional cache usage - minor render change fixes
Going from beta to default branch again. let us know if you encounter any problems and we will take care of them asap! 0.16.6 (July 20) Fixes: - Fixed rare "mercenary could not be hired" bug (wrong region) - Fixed 2 crashes from being able to build off map - Fixed exploit that would allow players to build too close to a waypoint from attempting off map building resulting in building on the nearest tile. - Fixed sluggishness when hovering over build tiles. - Fixed transparent unrolled 'dead' scroll w/ some tile hovers - Fixed army disappearing w/ far zoom-out - Fixed no "normal" helper cards in the tutorial - Fixed missing custom helper cards - Fixed tutorial starts w/ second task unlocked in some cases - Fixed unable to build 'inn' tile in tutorial under certain circumstances - Fixed 1-sheep could visually disappear off field when zooming - Fixed 'doubled' field workers visual bug - Fixed canceling a building leaving tile remnants - Fixed minor tile warping - Fixed editor snapshots broken if camera hadn't moved over tiles - Fixed a massive custom user map crashing on load Changes: - trippled tool_tip timer for normal gameplay elements (small scrolls) - halfed bottom gui elements tool_tip timer and made the timer reset when mouse is moving - de and en language file adjustments - If several morale penalties happen at once, only display the most severe - Speed up loading of massive user levels - enabled starting bonuses to apply again for strong and very strong AI - added back in the '+' for buff hints - Modified reset warnings text to be reset helpers. - Added sound FX when hovering over menu items in title screen + abstract menus Hidden: - Added system to keep track of achievements and other data to a file. - Added encryption + decryption to the achievement file. - Added controller face back button. East on XBox. South on Switch. - Added controller face back button for provision menu. - Added controller diplomacy restriction to no longer fast switch to players that don't exist. - Added system to detect if keyboard or controller is being used at any moment. - Added drop shadows to controller hints. - Modified controller zoom to be LS + right stick instead of LS + left stick. - Added quick GUI tooltips for controllers. Seems imperfect when you keep jumping between the 2. - Fixed controller double speed in campaign options menu. - Fixed controller left / RMB not cycling left through scenario setup. - Added controller skipping the delete scenario button if there is no delete scenario button. - Added mouse tracker output to build tile checker for the log file. - Modified default controller deadzone to 0.1 instead of 0.5. - Added controller deadzone saving and loading. - Added controller debugger for non public build that will show what the analog stick is doing. - Modified the analog stick support to hopefully be more accurate with speeds when pointing it diaginally. - Modified controller pan screen to be 4x slower. - Modified left analog stick camera panning to offer 360 degrees rather than 8 directions. - Added controller up + down support for merchant menu. - Added L+R button hints to the merchant menu when using a controller. 0.16.7 (Oktober 6) New: - basic unit hover tooltip in army menu - ladder info in tutorial battle 1 - armies can now be done with clicks, like peasants - can now specify field upgrades in level editor Fixes: - Fixed a user reported three way battle lock - Fixed '(not) currently eating [resource]' tooltip getting stuck - Fixed incorrect 'spent XP' when re-opening skill tree - Fixed editor 'fixed tile' placement crash - Fixed tiles in editor not updating immediately - Fixed 'wall mode' button grayed out in some tutorial situations - Fixed crashes from user reports - Fixed custom tutorial cards potential double-display - Fixed story tree task hint indices not updating w/ task removal - Fixed number of click-depth issues with the editor / alt+fill crash - Fixed 'open water' tile placement not auto-tiling Changes: - Optimisations (mainly to resting frame rate) - Speed up end-turn time - added back in the 'Host closed game' loading notification - neighboring castles don't connect walls - hovering wall removes shield info, displays wall damage - only hovered workplace highlights, if none hovered all highlight - Chapel morale boost now applies to all defending armies - heritage no longer unlocks nearby skills - army names now limited to 24 characters - rewrote wall/house/tower rendering (see notes) - minimap scaling adjustments - Walls can be placed between castle tiles - Towers now render correctly in editor - Wall depth correct in editor - Towers render correctly on non-castle tiles w/ castle walls - Non-multi-layered tiles should properly render opposite half-houses on edges 0 and 3 improved notification scroll (see notes) - System now adjusts scroll size to match amount of text - Amount of text adjusts scroll 'stay open' timer - Multiple messages merge if they can - Back-to-back duplicate messages are properly ignored - Added optional 'timer' and '# of #' messages left note - notifications pause w/ mouse-over 0.16.8 (Oktober 10) Fixes: - fixed occasionally broken out-of-boundary auto-tiling - fixed missing 'story tree' button in editor - fixed spawning water on border in rare cases after game loads - fixed a notification scroll crash in battle - fixed notifications not always showing if queued on loading screen - Prevent crash from entering a code Changes: - Prevent AI armies starving at sea - Swapping (card) with a bound unit now swaps which unit is bound - Send food menu now changes avatar when a region is clicked on the minimap - improved AI behaviour with attacking walls (WIP) 0.16.9 (Oktober 16) Fixes: - crash reporter is working again - fixed a crash with clicking the rogue Changes: - battle AI improvements WIP - performance improvements WIP - small german language update
0.16.9 (Oktober 16) BETA BRANCH Fixes: - crash reporter is working again - fixed a crash with clicking the rogue Changes: - battle AI improvements WIP - performance improvements WIP - small german language update
we went live to the standard steam branch with out recent beta build 0.16.7. let us know in case you encounter any problems :) here is the changelog again for 0.16.6 and 0.16.7 0.16.6 (July 20) Fixes: - Fixed rare "mercenary could not be hired" bug (wrong region) - Fixed 2 crashes from being able to build off map - Fixed exploit that would allow players to build too close to a waypoint from attempting off map building resulting in building on the nearest tile. - Fixed sluggishness when hovering over build tiles. - Fixed transparent unrolled 'dead' scroll w/ some tile hovers - Fixed army disappearing w/ far zoom-out - Fixed no "normal" helper cards in the tutorial - Fixed missing custom helper cards - Fixed tutorial starts w/ second task unlocked in some cases - Fixed unable to build 'inn' tile in tutorial under certain circumstances - Fixed 1-sheep could visually disappear off field when zooming - Fixed 'doubled' field workers visual bug - Fixed canceling a building leaving tile remnants - Fixed minor tile warping - Fixed editor snapshots broken if camera hadn't moved over tiles - Fixed a massive custom user map crashing on load Changes: - trippled tool_tip timer for normal gameplay elements (small scrolls) - halfed bottom gui elements tool_tip timer and made the timer reset when mouse is moving - de and en language file adjustments - If several morale penalties happen at once, only display the most severe - Speed up loading of massive user levels - enabled starting bonuses to apply again for strong and very strong AI - added back in the '+' for buff hints - Modified reset warnings text to be reset helpers. - Added sound FX when hovering over menu items in title screen + abstract menus _ 0.16.7 (Oktober 6) New: - basic unit hover tooltip in army menu - ladder info in tutorial battle 1 - armies can now be done with clicks, like peasants - can now specify field upgrades in level editor Fixes: - Fixed a user reported three way battle lock - Fixed '(not) currently eating [resource]' tooltip getting stuck - Fixed incorrect 'spent XP' when re-opening skill tree - Fixed editor 'fixed tile' placement crash - Fixed tiles in editor not updating immediately - Fixed 'wall mode' button grayed out in some tutorial situations - Fixed crashes from user reports - Fixed custom tutorial cards potential double-display - Fixed story tree task hint indices not updating w/ task removal - Fixed number of click-depth issues with the editor / alt+fill crash - Fixed 'open water' tile placement not auto-tiling Changes: - Optimisations (mainly to resting frame rate) - Speed up end-turn time - added back in the 'Host closed game' loading notification - neighboring castles don't connect walls - hovering wall removes shield info, displays wall damage - only hovered workplace highlights, if none hovered all highlight - Chapel morale boost now applies to all defending armies - heritage no longer unlocks nearby skills - army names now limited to 24 characters - rewrote wall/house/tower rendering (see notes) - minimap scaling adjustments - Walls can be placed between castle tiles - Towers now render correctly in editor - Wall depth correct in editor - Towers render correctly on non-castle tiles w/ castle walls - Non-multi-layered tiles should properly render opposite half-houses on edges 0 and 3 improved notification scroll (see notes) - System now adjusts scroll size to match amount of text - Amount of text adjusts scroll 'stay open' timer - Multiple messages merge if they can - Back-to-back duplicate messages are properly ignored - Added optional 'timer' and '# of #' messages left note - notifications pause w/ mouse-over _________________ And for the BETA branch: 0.16.8 (Oktober 10) BETA BRANCH Fixes: - fixed occasionally broken out-of-boundary auto-tiling - fixed missing 'story tree' button in editor - fixed spawning water on border in rare cases after game loads - fixed a notification scroll crash in battle - fixed notifications not always showing if queued on loading screen - Prevent crash from entering a code Changes: - Prevent AI armies starving at sea - Swapping (card) with a bound unit now swaps which unit is bound - Send food menu now changes avatar when a region is clicked on the minimap - improved AI behaviour with attacking walls (WIP)
A lot of changes to the beta branch, let us know in case you encounter any problems and we will fix them asap. As usual we changed some graphics to fit the halloween theme - some of you didn't like that so we created a beta branch "no-halloween" for you. (Steam Library, right click on Rising Lords, then Properties, go to the betas tab and in the submenu choose no_halloween - regular graphics) 0.16.6 (July 20) beta Fixes: - Fixed rare "mercenary could not be hired" bug (wrong region) - Fixed 2 crashes from being able to build off map - Fixed exploit that would allow players to build too close to a waypoint from attempting off map building resulting in building on the nearest tile. - Fixed sluggishness when hovering over build tiles. - Fixed transparent unrolled 'dead' scroll w/ some tile hovers - Fixed army disappearing w/ far zoom-out - Fixed no "normal" helper cards in the tutorial - Fixed missing custom helper cards - Fixed tutorial starts w/ second task unlocked in some cases - Fixed unable to build 'inn' tile in tutorial under certain circumstances - Fixed 1-sheep could visually disappear off field when zooming - Fixed 'doubled' field workers visual bug - Fixed canceling a building leaving tile remnants - Fixed minor tile warping - Fixed editor snapshots broken if camera hadn't moved over tiles - Fixed a massive custom user map crashing on load Changes: - trippled tool_tip timer for normal gameplay elements (small scrolls) - halfed bottom gui elements tool_tip timer and made the timer reset when mouse is moving - de and en language file adjustments - If several morale penalties happen at once, only display the most severe - Speed up loading of massive user levels - enabled starting bonuses to apply again for strong and very strong AI - added back in the '+' for buff hints - Modified reset warnings text to be reset helpers. - Added sound FX when hovering over menu items in title screen + abstract menus _ 0.16.7 (Oktober 6) beta New: - basic unit hover tooltip in army menu - ladder info in tutorial battle 1 - armies can now be done with clicks, like peasants - can now specify field upgrades in level editor Fixes: - Fixed a user reported three way battle lock - Fixed '(not) currently eating [resource]' tooltip getting stuck - Fixed incorrect 'spent XP' when re-opening skill tree - Fixed editor 'fixed tile' placement crash - Fixed tiles in editor not updating immediately - Fixed 'wall mode' button grayed out in some tutorial situations - Fixed crashes from user reports - Fixed custom tutorial cards potential double-display - Fixed story tree task hint indices not updating w/ task removal - Fixed number of click-depth issues with the editor / alt+fill crash - Fixed 'open water' tile placement not auto-tiling Changes: - Optimisations (mainly to resting frame rate) - Speed up end-turn time - added back in the 'Host closed game' loading notification - neighboring castles don't connect walls - hovering wall removes shield info, displays wall damage - only hovered workplace highlights, if none hovered all highlight - Chapel morale boost now applies to all defending armies - heritage no longer unlocks nearby skills - army names now limited to 24 characters - rewrote wall/house/tower rendering (see notes) - minimap scaling adjustments - Walls can be placed between castle tiles - Towers now render correctly in editor - Wall depth correct in editor - Towers render correctly on non-castle tiles w/ castle walls - Non-multi-layered tiles should properly render opposite half-houses on edges 0 and 3 improved notification scroll (see notes) - System now adjusts scroll size to match amount of text - Amount of text adjusts scroll 'stay open' timer - Multiple messages merge if they can - Back-to-back duplicate messages are properly ignored - Added optional 'timer' and '# of #' messages left note - notifications pause w/ mouse-over
0.16.5 (September 9) Hotfix New: - added more story tree features (Editor) Fixes: - fixed a bug where the first tutorial task would not continue Changes: - you now start low/mid prosperity games with sheep instead of cows
- fixed a bug where certain army constellations on waypoints after a battle would lead to a crash - fixed a rare crash with helper tutorial cards
New: - story tree can now circle some GUI elements - challenge mode highscore entries are now possible again - 'open army menu' and 'send food' now circles button in tutorial Fixes: - fixed a freeze that occured on some systems when zooming out while bathhouses are in the region - fixed skill purchase costs incorrect - fixed server-mod victory conditions triggering wrong condition - fixed rare-case where knight doesn't show up in army menu - fixed tutorial disabled armyMenu 'confirm' on second open - fixed tile-place lag on large maps (undo system) / increased undo limit to 1024 (editor) - fixed incorrect player sprite w/ trade menu if custom avatar - fixed semi-borked flood-fill algorythm / flood fill not retiling tiles (editor) - prevent wrong max. knob value in army menu which could cause bigger armies than allowed, and thus negative happiness. - Fixed german language having ,,, at the end of new entries. Changes: - changed left-click behaviour on empty workplace. now always drops peasants - significantly improved render performance w/ editor pan / zoom - you know get a new general immediately when you build a castle outside your capital or conquer 3 regions without a castle. - now max of 2 merchants focus on visiting players first - 'shoot area' mow gets blocked by 'shields up' - Adjust so AI ranged units focus on ranged attacks more often, even when attacked in close combat - editor wall placement auto-upgrade to castle around castles - tutorial tool-tips open quicker and don't requiree all to close first - 'skill tree' button disabled when creating army in tutorial - en and de text changes for the tutorial to make things clearer - building cost increase in a region per building lowered from 20% to 15% - cheaper and faster secondary castle buildings - chapel morale boost from 15 to 20 - adjusted region overview tutorial wording - small tutorial improvements
Lords and Ladies!
While today's game update brings mostly a *TON* of gameplay improvements and quality-of-life features, we nonetheless have a bunch of amazing news for you! Gamescom 2022 is happening! And we're part of it! More infos below! And for the first time since we launched Rising Lords in Early Access, you can try the game before you buy - with the new Rising Lords demo version! Then the next round of our Challenge Island Tournament is starting! Challenge Island Round 2 will go live today! And finally: the results for the Builder Contest are in (with all of the contestants' maps being playable via Steam workshop)!
Rising Lords @ Gamescom 2022 + New Demo
Rising Lords is part of Gamescom 2022! We're incredibly thrilled to show Rising Lords during the first in-person Gamescom since 2019! If you would like to visit us: you can find us at the Indie Arena Booth - Hall 10.2, Booth 8! If you're in Cologne and are visiting the convention, come and say Hi! Additionally to commemorate the occasion, we released a demo version of Rising Lords for the first time! In it you can check out the story prologue and maybe even get a little something after you beat it! Grab it right off the Steam page and check it out if you like!
Challenge Island - Round 2
Challenge Island - our randomized combat-focused gameplay mode - heads into Round 2! That means starting today, previous leaderboards will be wiped and everyone starts with a completely clean slate again! Try to get the highest score and discuss your victories and your strategies with our community on Discord!
Builder Contest Results
Our Builder Contest is over and we'd like to thank each and every one of you for taking part and just for being part of the community! All of your custom scenarios have been nothing short of amazing! You all did a great job! But: not everyone can be a winner and we'd like to congratulate our Top 3 contestants 1st: Timmy's Glorious Day by Toni 955 2nd: Ravnskoljd by Erasin 3rd: Fornburg by Yes. And: as promised, the "builder" and contest-exclusive "bloody builder" skins are now available in-game! We had a great time playing your maps and we are proud to see the community can come up with such creative and engaging stories and maps! ...and that's it for today! As always, see the full changelog for this version below! And see you at Gamescom - or on our Discord!
Full Changelog
0.16.1 (August 23rd)
New:
- bonus Lord skin "builder"
- new general outfits
- Added 10 loading screenshots
- roads auto-tile to connect to bridges correctly
- Added army morale penalty for losing a unit
- Multiplayer 'Custom Battle' displays map @ army selection
- Show unit bonuses for mercenaries on stats shield
- initial implementation of undo/redo in editor
- confirmation prompt to editor map reset
- Story Tree 'Limit radial menu'' node & updated tutorial
- story tree can now circle some GUI elements
Changes:
- removed sign from buff/debuff tile hint for better readability
- gave clickable tiles the ability to be clicked on while the player is not in the region
- bridge / traps change to yellow when placeable
- removed 'inspire' task from tutorial
- improved battlecam movement:
- Fixed clamping bounds inconsistency to be about 1.5 tiles out from valid slot
- Fixed jumpy zoom in/out in most cases
- Fixed full-zoom-out jitter in some cases / potential soft lock
- improved odd battle cam shift when zooming near borders
- updated some tutorial infos
- tutorial 'rebuild walls' prevents walls on other tiles
- tutorial task now expects exactl 20 sheep, not 20-40
- changed mission story + missions to be hidden during BattleSummary.
- Added battle summary to show multiple armies next to one another instead of on top of one another.
- tutorial prevents mill being built on wrong field
- Added zoom to battle will only include visible armies, so there are no more strange battle zoom ins.
- Added preventing editor hot keys from functioning while typing into input box.
- Fixed soft lock with right click radial battle menu when too close to the edge of the map.
- Changed the German language morale statement with allied armies.
- rearranged the skill tree to better match card strength
- performance optimisation FOW
- Modified helper cards to appear in the tutorial.
- attacking a unit that can't retaliate morale penalty increased to -6
- added delay to attack sounds to better match animation
- AI improvements
- changed battle-cam focuses on right-click target if on camera border
- shrunk tile cache surface (improved RAM usage)
- further minor performance improvements
- merchants now visit all player regions first to ensure a fair start
- bridges can now be placed on swamps
- Draw fishermen on harbour instead of nearby
- performance improvements
- bowmen balanced to now do a bit less damage against armored units and a bit more against peasants
- Modified English heritage bowmen to cost 50% more gold when mustering
- Modified battle summary text to have less words for units lost and killed when there are more than 2 players in the battle.
- improved campaign token text alignment (e.g. numbers on token base)
- building cost increase in a region per building lowered from 20% to 15%
- cheaper and faster secondary castle buildings
- chapel morale boost from 15 to 20
- adjusted region overview tutorial wording
- small tutorial improvements
Fixes:
- fixed bridge/trap hover not properly highlighting
- fixed resource consumption tooltip getting stuck on
- fixed region tile miss-align in editor
- fixed resign button not working correctly sometimes
- fixed horse growth rate bug w/ stables
- fixed morale explanation tutorial render bug
- fixed menu music fading when going to 'options'
- fixed missing player list 'background' for client in custom battle
- fixed broken tile 'grid lines' due to recent tile optimization
- fixed auto-govern merging your armies
- fixed auto-tile w/ connecting edges of bridges
- fixed miss-aligned 'enter code' box
- fixed bug w/ tutorial requiring 5 'random cards' instead of 3
- FixedMigration being inconsistent
- Fixed diplomacy staying visible when in screenshot mode.
- Fixed two crashes heading to multiplayer custom battle related to the helper cards.
- Fixed missing unit switch arrows / possible unit switch freezing
- Fixed clicking graphics > camera pan from toggling the battle speed.
- Fixed loading screen not freeing surface from memory, because it was being destroyed, but not exited, so it would recreate the surface.
- Fixed map_tile surfaces not being freed from memory with exit to title screen.
- Fixed map selection not freeing surface from memory, because play game never released it from memory.
- Fixed worker spine surfaces not being freed, except for fields.
- Fixed small memory leak w/ general avatars & in-battle cards
- Fixed right-click dismissing > 1 card at a time in scenarios
- Fixed campaign setup map surface not being freed when hitting back button.
- Fixed farm peasant surfaces not being freed when returning to the title screen, caused by their outline surfaces not being freed.
- Fixed clickable tile surfaces not being freed. They looked like construction sites.
- Fixed peasant surface mem-leak / slight reduction in peasant RAM usage
- Fixed disband buttons behind units
- Fixed potential freeze in 'mercenary menu' state
- Fixed skill-tree skill seams between background & icon
- Fixed 'region-switch' arrow placement after resolution change
- Fixed addressed some missed tile cache changes / highlight bugs
- fixed having an empty horse field killed all other horses
- fixed auto-tile in editor breaking swamp forest tiles
- fixed extra walls 'appearing' on tiles after wall attack visual bug
- fixed a number of token visibility issues
- fixed placing bridges not auto-tiling existing roads
- fixed tutorial army scrolls overlapping in some languages
- prevent wrong max. knob value in army menu which could cause bigger armies than allowed, and thus negative happiness.
- Fixed german language having ,,, at the end of new entries.
0.15.5 (July 20) New: - Added AWS SSH key for maintence server connection - more logging data for crash reports - 'resign' button to challenge mode (and story tree) - Allow creating armies in end turn phase for the story tree - color-pulse hint w/ tutorial skill-tree - Added press P in the editor to toggle the grid index of numbers - full auto-paging support for mission story Fixes: - Fixed skill_tree card scaling / right-click - Fixed the maximum capacity of 9999999999 error. - Fixed chapel + bathhouse morale issue - Fixed garrison troop morale to assign morale to each unit rather than each army - Fixed not going to battle, when mouse was not hovering over the window. Now the game has to have focus. If it doesn't, it causes other issues. - Fixed tutorial general peeking over skill page - Fixed tutorial battle 'retry' crash - Fixed story tree custom buttons only adding first button - Fixed ultra-wide soft-lock going to battle - Fixed weird glowing tiles when placing for battle. - Fixed obj_mission_story 'option' alignment / minor mouse detection bug Changes: - maps support dictionary look-ups for their names - obj_mission_story dynamicall scales text / smaller text - Adjusted human taking over AI role in story tree. - Added back morale change at the start of each battle. - Added battle map editor to require town halls on regions that players own. - scaled down Japanese font in many areas to better match other fonts
New: region overview tutorial cards Fixes: - prevent hard freeze on "sending emissary" - fixed chinese victory condition scaling - fixed] chinese event card alignment w/ some cards - obj_field wasteland token blend difference - fixed Strategic Area battle map crash. Changes: - performance optimizations - challenge mode: notifications when army is too small - 'unlock cards' order in tutorial map
New: - story tree editor: Validate player start region in server mod node - story tree editor: Autocheck for AI if human player dont exist Fixes: - Fixed loading and saving not working properly for some language settings - Fixed broken load/save page navigation - Fixed general switching / skill card reset bug - Fixed the AI usage of bridges - Fixed pasting large amounts of text into input box freezing the game - Fixed wall costs being different from what is deducted - Fixed skill tree card hover inconsistent audio - Fixed fixed tile seams due to sprite changes - Fixed AI rapid cycling card bug - Fixed stretched application surface w/ some resolutions - Fixed bottom GUI text misalignment. - Fixed obj_army crash mid-game - Fixed Inn only allowing 2 peasants - Fixed broken easy quick battle deck stacking - Fixed general icon pulling incorrect team color - Fixed a number of small button / menu graphical bugs - Fixed a few rare crashes Changes: - Changed improved colored battle scroll text readability - Modified debug card number for enemy cards so they have less of a chance to run together - Changed spectate button text and position - Modified defaultRegion of editor from 52 to 0 - Modified 110 region maximum in the editor to 100 to prevent future issues
Lords and Ladies!
It is time for another major update for Rising Lords: the Scenario Editor Update! The new and improved Scenario Editor gives you all the tools you need to not only create new multiplayer maps like before, but finally also to create your own storylines, with their own custom balancing, goals and much, much more! The new editor actually gives you most of the same tools and options we're using for crafting Rising Lords' story campaign! This will also mark a small change we will be doing in some of the game's naming conventions in a future patch: every map that has a story connected to it will be playable in Scenario Mode, while basic free-for-all maps will fall under the new Skirmish Mode umbrella! This is a very community-focused update and a love letter to the amazing community who helped (and are still continuing to help) shaping Rising Lords to what it has become so far. Thank you all so very much! As such, we will have a special contest starting *right now* on our Community Discord server, where interested map creators can not only win cash prizes and Steam keys, but also the paid opportunity to help shape the actual story campaign of Rising Lords! More infos down below! And in addition to that: Rising Lords is also part of the Steam Summer Sale, so if you haven't grabbed the game yet, you can do so right now at a 20% discount!
Rising Lords: Scenario Editor Update
Unleash your creativity and tell your own story in the new Scenario Editor! With this new tool you can finally add custom storylines, balancing, goals and much, much more to your maps and share them with everyone via the Steam Workshop! To help you get started with all the new tools, we prepared a short overview video for you, giving you the basics of handling the editor. You can watch it right here! [previewyoutube=ITvmnACrMnQ;full][/previewyoutube] And if you'd like a deeper dive into the editor, you can find the full documentation right here: SCENARIO EDITOR DOCUMENTATION
BUILDER CONTEST
To celebrate the launch of this new update and our amazing community, we are also starting a special contest *right now* until July 15th, 2022 on our Community Discord! The goal is... to create a new scenario using the new Scenario Editor! From all submissions, three winners will be chosen who will be eligible for the following prizes:
- 1st place: 100$ cash prize + a selection of Deck13 Steam Keys
- 2nd place: 50$ cash prize + a selection of Deck13 Steam Keys
- 3rd place: 25$ cash prize + a selection of Deck13 Steam Keys
- Create your very own scenario using the Scenario Editor
- Upload the map to the Steam Workshop and put "Builder Contest" either in the title or description
- Join our Discord and post your creation to the #modding-and-maps channel
Full Changelog
0.15.2 (June 24th) - RISING LORDS: SCENARIO EDITOR UPDATE
New:
- Added scenario editor for the public that allows creating complete custom maps with story, adjusted values, goals etc
- Added language updates for Chinese, Japanese, and Korean (WIP)
- Show the X when holding peasants in another region if there is no arrow to drop peasants at a nearby workplace in that peasant's region.
- Added tutorial 'rebuild dwelling' circle hint
- Clients can see and adjust custom starting positions
- Added a castle building mode showing castle icons on tiles that can have castles on them
- Added siege camps when an attacking army has come into a region, but not taken its castle.
- Added revolt modifiers to region unhappines graphics to show a more accurate revolt icon.
- Added terrain bonuses w/ mouse hover as requested by the community
- Added a tool tip to explain why the player can't drop a peasant into a region they do not belong.
- Added swamp forest tiles (currently working as normal swamps)
- Added more language support to some places that didn't have it.
- Added tutorial task explaining tutorial usage
- Tutorial explains missing units on muster
- Added a warning to prevent imported maps crashing the test map system in the editor.
- Show up arrow when lifting peasants
- Added new region overview GUI icons to replace the old versions.
- Added dynamic font sizing for notification scrolls
- Added language updates for jp, ko, ch, and zh
Fixes:
- Fixed Steam features not working (workshop + challenge mode highscore upload)
- Fixed castles not giving extra general
- Fixed missing 'upgrade' option after watch-towers built
- Fixed battle cam state freeze leading to softlocks in rare cases
- Fixed army menu crash when changing unit types in some cases
- Fixed no 'victory' screens w/ 1-player game
- Fixed slow tile loading w/ huge resolutions
- Fixed several crashes and bugs with the select starting region.
- Fixed a lategame crash caused by not enough free generals
- Fixed bright-red color w/ white text / brightness formula
- Prevent sometimes picking up extra peasants, and always pick up when hovering right over peasant
- Fixed unresponsive skill unlock
- Fixed low-morale turn interruption bug
- Fixed avatar portraits always facign the same way
- Fixed enemy battle meter anchoring to wrong edge
- Fixed smithy not rendering fire fighters
- Fixed army-hover font for ants
- Fixed boat flicker bug on AI move
- Fixed dragging peasant rendering incorrectly
- Fixed static mercenary crash when loading a challange map in battle
- Fixed army unit selection left-arrow broken
- Fixed lord menu not displaying custom generals
- Fixed editor screenshot zoom incorrect
- Fixed avatar portrait crash
- Fixed potential crash w/ window min / tab-out
- Prevent mounted unit going through swamp when it can go around
- Fixed editor screenshot outline bug
- Fixed tutorial 'back' missaligned selected option
- Fixed a rare bug showing no tiles
- Fixed wooden castle walls in the middle of no where on Meath map.
- Fixed tutorial circle tip bug w/ merchant menu
- Fixed both Chinese languages missing data despite having the key.
- Fixed game sometimes crashing when starting Chinese due to missing region_translations.
- Fixed [chinese] text-wrap in tutorial book
- Fixed [chinese] tool-tip vertical align / hight align issues
- Fixed language support for skill card notifications having their name rather than translated name.
- Fixed other language support issues.
- Fixed other rare campaign, load game and multiplayer crashes
- Fixed custom battle fog / map tile bug
- Fixed text for ants on battle card presentation
- Prevent army tooltip stretching out so much when using Bree font
- Fixed missing village tiles
- Fixed battle timeline cut in half sometimes
- Fixed inconsistent battle card scale flicker
- Fixed 'hunt successful' incorrect graphic
- Fixed tutorial could bypass skill selection
- Fixed missing region names in editor
- Fixed "army already in conflict" bug
- Adjusted some graphics settings to properly trigger tile updates
- Fixed sword icon not displaying when attacking an obstacle
- Fixed region name being at the top of the screen.
- Fixed event cards not expanding correctly
- Fixed 'fake orders' tile highlight flicker
- Fixed inverted loading screen in some situations
- Remove garrison if story tree editor is set to take over a region in first turn.
- Fixed overview-switch peasants not rendering until zoom
- Fixed 'export game' not remove fullscreen properly
- Fixed tokenized elements behind region color
- Fixed unusual resolutions bottom-gap bug
- Fixed miss-aligned units on tablet w/ some resolutions
- Fixed '#' not being converted to "next line" in story book
- Fixed tutorial requiring exactly 0 of some units
- Fixed more battle-tile flicker / highlight not resetting bugs
- Fixed tool tip for radial menu not changing when hovering over something new.
- Fixed alt-tab not refreshing tiles
- Fixed card text overlapping in some situations
Changes:
- Allow dropping peasants again with right mouse button
- Battle camera improvements
- Further end-turn stutter reduction
- Building walls disabled in challenge mode
- Modified mouse pan border from 1 pixel to 3, because south border wasn't panning.
- Army morales from previous victories do not show as + or - at the start of new battles.
- Cannot place units in water unless sea attack
- Armies placement during sieges
- Allow rapid-click inc/dec army unit count
- Added revolt_minimum = 5 to be revolts still happen if under the minimum no matter what the player characteristics.
- Strong AI now sends out early land grab armies
- QOL tutorial changes
- Brought rendering up to speed for <16/9 ratios
- Tutorial prevents invalid army creation
- Added ability to click end turn while in "scroll and zoom" state.
New: - castles and walls now add +1 range bonus again - Added red X to appear next to peasant when being carried into a region he didn't come from - Added 3 fonts to cycle through in graphic options menu (Argonwood, Bree, Simplified) Fixes: - fixed fog-lift not re-rendering map tiles - fixed fog covering edge waypoints - Fixed merge of huge armies getting stuck in a loop - Fixed hovering over mercenary would highlight all mercenaries - Fixed players being able to right mouse click drop their peasants into other regions they own - fixed army name bug again :D - fixed 1-frame zoom-glitch on menus for sub 1080p fullscreen Changes: - Most buttons should 'highlight' when hovered - Most buttons should scale text the same when hovered - MP Battle setup element alignments / text scaling - Removed "chat" hint button since chat is disabled - MP Campaign password & other button scales / positions - improved AI and Empire focus priorities - reduced unnecessary 'pop-in' w/ armies
Update 0.14.9 (May 9) New: - Add a choose position option to the menu - Show possible starting positions on scenario menu - Added shift + ctrl to army + / - to increase or decrease by 100 / 10 - arrows pointing to slots during battle placement - send food displays avatar - initial widescreen camera support in editor - allied region stats are visible - Added more 18 more tips while loading - Added more tips to the game based on a Steam user's questions. Fixes: - fix to menu scale in sub 1080p fullscreen res - fixed incorrect input box highlight detection - fixed unable to change generals - fixed escape radial crash - Fixed victory card simple english font being out of bounds. - Fixed scenario setup hovering over one word would trigger all other words to enlarge on 2 player maps - fixed a multiplayer battle crash - Fixed messed up battle outcome screen not having correct Y, or correct units, or correct directions. - fixed blank army after opening the skill tree - fixed skill tree re-load card spawn position - addressed several 'stutter' situations - enabled highscore system for challenge island - Fixed dynamic tokens from getting dropped on border regions and map tiles without regions - Fixed troubadour crash from unfinished description over army. - Fixed crash from dropping peasant on dynamic token. - Fixed Mercia + Wessex map having a walled tree farm. - Fixed tutorial battlespeed reset - Fixed several battle setup text issues - Fixed draw bug when hover mercenary in illegal campaign state. - Fixed knight being able to move through swamp when passing allied unit afterward - Fixed demolish option available for harbor - Fixed demolish stable not updating tile - Fixed mercenary size / color issue w/ hover @ campaign - Fixed 'retreat' radial appearing when it shouldn't - Fixed 'tile demolish' update render issue - Fixed 'camp' inside castle w/ quick-battle - Fixed fires in battle sometimes not saving/loading - Fixed odd camera clamps w/ widescreen - Fixed 'To Battle!' incorrect pan in tutorial - Fixed tile overlap update w/ construction / demolish - Fixed laggy army menu sliders - Fixed max zoom-out bounds to be dynamic - Fixed large map stuttering - Fixed 'claim region' button out of place - Fixed victory card text scale - Fixed stuck in 'Over HUD' state in campaign (soft lock/freeze) - Fixed end-game banner sizes broken - Fixed ally region reveal tiles not updating correctly sometimes - Fixed editor map-shrink tiles not updating correctly sometimes - Fixed chapel/courtyard/stable incorrect battle label - Fixed AI getting stuck in a loop trying to merge large armies - Fixed server menu not having a title. - Fixed other rare crashes Changes: - castles provide an extra general again - major fps improments through optimising migration visuals, tiles, GUI elements, camera - dissallow 2x walls on same border - Modified 4 tutorial text lines for accuracy and clarity - AI improvements (best regions for army creation, best target regions) - Modified vertical + horizontal edge of screen panning to be 1px and 5px - improved save data validation - raider camp visual - disabled 'sell' option in tutorial - Allow opening rename region dialog - flag in battle renders behind wall - upgrade tiles re-render after season change & fade in - unit count colors adjust for player color - numerous 'skill tree' dialogs from black - editor min size down to 6 from 15 - slight rewording for tutorial / beer task - each 'tip box' dynamically scales to fit - tithe/food label scales to fit - story editor improvements, can now transfer data between levels - addressed several 'stutter' situations - AI card, siege and target selection improvements
0.14.8 (April 8) Fixes: - fixed cursor hiding army unit while adjusting army menu - fixed bottom right icon tooltips not having data and otherwise being mangled. - fixed a rare tutorial winner crash - fixed victory condition cards not showing correct sprites Changes: - removed option button drop-down tip - improved AI logic concering the player's camp - solved another issue with demolishing buildings+missing language file causing a crash - improved AI logic for target regions - Modified snow particles to be half as many. - Fixed crash from AI trying to put walls on regions that no one owns.
0.14.7 (April 4) HOTFIX New: - tokenization of remaining workplaces when zoomed out - Added AI ability to build walls according to their personality, will be further improved Fixes: - fixed a problem with challenge mode (trials) not showing or uploading the highscore - Fixed dictionary crash caused by demolishing not existing, but looking as if it was under construction. - fixed invisible bear in rare cases
0.14.6 (April 1) HOTFIX New: - basic auto page-splitting for challenge / tutorial book Fixes: - fixed a crash after battles in loaded games - fixed a 'custom_battle' crash - Fixed infinite upgrades for town hall - stop screen jumping about when holding right mouse on minimap - fixed no drop-down build w/ low resources - fixed ration text not changing with open info cards - fixed drop-down tool-tip behind menus - fixed glitchy stone wall placement in editor - fixed provisions button enabled in 1P challenge - fixed widescreen zoom-out adjustment inverted - Stop AI sometimes attacking someone it has a peace treaty with changes: - Modified top GUI to no longer have dividers between buttons. - Modified the vertical screen pan size to be /3 its original size. - Modified drop notifications to show more of the scroll (turned out to be spd changes where it ends up) - Modified army menu to use new GUI icons. - changed tip page lines distancing
Lords and Ladies!
After a detailed testing and balancing phase, we're stoked to finally present Rising Lords: Trials of Camelot! Experience the all-new Challenge Mode in which you're tasked with defending your single province from increasingly harder foes every round! But if you're persistent - and a little bit lucky - familiar faces from the Knights of the Round Table might aid you in your struggle! Not only that: we made lots of improvements to the UI and our localizations as well! This update is a big one! Additionally from now until April 7th you can grab Rising Lords for 20% off to mark the occasion! Get it now, give the new game mode a spin and let us now what you think on our Discord!
Rising Lords: Trials of Camelot
Challenge your skills, optimize your army and try to survive in our new Challenge Mode! You rule over a single province with very limited resources while you're forced to battle increasingly difficult foes every round! Successful battles award you with all kinds of rewards, from gold to resources to weaponry! In addition to that, you will get optional quests which give you even more of an edge against your enemy. Protect your troops, go down a curious rabbit hole... or fight side by side with the Knights of the Round Table!
UI Upgrades and Improvements
As we're still very much focused on improving the Quality-of-Life aspects of Rising Lords (and improve Gamepad functionality along the way), we started rolling out the first upgrades for our in-game UI! This is just the first step in making the game not only more accessible to new players, but also more concise for our veteran players. We hope you like what we've got so far and we can't wait to show you more improvements over the next few updates!
New Localizations
During the process of improving and adding to the game over the last few months, we've also decided to streamline, re-edit and update most our previous localizations! This includes the current Prologue storyline and all previous gameplay content. And as a nice bonus: for languages that we aren't focussing on ourselves at the moment, we will provide a more streamlined way to handle fan translations (hopefully) soon! Note: as of now, Challenge Island is only available in English and German, a full localization update will follow via a hotfix! And as always: see the full changelog below for all the additions, fixes and improvements for this update! Don't forget: if you'd like to join the community and hang out with us, make sure to check out our Discord. Thank you!
Full Changelog
0.14.5f (March 28th) - RISING LORDS: TRIALS OF CAMELOT
New:
- Challenge your skills in the new Challenge Mode! Survive battles every round, improve your army and help out the Knights of the Round Table!
- Main UI upgrades and improvements!
- Huge localization update!
- Add general images for stories
- Escaping via white flag in battles is now possible in one turn via radial menu (move/flee)
- Ultra-widescreen support
- Player diplomacy added to story editor
Fixes:
- fixed NaN army value
- prevent autoresolving battle in challenge mode
- fixed rare crash with flooded fields
- fixed offset text on tankred
- fixed editor waypoint / rename click overlap
- fixed inputbox behind render token layer
- fixed render buffers 'jumping'
- fixed garrison staying too long / unclickable army bug
- fixed a rare crash with armies when going back to the main menu
- fixed smith forging from appearing over top of event cards and menus
- fixed fires not being wiped out when exiting game and starting challenge mode.
- fixed information scroll depth w/ army menu
- fixed disband button positions w/ army menu open
- fixed army names being cut off
- removed SP 'start battle' AI flicker
- rare load-game bridge crash
- fixed event card 1-frame pop-in flicker
- fixed event card 'focus' not moving camera
- fixed a muster army button issue in tutorial
- fixed burning tile on challenge island
- fixed broken beggar start pos on first turn
- fixed garrison army not disappearing
- fixed event cards shifting up after battle
- fixed rare cases of unwanted fires
- slight tile depth bug fixes
- fixed event card 1-frame pop-in / season text size
- righ click dismisses event cards again
- fixed obj_slot highlight offset when hovering with active unit
- fixed 'broken arrow icon' and damage prediction not accounting for english heritage/longbow archers
- fixed general of 'dead unit' jumpy positioning / fade on death
- fixed numerous GUI problems
- fixed MP 'end turn' zoom bug
- fixed stable correctly states provided 'cavalry'
- fixed minimap 1-frame 'flicker' update
- fixed winter tiles after fog lifting
- fixed broken 'quick battle' buttons
- fixed the region cycle arrows being in the center.
- added language to Polith description +1 trap
- fixed region arrows not working
- fixed traveler crash going to battle in challenge mode.
- modified GUI text size from 0.75 to 0.65
- fixed edit army save crash due to radial buttons not having text.
- added 2x distance to clicking the tax + ration + region arrows since the arrows have reduced in size.
- fixed armies sliding to overlap on dynamic tokens.
- fixed AI constructing villages, was caused by upgrade + building something new on the same turn.
- fixed AI (specifically prosperity) upgrading dwellingquarters, because they cannot be upgraded.
- fixed card font scaling off w/ long text
- fixed 'No don't disband' behind 'add unit' button
- fixed castle's not highlighted w/ peasants & upgrade
- fixed wood -> stone upgrade upgrading keep
- fixed tut 'never show' / options menu depth issue
- fixed smith missing red outline when idle
- fixed tutorial general offset in army menu
- fixed army name being cleared
- fixed challange not being challenge
- fixed getting stuck in "over HUD" due to a glitch where event cards would stay in hovered state.
- fixed flooding / crop-replant bug (fields not working after flood)
- removed 'demolish' from inappropriate tiles
- removed flood fighter's green outline
- rare tile render update failure
- fixed 'fake orders' not focusing on attacker
- fixed text scale for 'warning' cards
- fixed campaign HUD flicker w/ merchant purchase
- fixed argonwood font tutorial tips missaligned
- fixed miss-aligned bottom resources
- fixed food buttons not being enabled or disabled when save files are loaded.
- fixed double-negative sign in top resources
- fixed simple-font turn-state miss-alignment
- fixed top GUI, bottom GUI, and region name not using simple font when chosen in the settings.
- added setting language to update fonts in top GUI, bottom GUI, and region name.
- fixed event card extra text size
- fixed jittery drag-cam in battle
- fixed merchant menu click-overlap bug
- fixed name input box missaligned
- fixed army amount text scaling
- fixed battle speed temporarily resetting after battle
- fixed widescreen bottom-GUI issues / GUI & token depth issues
- modified bottom_gui_hover to be more precise.
- fixed custom battles having loot.
- fixed tutorial skill tree tool tip appearing over tutorial to do list
- fixed loot text being over other battle text.
- fixed rare crash on tutorial end
- fixed 'to battle' / smithy depth bug
Changes:
- several render optimizations
- challenge mode security measures for highscore
- dignity protocol for AI (leave camp and attack when last stack)
- AI wall attack improvements
- AI skips placement in camp if only 2 units
- AI attacks instead of protecting the camp if less than 3 units
- challenge island balancing and text changes
- challenge island battles now have a round limit of 15 (was 10)
- custom generals ignore color shader
- army hunger now calculated after movement
- AI improvements for wall attacks and sieges
- improvements and additions to the story editor
- WIP new GUI and controller
- WIP widescreen support
- WIP fixing general colors in challenge map
- adjust tutorial so Edmonds units is immune to low morale penalty
- dynamic tokens radius check against armies (avoiding overlap)
- 'season effects' now render above cards
- tutorial book depth in battle
- no decimals in highscore
- slight difficulty increase to challenge island
- new army starving card / text
- swapped images in challange mode
- added Troubadour to require at least one battle to have happened before the troubadour can happen.
- modified arrow hit screen shake to be when the arrow hits rather than when the arrow is shot.
- changed top-bar higlight alignments
- minimum 3 units in random armies for challenge island
- changed obj_unit text (in battle) auto-scaling
0.14.1 (December 28) New: region overview includes auto-govern addition up/down adjust resources when hovered added structure upgraded image and title to event card Fixes: fixed dynamic objects issue where the objects were in wrong locations sometimes fixed invasion warning positioning fixed mini map crash from not having a region's food_dh loaded modified fire sound emitter during battle to be far less powerful fixed multiple spawned fire sound emitters at the same place, while allowing multiple fires fixed hunters counting as drinkers fixed game menu behind campaign HUD fixed a card display crash fixed a mercenary crash fixed 'smeared' tiles showing duplicate fields/workplaces fixed disband army inconsistent fixed incorrect animal growth tooltip fixed town halls not showing their cosntruction state when upgrading fixed bear card w/o targets on custom maps Changes: slight performance improvements removed deleting a hunter
0.13.9 (December 20) New: Adjusted tutorial to include auto govern task. Game now saves mid game data in singleplayer when the player goes to the menu. Added warning when clicking merchant or mercenary outside your regions. changes to the beer mechanic. should be easier to use now. Added carry token and drop it on the mini map. Added carry token to light up the mini map region it is hovering over. By hovering over armies it will now move any hidden tokens beneath Added some new battle sounds. Fixes: Fixed bathhouse upgrade system being problematic and not allowing peasants to be dropped on some of the time. fixed army upgrade cost bug fixed no tile outlines in battle fixed manor upgrade missing wall bug Prevent map zooming with tutorial bear card showing merchants & mercenaries to no longer have a hover glow when outside your region. Prevent story book icon disappearing while options menu is open fixed vsync/interp settings not saving fixed slow battle cam scroll Fix battles autoresolving when the peasants are revolting fixed fakeorders battle freeze fixed battle cards not following camera fixed battle unit missing hover tooltip fixed tile placement particle render issues fixed skill tree crash due to missing card instance Fixed glitch that allowed a player placing a single peasant to place more if holding the button and getting stuck in the wrong state. Fixed tithe GUI text crash Fixed AI from trying to upgrade a cathedral. Fixed armies 50% of time being able to cross enemy region if at border of friendly region fixed a problem with farmer animations Prevent newly loaded game hiding some regions in FOW that should be visible to armies fixed loading screen behind campaign GUI banner rare crash fixes from crash reports removed houses on battle camps sometimes appearing Fixed snow ruins in the editor that should be non snow ruins fixed disband army menu missalignment fixed potential half-house on mountain Changes: Autoresolve battle when a player got less than 7 tiles to play on. Tutorial text adjustments pressing escape to back out of wall mode will no longer open the pause menu. Modified the pumpkin helmet to only be a Halloween item. Added Cathedral so there is a ruins form and a constructed form. Added Cathedral and Cathedral Ruins to the editor. Modified Cathedral tiles to have ruins. Disable equipment loss on disbanding armies in tutorial. Allow ships at sea to see into neighbouring regions adjusting texture pages for better memory management
0.13.6 (December 6) New: - Added avatar outline(mouseover) in army menu - Modified the new peasant pick / drop system to be actually available to the public Fixes: - Fixed tutorial not allowing skill tree edit for some players Changes: - Show Autumn at the beginning of the tutorial - Modified small bits of text for the tutorial
Lords and Ladies!
The time has come for another major update! We present Rising Lords: Prologue! Experience the beginning of the Story Campaign complete with a new and improved tutorial to teach you the ropes. Not only this, but you can grab Rising Lords from now until December 10th for a special 20% discount! Additionally, the Knights & Vikings Bundle is now available! With this special deal you can grab both Rising Lords and Wartile at a special discounted rate! Feels like christmas already Check it out right here: https://store.steampowered.com/bundle/23928/ In any case - here's the update and changelog with all the new and exciting additions, changes and fixes!
Rising Lords: Prologue
You can finally experience the beginning of our Story Campaign! Take the role of the young Tankred of Tannheim and take your first steps in the world of Aubelin. This was a big step towards the fully-featured campaign which will continue to be updated during the Early Access phase! The new campaign also comes with a completely new and improved tutorial that should help especially new players to learn the ins and outs of Rising Lords' systems. Please let us know what you think!
More Quality-of-Life improvements
Thanks to your amazing feedback, we were able to improve the general Quality-of-Life for Rising Lords even further! For example, you can now distribute and manage your peasants with a single mouse button, though for existing players we left the option to use the old left/right mouse button controls. Additionally it should now be much easier to notice when workplaces are occupied and you can finally demolish buildings! Oh! And your town center might look a bit more christmas-y than before - it's that time of the year after all And that's not all! See the full changelog below for everything we added, fixed and improved for this update! Don't forget: if you'd like to join the community and hang out with us, make sure to check out our Discord. Thank you!
Full Changelog
0.13.5 (December 3rd) - RISING LORDS: PROLOGUE
New:
- Experience the beginning of our Story Campaign! The tutorial and first chapter of Rising Lords are now available! Assume the role of young Tankred of Tannheim, learn the basics of Rising Lords and play through the beginning of the story!
- peasant distribution with the left mouse button along with some graphics and infos to support accessibility (community request)
- added icon to show when a workplace is full.
- added yellow outline around peasants when player can pick up a peasant
- demolish buildings (community request)
- new switch card graphic
- allow mouse scrolling while over minimap and use left mouse to navigate/drag
- christmas themed town center
- new take aim card graphic
- walls now visually change when targeted or damaged
- added outlines to merchants + mercenaries when hovered to indicate possible interaction
Fixes:
- fixed crop tooltip invalid seed projection
- stables and shed fixes
- fixed random wall in Colossal Coves map
- fixed future cow/sheep not subtracting w/ sheds
- fixed invalid battle unit colors upon load
- Fixed a crash when unnecessarily checking for hunters.
- fixed a bug where mercenaries counted as population and caused problems in max armies.
- fixed a problem with recurring "neverending winter" event causing every winter to last 2 turns.
- fixed missing beggars after battle
- fixed GUI descriptions that needed a space
- fixed a bug where archers where unable to attack units behind walls
- Fixed rogue ending up stuck behind an army when dropping on army to infiltrate and it fails.
- modified rogue failure to infiltrate to only show one death notification.
- fixed crash upon MP victory
- a few other rare crash fixes
- fixed more dynamic token outlines.
Changes:
- changed background clear to match seasons
- efficiency improvements for end of turn
- image editor improvements
- removed livestock warning if shed is protecting all livestock
Good day Lords and Ladies!
We're really happy to let you know that as part of this years' Steam Autumn Sale, you can get Rising Lords for 20% off from now until December 1st! This is a great opportunity to check out the game and the recent updates we introduced during last months' Halloween Update! Check it out, hop into some multiplayer matches and let us know your thoughts and opinions! Meanwhile, we're still very hard at work on our next big update, which should be ready for you very soon! Thank you so much for your ongoing support and to the new players coming in: a hearty welcome to you!
0.13 (November 11) New: - Added region name where you took peasants from for the warning when you try to place peasants in a different region. - Show notice when player eliminated from game - page up + page down cycle through owned regions - Added notification when trying to place too many peasants. Fixes: - Fixed mustering an army would remove all horses - Fixed units attacking walls and using ladders - fixed half-house issue near single-tile water - fixed 'stakes' being displayed when decoy is hit - Fixed inconsistent issue where auto-govern not having peasants on sheep. - Fixed rare immigration crash from immigration not being setup - Prevent wrong map colours and missing tiles when initially loading a game - fixed zoom out-of-bounds bug - Prevent city battles autoresolving - fixed victory condition banner placement - fixed tutorial card text drift w/ zoom in battle - fixed an infinite battle loop - fixed a battle load crash Changes: - Modified wanderers to have half their click radius to prevent accidental clickings. - Aggressive AI less likely to offer treaties - Harvest etc. aren't lost after defeating beasts - victory card text adjustments - campaign setup text adjustments - adjust some HUD element render order - Adjust general xp gain when idle to be related to army size (max at 500+ soldiers) - Improve level loading time - adjusted card size calculations / renders
0.12.7 (November 4) HOTFIX Fixes: fixed battle crash on retaliation due to recent changes fixed battle camera mp desync fixed another 'unit_on_the_move' crash fixed frozen input bug
0.12.6 (November 3) Fixes: added a crash for a reported stuck at battle initiation problem to get data fixed castles can build on bridges fixed invalid crop bonus w/ capetian + mill Prevent a rare crash with skill symbols that happened afer the last patch Prevent wrong build menu sometimes opening fixed missing arrows in battle fixed victory condition card font too small fixed trap triggering bug Changes: Keep attackers camp further away from front of battle
Dear Lords and Ladies, We told you, you won't have to wait for very long! It's finally time for a new major update! We'd like to present you: The Halloween Update (oooOOOOooooOOooOO) This brings Rising Lords to a new major version and comes with a huge number of additions, fixes and changes for you to check out right now! A huge thanks goes out to our community beta players that helped us a ton with ironing out issues thanks to their amazing feedback. Thank you so much! Don't forget: if you'd like to join the community and hang out with us, make sure to check out our Discord. Thank you! Anyway! Time to show you some highlights of the Halloween Update! Followed by the full, detailed changelog for this new major version.
The spooky time of the year
Did you know that the history of Halloween goes all the way back to (at least) 2000 years ago to the Celtic festival of Samhain and became later known as All Hallows' Eve? As such, the citizens of your realm are celebrating this festival of the dead in style! Outfit your character with a pumpkin head and herd your skeleton cows and nightmares well. Wouldn't want those to roam free and spook your people, right?
Auto-Governing your regions
Playing on one of the bigger maps? Tired of micro-managing every little thing about the regions you conquered? Well, have we got a solution for you! Introducing the new "auto-govern" button, which will now allow you a completely hands-free approach for your freshly "acquired" lands. Auto-goverened regions will operate on the "passive AI" setting, meaning that while they won't expand by themselves (can't leave everything up to the AI after all) they will keep your people fed, happy and alive!
Quality-of-Life improvements + WIP Controller support
In an on-going effort to improve usability and Quality-of-Life when playing Rising Lords, we made a number of additions and improvements on how the game is played. First of all: we implemented basic controller support! While this one is still very much a work in progress, it's a first step towards additional QoL and accessibility! We'd love to hear your thoughts and feedback on playing the game with a controller! In addition to that, we're slowly working on a way to make the mouse controls more streamlined as well. As such you can now pick up and place peasants using just a single mouse button. To drop peasants on an already occupied tile, try to click outside the occupying worker sprite! We will be improving and expanding this new control scheme with upcoming updates, so keep an eye out for that. And finally we have some neat new animations for when the seasons change. This should give not only an additional indicator for season changes (especially for the less noticeable like Spring -> Summer, Summer -> Fall), but also is just a really neat visual addition, we think! :) And that's not all! See the full changelog below for everything we added, fixed and improved for this update! That's it from us for now! Please let us know what you think of this update Thank you very much!
Full Changelog
0.12.5 (October 31st) - HALLOWEEN UPDATE
New:
- added Halloween helmet and halloween themed scenario graphics
- added working auto govern button that uses passive AI
- added new left mouse system for peasant distribution
- controller Support (WIP)
- added season transition graphics
- you can now demolish buildings
- tile types are displayed when hovered during deployment
- added tile highlight glow for town hall when picking up rogue
- added rogue to steal from current region if task cannot be afforded
- display limited player maps but gray out extra players
- added AI ability to build stable if it has more than 100 horses, rather than requiring it to want knights + cavalry
- added AI ability to construct more castle courtyards and construct them at higher priorities based on AI personalities
- added more AI logic to determine when it should upgrade
- added AI ability when the personality says not to build more structures it will upgrade
- added missing German text for the feedback form
- added new Baltic map graphic
- modified army description to include player name
- added 4 new sounds for farms + construction + upgrades
- implemented paged editor hints / changed tip importing system for it
- damaged wall support in editor
- ladders display valid unit icons on card
- added numpad support to have the same functionality a d-pad for the keyboard
- added event card support in scenario.
- army scrolls show owner for enemies, prevent text overlapping
- close button to editor help page
- merc tooltip displays cost / upkeep
- added new village sprites.
- added arrow key support for card presentation in battle.
- added sound feedback to options menu + title screen menu.
- added grid percentage to graphics menu
- fade / scroll effect to tutorial tasks
- show defeated message when ai or human is defeated
- re-added +/- on units in the army menu
- added 2 helper tutorial cards about how to move the camera
- added dynamic troop amounts to new structure descriptions like town guard, castles, stables, and court yards.
- added more tips to the loading screen.
- added back Neverending winter events 80% 2 winters, 20% 3 winters.
- added provisions to allow LMB clicking the icon to increase and RMB clicking to decrease.
- added click (left or right) GUI to trigger tool tip for those who don't want to wait.
- added knights icon to skill card usage
- added English heritage sheep trait to show on field tool tip.
- visual indication where offscreen waypoints are
Fixes:
- added beggars to not occupy the same space as rogues.
- fixed drinking peasants not showing correct gold bonus in the tool tip
- fixed rogues from double billing and other inaccuracies
- fixed 'ram' card not detecting nearby stone wall in some case
- fixed unable to ram inner stone wall if tile entered via ladder
- fixed half-towers in some battle destruction cases
- fixed some non-castle walls not turning gray when damaged in battle
- fixed stone castles in editor auto place stone walls instead of wood / stone to wood attachment issues in editor
- fixed two crashes when placing rogues after the player has been eliminated.
- fix for skill menu not displaying greyed out icons
- fixed extra button in editor drop-down menu / missing steam save button
- travelers to move away from constructing buildings beneath them
- fixed merchants + mercenaries from going to their next destination when they are told to leave a newly formed construction site
- loading map allows Steam upload w/o resave
- fixed AI having too many on cows and not enough on sheep
- fixed beggars remaining on town halls
- fixed players from being able to construct things where they're not supposed to (like mountains)
- fixed beggars from appearing when there's enough housing
- fixed some steam upload issues with maps
- fixed editor crash when a saving map was shifted so far that waypoints were out of bounds.
- fixed sounds happening during next turn.
- fixed the player paying for all AI upgrades.
- fixed season transition leaves not filling the screen when zoomed out.
- fixed army menu not resetting unit max correctly
- fixed custom campaign not syncing player limits on multiplayer
- fixed army menu sliders not adjusting neighbors
- fixed some damaged walls not turning dark in battle
- fixed walls resetting after battle
- fixed editor outlines odd sizing / missing corner triangles
- fixed glitchy region rendering in campaign
- added battle lost to the people card rather than the people liberated the people.
- fixed campaign setup avatars.
- fixed incorrect general avatar parts in skill trees.
- added new setting to avatar parts that won't automatically dress an avatar in random attire.
- fixed popup message in battle when pressing space
- fixed another player's bailiff being spawned in the wrong region.
- fixed crash from castle setting up walls on tiles that weren't set.
- fixed figures moving between regions when right clicking things.
- fixed army spawning on top of figures will push the figures away from the army.
- fixed AI upgrading stables + courtyards, which cannot be upgraded.
- a bunch of linux version fixes
- added more free generals to avoid a shortage in late game on huge maps
- fixed crash related to AI upgrading its town hall by removing its ability to upgrade the town hall.
- another attempt to fix snowy fields in wrong seasons
- fixed scaling on army desertion warning card
- fixed inability of opening Steam files, causing a crash.
- fixed seams w/ editor borders
- churches not showing up correctly in battle
- walls not shifting in editor / wall crash
- a battle camera jump
- fixed mini map crash in beta
- small memory leak w/ battle effect icons
- several animation timing glitches / bugs
- animation frames 'freezing/stuttering' on some attacks / retaliations
- victory card text overflow
- first attack defender occasionally skipping frames
- fix beta branch crash when general is placed in campaign battle
- castle walls not rendering off-castle tiles placed through editor
- double general avatar render in skill-tree
- added debugging error for build time of 0 bug
- fixed burning camps missing fire
- fixed editor map size limit to prevent memory crash
- fixed a bug with incorrect tiles
- fixed editor regions rendering incorrectly
- adjusted destroyed wall positioning
- fixed skill-tree card selection bug
- fixed editor saving wall data on mountains
- fixed a few linux fixes
- fixed skill tree deck placement /w widescreen
- fixed numerous camera issues w/ widescreen battle mode
- fixed town upgrades not showing town capacity.
- fixed wooden castle upgrade not going to a construction site.
- fixed victory condition text overflow
- prevent broken waypoints being included when importing a map
- prevent rare soft-lock when battle is over
- fixed walls rendering in open water (campaign)
- fixed tiles rendering in shot mode
- fixed event cards not showing up sometimes
- fixed sheep growth for english heritage
- fixed baltic map with wooden castles and castle walls
- fixed half-house by water
- fixed a hover workplace crash
- fixed missing watch-tower on upgraded buildings
- fixed several minor memory leaks
- fixed bath house to use its upgraded capacity
- fixed Performance issues using skill tree
- fixed controller support preventing mouse movement on go to battle menu popup.
- fixed max livestock on field tooltip
- fixed battle zoom durring unit placement
- fixed D3D buffer crash
- fixed the escape key not going back a menu.
- fixed crash with never show again being clicked before variables are set.
- fixed tile changers (construction sites) showing up on the mini map.
- fixed half-tower bug
- fixed left-facing archer death incorrect
- fixed skill card decks getting overwritten
- fixed bugs related to conquered regions not changing ownership
- fixed cavalry to have breathing animations.
- fixed movement of autogovern button and made it a toggle for every region
- some fixes regarding the new battle camera and drawing on battle tiles
- fixed an auto govern button crash going into battles.
- fixed the crash reporter to actually send savegames again
- fixed mercenary costing 0 gold
- fixed battle setup rounding errors
- fixed 'sea region' label missing in editor
- fixed mercenary grouping in one region
- fixed invalid walls on two maps
- fixed tile seams
- added minimum XP for custom battles to prevent a soft lock.
- fixed manors starting on bridges when using high populations to start with.
- fixed some ruins being town halls on the Baltic map.
- fixed problems with general sprites in campaign
- prevent crash from hiring two of same mercenary
- fixed random deck not drawing available cards
- fixed a softlock in battle
- fixed future animal prediction error
- fixed auto-govern sending out treaties.
- fixed AI peasant priority for not using remaining workers on farms.
- fixed a conflict crash in border battle.
- fixed tile grabbing so the camp is town or castle
- fixed fog not hiding black tiles
- fixed some other rare crashes related to data structures
- prevent battle turn order from repeatedly changing
- prevent crash in fog of war manager when returning from battle
- prevent battle turn order from repeatedly changing
- prevent crash in fog of war manager when returning from battle
- fixed the collision area for beggar tooltips
- fixed beggars not existing when just loaded campaign
- fixed player deck missing in battle
- fixed missing loading screen in multiplayer
- fixed 'Shoot area' causing shot enemies to gain instead of lose morale
- fixed shoot area usable by cavalry
- fixed card display losing grayscale
- fixed some unit animations 'reversed'
- fixed army menu XP loss bug
- fixed display battle card view drift
- fixed spectator crash
- fixed fog with black tiles
- fixed a few rare crashes
- fixed +/- buttons in army menu not updating population costs
- fixed AI use swap over bigger distance than allowed
- added general specific items in battle rather than always player lord's items no matter what the general has.
- fixed army count rendering before general
- fixed missing initiative card stack in some cases
- fixed battle zoom displacing 3rd/4th players avatar and morale
- fixed animals not breeding as much as they should
- fixed battle options menu not appearing and appearing at the correct time after the first move.
- fixed battle decks being over or gone from player avatars at the bottom of the battle screen.
- fixed glitch that can cause buildings built on ruins to jump to nearby tile
- fixed battle end-game zoom issue
- fixed skill/army menu flicker bug
- added ability to be next to a wooden wall to use the Ram card.
- fixed instant crash with custom battle
- fixed heritage not affecting sheep cap
- fixed problem that can cause rare random crashes on maps that have ruins on
- fixed rogue's GUI tooltip specifying he was doing thievery rather than spying.
- fixed rogue's actions not resetting when dropped in a place where the rogue will do nothing.
- fixed rogue running to a new region after arson.
- fixed rogue arson notification to have the correct region
- fixed dynamic tokens not taking their turn before they disappear.
- fixed auto-govern picking new cards for armies
- modified "Revealing Events" status to not be shown since it always shows over the event card.
- fixed invalid battle icons rendering and enemy icons sometimes visible in battle
- fixed castles not being built by AI on some maps
- fixed AI upgrading the castles to e.g. water tiles
- fixed ruins being counted as a structure and part of the build cost of future structures
- fixed 'rename region' broken in 'wall mode'
- correct upgrade menu when watchtowers are built
- update GUI when each peasant is moved
- fixed the loading screen to cover the entire screen for weird resolutions
- fixed a battle camera crash in campaign after campaign victory
- fixed no text with the game over screen
- pavise now shows icon effect when used
- fixed missing avatar in battle
- prevent attacker being able to place units too close to defender camp at start of battle
- fixed multiple fire volume glitches
- fixed fire not disappearing
- fixed poor unit placement on battle-end screen
- fixed banner text alignments sometimes off
- fixed half-houses on town guard
- prevent opening title screen menu in game
- fixed stone bridge tiles
Changes:
- numerous skill tree visual changes
- sped up 'build army' menu and fow
- diplomacy/army/resource hover page changed to tooltip
- added more workplaces that are not flamible
- modified upgrade scripts to show messages or not. AI usage would not want to show messages.
- removed extra 'victory condition' entry @ campaign setup
- removed force battle setting from campaign setup
- modified "happiness from bishop" to be a generic "happiness from travelers."
- decide an attack angle based on the unit position if hovering over centre of a slot
- removed item selection in scenario (scenario setup still has item selection)
- adjusted AI behaviour with walls
- remove destroyed walls in campaign
- editor hex outlines changed to black
- added AI to only clear fields when there are no empty fields rather than based on the AI personality telling it to.
- added AI the ability to only clear one wasteland at a time rather than trying for two or more.
- modified positioning of many heads and hair pieces.
- fixed the people being allowed to both win and lose battles.
- castle towers don't darken when walls damaged
- modified cheats.txt to be in notes and not datafiles which are now seen by the public with GMS2.
- editor hex outlines now connect corners
- 'show reginos' is disabled in low graphics mode
- castles are now "camps" when set in editor battle maps
- skill tree interface
- skill tree banner size / position
- modified stats of town center upgrade. -> reduced build time, added housing
- remove 'random' button from campaign skill-tree
- battle camera has been completely reworked
- modified hit_pause in battle from 0.25 to 0.05
- upgrade building displays population change
- french language update
- modified position of export game menu item in battle.
- added AI to prioritize construction first when there are less than 4 peasants and a beggar.
- make spine part reload when remove or edit values (graphics modding)
- modified language to make menus more consistent like "back" instead of "close X" "exit" "exit Y"
- modified description of castles, castle upgrades and castle additons.
- skill tree tooltip position
- modified build descriptions to have resources side by side and no longer show the 0 costs
- modified text layout + size of GUI tool tip.
- FOW optimizations in zoomed-out & large map reveal situations
- other minor performance increases for scenario
- adjusted mouse pan to be more generous on the left and right to avoid leaving the game window accidentally
- modified crackling fire to be half volume, because roaring fire was already half volume.
- tool_tip timer for GUI increased to 2 seconds
- added diplomacy + provisions menu to close GUI tool tips.
- modified editor text to elaborate that sea regions won't work if there is any land.
- minor performance enhancement during campaign
- minor performance optimizations for AI in battle
- updated map previews
- changed shed animal protection amounts if completely neglected to 1/4
- can now confirm on empty skill tree
- added new fire sound code that allows sound only when you're in the region, when off screen and still in region it has less sound.
- english archers don't get hill range bonus anymore in addition to heritage range bonus
- added upgrade workplace for old savegames
- sheds now semi-protect from disease / flooding
- menu optimizations
- added rogue to stand behind army when infiltrating
- minor text alignments
- keep travellers away from ponds
- smith/field radial hightlights on hover
- replace initiative sort with a stable sorting algorithm
- optimisation for AI pathfinding
- added status of "waiting for other players to end turn" so the status is no longer "counting coins."
- army tooltip now also uses proper GUI-sensitive tooltip system
- added basic formatting to tooltips (color / size)
- minor battlecam target change
- fixed XP not lowering w/ added units
- changed tooltips while dragging peasants
- font alignment adjustments
Dear Lords and Ladies, It's the spooky time of the year again and we're happy to announce that Rising Lords is part of this years' Steam Halloween Sale! Grab the game now for 18% off if you haven't yet! Make sure to tell your families and friends as well! If you take the opportunity to jump into Rising Lords for the very first time or if you're already an experienced player, make sure to check out our Discord server as well! We're always very happy and excited to meet new people on there! And finally: slowly, but surely, new improvements and changes are coming to the live branch! How long will you have to wait? Well - let's say, probably not as long as you think! You'll hear from us, very, very soon!
0.11.6 -> 0.12.1 (Oktober 2) BETA BRANCH New: - Added click (left or right) GUI to trigger tool tip for those who don't want to wait. Fixes: - Fixed skill card decks getting overwritten - Fixed bugs related to conquered regions not changing ownership - Fixed cavalry to have breathing animations. - Fixed movement of autogovern button and made it a toggle for every region - some fixes regarding the new battle camera and drawing on battle tiles - Fixed an auto govern button crash going into battles. - Fixed the crash reporter to actually send savegames again - Fixed mercenary costing 0 gold - Fixed battle setup rounding errors - Fixed 'sea region' label missing in editor - Fixed mercenary grouping in one region - Fixed invalid walls on two maps - Fixed tile seams - Added minimum XP for custom battles to prevent a soft lock. - Fixed manors starting on bridges when using high populations to start with. - Fixed some ruins being town halls on the Baltic map. - Fixed problems with general sprites in campaign - Prevent crash from hiring two of same mercenary - Fixed random deck not drawing available cards - Fixed a softlock in battle - Fixed future animal prediction error - Fixed auto-govern sending out treaties. - Fixed AI peasant priority for not using remaining workers on farms. - Fixed a conflict crash in border battle. - Fixed tile grabbing so the camp is town or castle - Fixed fog not hiding black tiles - Fixed some other rare crashes related to data structures - Prevent battle turn order from repeatedly changing - Prevent crash in fog of war manager when returning from battle Changes: - Modified crackling fire to be half volume, because roaring fire was already half volume. - tool_tip timer for GUI increased to 2 seconds - Added click (left or right) GUI to trigger tool tip for those who don't want to wait. - Added diplomacy + provisions menu to close GUI tool tips. - Modified editor text to elaborate that sea regions won't work if there is any land. - minor performance enhancement during campaign - minor performance optimizations for AI in battle - updated map previews - changed shed animal protection amounts if completely neglected to 1/4 - can now confirm on empty skill tree
Dear Lords and Ladies, We're incredibly excited to bring you some fantastic news today! Let's take it from the top, shall we?
Deck13 Spotlight X Argonwood
First of all, we're incredibly happy to announce our new partnership with indie publisher Deck13 Spotlight! Starting now, they will help us bring Rising Lords to the next level, thanks to their additional resources in marketing, QA, development support and more! Everyone is super excited about this opportunity and we can't wait to show you what we have in store for you!
Focus Entertainment Publisher Weekend
In tandem with the previous announcement comes some more great news! Thanks to the collaboration with Deck13 Spotlight, we're part of this weekends' Focus Entertainment Publisher Weekend. Running until September 12th, you can grab Rising Lords for 20% off! So right now is not only a great time to get the game for yourself, but also tell your friends & family about it (and maybe jump into some multiplayer matches!).
Update 0.11.6 (BETA BRANCH)
And finally we bring you a new minor update for the BETA BRANCH, bringing new improvements and fixes and the beta to version 0.11.6! Check out the changelog below for more information. If you'd like to try out the changes for yourself, make sure to switch to the beta branch in your Steam library!
New:
- close button to editor help page
- merc tooltip displays cost / upkeep
- more controller support WIP
- Added new village sprites.
- Added arrow key support for card presentation in battle.
- More work on the tutorial, not yet public
- Added sound feedback to options menu + title screen menu.
- Added grid percentage to graphics menu
- fade / scroll effect to tutorial tasks
- Show defeated message when ai or human is defeated
- re added +/- on units in the army menu
- Added 2 helper tutorial cards about how to move the camera
- Added dynamic troop amounts to new structure descriptions like town guard, castles, stables, and court yards.
- Added more tips to the loading screen.
- further work on the auto govern button
- Added back Neverending winter events 80% 2 winters, 20% 3 winters.
- Added provisions to allow LMB clicking the icon to increase and RMB clicking to decrease.
Fixes:
- fixed burning camps missing fire
- fixed editor map size limit to prevent memory crash
- fixed a bug with incorrect tiles
- fixed editor regions rendering incorrectly
- adjusted destroyed wall positioning
- fixed skill-tree card selection bug
- fixed editor saving wall data on mountains
- fixed a few linux fixes
- fixed skill tree deck placement /w widescreen
- fixed numerous camera issues w/ widescreen battle mode
- fixed town upgrades not showing town capacity.
- fixed wooden castle upgrade not going to a construction site.
- fixed victory condition text overflow
- Prevent broken waypoints being included when importing a map
- Prevent rare soft-lock when battle is over
- fixed walls rendering in open water (campaign)
- fixed tiles rendering in shot mode
- fixed event cards not showing up sometimes
- fixed sheep growth for english heritage
- fixed baltic map with wooden castles and castle walls
- fixed half-house by water
- fixed a hover workplace crash
- fixed missing watch-tower on upgraded buildings
- fixed several minor memory leaks
- fixed bath house to use its upgraded capacity
- fixed Performance issues using skill tree
- fixed controller support preventing mouse movement on go to battle menu popup.
- fixed max livestock on field tooltip
- fixed battle zoom durring unit placement
- fixed D3D buffer crash
- fixed the escape key not going back a menu.
- fixed crash with never show again being clicked before variables are set.
- fixed tile changers (construction sites) showing up on the mini map.
- fixed half-tower bug
- fixed left-facing archer death incorrect
Changes:
- battle camera has been completely reworked
- Modified hit_pause in battle from 0.25 to 0.05
- upgrade building displays population change
- french language update
- Modified population_capacity_start from 1,500 to 0. All population capacity is now based on buildings.
- Modified position of export game menu item in battle.
- Added AI to prioritize construction first when there are less than 4 peasants and a beggar.
- Make spine part reload when remove or edit values (graphics modding)
- Modified language to make menus more consistent like "back" instead of "close X" "exit" "exit Y"
- Modified description of castles, castle upgrades and castle additons.
- skill tree tooltip position
- Modified build descriptions to have resources side by side and no longer show the 0 costs
- Modified text layout + size of GUI tool tip.
- FOW optimizations in zoomed-out & large map reveal situations
- other minor performance increases for scenario
- adjusted mouse pan to be more generous on the left and right to avoid leaving the game window accidentally
Dear Lords and Ladies, I wanted to take the chance and make you aware of our BETA branch. It is a few builds ahead and might be interesting for a lot of you. How to activate it: Steam Library, right click on Rising Lords, then Properties, go to the betas tab and in the submenu choose beta - unstable Feel free to post feedback and bugs here or on our discord :) Here is the changelog since 0.10.9, the current official version: 0.11 (July 9th) New: - - Added season transition graphics - Added working auto govern button that uses passive AI. - tile types are displayed when hovered during deployment - Added tile highlight glow for town hall when picking up rogue. - Added rogue to steal from current region if task cannot be afforded. - display limited player maps but gray out extra players - Added AI ability to build stable if it has more than 100 horses, rather than requiring it to want knights + cavalry. - Added AI ability to construct more castle courtyards and construct them at higher priorities based on AI personalities. - Added more AI logic to determine when it should upgrade. - Added AI ability when the personality says not to build more structures it will upgrade. - Added missing German text for the feedback form - Added new Baltic map graphic - Modified army description to include player name - Added 4 new sounds for farms + construction + upgrades Fixes: - Added beggars to not occupy the same space as rogues. - Fixed drinking peasants not showing correct gold bonus in the tool tip - Fixed rogues from double billing and other inaccuracies - fixed 'ram' card not detecting nearby stone wall in some case - fixed unable to ram inner stone wall if tile entered via ladder - fixed half-towers in some battle destruction cases - fixed some non-castle walls not turning gray when damaged in battle - fixed stone castles in editor auto place stone walls instead of wood / stone to wood attachment issues in editor - Fixed two crashes when placing rogues after the player has been eliminated. - Fix for skill menu not displaying greyed out icons - fixed extra button in editor drop-down menu / missing steam save button - travelers to move away from constructing buildings beneath them - Fixed merchants + mercenaries from going to their next destination when they are told to leave a newly formed construction site - loading map allows Steam upload w/o resave - Fixed AI having too many on cows and not enough on sheep - Fixed beggars remaining on town halls - Fixed players from being able to construct things where they're not supposed to (like mountains) - Fixed beggars from appearing when there's enough housing - fixed some steam upload issues with maps Changes: - sped up 'build army' menu and fow - diplomacy/army/resource hover page changed to tooltip - Added more workplaces that are not flamible - Modified upgrade scripts to show messages or not. AI usage would not want to show messages. - removed extra 'victory condition' entry @ campaign setup - Removed force battle setting from campaign setup - Modified "happiness from bishop" to be a generic "happiness from travelers." - Decide an attack angle based on the unit position if hovering over centre of a slot - Removed item selection in scenario (scenario setup still has item selection) - adjusted AI behaviour with walls - remove destroyed walls in campaign 0.11.3 (July 19) Fixes: - Fixed editor crash when a saving map was shifted so far that waypoints were out of bounds. - Fixed sounds happening during next turn. - Fixed the player paying for all AI upgrades. - Fixed season transition leaves not filling the screen when zoomed out. - Fixed army menu not resetting unit max correctly - Fixed custom campaign not syncing player limits on multiplayer - Fixed army menu sliders not adjusting neighbors - Fixed some damaged walls not turning dark in battle - Fixed walls resetting after battle - Fixed editor outlines odd sizing / missing corner triangles - Fixed glitchy region rendering in campaign - Added battle lost to the people card rather than the people liberated the people. - Fixed campaign setup avatars. - Fixed incorrect general avatar parts in skill trees. - Added new setting to avatar parts that won't automatically dress an avatar in random attire. - Fixed popup message in battle when pressing space - Fixed another player's bailiff being spawned in the wrong region. - Fixed crash from castle setting up walls on tiles that weren't set. - Fixed figures moving between regions when right clicking things. - Fixed army spawning on top of figures will push the figures away from the army. - Fixed AI upgrading stables + courtyards, which cannot be upgraded. - A bunch of linux version fixes - added more free generals to avoid a shortage in late game on huge maps - Fixed crash related to AI upgrading its town hall by removing its ability to upgrade the town hall. - another attempt to fix snowy fields in wrong seasons - Fixed scaling on army desertion warning card - Fixed inability of opening Steam files, causing a crash. Changes: - editor hex outlines changed to black - Added AI to only clear fields when there are no empty fields rather than based on the AI personality telling it to. - Added AI the ability to only clear one wasteland at a time rather than trying for two or more. - Modified positioning of many heads and hair pieces. - Fixed the people being allowed to both win and lose battles. - castle towers don't darken when walls damaged - Modified cheats.txt to be in notes and not datafiles which are now seen by the public with GMS2. - editor hex outlines now connect corners 0.11.4 (July 27) BETA BRANCH New: - Modified event card "goto location button" to now be available to the public build - implemented paged editor hints / changed tip importing system for it - damaged wall support in editor - ladders display valid unit icons on card - controller support for battle and some menus and scenario functions (WIP!) - Fixed camera not cycling with unit cycle. - Added unit cycling controller to many other battle states. - Added card cycling controller support. - Added controller support to summon battle menus (usually escape key). - Added controller bumpers to cycle through battle cards. - Added camera panning via controller during battle. - Added right thumb stick to move mouse cursor. Pressing the stick moves 2x. - Added controller support for radial menu in battles. - Added controller left stick panning in scenario. - Added left and right on d-pad to cycle through things to tweak in region HUD. - Added north face button to double as right mouse click. - Added working controller support to tweak tweakable things in the region HUD. - Added toggle for allowing keyboard arrows + WSAD for menus. - Added left + right mouse clicking to rations and taxes to increase or lower them. - Added numpad support to have the same functionality a d-pad for the keyboard. - Added gamepad support for top and bottom HUD items. Up for top on D-pad, down for bottom. - Added gamepad menu button support to scenario. - Added forced positioning to scenario camera to be more like battle camera. - Added workplace cycling with the gamepad right trigger. - Added controller support to the scenario setup. Up + down changes menu items, left + right changes items, L + R jumps to different menus. - Added controller support to victory cards. - Added workplace cycling with the gamepad right trigger. - Added L trigger to cycle through regions. - Added X button to cycle through scenario HUD buttons (army, diplomacy, provisions, next turn). - Added L bumper to cycle through characters + armies in scenario. - Added start button to place cursor at next turn automatically. - Added L + R trigger to cycle through maps in campaign setup. - Added start button to jump to play game on setup. - Added Y button when held, cycling reverses cycles in scenario. - Added the controller selected region or workplace to always starts with the region or workplace you are on. - Added hold start + L trigger to cycle between regions the player owns. - Modified Y button to no longer double as right mouse click. Only B button does that now. - Added R bumper to cycle through event cards in scenario. - Added event card support in scenario. Fixes: - fixed seams w/ editor borders - churches not showing up correctly in battle - walls not shifting in editor / wall crash - a battle camera jump - Fixed mini map crash in beta - small memory leak w/ battle effect icons - several animation timing glitches / bugs - animation frames 'freezing/stuttering' on some attacks / retaliations - victory card text overflow Changes: - 'show reginos' is disabled in low graphics mode - castles are now "camps" when set in editor battle maps - Numerous skill tree visual changes - [addition] ladder cards display applicable units - [changed] skill tree yellow text to banner text - [changed] skill tree buttons fade faster - [changed] skill tree banner behind Lord name - [changed] skill tree banner behind title - [changed] hide unimplemented skills - [changed] card fade speed - [changed] click anywhere to dismiss skill tree card - [changed] skill tree renders as small interface window - [fixed] added custom avatar code that was missed - [fixed] custom avatar generation not scaling correctly - [addition] left-click hold on skill-tree skill returns relevant cards 0.11.5 (August 2) BETA BRANCH New: Army scrolls show owner for enemies, prevent text overlapping Controller Support (WIP) - Added hold Start + left or right to cycle through your own units in battle. - Added start + back button support for custom battle setup. - Added hold Start + left or right to cycle through your own units in battle. (part 2) - Fixed HUD tooltip not closing with controller support when jumping around. - Added controller support to drop peasants. - Added hold Start + L bumper to cycle through characters and armies controlled by the player. - Added controller support for skill tree. - Added L + R bumpers to cycle through skill tree cards. (part 1) - Added L + R bumpers to cycle through skill tree cards. (part 2) Fixes: skill tree beta branch crash retaliation beta branch crash first attack defender occasionally skipping frames Fix beta branch crash when general is placed in campaign battle castle walls not rendering off-castle tiles placed through editor double general avatar render in skill-tree added debugging error for build time of 0 bug Changes: skill tree interface skill tree banner size / position Modified stats of town center upgrade. -> reduced build time, added housing remove 'random' button from campaign skill-tree
0.10.9 (July 9th) New: added 'under construction' sprites for walls - Added gold tooltip for what the rogue is doing to cost you money. - Added icon for armies not having enough gold. - Added editor's flood fill when holding alt + pressing left mouse button. - Added editor message warning against having a sea region as an odd region number rather than an even number. - editor now checks for 'disconnected' map pieces possibly leading to battle problems Fixes: A few rare crashes fixed fixed ladder rendering wrong / adjusted depth sorting w/ walls allow gray cards to be selected for discard fixed full-zoom prevented movement Fixed morale sync in MP battle Fixed rogues from being set to assassinate when they have no target. Fixed rogue stealing that resulted in a reduction of funds. can no longer pay to place walls on coasts unless single water fixed archer zoom-out to corner after shot fixed half-houses in water and on mountains fixed editor region tiles having incorrect numbers Prevent gold tooltip counting mercenary cost twice Fixed gold tool tip being inaccurate in other cases as well Fixed Tile fixation in the editor potential fix for alt+tab window scroll bug - Fixed mercenaries not being in merge army menu. fixed some black line issues in autumn tiles addressed crops not changing seasons (winter tile) fixed walls not loading states properly in battle sometimes - Fixed AI from not prioritizing livestock fields and letting the livestock die. - Fixed AI from eating horses unless it can't tend for them. - Fixed AI not eating livestock it is abandoning. - added more case where the AI goes for mounted units Changes: - Added extra cases for german language files to fix poor grammar of "the people". more to come - hide editor cursor during 'shot mode' - Added updates to Traditional Chinese and Simplified Chinese - Added AI to place more workers at upgraded smiths. - Updated AI peasant distribution for very large regions - allow wall drawing an coasts w/ only 1 water tile across - Modified distance of dynamic tokens to stand away from one another and much further away from armies - small performance improvements (fog of war) - Fire mercenaries automatically that aren't part of an army when out of money Adjust battle area in border battle to include castle owners to have their own castle as placement area Disband army does no longer give the region happiness. - adjusted resolution for title screen image - Modified fixed tile sprite to look less fuchsia - Modified roaring_fire sound to be 50% of the sound volume.
0.10.8 (June 14th) Fixes: - prevented an end turn crash - fixed some problems with walls - showing missing extra characters in Turkish font - Prevent tooltip showing upgrade bonuses for sheds and fences belonging to other players Changes: - Modified skill tree to let bridge and spy be accessed earlier in scenario - camera scrolling now uses different method for smoother experience - changed language method so that conquering messages should have better grammar now in german
hotfix 0.10.7 (June 12th) Fixes: - Fixed 0 beggars again :) - Fixed extremely loud fire roaring in battle when a camp is burning - Fixed lumberjack rendering incorrectly on occasion - Fixed walls being stuck in transparent state - Fixed a remaining crash in the army menu - Fixed some issues with half houses - Fixed crash from rogue trying to steal from neutral region - Fixed a rare mercenary crash Changes: - Added ruins to be a workplace rather than just a tile - Added tooltip for ruins - Modified Peace card to be Peace Proposal card - Added enter key to close the victory card if need be
hotfix 0.10.6 (June 10th) Thanks for the reports we got! Most crashes that were reported should be fixed now, the remaining reported issues should be fixed in the next patch very soon. Fixes: performance and panning improvements prevent an army muster screen crash fixed an AI crash Skill tree crash fix fixed a tile crash Fix general now showing up in army menu Prevent extra card showing after battle fixed flickering AI thinking banner in battles on some systems Fix hand peasants not displaying numbers correctly Modified winter ruins in the spring, summer, and autumn tiles (and dual layer tiles) to be normal ruins. Fixed using battle cards that are unusable Fixed giant peasants in low gfx mode minor tower placement fixes Synced path arrows when fighting to avoid rare miscalculations Fix map edge roads and coasts Fixed beggars with 0 Changes: more mercenaries on bigger maps crash reporter prompt should now be in front again modified pan and scroll speed
Dear Lords and Ladies,
Rising Lords has been in Early Access for more than a year now and we are grateful for all the support and ideas we got from you! We have made a lot of progress and the game is getting better and better.
We have recently finished migration to the new GMS2 engine, which took us a long time but makes sure that Rising Lords will be supportable in the future and compatible to other programs we work with.
This doesn't seem to change much for you at first glance, but it shows that we are willing to continue developing and supporting Rising Lords with no end in sight.
We have also worked on many other parts of the game and begun preparations on scripting for the tutorial and story campaign as well as a respective editor.
Last but not least, the UBUNTU version of Rising Lords is almost finished. Please contact us if you are interested in beta testing.
[previewyoutube=4yXTfG0kyJE;leftthumb]https://youtu.be/4yXTfG0kyJE
[/previewyoutube]
New:
- New visual field upgrades: stable improves max herd size and growth, fence protects from beasts and windmill improves harvest
- Added arson, spying and assassination ability to rogue - Added round shield + shield of valor - Added proper full-screen option to 'resolution' page - New mouse cursor option / use windows cursor - Added new graphic for Thievery card - Added new general event card sprite - Added watchtowers to spy on your neighbours and get infos on approaching armies
- Added Turkish language support - Added new baby boom graphic, text, and description - Units with mod ability updated. Added mod slots for head2 - Added a few user feedback sounds in the campaign - Added low quality graphics when zoomed out to enhance performance - Added event card notifications for rogue arson + assassinations - Added 'animation freeze' after unit is hit - Added saxon macemen mercenary
- Added tips during loading - Added region popup effect - Added random chance of weeds growing on unused field - Sending resources now has a list sorted by own, allied, then other territories - Added discard button to cards - Added check-mark to victory condition - Added Spy card to gain intel on your opponent's cards
- You can now still play if you have no region but an army. loses morale and strength every turn - Added more information about a crop harvest in the fall - Confirmation upon firing mercenaries - Map editor improvements - implemented editor auto-save - crop production page now includes windmill bonus - implemented 'rename region' buttons - Added a feedback to the feedback system ;) - Added Ponton Bridge card to cross rivers in battle
- Added more error messages to accurately detect issues regarding Steam and codes. - initial editor tip implementation - Added larger boat sprite - new victor / defeat audio at battle end - automatically cancel an alliance if entering a battle with allies who are at war with each other
Fixes:
- Fixed some battles auto-resolving unnecessarily - Shoot area now shows target area again, same added for trap/obstacle - Fixed issues with upgrading/extending castles leading to wrong tile graphics - Can knock down stone walls with ram again - Fixed memory leaks occurring in very long games. - Check for disconnected tiles in campaign battle, prevent user battle if separate areas found - Fixed a crash with merging armies - Fixed problems occurring when trying to continue lost/won games - Fixed generals not getting added with castles and regions. - Fixed assigned generals lacking armies from crashing. - Fixed AI armies path finding to opposing army way-points rather than region way-points. - Fixed a problem with garrisons when upgraded town-guard exists in region - Fixed dynamic tokens not spawning caused by French heritage. - Fixed traveler infinite loop crash by letting it out of the infinite loop. - Fix players not being visible in diplomacy menu when spectating after end of game - Fixed crash related to "fresh deck" being clicked while skill tree is closing. - Added prevention to exiting skill tree while dialog boxes are shown. - Fixed a few map tile problems - Fixed rogue crash from dropping rogues into non regions. - Fixed army crash from returning from battle on a bridge next to tiles without regions. - Fixed rare FOW crash related to event card buttons. - Fixed rare crash relating to battle card stack already existing. - Fixed unit XP issue, Added new unit XP meter. - Fixed fire depth issue. - Fixed stone castles to increase generals too - Fixed 'dots' appearing on top of mini-map - Fixed glowing tile overlap / castle wall glitch - Fixed armies being displayed at zero sometimes. - Fixed problems with mouse lock in windowed mode/ with prompts - Fixed game victory notification being unclickable. - Added conquest game victory only if all armies are wiped out. - Added armies will now stay out of workplaces. - Fixed way-point sea battle crash. - Fixed merchant showing negative items when the player has negative gold - Fixed castles missing walls in battle / campaign - Fixed editor crash when loading files that aren't maps. - Fixed editor having a blank screen after import and window returns to full screen. - Fixed a crash with region popups - Fixed a crash with the skill tree - Fixed a memory leak issue - Small speed ups in HUD rendering - Food display screen now reports proper food consumption - Fixed crash with feedback form not showing up - Modified field upgrades to be the last thing drawn rather than one of the first things. Thus fixing visual issues - Fixed an editor crash - Fixed rare crash with flash particle when the game is closed - A number of small army screen bug-fixes, tbc - Fixed loud battle defeat fire crackle + horn. - Fixed Troubadours spawning on neutrals. - Fixed crash dropping rogue on a hidden garrison army. - Fixed misalignment in the crash reporter - Fixed half-tower tiles - Fixed graphic glitches in 4 player battles - Fixed building site refund values - Enemy armies will now eat in your regions no matter your food settings - Fixed some crashes with field upgrades in old save game files - Fixed battle decks being stuck small and misplaced after archer + zoom in + card drop + zoom out - Fixed several missing tiles in battle when fast panning to something. - Fixed graphic glitch with ladders
Changes:
- Removed the unit split for the player when using maximum army (kept for AI). - end turn time improvements - updates to English and German language files - performance enhancement during skill tree and campaign in general with fields and armies - Automatic AI battles now have a better distribution of losses to prevent peasant armies - Keep diplomacy button visible when hovering over other regions - Added current button graphic to the skill tree menu. - only give generals with idle army xp, not troops by default - Changed text for 'The People' from 'conquered' to 'liberated' - Adjusted Take Initiative card text - walls under construction are removed during battle - Added faster battle meter danger flash. - capturing the castle keep in sieges will now win the battle - Added waiting for other players notification rather than one of the fluff notifications. Fluff notification appears later. - painting-mode speed up in editor - no longer draw 'coastal' houses - further house-clip fixes and render amounts - livestock pages reflect 0 animals lost w/ shed - removed region 0 from region count in editor HUD - reverted horses using shed - editor banners turn invisible during paint - Modified layout of income tool-tip - Adjusted automatic map preview screenshots - Random mercenary type for start of game - removed mus_age_of_lords_2021 from campaign music list - Make sure morale change indicators are whole numbers
AI:
- Fixed AI armies invading allies - Advanced AI is now better in automatic battles instead of always loosing as many troops as they kill. - Added AI to disband armies if gold is negative and taxing any region would be a loss of happiness. - Added AI armies to have a system to go after regions owned by players they are at war with. - Added AI to mass disband all armies if there are no regions over 50 happiness, in addition to other requirements. - Added AI to no longer target only garrisons as they can be wiped out. - Fixed dynamic tokens not spawning caused by French heritage. - Added new way-point path-finding system that goes by way-points on land + sea rather than path-finding paths that could be anything. - Removed AI armies going to players they are at war with due to they make poor choices about who to attack. - Added new way-point path-finding system (part 2) - Fixed AI armies making dumb choices on targets. - Added AI personality trait home_happiness, that will ensure AI player always has X amount of happiness in at least 1 region - Modified AI workers to go after beasts before smithing rather than one of the lowest priorities. - Added AI armies determining a region's ability to spawn defense armies. - Added AI difficulty strength recognition so stronger difficulty levels know to set out with less strength against neutral regions. - Fixed AI armies not setting out immediately after spawning. - Added AI system to prioritize livestock if over X rather than crops to prevent situations where 500 cattle were abandoned to start a fresh crop field. - Added AI to prioritize best fields based on upgrades - Added AI ability to upgrade farms accordingly - Added AI personalities to have a percentage that they will likely try to upgrade a farm where needed. - Added AI farm upgrades to account for heritage and personality preferences and prioritize fields to upgrade accordingly. Thank you for your support! Let us know if you encounter any bugs or other problems. - Chris
- fixed a few crashes and problems associated with disconnected battlegrounds and end turn processing - Prevent defeated spectators receiving quests or losing view - Fixed duplicate unit bug - Dedicated server fix - Fixed 2 systems of drag vs grab pan systems into one - Fixed end game crash by requiring campaign to exist - Added logging for missing campaign at end game. - Fixed general remaining on battlefield when unit killed - Fixed so allies victory don't cause double ownership change - Modified location of event card buttons. - Added restrictions to prevent escape menu during event cards and helpers - Fixed AI selling behaviour - Modified aggressive AI to never want to clear fields. - prevent startup crash - Added AI to increase farmers for livestock. - Fixed new smoke being misplaced on flipped tiles - Fixed conquered from player X not having a name - Fixed line across the top of event cards from event cards not being floored - Added heritage range change to only affect the special unit - Prevent AIs making peace with player when they are all on a team - Prevent a crash in menu_update, and keep fog around outside when watching after end of game - Fixed army wage heritage effects not applying - Fixed German wolve's language having some English - Fixed editor's relink map to Steam Workshop crash. - Added digits + letters only settings to input boxes as the worshop map id for the editor only needs digits. - Fixed editor crashing when pressing escape when steam menu is open - Fixed crash related to editor menu buttons. - Fixed editor allowing options menu during Steam menu - Prevent victory condition crash - Prevent showing retaliation prediction for ranged attack - Fixed crash caused by battle retreat - Show cheaper polish wooden walls when hovering wooden wall button - Fixed crash server on invalid client reconnect password - Fixed merge army crash
Dear Lords and Ladies,
we would like to show you a teaser about the new features we have planned for this year! It will great to continue work on RIsing Lords and we are already testing some exciting stuff!
The Roadmap doesn't include everything we have planned, but the major milestones are displayed.
And of course we will continue with balancing, AI improvements and bugfixes.
Let us know what you think :)
Thanks and Cheers!
Chris
Dear Lords and Ladies, there were no major problems reported with the new version on the beta branch, so we want to push the changes to the normal branch now. Please give us a note on discord or here in the steam forum if you encounter any problems and we will hotfix it asap. Thank you for your support! 0.9.8 (February 12) New: - Scroll for merchant menu indicating beer happiness bonus - new Community Map item, ignores defenders terrain advantage - Create option for more readable font - Added smith selection sound. - Inform player when a lord is at war on them due to a battle - Food tooltips - Red text for what army is eating, correction to what army is eating. - Walls show red outlines again when being hovered for attack - Show lord faces on treaty notice cards - Add lord faces to cards offering treaties - Set state to war between 2 players if they are the only players and all regions are owned - Give a help message explaining why sometimes can't build on a tile - moo sound for fields - Send message if region captured without fight, Fixes: - Fix army menu depth issue. - Added unit rank on armies where it was nit displayed yet. - Fixed dynamic tokens not having forest hills set. - prevent capturing region if have open borders treaty - Fixed dynamic token crashing when building something beneath. - Fixed dynamic token boats appearing on land with what is a water tile. - Fix happiness bonuses per region for Capetian heritage - Fixed French not having its Wedge bonus card. - Fixed issue with gold prediction - Fix being able to detect holding the map - Make Japanese text wrap around in building description box, Make Japanese text fit better on tooltips - Prevent end turn freeze in AI food buy routine - Fixed Baltic castles not being raised like other castles. - Fix dwelling description being shown as undefined - Fixed options having vsync stuck. - Fixed jittering with maximum armies - Fixed tournament map crash/freeze - Fixed a problem with disconnected battle areas - Fixed rare general crash when AI wins - Added more logging for unit crashes in the waiting room + token placement crashes associated with building. - Fixed an AI infiniloop with 2 smithies in 1 region. - Prevent general being left standing alone after Shoot Area attack - Fix a reported out of sync in battle. Add new smoke animation for inns and smithies Changes: - Speed up end-turn time for large maps - Bridges are treated as hills in terms of battle gameplay - Added strong+ AI will immediately spawn armies when ready without waiting. - Added floods to only happen in spring (in previous upload) - Added swordsman march replacement sound. Pikeman still uses the original sound as both classes used the same original sound. - Modified text from the Cloister Corvay to a generic monastery. - dynamic objects only appearing on the mini map if they are visible. - Existing beggar pops out briefly instead of new one popping out on top when an extra beggar is added - Speed up loading language - Adjusted Item cost - Added different random weather system - Added back divisions for units when the player hits maximum armies - Show defeat screen in current turn. - Modified event card decks to have no more than 2 refugee cards. - Modified snow particles to be 25%. - Added rebellions to happn at 0, even if heritages + items dictate rebellions happn less than 0. - Modified editor region to no longer show fixed tile icons since that is what the editor uses to take map shots. - Added editor alpha transparency of cursor that flashes. - Modified editor cursor when placing fixed tiles to no longer show the selected tile normally shown without the fixed cursor - Wait for brief season transition during end turn - Farmers now start on fields - scale down raven animation AI: - Added AI personality ration for normal, double, and unhappy. Now each personality can define how much food to give. - Added passive AI at half ration for normal, normal for double, and double is still unhappy as it is for all personalities. - Fixed new AI food ration system using incorrect AI personalities. - Added AI personality turns of food needed to sustain region or AI will devote half peasants to fields. Default is 4 turns. - Added passive / neutral AI to be the default personality of the AI priorities. Before it had no personality used for passive / neutral. - Added Knightly AI to have a higher demand on sheep. - Added Baltic castles to the list of stone castles that the AI understands. - Added enhanced AI livestock purchase ability. - Fixed AI not starting livestock fields on empty fields. - Modified AI will buy X amount rather than to X amount. - Added AI personality when selling to a merchant to better ensure what the AI should not be selling. - Added AI to no longer sell off emergency food when it needs to buy something. - Added AI to only sell off livestock below the abandon number, or above the surplus number. - Added AI to no longer sell off livestock is abandoning when it has a quick need. - Added AI livestock surpluses when trying to get gold from sales to merchant rather than specific livestock types. - Added AI ability to prevent selling equipment for gold until after the land grab phase. - Added AI to make smarter trades when selling things for gold. - Fixed AI smiths not making light armor based on having too few spears when knights need light armor. - Modified AI smith's smithing light armor threshold from 33% of all resources are wool to 11%. - Strong and very strong AI now get a small advantage when attacking neutral and weaker AI to simulate the tactical battle advantage of better players - AI ladders usage improved - Modified AI passive ration system - Fixed AI having double peasants on one livestock field when it should have one peasant in two livestock fields. - Added AI dire food shortage + 2 or less peasants + merchant = sell all livestock for food. - Modified AI passive to usually tax a half tithe rather than a full tithe. - Fixed AI personality getting lost when deciding what building to build. - Modified AI passive to charge quarter tithe to get over its 75 happiness easier without the need for churches. - Added AI working version of beggars making a construction chance. - Added smith AI to use multiple smithies. - Fixed all AI buying sheep when only specific AI personalities want sheep. - Fixed AI allowing itself to purchase too few livestock resulting in AI purchasing and then abandoning livestock in the same turn. - Added AI worker priorities to trigger after buying livestock to prevent all sorts of logical flaws. - Added AI to have seasonal rations + taxes along with a different set of rations + taxes after X happiness. - Added AI passive to use seasonal rations + taxes while all others use the standard form. - Added AI ability to tax more if there is a beggar. Prosperity will not tax more, because they are nice. - Modified AI crop selling thresholds. - Added AI ability a percentage to construct things based on the personality. - Added AI ability to disband armies + no longer spawn armies when everyone is in an alliance.
Dear Lords and Ladies, time for a new patch that will be pushed to beta before we push to stable. Many many small changes and fixed. We again decided to further improve the current state of the game, before we move on to new features. To access beta branch: Steam Library, right click on Rising Lords, then Properties, go to the betas tab and in the submenu choose beta - unstable Thank you for your support! 0.9.8 (February 12) New: - Scroll for merchant menu indicating beer happiness bonus - new Community Map item, ignores defenders terrain advantage - Create option for more readable font - Added smith selection sound. - Inform player when a lord is at war on them due to a battle - Food tooltips - Red text for what army is eating, correction to what army is eating. - Walls show red outlines again when being hovered for attack - Show lord faces on treaty notice cards - Add lord faces to cards offering treaties - Set state to war between 2 players if they are the only players and all regions are owned - Give a help message explaining why sometimes can't build on a tile - moo sound for fields - Send message if region captured without fight, Fixes: - Fix army menu depth issue. - Added unit rank on armies where it was nit displayed yet. - Fixed dynamic tokens not having forest hills set. - prevent capturing region if have open borders treaty - Fixed dynamic token crashing when building something beneath. - Fixed dynamic token boats appearing on land with what is a water tile. - Fix happiness bonuses per region for Capetian heritage - Fixed French not having its Wedge bonus card. - Fixed issue with gold prediction - Fix being able to detect holding the map - Make Japanese text wrap around in building description box, Make Japanese text fit better on tooltips - Prevent end turn freeze in AI food buy routine - Fixed Baltic castles not being raised like other castles. - Fix dwelling description being shown as undefined - Fixed options having vsync stuck. - Fixed jittering with maximum armies - Fixed tournament map crash/freeze - Fixed a problem with disconnected battle areas - Fixed rare general crash when AI wins - Added more logging for unit crashes in the waiting room + token placement crashes associated with building. - Fixed an AI infiniloop with 2 smithies in 1 region. - Prevent general being left standing alone after Shoot Area attack - Fix a reported out of sync in battle. Add new smoke animation for inns and smithies Changes: - Speed up end-turn time for large maps - Bridges are treated as hills in terms of battle gameplay - Added strong+ AI will immediately spawn armies when ready without waiting. - Added floods to only happen in spring (in previous upload) - Added swordsman march replacement sound. Pikeman still uses the original sound as both classes used the same original sound. - Modified text from the Cloister Corvay to a generic monastery. - dynamic objects only appearing on the mini map if they are visible. - Existing beggar pops out briefly instead of new one popping out on top when an extra beggar is added - Speed up loading language - Adjusted Item cost - Added different random weather system - Added back divisions for units when the player hits maximum armies - Show defeat screen in current turn. - Modified event card decks to have no more than 2 refugee cards. - Modified snow particles to be 25%. - Added rebellions to happn at 0, even if heritages + items dictate rebellions happn less than 0. - Modified editor region to no longer show fixed tile icons since that is what the editor uses to take map shots. - Added editor alpha transparency of cursor that flashes. - Modified editor cursor when placing fixed tiles to no longer show the selected tile normally shown without the fixed cursor - Wait for brief season transition during end turn - Farmers now start on fields - scale down raven animation AI: - Added AI personality ration for normal, double, and unhappy. Now each personality can define how much food to give. - Added passive AI at half ration for normal, normal for double, and double is still unhappy as it is for all personalities. - Fixed new AI food ration system using incorrect AI personalities. - Added AI personality turns of food needed to sustain region or AI will devote half peasants to fields. Default is 4 turns. - Added passive / neutral AI to be the default personality of the AI priorities. Before it had no personality used for passive / neutral. - Added Knightly AI to have a higher demand on sheep. - Added Baltic castles to the list of stone castles that the AI understands. - Added enhanced AI livestock purchase ability. - Fixed AI not starting livestock fields on empty fields. - Modified AI will buy X amount rather than to X amount. - Added AI personality when selling to a merchant to better ensure what the AI should not be selling. - Added AI to no longer sell off emergency food when it needs to buy something. - Added AI to only sell off livestock below the abandon number, or above the surplus number. - Added AI to no longer sell off livestock is abandoning when it has a quick need. - Added AI livestock surpluses when trying to get gold from sales to merchant rather than specific livestock types. - Added AI ability to prevent selling equipment for gold until after the land grab phase. - Added AI to make smarter trades when selling things for gold. - Fixed AI smiths not making light armor based on having too few spears when knights need light armor. - Modified AI smith's smithing light armor threshold from 33% of all resources are wool to 11%. - Strong and very strong AI now get a small advantage when attacking neutral and weaker AI to simulate the tactical battle advantage of better players - AI ladders usage improved - Modified AI passive ration system - Fixed AI having double peasants on one livestock field when it should have one peasant in two livestock fields. - Added AI dire food shortage + 2 or less peasants + merchant = sell all livestock for food. - Modified AI passive to usually tax a half tithe rather than a full tithe. - Fixed AI personality getting lost when deciding what building to build. - Modified AI passive to charge quarter tithe to get over its 75 happiness easier without the need for churches. - Added AI working version of beggars making a construction chance. - Added smith AI to use multiple smithies. - Fixed all AI buying sheep when only specific AI personalities want sheep. - Fixed AI allowing itself to purchase too few livestock resulting in AI purchasing and then abandoning livestock in the same turn. - Added AI worker priorities to trigger after buying livestock to prevent all sorts of logical flaws. - Added AI to have seasonal rations + taxes along with a different set of rations + taxes after X happiness. - Added AI passive to use seasonal rations + taxes while all others use the standard form. - Added AI ability to tax more if there is a beggar. Prosperity will not tax more, because they are nice. - Modified AI crop selling thresholds. - Added AI ability a percentage to construct things based on the personality. - Added AI ability to disband armies + no longer spawn armies when everyone is in an alliance.
Dear Lords and Ladies,
hear ya, hear ya!
We will start a tournament on January 29th on our discord:https://discord.gg/NAqnsFx
There are only a few players in a friendly community, andwe decided we are not in a hurry, so it will be one week per round. that means there is plenty of time to schedule the games.
It's all free and uncomplicated. So come and enter your name in the arena channel !
We will have a battle and scenario tournament seperately and you can win game keys, honor and new friends ;)
There will also be a small cash prize depending on the number of participants and everyone that joins will get the shield of valor item, a special "golden lion" version of an item, that will later released for all players:
Dear Lords and Ladies,
Update 0.9.6 addresses AI behaviour and includes some other bugfixes and diplomacy tweaks.
Many changes and improvements were done and we didn't get any major problems reported from the beta branch players, so we are pushing it to the stable branch now.
The next patch will also contain more AI and diplomacy improvements and bugfixes, but we didn't want to keep you waiting any longer. :)
Detailled changelog:
New:
- Added third level Teutonic Knight
- Added graphic options for V-Sync + Interpolation
- Added new Lord heads
AI:
- now gets their disbanded troops and weapons back
- doesn't get beggars anymore while there is enough housing
- completly overhauled AI food and tax system.
- AI has linear chance of accepting treaties depending on relationship score
- AI won't accept treaties for 5-15 turns after initial refusal or after having cancelled
- Added AI to not have quick start livestock when it already has quick start livestock in a different region.
- Added AI to place one fire fighter before farmers and later after farms have peasants.
- Added AI to use revolt settings instead of a flat 20.
- Fixed AI ignoring its dire unhappiness to spare food.
- Make sure we process region data for AI and then upload it when the turn end
- Added AI will no longer care about defeating animals in low priority fields.
- Modified lower AI priority to deal with beasts.
- Fixed AI playing too many smiths.
- Worsen relationships when treaties are rejected and when have battles
- Added maximum army to divide the biggest unit into 3 parts.
- Modified AI initial land grab of prosperity to be 0 so they will never land grab early.
- Added variables for AI land grabs starting at 60 happiness.
- Added unit division to only happen if the largest stack is 5x larger than all other stacks combine.
- Modified AI prosperity to start thinking about armies at 90+ happiness rather than 100.
- Added different AI for taxes based on armies attacking or not.
- Added different AI to maintain happiness growth while taxing.
- Fixed non-competitive AI that wasn't placing peasants at workplaces.
- Fixed AI eating the last of its crops and being unable to plant.
- Added different AI system to use half its peasants until it gets up to 8 turns worth of normal rations.
- Fixed AI not buying wheat when it was in dire need.
- Modified AI priority of flood bailers to be less of a priority and less harmful to working systems.
- Added AI to tend all crop fields with wheat even if the population is dwindling.
Other Fixes:
- fixed disbanded armies hanging around, Make already corrupted returning warriors invisible.
- Fix armies eating too many cows
- Hovering build wall icon shows updated wall cost, Wall cost deducted reflects wall cost displayed
- Make sure armies know their waypoints when searching for crosspaths
- building next to the bathhouse now possible (again, sorry)
- Fixed a crash with some modded maps
- fixed a crash where castles were placed near unpassable terrain and troops could not be placed
- Make sure to grab 7 tiles in siege battle, and ignore water tiles.
- Prevent scrolls chopping off some Chinese (or Spanish) heritage descriptions in lord menu
- Fixed a hunter crash
- Fixed an end turn freeze
- Fix garrison zero crash.
- Fix conflict resolve crash.
- Fix disconnected battle area in 3 way battle
- Fix issue where rebellion is moving to border and then become a garrison.
- Fixed scenario start crash related to the food count of AI.
- Fixed a very rare multiplayer crash
- Swap some Simplified and Traditional Chinese translations
- Spanish language fixes
- Formatting fixes on English and French language files
- Fix French armies doubling in price for every unit added, and German armies costing nothing.
- Fixed the loading screen text
- Ignore corrupted savegame with incorrect server id
Changes:
- modified neutral AI garrisons to be more diverse and weaker than in the BETA built
- Modified snow to have less particles and added a PARA variable by percentage to control the amount of particles.
- Modified amount of buttons in the option menu before there's a new column
- Draw border between land and sea on minimap (let us know what you think)
- Removed region conquer toggle boxes from the player's own region.
- german translation adjustments
- adjusted starting settings, more animals
- slightly increased sheep and beef value
- Go back to title menu if loaded corrupted savegame
- made church lvl 2 more expensive
- halved merchant buy prices
- higher merchant ware amounts
- adjusted diplomacy values
- made strong AI stronger
- 1 less Horse peasant for knightly
- adjusted neutral AI garrisons to be slightly stronger and more diverse on higher levels
- temporarily removed maximum army division for the player as it causes an unsightly glitch with the bars.
Thanks and Cheers!
Chris
Dear Lords and Ladies,
we are aware about bad AI behaviours and other problems after the performance patch and have started to straighten that out.
Many changes and improvements were done and we want to publish them on the beta branch before we continue.
The next patch will also contain more AI and diplomacy improvements and bugfixes, but we didn't want to keep you waiting any longer. :)
to access the beta branch: Steam Library, right click on Rising Lords, then Properties, go to the betas tab and in the submenu choose beta - unstable
and while you are here... please help us with the GDWC vote! :) no registration, just 2 clicks. that would be awesome!
https://thegdwc.com/fanfav/
Detailled changelog:
New:
- Added third level Teutonic Knight
- Added graphic options for V-Sync + Interpolation
- Added new Lord heads
AI:
- now gets their disbanded troops and weapons back
- doesn't get beggars anymore while there is enough housing
- completly overhauled AI food and tax system.
- AI has linear chance of accepting treaties depending on relationship score
- AI won't accept treaties for 5-15 turns after initial refusal or after having cancelled
- Added AI to not have quick start livestock when it already has quick start livestock in a different region.
- Added AI to place one fire fighter before farmers and later after farms have peasants.
- Added AI to use revolt settings instead of a flat 20.
- Fixed AI ignoring its dire unhappiness to spare food.
- Make sure we process region data for AI and then upload it when the turn end
- Added AI will no longer care about defeating animals in low priority fields.
- Modified lower AI priority to deal with beasts.
- Fixed AI playing too many smiths.
- Worsen relationships when treaties are rejected and when have battles
- Added maximum army to divide the biggest unit into 3 parts.
- Modified AI initial land grab of prosperity to be 0 so they will never land grab early.
- Added variables for AI land grabs starting at 60 happiness.
- Added unit division to only happen if the largest stack is 5x larger than all other stacks combine.
- Modified AI prosperity to start thinking about armies at 90+ happiness rather than 100.
- Added different AI for taxes based on armies attacking or not.
- Added different AI to maintain happiness growth while taxing.
- Fixed non-competitive AI that wasn't placing peasants at workplaces.
- Fixed AI eating the last of its crops and being unable to plant.
- Added different AI system to use half its peasants until it gets up to 8 turns worth of normal rations.
- Fixed AI not buying wheat when it was in dire need.
- Modified AI priority of flood bailers to be less of a priority and less harmful to working systems.
- Added AI to tend all crop fields with wheat even if the population is dwindling.
Other Fixes:
- fixed disbanded armies hanging around, Make already corrupted returning warriors invisible.
- Fix armies eating too many cows
- Hovering build wall icon shows updated wall cost, Wall cost deducted reflects wall cost displayed
- Make sure armies know their waypoints when searching for crosspaths
- building next to the bathhouse now possible (again, sorry)
- Fixed a crash with some modded maps
- fixed a crash where castles were placed near unpassable terrain and troops could not be placed
- Make sure to grab 7 tiles in siege battle, and ignore water tiles.
- Prevent scrolls chopping off some Chinese (or Spanish) heritage descriptions in lord menu
- Fixed a hunter crash
- Fixed an end turn freeze
- Fix garrison zero crash.
- Fix conflict resolve crash.
- Fix disconnected battle area in 3 way battle
- Fix issue where rebellion is moving to border and then become a garrison.
- Fixed scenario start crash related to the food count of AI.
- Fixed a very rare multiplayer crash
- Swap some Simplified and Traditional Chinese translations
- Spanish language fixes
- Formatting fixes on English and French language files
- Fix French armies doubling in price for every unit added, and German armies costing nothing.
- Fixed the loading screen text
- Ignore corrupted savegame with incorrect server id
Changes:
- Modified snow to have less particles and added a PARA variable by percentage to control the amount of particles.
- Modified amount of buttons in the option menu before there's a new column
- Draw border between land and sea on minimap (let us know what you think)
- Removed region conquer toggle boxes from the player's own region.
- german translation adjustments
- adjusted starting settings, more animals
- slightly increased sheep and beef value
- Go back to title menu if loaded corrupted savegame
- made church lvl 2 more expensive
- halved merchant buy prices
- higher merchant ware amounts
- adjusted diplomacy values
- made strong AI stronger
- 1 less Horse peasant for knightly
- adjusted neutral AI garrisons to be slightly stronger and more diverse on higher levels
- temporarily removed maximum army division for the player as it causes an unsightly glitch with the bars.
Thanks and Cheers!
Chris
Fixed the remaining crashes that were reported after the last patch :)
0.9.4 (january 5) Hotfix with small additions, will push another small patch soon. New: - Added boats for dynamic tokens. - Display lord names in diplomacy menu Fixes: -quick fix for missing waypoints -Fix for AI forgetting its treaties with players -prevent an end turn crash and add logging - Fix a memory leak in compression dll Changes: modified positioning of end turn player info
We wish everyone a happy new year! Some people were experiencing crashes with the game, those that were sent to us were fixed. If you are still experiencing problems after this patch, please refer to https://steamcommunity.com/app/835650/discussions/0/2992045729272718705/ 0.9.3 (January 4) New: - Added mouse pan screen toggle to graphics menu (off / left) - Added mouse pan increase speed as long as you keep panning. - slight performance improvements - inform the player what the AI is up to between turns. Fixes: - Fix bug where processed armies overwrote player general cards. - fixed a few crashes associated to the new data compression requiring MS runtime (performance patch) - fixed a crash with beasts removal - Prevent sheep growing too fast with English player - Fixed export map staying in windowed after a successful export. - Fixed wanderer crash related to a bridge tile being removed or replaced. - Prevent a crash when trying to cancel a buggy building site. - de language improvements
Rising Lords
Argonwood
Deck13
2020-05-27
Strategy Simulation Singleplayer Multiplayer Coop EA
Game News Posts 92
🎹🖱️Keyboard + Mouse
Mostly Positive
(810 reviews)
https://www.Argonwood.com
https://store.steampowered.com/app/835650 
Rising Lords Depot [455.4 M]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
Rising Lords is a medieval turn-based strategy game with card and board game elements. Send your serfs to fight and die in your name... or let them prosper, and use them to your advantage!
Collect taxes and resources. Dictate rations and field work. Forge weapons, reshape the battlefield, raise armies, and build mighty fortified cities. Help your people become knights, or dump them on a battlefield far away, but be careful: even the most humble peasants will revolt eventually…
In addition to its campaign mode, Rising Lords features robust multiplayer functionality. Play a quick game, or settle in for an evening or more. Play mind games with your friends with Rising Lords’ special figures and spread false infos. Let them pay for their insolence in questioning your right to rule!
Features
● Find the perfect balance - juggle production, resource gathering, diplomacy and treason, tax and rations - all vital in the success of your provinces
● Deep tactics - Use counters to troop types, morale, terrain and cards to get the upper hand even against seemingly impossible odds
● Strategic battles - besiege your enemy’s cities to starve them out, go all-out attack, or wait for them to come to you
● Up to 4-player simultaneous multiplayer - no need to wait for each individual player to take their turn
● The psychology of war - Play mind games by spreading false informations and use figures to pester your opponents
● Subtle variables - Morale, terrain and fortifications have a huge impact on battle, and the tide can turn quickly
● Customisation - Tailor your leader’s look and skills, and craft your perfect cities and troops
● Risks and opportunities - React to figures that visit your province. Find ways to take advantage, and work quickly to eliminate threats!
● Take your pick - React to many different events and collect unique cards to surprise your enemy!
- OS: Linux x86/x86_64
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