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
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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