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Update 0.9.8 (beta)

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.


[ 2021-02-12 19:46:27 CET ] [ Original post ]



Rising Lords
Argonwood
  • Developer

  • Deck13
  • Publisher

  • 2020-05-27
  • Release

  • Strategy Simulation Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 92  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mostly Positive

    (810 reviews)


  • Review Score

  • https://www.Argonwood.com
  • Website

  • https://store.steampowered.com/app/835650 
  • Steam Store



  • Rising Lords Depot [455.4 M]

  • Public Linux depots


  • Game is not tagged as available on Linux on Steam.


    Linux is not in the OS list.

    If you are viewing this page in your browser and want to open it with your Steam Account instead, you can do that here: steam://openurl/https://store.steampowered.com/app/835650/Rising_Lords/



    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! 
    MINIMAL SETUP
    • OS: Linux x86/x86_64
    GAMEBILLET

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    GAMERSGATE

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    8.24$ (59%)
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    7.49$ (63%)
    11.24$ (63%)

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