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
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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
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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