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
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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