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0.18.1 BETA BRANCH

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


[ 2022-12-28 10:15:24 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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    8.79$ (56%)
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    3.9$ (70%)
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    0.45$ (92%)
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    6.0$ (70%)
    3.0$ (80%)
    34.99$ (30%)
    3.41$ (74%)
    3.38$ (66%)
    8.91$ (70%)
    31.5$ (55%)
    11.25$ (55%)
    1.5$ (85%)
    6.75$ (66%)
    9.99$ (50%)
    16.49$ (59%)
    14.18$ (68%)
    3.0$ (81%)
    4.37$ (78%)
    3.0$ (90%)
    11.69$ (10%)
    9.0$ (77%)
    3.0$ (92%)
    0.38$ (92%)
    6.11$ (49%)
    0.9$ (89%)

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