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I decided to push this as a beta patch, because it includes some fixes for critical bugreports that were handed in by players. This includes a reconnect crash in Multiplayer. 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. The game then automatically changes the branch. No password needed. A battle crash with units being killed through fire that was also reported a few times is also fixed and will be uploaded tomorrow most likely. The entire unit render system on Campaign maps has also been rewriten over the last weeks, this is now almost finished. On top of this was a number of changes with texture pages, tile cache scaling, and other memory-saving measures required in order to get the scenario gameplay smoother and less RAM intensive. "resting framerate" has been improved significantly. Some minor graphical bugs are still there. Known issues include: - Auto battles that conquer a region show the wrong color for tokens and on workplace minimap tiles for one round. - combination of stone and wood castle renderes incorrectly - peasants fighting wolves don't have the correct sprite - borderstones in own territory have minor issues I'd also like to mention again that the end turn process is currently not smooth on bigger maps and in lategame and that we will address that next. New: - story editor: "humans" in start new game node can keep all human owned regions from a previous level - added yellow as player color - preperations for achievements (WIP) - you can now use specific general in create army node (story editor) - clicking a task can now be an objective Fixes: - Fixed a reported reconnect crash - fixed escape position problems for story editor - fixed texture load issues w/ battle from story tree + season change - fixed empty defeat message/event card when a player lost everything - fixed a memory leak with particle systems - fixed region tiles not always updating peasant count - fixed smithy unit not animating properly - fixed 'builder' peasants sometimes not looping & wrong color - fixed a rare raider crash with castles - fixed AI being allowed to build on mountains + waypoints under certain circumstances - fixed AI check if it's building a castle too close to a waypoint - Fix so host don't try get duplicate workshop maps - Fixed a conditional raider crash - some requested story tree fixes - load timer not executing if low FPS / blank language entries overwriting english defaults - fixed army waypoint-drag-to-menu soft freeze - fixed hovering merchant killing FPS Changes: - updated dynamic loading screen background & text - switching languages is async and also done at game load - rewrote minimap system for improved performance - chunks use surface pool when zoomed in (slightly reduced stutter) - valid map names cached at game start (reduces campaign-setup stutter on low end PCs) - force 'tutorial cards' click level to be above on menus - greatly improved fog cpu usage when zoomed in - updated dynamic loading screen background & text - switching languages is async and also done at game load - rewrote minimap system for improved performance - chunks use surface pool when zoomed in (slightly reduced stutter) - valid map names cached at game start (reduces campaign-setup freeze) - force 'tutorial cards' click level to be above on menus - greatly improved fog cpu usage when zoomed in - performance improvements for raider pathing calculations - balanced raider calculations, also related to AI difficulty now
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