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0.19.9 (April 22) BETA Fixed a few reported bugs and crashes and significantly improved end turn times. Let us know if you encounter any issues and we will fix them asap! To access the beta branch, go to your 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. 0.19.9 (April 22) BETA New: - Added "U" hotkey to jump to a peasant of yours that is relaxing. - Allow +- current XP for change general node in story editor - Added I hot key to cycle through merchants in regions. Fixes: - fixed loading save games added all tiles to all chunks, leading to severe end turn lags and long end turn times - fixed a crash with fire damage in battle - fixed rogue/spy unable to be placed - fixed mercenary only allowing initial selection/ popup problems - fixed missing fog / tiles in battle mode - fixed missing scale bias for new minimap render - fixed border stones not rendering between two regions w/ same owner - fixed render stones drawing on top of hills / trees - fixed split wood/stone castle tower types default to center keep type - fixed workplace tiles (and peasant colors/text) not updating w/ region conquer - fixed missing obj_field 'token highlight drop' effect - fixed potential minimap crash returning from battle - fixed other rare bugs fixed that were reported by players - fixed crash for invalidated region instance with map tile - fixed upgraded buildings from showing how many peasants still needed to be construction. - fixed minimap 'click region' offset & overlapping taxes button - fixed cpu-bottleneck with tile render requests - fixed rare muster army hard-lock with new runtime - fixed memory leaks with the tile surfaces & dh maps Changes: - improved end turn times - Modified autogovern "abandon livestock variables". now keeps even small lifestock since the economic behaviour of abandoning <30 sheep for example was not received well by the playerbase - improved AI behaviour for attacking overseas territory - changed so that AI army trying to merge with others doesn't pick paths through player territory (seemed like AI is attacking again and again with minimal forces) - changed tile update priority lowered during transition effect - changed better optimized out spines / dynamic tile rendering when out of view - lessened minimap frametime allotment
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