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0.20.4 (May 3)

Hi everyone, time to push all the recent changes from the beta branch to the default branch! Let us know if you encounter any issues! Full version changelog since the Raider update: 0.19.7 (April 12) New: - added yellow as player color - more achievements Fixes: - some requested story tree fixes - load timer not executing if low FPS / blank language entries overwriting english defaults - fixed 'language' screen freezing upon open / 'missing texture group' warnings - fixed some issues & memory leak with recently added chunk surface pool - added missed worker spine optimization WIP - fixed obj_slot not properly rendering w/ cache scaling - giant hand on drinker unit - fixed regression preventing field 'harvest' animation - fixed missing field elements - fixed drinker & firefighter rendering issues - fixed army waypoint-to-menu soft freeze - fixed hovering merchant killing FPS / - fixed weeds rendering wrong w/ 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 freeze) - force 'tutorial cards' click level to be above on menus - greatly improved fog cpu usage when zoomed in 0.19.8 (April 17) New: - 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 Changes: - performance improvements for raider pathing calculations - balanced raider calculations, also related to AI difficulty now 0.19.9 (April 22) 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 0.20.0 (April 25) Fixes: - fix for user reported crash with "map structure not found" popup (most likely only for new games or older saves, actual save is probably corrupted, sorry) - fix for user reported end-turn soft-lock (was event related) - fixed fisherman boat incorrectly colored & missing text - Fixed a few memory leaks due to the new systems Changes: - improved AI army targeting to calculate castle regions can spawn an army to defend it - improved overall AI pathfinding and target finding - further improved AI behaviour for attacking overseas territory 0.20.1 (April 26) New: added click-lock debug display to for public build (see above) Fixes: - Fixed sending provisions sometimes not working correctly - Fixed clicking 'view area' on event card w/ battle popup breaking click level - Fixed option menu conflicting click &depth w/ battle popup options - Fixed language loader not properly stripping all 'extra' double-quotes - Fixed raiders not attacking in some cases Changes: 0.20.2 (April 27) - for your story editor, you can now use battles/wins/losses against certain generals of factions as triggers - fixed muster / disband breaking click level(blocking UI) in some cases 0.20.3 (April 30) Fixes: - fixed merchant on the battle field causing a crash - fixed dynamic player tokens appearing in battle - fixed second-method of merge-army not releasing click lock - fixed 'fire mercenary' broken + army menu click pass-through bugs - fixed broken army overlap detection - fixed some units having a wrong orientation when getting destroyed - fixed killing wild animal causing a very rare crash (user report) - fixed merchant not moving to assigned position (tutorial among others) - fixed a bug that potentially had the number of peasants wrong/invisible - fixed a bug that lead to player color being white after loading (already corrupted files can't be fixed) - fixed fire/flood-fighters not updating visually when done - fixed peasant not placable on fire anymore in tutorial Changes: - improved autogovern AI - Changed autogovern to have even more priority for animals - AI no longer builds walls around harbours 0.20.4 (May 3) New: Fixes: - fixed a dynamic reference crash in the story editor - fixed a trait related crash in the story editor - fixed merchant usable on 1st turn of tutorial / merchant base not fading out - fixed recent change breaking editor tile painting - fixed numerous small memory leaks due to missing particle cleanup - fixed peasants using incorrect image when fighting animals in some cases Changes: - Added system to not jump the cursor to next turn on button press, if next turn is not yet ready. - Added show_hourglass to override mouse cursors to demonstrate a player must wait for something. - Added button visuals when hovering over taxes, and ration. - Added L stick press to move cursor 2x as fast. - Added L stick move cursor to be 5x slower if pressing L shoulder. - Added L shoulder hint for slow cursor. - Modified left gamepad hints to stack differently without gaps depending on what triggers the left hints. - Added language support for left gamepad hints. - Fixed when panning screen, the cursor would still think it was where it was before panning. - Modified center right button (start +) to open menu instead of end turn. - Added holding center right button (start +) for a half second to end turn. - Added gamepad support for back button (select -) to exit out of all 20 menus. - Modified tax + ration gamepad hints to show when gamepad is used over the icon - changed AI to built castles further away from border waypoints. - AI builds more castles now when it needs more generals.


[ 2023-05-03 09:04:49 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.


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    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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