Introducing the Market Update
As we announced in our last Patch Notes update, we are currently hard at work on our first DLC! However, we're also determined to make the base game even better. So not only have we listened to a lot of feedback from our community, but we have also come up with something new that we think will make a positive difference to the gameplay.
Have you ever waited in vain for the Merchant to appear in your province, only for him to arrive too late? Fear not, we have a solution for you: The Market building offers you an alternative to this excruciating uncertainty! Trading may not be quite as lucrative, as you will have to sell your goods at a 20% lower price. However, it is still an option worth exploring. You will also find eight random wares that change every turn. You can buy them at a 20% higher price if you wish. Start the game, invest your gold and let us know what you think of this new addition to the Rising Lords building radial!
Of course, that's not all. Describing every single change introduced in this patch in detail would result in an endless wall of text, so we'll just let you know: We have added a lot of new things, changed a few bits and fixed a lot of issues! See the patch notes below for more details. Best, Team Argonwood
[ 2024-06-20 16:59:54 CET ] [ Original post ]
Dear Lords and Ladies!
As we announced in our last Patch Notes update, we are currently hard at work on our first DLC! However, we're also determined to make the base game even better. So not only have we listened to a lot of feedback from our community, but we have also come up with something new that we think will make a positive difference to the gameplay.
A free new building to discover
Have you ever waited in vain for the Merchant to appear in your province, only for him to arrive too late? Fear not, we have a solution for you: The Market building offers you an alternative to this excruciating uncertainty! Trading may not be quite as lucrative, as you will have to sell your goods at a 20% lower price. However, it is still an option worth exploring. You will also find eight random wares that change every turn. You can buy them at a 20% higher price if you wish. Start the game, invest your gold and let us know what you think of this new addition to the Rising Lords building radial!
But wait ... is that it?
Of course, that's not all. Describing every single change introduced in this patch in detail would result in an endless wall of text, so we'll just let you know: We have added a lot of new things, changed a few bits and fixed a lot of issues! See the patch notes below for more details. Best, Team Argonwood
1.1.1 (June 20th)
New
- Added new market building
- Added ability to Steam to join by using the friend list.
- 'random' personality option in scenario setup
- auto/ai battles spawn 'battle report' cards for each army
- added button hover sounds in map editor
- screen-edge notification symbol for off-screen task highlights
- tool-tip to army merge screen
- joystick snap points to army split +/- icons (see commit notes)
- joystick snaps + 'back button' to rename region dialog
- hotkey (ctrl and shift) for +-10 and +-100 units in merge army menu
- region/target placement banner now shows when holding dynamic tokens
- unit highlight/snap w/ initiative bar hover (+joystick snap to unit portraits in initiative bar)
- tutorial card for hiring mercenaries
- unit to be attacked has yellow outline in initiative bar
- attempted language detection w/ user-generated town names for font selection
- tutorial card for entrenching / delay in tutorial 2nd battle
- displays entrench bonus when hovering unit or entrench button
- more log-writes for game end, loading screen, and FPS spikes
Fixes
- Fixed armies passing through armies in certain movement setups instead of fighting on allied territory
- Fixed macemen doing 0 damage
- Fixed soft-lock in tutorial w/ certain army stack setups
- Fixed armies occasionally invisible unless hovered + incorrect 'duplicate name' warning
- Fixed some types of raiders / invaders autobattling regardless of map layout
- Fixed castle heritage variable crash
- Fixed crash if trying to send food from a region to itself
- Fixed send food crash w/ regions that are inaccessible
- Fixed string parse crash w/ load game
- Fixed rare army feed crash
- Fixed russian not displaying correctly on battle cards
- Fixed several russian font scaling issues
- Fixed potential crash when loading invalid map files in editor
- Fixed unable to subtract morale in story tree
- Fixed Switch export missing 'X button' hint in build tooltip
- Fixed some languages not displaying choices correctly in mission story
- Fixed button hints / delete icon x-alignment wrong for some languages
- Fixed large option y-placement bug w/ missions + improved option spacing w/ numerous options
- Fixed massive text in mp server lobby in some cases
- Fixed longer menu buttons not properly shrinking text fully to fit
- Fixed save 'delete' buttons leaving snap-point remnants
- Fixed task circle not respecting edge specifiers
- Fixed decoy consuming 'shields up' not displaying icon that this occurred
- Fixed further controller issues w/ merge army
- Fixed army 'max' unit count decimals
- Fixed some skill previews causing single-digit lag on Switch
- Fixed wild animals killing livestock not reported in info cards
- Fixed livestock cards double-counting army consumption
- Fixed editor save / load map names getting jumbled in rare cases
- Fixed killing unit may display damage number above remaining units
- Fixed missing dictionary look-ups on Switch
- Fixed merchants not traveling in rare cases
- Fixed white tile-load flash when going into map on Switch
- Fixed info card for tax/food not updating when changed while open
- Fixed health info card displaying next season's penalty
- Fixed 'spectate' button showing up for your own battles
- Fixed old-style gui popups showing up + glitchy pop-in/out w/ some of the newer
- Fixed dropping bishops on own territor would generate a broken route
- Fixed drop-down displaying fractional resources
- Fixed unit outline flicker w/ skill card
- Fixed white flicker sometimes w/ inital tile load in battles on PC
- Fixed inconsistent option menu open / click w/ 'going to battle' menu
- Fixed save/load menu console hint depth issue
- Fixed re-focusing game window temporarily resetting food consumption icons
- Fixed shoot area not accounting for wall range bonus
- Fixed mercenary 'rental' costs not being portrayed directly after hiring
- Fixed looping 'end season' animation w/ quick end turns
- Fixed ultra-widescreen issues w/ season transition effects
- Fixed lag spike making janky zoom-out w/ battle end
- Fixed difficulty option displaying on custom scenario restart
- Fixed zooming breaking army merge menu
- Fixed mission story 'next' / option overlap allowing accidental double-clicks
- Fixed white-screen flash on battle / editor start
- Fixed player name inputbox disappearing when canceling campaign difficulty
- Fixed editor painting broken after 'auto-save' popup
- Fixed a problem with steam deck intro video compatibility
- Fixed construction tiles sometimes turning blank in LQ mode
- Fixed post-crash report send saying that the game would close, when it does not.
- Fixed armies rarely sliding into water / across borders
- Fixed token motion planning placing tokens on top of eachother in rare cases
- Fixed bound units able to use 'shoot area'
- Fixed partial fog behind some units
- Fixed further cases of single-word pages in mission stories (language dependant)
- Fixed 'campaign' no longer disabling if tutorial is incomplete
- Fixed 'delete' buttons sometimes disappearing for save slots
- Fixed cursor snapping to top-left in main menu
- Fixed some controller hints not capitalized
- Fixed possible to click 'next' past an options page
- Fixed forests not reducing 'shoot area' attacks
- Fixed merc fire confirm menu spawning on wrong layer
- Fixed minimap not always updating single-layer tiles in time
- Fixed water under ports in battle on LQ zoomed in
- Fixed some battles from sea / allied regions autobatteling when they shouldn't
- Fixed incorrect 'ranged' analysis for castle attacks w/ ranged + prep for attack mode toggle
- Fixed garbled graphics while going to Custom Battle on XBOX
- Fixed 'entrench' not being properly dismissed
- Fixed first-level ports allowing debarking
Changes
- battle now starts with 5 cards instead of 4
- "load" is now in the first main menu level instead of under singleplayer/multiplayer
- improved skill card text scaling / alignment / readability
- 'formation' skill moved up the skill tree for new matches
- 'shields up' only applies if damage > 5% estimated damage range
- Adjusted so quick cards for battle players do not contain blindfire, as they confuse players being attacked by their allies.
- mission story options align bottom-up to prevent overflowing outside the book
- battle tile distribution to minimize atteckers w/ indefensible camps
- Ignore file check for log files to allow crash reporter to send it.
- Make some save pars more compression friendly.
- raiders now disband upon first loss regardless of remaining units
- removed textbox 'highlight' effect from consoles
- improved battle unit render speed
- moved 'load game' entries to their own combined menu entry
- moved multiplayer battle map name up to be more readable
- improved battle units animation timing
- bound units can now attack walls / baricades
- armies do not hunger when in port unless region has no food
- further switch performance improvements
- increased tooltip size on Switch / Steam Deck for readability
- 'health' info card 'beggars' to icon + fixed minor alpha bug w/ info cards
- increased top/bottom gui number sizes on handhelds + font consistency between languages
- improved text readability + alignment for 'going to battle' screen
- dynamic tokens now require extra click to drop
- added option to unlock skills and change cards in hand for change general node in story editor
- added blur + fade for in-game menu
- army scales up a little when zooming out
- peasants on fields w/ no seads now display as idle peasants
- removed some gui tool-tips when disabled by story / tutorial
- removed broken map 'delete' options from editor
- window keeps position after res change w/ game startup
- battle info scroll switches sides if covering damage prediction
- made info banner for items more readable
- mercs now reset their numbers over time after being fired
- unhired mercenaries recoup 25% of max every turn
- regular peasants can no longer use 'bind' card.
- removed extra arrow when using 'shoot area'
- improved AI wall attack behaviour with cards
- adjusted so AI use ladders and ram on melee units first and ranged unit last
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.
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!
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
[ 5946 ]
GAMERSGATE
[ 3178 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB