





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Aside from a 40% discount on the game during Steam Summer Sale, this patch brings another exciting update! (Some of you honourable knights playing on our Beta branch may already have discovered it )
If not, here's a rundown of what you can expect: Rising Lords is all about planning, tactics and outsmarting your enemies (or even your friends...). Therefore, it is only fitting that you will now be able to plan more thoroughly by taking a glimpse at the size of the opposing armies.
[img src="https://clan.cloudflare.steamstatic.com/images/33269676/a6aad09bee545575c65edf9c47513269d2ec81c5.png"][/img]
Do you find yourself taken by surprise by an unexpectedly large enemy force when you try to invade foreign territories? Do you spend ages recruiting a huge army, only to realise that you could have easily carried out your conquest years ago?
These and other annoyances are now a thing of the past. While we of course won't reveal the complete composition of enemy units, this new feature will help you estimate your own standing, allowing you to make more calculated attacks.
Use your newfound knowledge wisely, and conquer the map
Rest assured that we, as always, have much more in store than just this new feature - for more details, see the Changelog down below.
We are currently preparing and updating many systems for our upcoming DLC The Pilgrim War. For news on that end, you'll have to wait a little while longer, but we hope you'll enjoy these changes in the meantime!
Finally, we would like to thank all our supporters who regularly send us feedback. Thanks to you, Rising Lords continues to improve, even more than a year after its release
Have fun and let us know what you think,
~ Team Argonwood [img src="https://clan.cloudflare.steamstatic.com/images/33269676/09101062bfe6c09d74a0d98f502ddfca89ffdc75.png"][/img]
Some of these changes were already applied to 1.2.1 but weren't mentioned in a changelog.
Lots of systems were rewritten to allow for the addition of the new Pilgrim War content.
more on that soon! :)
editor 'test map' difficulty menu
'wastelands' rendering small in LQmode
able to start building next to region center across border
fire sometimes causing crash going back to Campaign
crash due to waypoint placement in some custom maps
bridges not tiling correctly when mirrored
neutrals sometimes incorrectly calculating unit types resulting in unbalanced armies
fires in battle no longer causing damage when walking through
potential screen shake during battle end screen
crash due to unbalanced surface stack
joystick snap bug on Steamdeck
'build here' highlight rendering on top of army token
deconstructing tile not working correctly in some cases
removed duplicate stone bridges in editor
camera simply pans to defender when archery is used
Force show story book on load if unresolved options
ability to cancel upgrade if started same-turn
Show passive income in Challenge mode when completing special missions
Option for "no camps" in battles from story tree
Story tree scroll and right click now close current adjustment
Option to select faction from story tree
Story tree option to disable campaign AI for npc players
rogue action label above token
disappearing Buildings between campaign missions
save slot overwrite bug with editor maps
semi soft-lock if pressing escape twice w/ build radial open
'back' SFX spam in campaign as client
rare 'send food' menu crash
a general name bug in story tree
rare watchtower crash
DLC index not set crash
image mod crash
conditional tooltip crash
crash due to deleting non-existing map file
editor tile selection staying open on top of story tree
tile paint button highlight in editor
region numbers displaying in story-tree menu w/ editor
camera getting set to odd positions / size after closing story tree in Editor
tutorial failing to pass woody placement task
a depth buffer binding error
poor hover detection w/ in-battle unit radials
jittery camera zoom out in some map situations
floodfighters not displaying correctly
potential multiplayer host load game crash
some rogue action issues
NPC players sometimes disband armies on end turn for no proper reason
dynamic token hiring crashes (e.g. bishop)
potential NPC crash on load where AI difficulty don't exists for NPC players
crash due to hunter auto-placement on invalid tile
multi-merc hire crash + max button w/ multi-mercs broken
tile houses potentially doubling-up + overlapping
french crop boost not applying correctly
heritages incorrectly costing points on in-game general menu
predicted French happiness bonus incorrect
health card predicting w/ incorrect season
incorrect 'camp' tile season in battle
wrong castle levels Rendering
decimals in drop-down when you can't afford army
potential challenge mode crash
unable to equip 'off-hand' items in campaign setup on consoles
janky menu item visibility when pressing 'go to battle'
broken 'back' button mouse detection in custom battle Setup
loading screen see-through pixel border on non 16/9 ratio Monitors
joystick not switching back from 'radial mode' w/ build menus
sheds not reducing disease event card's effects
brief joystick-snap glitch w/ scene changes due to bad Cache
tile seams sometimes showing up between season transitions
resolution options overflowing screen on HIDPI displays
battle unit effects 'stutter' when unit is moving
some other rare Player reported crashes (thank you!)
removed army 'hover slide' when on border
removed broken road auto-tile when deconstructing tile
Story tree change region resource can now use a list of region numbers
Enable diplomatic avtions for ai 200 in story tree task restriction
Fix crash bug for player 129 and above when create army from story tree
now cannot change army general after build if general is primary
Mission scrolls update visibility improved
mission story books render + order layer adjusted
cost returned if upgrades canceled that turn
updated player colors to colorblind-friendly pallet
improved / themed password entry for multiplayer Lobby
changed fade transition for background map
Host will not be able to press start in custom battle unit menu until all clients have loaded the unit menu
[img src="https://clan.cloudflare.steamstatic.com/images/33269676/8934c6d90cf6a154c808aaba9fcd11538c454a75.png"][/img]
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