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Rising Lords
Argonwood Developer
Deck13 Publisher
2020-05-27 Release
Game News Posts: 99
🎹🖱️Keyboard + Mouse
Mostly Positive (847 reviews)
Public Linux Depots:
  • Rising Lords Depot [455.4 M]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
Knowledge Is Power: Rule Through Strategy and Insight!

Dear Lords and Ladies!


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]

Changelog


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! :)

Fixes


  • 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

Changes


  • removed duplicate stone bridges in editor

  • camera simply pans to defender when archery is used

  • Force show story book on load if unresolved options

1.3.0 (June 26)


New


  • 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

Fixes


  • 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!)

Changes


  • 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]


[ 2025-06-26 17:00:14 CET ] [ Original post ]

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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MacGamestore

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