1. Rising Lords
  2. News

Rising Lords News

πŸ‘‘ Announcing Dellpiani Update and first-ever DLC πŸ‘‘ (1.0.7)

Lords and Ladies!


Today, as a token of our gratitude, we're releasing a major free content update!
But that's not all: We're also thrilled to announce our very first DLC and show you a sneak peek of its setting to give you a taste of what's to come.

[h3]The Journey So Far[/h3]
Over the past few weeks since release, the team has been working hard to address as many of your issues as possible and help where we can. It's been incredibly rewarding to hear your positive feedback on our ongoing efforts to improve Rising Lords!
So you may not be surprised to learn that our patch notes this time are PACKED with fixes and changes to the game. As we have said before, we want to ensure a smoother and more enjoyable experience for all players.

Thank you for your patience, for your honest feedback and reviews, for reporting edge cases that we have never seen before, and most of all, for taking this incredible journey with us!
It has been amazing to see how much our Discord Community has grown, and to welcome so many new faces! Whether you're an experienced player or just discovering our game, joining the server is a fantastic way to connect with other Lords and Ladies, share tips and strategies, and keep up to date with the latest news. ❀️



Discover the Dellpiani heritage

With this update, we wanted to give back and bring you something new.
Since the events of Rising Lords' gripping main story, some time has passed in the medieval lands of Aubelin. It is further south that this content update takes place: Meet the Dellpiani nobles, proud descendants of the lost Lyrean Empire! πŸ‘‘



Based on the southern coast of Aubelin, they are brilliant merchants with a strong focus on seafaring and trade, their ships protected by crossbowmen in heavy armor. Along with this new heritage comes an engaging two-player map that pits you against each other for the precious and resourceful islands of the Lyrean coast. πŸ—ΊοΈ
You can experience the ways of a Dellpiani noble alone or with friends in all Rising Lords scenarios - starting right now!

For details and stats on the Dellpiani heritage, please see the patch notes at the bottom of this update!

Explore faraway lands... in our first DLC!

But that's not all - here is a little taste of what we are currently working on:



[h3]We're proud to announce Rising Lords' first-ever DLC! πŸŽ‰[/h3]
Instead of returning to the familiar lands of Aubelin, prepare for an all-new adventure as you encounter an entirely new civilisation. Say goodbye to the lush meadows and dense forests you know, as you venture out onto the sands.

We are thrilled to share this next step with you and present a new twist on the unique formula of Rising Lords. Exploring this vastly different setting will bring many fun surprises and mechanics to work with.
Of course, this is just a taste of what you can expect, and more details will be revealed over the coming months. Stay tuned as we delve deeper into what this next chapter has in store for you!

In the meantime, we hope you have lots of fun with the main game and the free Dellpiani update! ❀️

Best,
Team Argonwood






1.0.7 (April 4)


[h2]New:[/h2]
  • Dellpiani heritage selectable for sandbox mode/scenarios:
    +unique heavy Crossbowmen that uses heavy armor
    +Half cost for harbor upgrades, unique harbour visual
    +8% tax
    +Double yield from trade agreement
    +"Pavise" card
    +half hunger attrition on water
  • new Coastal Clash map (2 players)

[h2]Fixes: [/h2]
  • Fixed different issues with the inventory system
  • prevent early end turn in story mode when not all events have been processed
  • Fixed auto-battle against raiders on the border
  • Fixed some region battles auto-completing due to double-counting some tiles
  • Fixed 'battle/ai-battle' menu sometimes grabbing incorrect waypoint and auto-battling
  • Fixed mounted path routing broken going through allies into a forest
  • Fixed custom generals not always displaying correct portrait in skill tree
  • Modified food diversity to only be recognized on normal rations and boosted with double and triple rations.
  • Fixed food diversity showing on health when there was none.
  • Fixed happiness info always showing food diversity 1.
  • Added no rations penalty to be shown on happiness info since 0 rations = 0 happiness.
  • Modified health + happiness info to use round instead of floor so they better match the GUI.
  • Fixed ration GUI using food rather than food happiness when calculating.
  • Fixed food happiness having food diversity included.
  • Fixed beggar health info not being in red when it counts as a deduction.
  • Fixed incorrect damage tooltips for ranged units in army menu
  • Fixed so AI difficulty is updated for battle from Set AI difficulty nodes.
  • Fixed regression removing color coding for enemy tool-tip
  • Fixed units not properly displaying custom modified names
  • Fixed an invalid walledSlot id crash
  • Fixed army cost potentially containing decimals
  • Fixed rare corrupted cache crash on startup
  • Fixed xbox clean sweep achievement
  • Fixed rare 'send food' crash
  • Fixed some dynamic objects + armies not drawing 'route lines'
  • Fixed empty slot sync in battle for units that retreat.
  • Fixed 'export_to_file' crash if saves are full
  • Fixed longtime bug w/ for borders encroaching in too much on occasion
  • Fixed unnecessary temporary fog fade in when revealing new regions
  • Fixed blank tile strip in top-right and bottom-right of maps
  • Fixed rare delete map file crash
  • Fixed possible crash w/ region battle when close to border waypoint
  • Fixed 'tile hover slot' in battle not resetting w/ unit placement
  • Fixed panning camera while holding battle unit, unit stays in place
  • Fixed a rare story objectives crash
  • Fixed loading screen tip line wrapping
  • Fixed food carts missing waypoint route coordinates
  • Fixed armies unable to become hungry at sea
  • Fixed minimap flags rendering off-map at map edges
  • Fixed not all menu items translating immediately after language change
  • Fixed armies occasionaly rendering in 2 places at end-turn movement
  • Fixed consoles auto-switching back to 'joystick' from 'd-pad'
  • Fixed rain audio getting stuck on in some cases
  • Fixed buying more beer than available + buying negative beer w/o selling
  • Fixed unit max value rendering behind army setup unit in some cases
  • Fixed book options overlapping text in some cases
  • Fixed merchant crash if returning to menu w/ merchant screen open

[h2]Changes: [/h2]
  • Restart chapter will restart in previous chapter so it get the new chapter map in case there were changes
  • localisation update
  • adjustments to chapter 1,2,3 (balancing and turn timer added)
  • Continue button in title menu will load the latest game
  • enabled food menu hint on non-tutorial maps
  • changed editor background clear from season color to gray
  • changed delete mechanism for saves/maps moved next to save entry
  • changed Cache story tree nodes to speed up tasks
  • Adjusted Switch to force commits before handling potential big files
  • Adjusted quick/easy attack AI to allow obstacle attacks if nothing else useful can be done.
  • removed generic 'click map' to change map to remove flag placement miss-clicks
  • tooltips now auto-dismiss when making moves in battle
  • improved unit & general placement snap logic w/ controllers
  • increased task + description render size on Switch
  • increased raider strength factor that comes from the turn timer


1.0.4 (February 12)

1.0.4 (February 12)

New:
- difficulty can now be adjusted when restarting a chapter (2+)
- Added build menu click toggle to the graphics menu.
- F5 saves the game in singleplayer to the last used save slot

Fixes:
- Fixed 'blank tiles' / missing render w/ battles on slower machines
- Fixed rare case of temporary fog not removing on slower machines w/o camera movement
- Fixed numerous inventory sync bugs between menus and generals
- Fixed treaty 'reject' acting as 'accept'
- Fixed a rare crash in chapter 3
- Fixed an issue with the hunter spawn being inconsistent
- Fixed ability to place ally-focused cards on enemy units in 3+ way battles
- Fixed wedge carde related battle crash
- Fixed an issue where the "french" faction would not always win the tie break for figures
- Fixed incorrect gamepad icons for cycling regions in campaign. Should have been LT + RT and ZL + ZR.
- Fixed 2 rare campaign related crashes that were user reported
- Fixed some issues with the new restart chapter functionality
- Fixed mouse hover & clicks on mission tasks passing through mission book
- Fixed a battle crash related to raiders on water
- Fixed an issue with corrupted casche
- Fixed a crash due to invalid arrow spawn slotid
- Fixed xbox keyboard input cause crash when entering unusual characters for number input
- Fixed grab-pan clicking through popups and menus
- Fixed word-wrap newline issues; most notably w/ chinese + tool-tips
- Fixed chinese overflowing under buttons w/ some helper cards
- Fixed end-turn text missing and/or flicker / pop-in when changing languages
- Fixed an issue with disbanding garrisons in conquered territory that lost by morale

Changes:
- enabled autosave by default on PC for new players
- minor adjustments to some story pictures
- Added more hints
- Added AI to have livestock priorities when there are more types than fields. Player's auto-govern and Knightly prioritizes horses first. Default is Cows > Sheep > Horses.
- 'quick restore options' changed to 'continue'

known issues for the next patch:
- a few remaining display issues with chinese font
- automatic battles still happening in rare cases where regions are oddly shaped or too small

1.0.3 (February 6)

1.0.3 (February 6)

Dear Lords and Ladies,

our first bigger patch since 1.0 release. We also added the promised changes to difficulty and saving:

- added new more relaxed difficulty mode. next update will bring an option to change the difficulty when restarting a chapter
- changed the autosave system to show the beginning of the last 3 turns

New:
- Added'confirm' dialog to deleting saves
- continue game button back to first level of main menu instead of having to click "singleplayer" first
- Added gamepad and hot key support for all <<< and >>> buttons. RB + LB, or arrow keys.
- Added audio slider for intro video
- Added video setting for MMB + LMB + RMB to grab and pan the camera.
- Added Node reference for xp in change general node
- Added gamepad hints to multiplayer buttons and hints for multiplayer lobbies.
- Added gamepad RB + LB functionality to multiplayer buttons to cycle through <<< + >>>.
- Added missing localization credits
- Added ability to skip intro video w/ right-press (or east-face button)

Fixes:
- Fixed challenge mode entries not going to global highscore for some players
- Fixed inventory not always saving correctly
- Fixed rare merchant crash caused by an unknown tile or a tile without data.
- Fixed pause menu opening when ending wall mode by pressing escape key.
- Fixed rare bathhouse crash caused by force_singlelayer.
- Fixed game menu sometimes not properly 'enabling' in multiplayer
- Fixed numerous card-related text overflows in chinese / japanese
- Fixed 'Baltic' map showing up as 'Map Name'
- Fixed weird 'unit placement' click detection on ultra-wide monitors
- Fixed smithy icons sometimes floating incorrectly on ultra-widescreen monitors
- Fixed broken 'tips' page font w/ asian languages
- Fixed some connection issues with direct connection due to IP junk
- Fixed 'send 500 wheat' tooltip showing up in all game modes
- Fixed happiness tooltips report being inaccurate (food diversity, beggars, negative gold)
- Fixed upgrade being on smith lvl2 instead of demolish.
- Fixed smith when upgrading having another upgrade, rather than demolish like the other structures.
- Fixed fog sometimes not revealing / hiding properly w/ story tree nodes
- Fixed manors not rendering correctly in LQ mode
- Fixed 'end turn' button flicker in campaign map 4
- Fixed mountains in the fog not tiling correctly
- Fixed 'white flash' game start graphical bug
- Fixed 'invisible workers' bug w/ LQ graphics mode
- Fixed invalid wallslot id crash & battle 'double arrows'
- Fixed non-instanced snap points out-of-view not being ignored (controller)
- Fixed soft-lock in load when pressing 'back' over 'play game' button
- Fixed 'merge armies' titles not substituting dictionary look-ups
- Fixed merge army menu not releasing click lock at game close via esc menu

Changes:
- speed improvement to chunk update and render timing
- performance improvement for story missions
- performance improvements on consoles (battle + scenario)
- balancing adjustments to campaign levels
- minor localisation update (for the new entries mainly)
- Modified multiplayer Next + Prev buttons to be <<< + >>> for consistency.
- added controller tips w/ campaign camera movement to reduce 'flicker'
- QOL update w/ unit placement joystick snapping in battle
- connecting a controller now auto-switches prompts to console
- updated a few story images

AI:
- Added AI system to want wool for light armor for an abundance of spears. This solves AIs that don't want livestock from having a forest of spears with no light armor.
- Added PARA.spears_to_light_per to tweak the percentage.
- Modified wealth victory AI to only consider land regions rather than all regions.
- Modified AI to not need to buy wool if it has more sheep than the abandon amount instead of allowing for any amount of sheep.
- Fixed AI buying iron from merchant thinking it was wool.
- Fixed AI not eating wheat when it didn't have enough to plant, but still needed to harvest.
- Added AI to edit big armies that are just sitting around in some cases.
- Fixed unknown army strengths not getting set when AI establishes if it should edit an army.
- Fixed AI bailing flooded fields that had nothing of value to be saved while still bailing empty fields if there is only one clear field.
- Reduced max percentage of peasants in AI armies

known issues for the next patch:
- sandbox AI treaties sometimes not rejected correctly
- a few remaining display issues with chinese font
- automatic battles happening in rare cases where regions are oddly shaped or too small

We heard your feedback: Adjusting difficulty and autosaves

Dear Lords and Ladies,

I wanted to take the time to thank everyone who has played Rising Lords over the last days after our 1.0 release and to talk about the current state of affairs and give a little personal insight.

Initially, Rising Lords was a sandbox game designed for short skirmishes against friends or AI, and the feedback was very positive! We then decided to also add a story campaign to give our single-player focused player base the chance to dive even deeper into the fictional medieval world we had created, with an intriguing plot to follow. We put a lot of love into it with all the story, quests, artwork, etc. and played it with beta testers to balance the difficulty.
While there are many players who have already completed the story campaign and enjoyed it very much, we have also noticed some frustration with it.

Mainly, although expressed in different words, it boils down to the fact that some of you find the story campaign too challenging and would like the gameplay to be more relaxed, with less trial and error and more freedom in making strategic decisions.

While the feedback from our beta testers did not reflect that, we have realized that this does not necessarily apply to everyone, as our player base has grown and broadened and many of the testers were experienced players.

To address this, we are currently working on an alternate difficulty mode that will modify the challenge of the current campaign to give players the freedom to choose how they want to experience the game.

Another issue that has been mentioned a lot was the autosave system, where the current and last turn saves are usually AFTER a battle, while the old turn autosave is not far enough back to make a meaningful difference. You can always save and reload manually or restart the mission from the pause/in-game menu, but we understand that this was not how users expected it to behave and are changing automatic saves to the respective beginning of the last 3 scenario turns. This means that autosaves will no longer happen during battles, directly after a battle or in the middle of a turn. We have made this decision based on your extensive feedback, which has taught us that you mainly use autosaves to reload previous game states, rather than using them to resume the game after a break.

We will be implementing these two major changes as quickly as possible, along with some minor additions and bug fixes based on your feedback.


Let us know what you think!
Best regards,
Chris

I want more simple, colorful strategy games like Rising Lords that people will actually play with me




Rising Lords is just the sort of game I'm most vulnerable to: historical strategy with the simple setup of a tabletop wargame and the quality of life and large numbers that are only possible when a computer does the math and moves the pieces for you. What I especially like about it, though, is that it's colorfulβ€”which might be one reason I can actually get people to play it with me...
Read more.