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Road to Agincourt update I and II

Major update push to the stable branch. I hope you will enjoy it! Make sure to let is know if there are any bugs or other problems and we will take care of it ASAP.

This includes the past 3 beta updates we made:

Update 0.7.4 (beta update)

New:
- many adjustments, improvements and fixes to AI scenario behaviour: pathfinding, attack algorithm, economy, collaboration, coordination etc
- Option to give feedback during game through the options menu
- enabled 4 human player games
- added Italian language support
- You can now Determine battle unit paths manually by holding shift
- Hunger icons for starving armies, more stats in army tooltips
- Added updated Traditional Chinese support + a few more lines of Simplified Chinese support.
- Graphics efficiency improvements
- sounds for dissolving units and player turn
- Added warning card for dwindling population as requested by players (can be switched off)
- Make level editor save map image with full map visible if map is unusual aspect ratio


Fixes:
- fixed a bug where armies where starving way too quickly
- Prevent right click for building shifting the camera incorrectly
- Fix keep getting last cards bug
- Fixed hidden army (garrisons) staying visible after battles.
- Fixed rogue having a default assasination target resulting in a cost when first spawning.
- Fixed small damage calculation bug
- Extra beggar popins occur on the beggar instead of on the town
- Mouse scrolling border doesn't depend on zoom level
- fixed some unique/very rare crashes
- fixed the starving notifications
- Remove conquer tutorial notification if you just defend your region.
- Fixed a bug with armies moving across each other visually when other conflicts get simulated.
- Fixed AI building on water in a rare case
- fixed firefighter behaviour
- Steam invite fix

Changes:
- player can now only enter codes if Steam cloud is enabled.
- Cycle AI attack simulations for smoother feeling
- Harder wealth victory (x2)
- Don't show lost worker message if only lost beggar
- Fixes to Spanish language file
- cheaper beer, more beer for merchant
- increased happiness penalty for low rations and high tax
- increased bathhouse cost compared to manors
- german typos corrected
- updated the map images
- event cards are now visible again after battle


0.7.5 (september 28, beta update)

New:
Extra details on army menu
- Added heritage box for custom lord menu
- Added campaign setup right click for teams to go backward

Fixes:
- Fixed AI crash surplus selling to a merchant
- Fixed AI accidentally using population instead of crops when calculating food
- Fixed AI taking peasants off double crop fields to work in the wastelands
- improved wanderers and fixed them getting stuck
- Fixes for army travelling dots, army flags on waypoints
- Inform player when they have received a gift (diplomacy)
- center number on held peasant

Changes:
- Added heritages to appear at the top of the trait menu.
- there can be only one heritage at a time now
- Added new version of 'the Apostle' song.
- Modified AI to put more of a priority on food stock rather than trying to bolster population.


0.7.6 (october 16, beta branch update)

New:
- major improvements to end turn calculations in scenario
- basic modding/workshop support for graphics
- Added Japanese language support
- can reject initial cards in battle until only one is left ("extended mulligans")
- "No team" option in scenario setup, and starting at war with those not on same team
- now allow reconnect in any order when loading multiplayer games with 3+ human players
- Added tutorial card to scenario setup
- Left/Right arrows for player settings on scenario menu
- Added button sprite behind "Try claim region"
- Modified the camera position of the battle screen to better show armies.
- Army eating info in food tooltips

Fixes:
- Hide black lines on certain map tiles
- Can't remain bound by destroyed unit
- Fix certain held objects giving player different heritage traits
- polish hertiage now makes the walls cheaper as intended
- Editor removes castle walls when castle is removed from tile (also draws a bit quicker when scrolling on a large level)
- Remove some invisible castle walls from Albigensian Crusade map
- Go through levels faster in scenario menu
- Prevent invisible castle walls existing if they are in a saved file
- Fixed the apostle song being broken when compiling.
- Fixed several rare crashes


Changes:
- MANY scenario AI improvements
- garrisons don't consume food anymore to increase their value
- Tighter limits for zoom out and map scroll
- Full screen switch changed from F2 to Alt+Enter
- Update upnp (nework file) to latest version


In the meantime we are working on the Agincourt Update - French and English Faction as well as water gameplay (sea moevement, harbors, water migration etc are almost done along with a few of the smaller additions)
Thanks and Cheers everyone!