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  3. 0.22.0 (September 9)

0.22.0 (September 9)

Greetings Lords and Ladies, time for an update :)
Some QOL things and a lot of AI improvements, but also bugfixes from user reports.

Some players had problems with incorrect downloads/ not being able to see maps or add players in singleplayer. Uninstalling the game and deleting the C:\Users\your name\AppData\Local\RisingLords folder (keep save if you want) and the reinstalling the game was confirmed to fix the problem. This might be related to a corrupt steam download, not completely sure.
Let us know if you encounter any other problems or this doesn't help you.

Full Changelog

New:
- Show message when Rising lords servers are down
- Show user message when connection is lost
- added old save warning
- Added generalized diplomacy tool tip for gifts
- Added explanation of each diplomatic status

Fixes:
- Fixed a rare unit display crash
- Fixed info display crash (beggars + the second other factors).
- Fixed health crash (food diversity + other factors).
- Fixed a rare scr_FightSequence_WrapUp crash
- Fixed important skill tree information being beneath the bottom card display.
- Prevent multisend same crash report
- Fixed skills unlockable when they shouldn't be
- Fixed region overview's auto-govern buttons not always activating. Now it activates when cursor is outside region overview.
- Fixed tool tip not working for diplomatic statuses caused by a misalignment.
- Fixed generalized diplomacy tool tip for gifts from the previous commit.
- Fixed "Lack of Beggars" in info display tool tip being a bonus.
- Fixed tutorial so you can't end turn in first task
- Fixed gamepad +10 and +100 not working on 'send food' menu
- Fixed controllers unable to dismiss persistent notifications
- Fixed MPclient 'not ready/ready' text in wrong location w/ campaign
- Fixed unit pickup sound sometimes not loaded in campaign
- Fixed army menu -> skill tree button snap bleed w/ controllers
- Fixed cost not going up when building structures.
- Fixed cards in deck displaying incorrect graphic
- Fixed buggy skill unlocking w/ fast presses
- Fixed 'Tankred' not being set as name in tutorial
- Fixed army info drop-down scroll not substituting dictionary key name
- Fixed missing substitutions in some event cards (%1% etc)
- Fixed language file regression causing incorrect map size limit warning
- Fixed info display health + happiness tool tips showing beggars as a plus in the final total change.
- Fixed info display health tool tip crashing when displaying "other factors."

Changes:
- Disable save in battle between turns for performance reasons
- Added language support to happiness info display
- lowered min framerate when changing languages (to load faster in VM)
- Added names for raider generals
- removed 'asia server' warning
- improvements to the map editor and story tree editor
- Adjust max upload size to 70MB

AI:
- Added AI to not build walls unless it has a smith, or more than one region.
- Fixed AI rations + taxes not recognizing revolt thresholds for heritages.
- Added AI to consider selling resources to the merchant if the player has no smith.
- Modified AI to prioritize construction to come before region focus.
- Added AI region focus to reset to none, before it checks what the focus should be. This is to prevent getting stuck in a focus that is no longer relevant.
- Added AI region focus to be set to horses if there are more horses than sheep, and smiths.
- Fixed AI eating horses, because there is no field, when there was a stable for them.
- Added AI to focus on gathering resources for manor production if there is a beggar. This includes wool production.
- Added AI to need sheep quick when focused on wool production.
- Added AI to only start building walls when it has a player neighboring the region.
- Added AI to not eat sheep when focused on wool production.
- Fixed livestock_needed_quick not getting at least one worker to manage fields when there is no livestock.
- Added AI with a region focus on wool to pile as many workers into sheep fields.
- Fixed AI thinking it needed more of a resource to forge a equipment, when it had an equal amount.
- Added AI to only take a wool priority if its solution to beggars is to build.
- Added AI that wants knights to set a focus to horses when it has enough equipment for knights, but not enough horses.
- Added AI regions to take a focus on horses, which means maximum grooms to find horses, and no eating horses.
- Added AI to purchase resources to build its first smith, if it is low on money, and doesn't have resources in its region.
- Added AI to be limited to how many castle parts can be constructed when they have only one region.
- Fixed AI going broke purchasing material to forge equipment that it already has.
- Fixed AI requiring a minimum purchase from merchants when purchasing material to forge equipment.
- Added AI players to focus on horses when AI has more than one region, and wants mounts.
- Added AI to focus on horses if they want cavalry, and not just knights.
- Added AI to purchase 30x more resources than needed for mounted units if the AI has no places in their regions to get the resources.
- Added AI that wants cavalry to be taken to account for purchasing resources from merchants. No AI specifically wants cavalry.
- Modified AI to think it needs less of a surplus if it only has one region. The surplus will then be sold to merchants.
- Fixed AI calculating sword wood cost from merchant by mail production amount.
- Modified AI with more than one region to require only one region to be happy enough to muster an army.
- Added wool surplus definition to AI personalities. Any amount of wool over the number will be sold off.
- Added AI personalities that want more smiths per region to add them while still considering that they don't want them in every region.
- Adjusted strength threshold for land grab armies. Set to 100 stronger, original was 0. That way AI failed to conquer sometimes, which was intentional. but the players wanted stronger AI.