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Rising Lords News

0.13.6 (December 6)

0.13.6 (December 6)

New:
- Added avatar outline(mouseover) in army menu
- Modified the new peasant pick / drop system to be actually available to the public

Fixes:
- Fixed tutorial not allowing skill tree edit for some players

Changes:
- Show Autumn at the beginning of the tutorial
- Modified small bits of text for the tutorial

Rising Lords: Prologue Update and 20% Celebratory Discount!

Lords and Ladies!


The time has come for another major update! We present Rising Lords: Prologue! Experience the beginning of the Story Campaign complete with a new and improved tutorial to teach you the ropes. ⚔️

Not only this, but you can grab Rising Lords from now until December 10th for a special 20% discount! Additionally, the Knights & Vikings Bundle is now available! With this special deal you can grab both Rising Lords and Wartile at a special discounted rate! Feels like christmas already 🎄
Check it out right here: https://store.steampowered.com/bundle/23928/

In any case - here's the update and changelog with all the new and exciting additions, changes and fixes!

Rising Lords: Prologue

You can finally experience the beginning of our Story Campaign! Take the role of the young Tankred of Tannheim and take your first steps in the world of Aubelin. This was a big step towards the fully-featured campaign which will continue to be updated during the Early Access phase!
The new campaign also comes with a completely new and improved tutorial that should help especially new players to learn the ins and outs of Rising Lords' systems. Please let us know what you think!

More Quality-of-Life improvements

Thanks to your amazing feedback, we were able to improve the general Quality-of-Life for Rising Lords even further! For example, you can now distribute and manage your peasants with a single mouse button, though for existing players we left the option to use the old left/right mouse button controls. Additionally it should now be much easier to notice when workplaces are occupied and you can finally demolish buildings!
Oh! And your town center might look a bit more christmas-y than before - it's that time of the year after all 🎄

And that's not all! See the full changelog below for everything we added, fixed and improved for this update!

Don't forget: if you'd like to join the community and hang out with us, make sure to check out our Discord. Thank you! 💖

Full Changelog


[h2]0.13.5 (December 3rd) - RISING LORDS: PROLOGUE[/h2]

[h2]New:[/h2]
  • Experience the beginning of our Story Campaign! The tutorial and first chapter of Rising Lords are now available! Assume the role of young Tankred of Tannheim, learn the basics of Rising Lords and play through the beginning of the story!
  • peasant distribution with the left mouse button along with some graphics and infos to support accessibility (community request)
  • added icon to show when a workplace is full.
  • added yellow outline around peasants when player can pick up a peasant
  • demolish buildings (community request)
  • new switch card graphic
  • allow mouse scrolling while over minimap and use left mouse to navigate/drag
  • christmas themed town center
  • new take aim card graphic
  • walls now visually change when targeted or damaged
  • added outlines to merchants + mercenaries when hovered to indicate possible interaction


[h2]Fixes:[/h2]
  • fixed crop tooltip invalid seed projection
  • stables and shed fixes
  • fixed random wall in Colossal Coves map
  • fixed future cow/sheep not subtracting w/ sheds
  • fixed invalid battle unit colors upon load
  • Fixed a crash when unnecessarily checking for hunters.
  • fixed a bug where mercenaries counted as population and caused problems in max armies.
  • fixed a problem with recurring "neverending winter" event causing every winter to last 2 turns.
  • fixed missing beggars after battle
  • fixed GUI descriptions that needed a space
  • fixed a bug where archers where unable to attack units behind walls
  • Fixed rogue ending up stuck behind an army when dropping on army to infiltrate and it fails.
  • modified rogue failure to infiltrate to only show one death notification.
  • fixed crash upon MP victory
  • a few other rare crash fixes
  • fixed more dynamic token outlines.


[h2]Changes:[/h2]
  • changed background clear to match seasons
  • efficiency improvements for end of turn
  • image editor improvements
  • removed livestock warning if shed is protecting all livestock

Get 20% Off During Steam Autumn Sale

[h3]Good day Lords and Ladies![/h3]

We're really happy to let you know that as part of this years' Steam Autumn Sale, you can get Rising Lords for 20% off from now until December 1st!
This is a great opportunity to check out the game and the recent updates we introduced during last months' Halloween Update!

Check it out, hop into some multiplayer matches and let us know your thoughts and opinions! 💖

Meanwhile, we're still very hard at work on our next big update, which should be ready for you very soon!

Thank you so much for your ongoing support and to the new players coming in: a hearty welcome to you!

0.13 (November 11)


0.13 (November 11)

New:
- Added region name where you took peasants from for the warning when you try to place peasants in a different region.
- Show notice when player eliminated from game
- page up + page down cycle through owned regions
- Added notification when trying to place too many peasants.

Fixes:
- Fixed mustering an army would remove all horses
- Fixed units attacking walls and using ladders
- fixed half-house issue near single-tile water
- fixed 'stakes' being displayed when decoy is hit
- Fixed inconsistent issue where auto-govern not having peasants on sheep.
- Fixed rare immigration crash from immigration not being setup
- Prevent wrong map colours and missing tiles when initially loading a game
- fixed zoom out-of-bounds bug
- Prevent city battles autoresolving
- fixed victory condition banner placement
- fixed tutorial card text drift w/ zoom in battle
- fixed an infinite battle loop
- fixed a battle load crash

Changes:
- Modified wanderers to have half their click radius to prevent accidental clickings.
- Aggressive AI less likely to offer treaties
- Harvest etc. aren't lost after defeating beasts
- victory card text adjustments
- campaign setup text adjustments
- adjust some HUD element render order
- Adjust general xp gain when idle to be related to army size (max at 500+ soldiers)
- Improve level loading time
- adjusted card size calculations / renders

0.12.7 (November 4) HOTFIX

0.12.7 (November 4) HOTFIX

Fixes:
fixed battle crash on retaliation due to recent changes
fixed battle camera mp desync
fixed another 'unit_on_the_move' crash
fixed frozen input bug