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Rising Lords News

0.10.5 (June 7th) ANNIVERSARY UPDATE



Dear Lords and Ladies,

Rising Lords has been in Early Access for more than a year now and we are grateful for all the support and ideas we got from you! We have made a lot of progress and the game is getting better and better.

We have recently finished migration to the new GMS2 engine, which took us a long time but makes sure that Rising Lords will be supportable in the future and compatible to other programs we work with.
This doesn't seem to change much for you at first glance, but it shows that we are willing to continue developing and supporting Rising Lords with no end in sight.
We have also worked on many other parts of the game and begun preparations on scripting for the tutorial and story campaign as well as a respective editor.

Last but not least, the UBUNTU version of Rising Lords is almost finished. Please contact us if you are interested in beta testing.



[previewyoutube]https://youtu.be/4yXTfG0kyJE
[/previewyoutube]

New:


- New visual field upgrades: stable improves max herd size and growth, fence protects from beasts and windmill improves harvest


- Added arson, spying and assassination ability to rogue
- Added round shield + shield of valor
- Added proper full-screen option to 'resolution' page
- New mouse cursor option / use windows cursor
- Added new graphic for Thievery card
- Added new general event card sprite
- Added watchtowers to spy on your neighbours and get infos on approaching armies


- Added Turkish language support
- Added new baby boom graphic, text, and description
- Units with mod ability updated. Added mod slots for head2
- Added a few user feedback sounds in the campaign
- Added low quality graphics when zoomed out to enhance performance
- Added event card notifications for rogue arson + assassinations
- Added 'animation freeze' after unit is hit
- Added saxon macemen mercenary


- Added tips during loading
- Added region popup effect
- Added random chance of weeds growing on unused field
- Sending resources now has a list sorted by own, allied, then other territories
- Added discard button to cards
- Added check-mark to victory condition
- Added Spy card to gain intel on your opponent's cards


- You can now still play if you have no region but an army. loses morale and strength every turn
- Added more information about a crop harvest in the fall
- Confirmation upon firing mercenaries
- Map editor improvements
- implemented editor auto-save
- crop production page now includes windmill bonus
- implemented 'rename region' buttons
- Added a feedback to the feedback system ;)
- Added Ponton Bridge card to cross rivers in battle


- Added more error messages to accurately detect issues regarding Steam and codes.
- initial editor tip implementation
- Added larger boat sprite
- new victor / defeat audio at battle end
- automatically cancel an alliance if entering a battle with allies who are at war with each other

Fixes:

- Fixed some battles auto-resolving unnecessarily
- Shoot area now shows target area again, same added for trap/obstacle
- Fixed issues with upgrading/extending castles leading to wrong tile graphics
- Can knock down stone walls with ram again
- Fixed memory leaks occurring in very long games.
- Check for disconnected tiles in campaign battle, prevent user battle if separate areas found
- Fixed a crash with merging armies
- Fixed problems occurring when trying to continue lost/won games
- Fixed generals not getting added with castles and regions.
- Fixed assigned generals lacking armies from crashing.
- Fixed AI armies path finding to opposing army way-points rather than region way-points.
- Fixed a problem with garrisons when upgraded town-guard exists in region
- Fixed dynamic tokens not spawning caused by French heritage.
- Fixed traveler infinite loop crash by letting it out of the infinite loop.
- Fix players not being visible in diplomacy menu when spectating after end of game
- Fixed crash related to "fresh deck" being clicked while skill tree is closing.
- Added prevention to exiting skill tree while dialog boxes are shown.
- Fixed a few map tile problems
- Fixed rogue crash from dropping rogues into non regions.
- Fixed army crash from returning from battle on a bridge next to tiles without regions.
- Fixed rare FOW crash related to event card buttons.
- Fixed rare crash relating to battle card stack already existing.
- Fixed unit XP issue, Added new unit XP meter.
- Fixed fire depth issue.
- Fixed stone castles to increase generals too
- Fixed 'dots' appearing on top of mini-map
- Fixed glowing tile overlap / castle wall glitch
- Fixed armies being displayed at zero sometimes.
- Fixed problems with mouse lock in windowed mode/ with prompts
- Fixed game victory notification being unclickable.
- Added conquest game victory only if all armies are wiped out.
- Added armies will now stay out of workplaces.
- Fixed way-point sea battle crash.
- Fixed merchant showing negative items when the player has negative gold
- Fixed castles missing walls in battle / campaign
- Fixed editor crash when loading files that aren't maps.
- Fixed editor having a blank screen after import and window returns to full screen.
- Fixed a crash with region popups
- Fixed a crash with the skill tree
- Fixed a memory leak issue
- Small speed ups in HUD rendering
- Food display screen now reports proper food consumption
- Fixed crash with feedback form not showing up
- Modified field upgrades to be the last thing drawn rather than one of the first things. Thus fixing visual issues
- Fixed an editor crash
- Fixed rare crash with flash particle when the game is closed
- A number of small army screen bug-fixes, tbc
- Fixed loud battle defeat fire crackle + horn.
- Fixed Troubadours spawning on neutrals.
- Fixed crash dropping rogue on a hidden garrison army.
- Fixed misalignment in the crash reporter
- Fixed half-tower tiles
- Fixed graphic glitches in 4 player battles
- Fixed building site refund values
- Enemy armies will now eat in your regions no matter your food settings
- Fixed some crashes with field upgrades in old save game files
- Fixed battle decks being stuck small and misplaced after archer + zoom in + card drop + zoom out
- Fixed several missing tiles in battle when fast panning to something.
- Fixed graphic glitch with ladders

Changes:

- Removed the unit split for the player when using maximum army (kept for AI).
- end turn time improvements
- updates to English and German language files
- performance enhancement during skill tree and campaign in general with fields and armies
- Automatic AI battles now have a better distribution of losses to prevent peasant armies
- Keep diplomacy button visible when hovering over other regions
- Added current button graphic to the skill tree menu.
- only give generals with idle army xp, not troops by default
- Changed text for 'The People' from 'conquered' to 'liberated'
- Adjusted Take Initiative card text
- walls under construction are removed during battle
- Added faster battle meter danger flash.
- capturing the castle keep in sieges will now win the battle
- Added waiting for other players notification rather than one of the fluff notifications. Fluff notification appears later.
- painting-mode speed up in editor
- no longer draw 'coastal' houses
- further house-clip fixes and render amounts
- livestock pages reflect 0 animals lost w/ shed
- removed region 0 from region count in editor HUD
- reverted horses using shed
- editor banners turn invisible during paint
- Modified layout of income tool-tip
- Adjusted automatic map preview screenshots
- Random mercenary type for start of game
- removed mus_age_of_lords_2021 from campaign music list
- Make sure morale change indicators are whole numbers


AI:

- Fixed AI armies invading allies
- Advanced AI is now better in automatic battles instead of always loosing as many troops as they kill.
- Added AI to disband armies if gold is negative and taxing any region would be a loss of happiness.
- Added AI armies to have a system to go after regions owned by players they are at war with.
- Added AI to mass disband all armies if there are no regions over 50 happiness, in addition to other requirements.
- Added AI to no longer target only garrisons as they can be wiped out.
- Fixed dynamic tokens not spawning caused by French heritage.
- Added new way-point path-finding system that goes by way-points on land + sea rather than path-finding paths that could be anything.
- Removed AI armies going to players they are at war with due to they make poor choices about who to attack.
- Added new way-point path-finding system (part 2)
- Fixed AI armies making dumb choices on targets.
- Added AI personality trait home_happiness, that will ensure AI player always has X amount of happiness in at least 1 region
- Modified AI workers to go after beasts before smithing rather than one of the lowest priorities.
- Added AI armies determining a region's ability to spawn defense armies.
- Added AI difficulty strength recognition so stronger difficulty levels know to set out with less strength against neutral regions.
- Fixed AI armies not setting out immediately after spawning.
- Added AI system to prioritize livestock if over X rather than crops to prevent situations where 500 cattle were abandoned to start a fresh crop field.
- Added AI to prioritize best fields based on upgrades
- Added AI ability to upgrade farms accordingly
- Added AI personalities to have a percentage that they will likely try to upgrade a farm where needed.
- Added AI farm upgrades to account for heritage and personality preferences and prioritize fields to upgrade accordingly.


Thank you for your support! Let us know if you encounter any bugs or other problems.

- Chris

Hotfix 0.10.1(March 1)

- fixed a few crashes and problems associated with disconnected battlegrounds and end turn processing
- Prevent defeated spectators receiving quests or losing view
- Fixed duplicate unit bug
- Dedicated server fix
- Fixed 2 systems of drag vs grab pan systems into one
- Fixed end game crash by requiring campaign to exist
- Added logging for missing campaign at end game.
- Fixed general remaining on battlefield when unit killed
- Fixed so allies victory don't cause double ownership change
- Modified location of event card buttons.
- Added restrictions to prevent escape menu during event cards and helpers
- Fixed AI selling behaviour
- Modified aggressive AI to never want to clear fields.
- prevent startup crash
- Added AI to increase farmers for livestock.
- Fixed new smoke being misplaced on flipped tiles
- Fixed conquered from player X not having a name
- Fixed line across the top of event cards from event cards not being floored
- Added heritage range change to only affect the special unit
- Prevent AIs making peace with player when they are all on a team
- Prevent a crash in menu_update, and keep fog around outside when watching after end of game
- Fixed army wage heritage effects not applying
- Fixed German wolve's language having some English
- Fixed editor's relink map to Steam Workshop crash.
- Added digits + letters only settings to input boxes as the worshop map id for the editor only needs digits.
- Fixed editor crashing when pressing escape when steam menu is open
- Fixed crash related to editor menu buttons.
- Fixed editor allowing options menu during Steam menu
- Prevent victory condition crash
- Prevent showing retaliation prediction for ranged attack
- Fixed crash caused by battle retreat
- Show cheaper polish wooden walls when hovering wooden wall button
- Fixed crash server on invalid client reconnect password
- Fixed merge army crash

Roadmap 2021





Dear Lords and Ladies,

we would like to show you a teaser about the new features we have planned for this year! It will great to continue work on RIsing Lords and we are already testing some exciting stuff!

The Roadmap doesn't include everything we have planned, but the major milestones are displayed.
And of course we will continue with balancing, AI improvements and bugfixes.

Let us know what you think :)

Thanks and Cheers!
Chris

Update 0.9.8

Dear Lords and Ladies,

there were no major problems reported with the new version on the beta branch, so we want to push the changes to the normal branch now.

Please give us a note on discord or here in the steam forum if you encounter any problems and we will hotfix it asap.

Thank you for your support!

0.9.8 (February 12)

New:
- Scroll for merchant menu indicating beer happiness bonus
- new Community Map item, ignores defenders terrain advantage
- Create option for more readable font
- Added smith selection sound.
- Inform player when a lord is at war on them due to a battle
- Food tooltips - Red text for what army is eating, correction to what army is eating.
- Walls show red outlines again when being hovered for attack
- Show lord faces on treaty notice cards
- Add lord faces to cards offering treaties
- Set state to war between 2 players if they are the only players and all regions are owned
- Give a help message explaining why sometimes can't build on a tile
- moo sound for fields
- Send message if region captured without fight,


Fixes:
- Fix army menu depth issue.
- Added unit rank on armies where it was nit displayed yet.
- Fixed dynamic tokens not having forest hills set.
- prevent capturing region if have open borders treaty
- Fixed dynamic token crashing when building something beneath.
- Fixed dynamic token boats appearing on land with what is a water tile.
- Fix happiness bonuses per region for Capetian heritage
- Fixed French not having its Wedge bonus card.
- Fixed issue with gold prediction
- Fix being able to detect holding the map
- Make Japanese text wrap around in building description box, Make Japanese text fit better on tooltips
- Prevent end turn freeze in AI food buy routine
- Fixed Baltic castles not being raised like other castles.
- Fix dwelling description being shown as undefined
- Fixed options having vsync stuck.
- Fixed jittering with maximum armies
- Fixed tournament map crash/freeze
- Fixed a problem with disconnected battle areas
- Fixed rare general crash when AI wins
- Added more logging for unit crashes in the waiting room + token placement crashes associated with building.
- Fixed an AI infiniloop with 2 smithies in 1 region.
- Prevent general being left standing alone after Shoot Area attack
- Fix a reported out of sync in battle.
Add new smoke animation for inns and smithies

Changes:
- Speed up end-turn time for large maps
- Bridges are treated as hills in terms of battle gameplay
- Added strong+ AI will immediately spawn armies when ready without waiting.
- Added floods to only happen in spring (in previous upload)
- Added swordsman march replacement sound. Pikeman still uses the original sound as both classes used the same original sound.
- Modified text from the Cloister Corvay to a generic monastery.
- dynamic objects only appearing on the mini map if they are visible.
- Existing beggar pops out briefly instead of new one popping out on top when an extra beggar is added
- Speed up loading language
- Adjusted Item cost
- Added different random weather system
- Added back divisions for units when the player hits maximum armies
- Show defeat screen in current turn.
- Modified event card decks to have no more than 2 refugee cards.
- Modified snow particles to be 25%.
- Added rebellions to happn at 0, even if heritages + items dictate rebellions happn less than 0.
- Modified editor region to no longer show fixed tile icons since that is what the editor uses to take map shots.
- Added editor alpha transparency of cursor that flashes.
- Modified editor cursor when placing fixed tiles to no longer show the selected tile normally shown without the fixed cursor
- Wait for brief season transition during end turn
- Farmers now start on fields
- scale down raven animation

AI:
- Added AI personality ration for normal, double, and unhappy. Now each personality can define how much food to give.
- Added passive AI at half ration for normal, normal for double, and double is still unhappy as it is for all personalities.
- Fixed new AI food ration system using incorrect AI personalities.
- Added AI personality turns of food needed to sustain region or AI will devote half peasants to fields. Default is 4 turns.
- Added passive / neutral AI to be the default personality of the AI priorities. Before it had no personality used for passive / neutral.
- Added Knightly AI to have a higher demand on sheep.
- Added Baltic castles to the list of stone castles that the AI understands.
- Added enhanced AI livestock purchase ability.
- Fixed AI not starting livestock fields on empty fields.
- Modified AI will buy X amount rather than to X amount.
- Added AI personality when selling to a merchant to better ensure what the AI should not be selling.
- Added AI to no longer sell off emergency food when it needs to buy something.
- Added AI to only sell off livestock below the abandon number, or above the surplus number.
- Added AI to no longer sell off livestock is abandoning when it has a quick need.
- Added AI livestock surpluses when trying to get gold from sales to merchant rather than specific livestock types.
- Added AI ability to prevent selling equipment for gold until after the land grab phase.
- Added AI to make smarter trades when selling things for gold.
- Fixed AI smiths not making light armor based on having too few spears when knights need light armor.
- Modified AI smith's smithing light armor threshold from 33% of all resources are wool to 11%.
- Strong and very strong AI now get a small advantage when attacking neutral and weaker AI to simulate the tactical battle advantage of better players
- AI ladders usage improved
- Modified AI passive ration system
- Fixed AI having double peasants on one livestock field when it should have one peasant in two livestock fields.
- Added AI dire food shortage + 2 or less peasants + merchant = sell all livestock for food.
- Modified AI passive to usually tax a half tithe rather than a full tithe.
- Fixed AI personality getting lost when deciding what building to build.
- Modified AI passive to charge quarter tithe to get over its 75 happiness easier without the need for churches.
- Added AI working version of beggars making a construction chance.
- Added smith AI to use multiple smithies.
- Fixed all AI buying sheep when only specific AI personalities want sheep.
- Fixed AI allowing itself to purchase too few livestock resulting in AI purchasing and then abandoning livestock in the same turn.
- Added AI worker priorities to trigger after buying livestock to prevent all sorts of logical flaws.
- Added AI to have seasonal rations + taxes along with a different set of rations + taxes after X happiness.
- Added AI passive to use seasonal rations + taxes while all others use the standard form.
- Added AI ability to tax more if there is a beggar. Prosperity will not tax more, because they are nice.
- Modified AI crop selling thresholds.
- Added AI ability a percentage to construct things based on the personality.
- Added AI ability to disband armies + no longer spawn armies when everyone is in an alliance.

Update 0.9.8 (beta)

Dear Lords and Ladies, time for a new patch that will be pushed to beta before we push to stable. Many many small changes and fixed. We again decided to further improve the current state of the game, before we move on to new features.

To access beta branch: Steam Library, right click on Rising Lords, then Properties, go to the betas tab and in the submenu choose beta - unstable

Thank you for your support!

0.9.8 (February 12)

New:
- Scroll for merchant menu indicating beer happiness bonus
- new Community Map item, ignores defenders terrain advantage
- Create option for more readable font
- Added smith selection sound.
- Inform player when a lord is at war on them due to a battle
- Food tooltips - Red text for what army is eating, correction to what army is eating.
- Walls show red outlines again when being hovered for attack
- Show lord faces on treaty notice cards
- Add lord faces to cards offering treaties
- Set state to war between 2 players if they are the only players and all regions are owned
- Give a help message explaining why sometimes can't build on a tile
- moo sound for fields
- Send message if region captured without fight,


Fixes:
- Fix army menu depth issue.
- Added unit rank on armies where it was nit displayed yet.
- Fixed dynamic tokens not having forest hills set.
- prevent capturing region if have open borders treaty
- Fixed dynamic token crashing when building something beneath.
- Fixed dynamic token boats appearing on land with what is a water tile.
- Fix happiness bonuses per region for Capetian heritage
- Fixed French not having its Wedge bonus card.
- Fixed issue with gold prediction
- Fix being able to detect holding the map
- Make Japanese text wrap around in building description box, Make Japanese text fit better on tooltips
- Prevent end turn freeze in AI food buy routine
- Fixed Baltic castles not being raised like other castles.
- Fix dwelling description being shown as undefined
- Fixed options having vsync stuck.
- Fixed jittering with maximum armies
- Fixed tournament map crash/freeze
- Fixed a problem with disconnected battle areas
- Fixed rare general crash when AI wins
- Added more logging for unit crashes in the waiting room + token placement crashes associated with building.
- Fixed an AI infiniloop with 2 smithies in 1 region.
- Prevent general being left standing alone after Shoot Area attack
- Fix a reported out of sync in battle.
Add new smoke animation for inns and smithies

Changes:
- Speed up end-turn time for large maps
- Bridges are treated as hills in terms of battle gameplay
- Added strong+ AI will immediately spawn armies when ready without waiting.
- Added floods to only happen in spring (in previous upload)
- Added swordsman march replacement sound. Pikeman still uses the original sound as both classes used the same original sound.
- Modified text from the Cloister Corvay to a generic monastery.
- dynamic objects only appearing on the mini map if they are visible.
- Existing beggar pops out briefly instead of new one popping out on top when an extra beggar is added
- Speed up loading language
- Adjusted Item cost
- Added different random weather system
- Added back divisions for units when the player hits maximum armies
- Show defeat screen in current turn.
- Modified event card decks to have no more than 2 refugee cards.
- Modified snow particles to be 25%.
- Added rebellions to happn at 0, even if heritages + items dictate rebellions happn less than 0.
- Modified editor region to no longer show fixed tile icons since that is what the editor uses to take map shots.
- Added editor alpha transparency of cursor that flashes.
- Modified editor cursor when placing fixed tiles to no longer show the selected tile normally shown without the fixed cursor
- Wait for brief season transition during end turn
- Farmers now start on fields
- scale down raven animation

AI:
- Added AI personality ration for normal, double, and unhappy. Now each personality can define how much food to give.
- Added passive AI at half ration for normal, normal for double, and double is still unhappy as it is for all personalities.
- Fixed new AI food ration system using incorrect AI personalities.
- Added AI personality turns of food needed to sustain region or AI will devote half peasants to fields. Default is 4 turns.
- Added passive / neutral AI to be the default personality of the AI priorities. Before it had no personality used for passive / neutral.
- Added Knightly AI to have a higher demand on sheep.
- Added Baltic castles to the list of stone castles that the AI understands.
- Added enhanced AI livestock purchase ability.
- Fixed AI not starting livestock fields on empty fields.
- Modified AI will buy X amount rather than to X amount.
- Added AI personality when selling to a merchant to better ensure what the AI should not be selling.
- Added AI to no longer sell off emergency food when it needs to buy something.
- Added AI to only sell off livestock below the abandon number, or above the surplus number.
- Added AI to no longer sell off livestock is abandoning when it has a quick need.
- Added AI livestock surpluses when trying to get gold from sales to merchant rather than specific livestock types.
- Added AI ability to prevent selling equipment for gold until after the land grab phase.
- Added AI to make smarter trades when selling things for gold.
- Fixed AI smiths not making light armor based on having too few spears when knights need light armor.
- Modified AI smith's smithing light armor threshold from 33% of all resources are wool to 11%.
- Strong and very strong AI now get a small advantage when attacking neutral and weaker AI to simulate the tactical battle advantage of better players
- AI ladders usage improved
- Modified AI passive ration system
- Fixed AI having double peasants on one livestock field when it should have one peasant in two livestock fields.
- Added AI dire food shortage + 2 or less peasants + merchant = sell all livestock for food.
- Modified AI passive to usually tax a half tithe rather than a full tithe.
- Fixed AI personality getting lost when deciding what building to build.
- Modified AI passive to charge quarter tithe to get over its 75 happiness easier without the need for churches.
- Added AI working version of beggars making a construction chance.
- Added smith AI to use multiple smithies.
- Fixed all AI buying sheep when only specific AI personalities want sheep.
- Fixed AI allowing itself to purchase too few livestock resulting in AI purchasing and then abandoning livestock in the same turn.
- Added AI worker priorities to trigger after buying livestock to prevent all sorts of logical flaws.
- Added AI to have seasonal rations + taxes along with a different set of rations + taxes after X happiness.
- Added AI passive to use seasonal rations + taxes while all others use the standard form.
- Added AI ability to tax more if there is a beggar. Prosperity will not tax more, because they are nice.
- Modified AI crop selling thresholds.
- Added AI ability a percentage to construct things based on the personality.
- Added AI ability to disband armies + no longer spawn armies when everyone is in an alliance.