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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.

The Legendary Tournament of Perlenbach starting January 29



Dear Lords and Ladies,

hear ya, hear ya!

We will start a tournament on January 29th on our discord: https://discord.gg/NAqnsFx

There are only a few players in a friendly community, and we decided we are not in a hurry, so it will be one week per round. that means there is plenty of time to schedule the games.
It's all free and uncomplicated. So come and enter your name in the arena channel ! 

We will have a battle and scenario tournament seperately and you can win game keys, honor and new friends ;) 

There will also be a small cash prize depending on the number of participants and everyone that joins will get the shield of valor item, a special "golden lion" version of an item, that will later released for all players: 




Update 0.9.6



Dear Lords and Ladies,

Update 0.9.6 addresses AI behaviour and includes some other bugfixes and diplomacy tweaks.
Many changes and improvements were done and we didn't get any major problems reported from the beta branch players, so we are pushing it to the stable branch now.
The next patch will also contain more AI and diplomacy improvements and bugfixes, but we didn't want to keep you waiting any longer. :)


Detailled changelog:

New:
- Added third level Teutonic Knight
- Added graphic options for V-Sync + Interpolation
- Added new Lord heads

AI:
- now gets their disbanded troops and weapons back
- doesn't get beggars anymore while there is enough housing
- completly overhauled AI food and tax system.
- AI has linear chance of accepting treaties depending on relationship score
- AI won't accept treaties for 5-15 turns after initial refusal or after having cancelled
- Added AI to not have quick start livestock when it already has quick start livestock in a different region.
- Added AI to place one fire fighter before farmers and later after farms have peasants.
- Added AI to use revolt settings instead of a flat 20.
- Fixed AI ignoring its dire unhappiness to spare food.
- Make sure we process region data for AI and then upload it when the turn end
- Added AI will no longer care about defeating animals in low priority fields.
- Modified lower AI priority to deal with beasts.
- Fixed AI playing too many smiths.
- Worsen relationships when treaties are rejected and when have battles
- Added maximum army to divide the biggest unit into 3 parts.
- Modified AI initial land grab of prosperity to be 0 so they will never land grab early.
- Added variables for AI land grabs starting at 60 happiness.
- Added unit division to only happen if the largest stack is 5x larger than all other stacks combine.
- Modified AI prosperity to start thinking about armies at 90+ happiness rather than 100.
- Added different AI for taxes based on armies attacking or not.
- Added different AI to maintain happiness growth while taxing.
- Fixed non-competitive AI that wasn't placing peasants at workplaces.
- Fixed AI eating the last of its crops and being unable to plant.
- Added different AI system to use half its peasants until it gets up to 8 turns worth of normal rations.
- Fixed AI not buying wheat when it was in dire need.
- Modified AI priority of flood bailers to be less of a priority and less harmful to working systems.
- Added AI to tend all crop fields with wheat even if the population is dwindling.


Other Fixes:
- fixed disbanded armies hanging around, Make already corrupted returning warriors invisible.
- Fix armies eating too many cows
- Hovering build wall icon shows updated wall cost, Wall cost deducted reflects wall cost displayed
- Make sure armies know their waypoints when searching for crosspaths
- building next to the bathhouse now possible (again, sorry)
- Fixed a crash with some modded maps
- fixed a crash where castles were placed near unpassable terrain and troops could not be placed
- Make sure to grab 7 tiles in siege battle, and ignore water tiles.
- Prevent scrolls chopping off some Chinese (or Spanish) heritage descriptions in lord menu
- Fixed a hunter crash
- Fixed an end turn freeze
- Fix garrison zero crash.
- Fix conflict resolve crash.
- Fix disconnected battle area in 3 way battle
- Fix issue where rebellion is moving to border and then become a garrison.
- Fixed scenario start crash related to the food count of AI.
- Fixed a very rare multiplayer crash
- Swap some Simplified and Traditional Chinese translations
- Spanish language fixes
- Formatting fixes on English and French language files
- Fix French armies doubling in price for every unit added, and German armies costing nothing.
- Fixed the loading screen text
- Ignore corrupted savegame with incorrect server id

Changes:
- modified neutral AI garrisons to be more diverse and weaker than in the BETA built
- Modified snow to have less particles and added a PARA variable by percentage to control the amount of particles.
- Modified amount of buttons in the option menu before there's a new column
- Draw border between land and sea on minimap (let us know what you think)
- Removed region conquer toggle boxes from the player's own region.
- german translation adjustments
- adjusted starting settings, more animals
- slightly increased sheep and beef value
- Go back to title menu if loaded corrupted savegame
- made church lvl 2 more expensive
- halved merchant buy prices
- higher merchant ware amounts
- adjusted diplomacy values
- made strong AI stronger
- 1 less Horse peasant for knightly
- adjusted neutral AI garrisons to be slightly stronger and more diverse on higher levels
- temporarily removed maximum army division for the player as it causes an unsightly glitch with the bars.


Thanks and Cheers!
Chris

0.9.6 (January 21) BETA BRANCH Update + GDWC fan favourite finalist

Dear Lords and Ladies,

we are aware about bad AI behaviours and other problems after the performance patch and have started to straighten that out.
Many changes and improvements were done and we want to publish them on the beta branch before we continue.
The next patch will also contain more AI and diplomacy improvements and bugfixes, but we didn't want to keep you waiting any longer. :)



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

and while you are here... please help us with the GDWC vote! :) no registration, just 2 clicks. that would be awesome! https://thegdwc.com/fanfav/




Detailled changelog:

New:
- Added third level Teutonic Knight
- Added graphic options for V-Sync + Interpolation
- Added new Lord heads

AI:
- now gets their disbanded troops and weapons back
- doesn't get beggars anymore while there is enough housing
- completly overhauled AI food and tax system.
- AI has linear chance of accepting treaties depending on relationship score
- AI won't accept treaties for 5-15 turns after initial refusal or after having cancelled
- Added AI to not have quick start livestock when it already has quick start livestock in a different region.
- Added AI to place one fire fighter before farmers and later after farms have peasants.
- Added AI to use revolt settings instead of a flat 20.
- Fixed AI ignoring its dire unhappiness to spare food.
- Make sure we process region data for AI and then upload it when the turn end
- Added AI will no longer care about defeating animals in low priority fields.
- Modified lower AI priority to deal with beasts.
- Fixed AI playing too many smiths.
- Worsen relationships when treaties are rejected and when have battles
- Added maximum army to divide the biggest unit into 3 parts.
- Modified AI initial land grab of prosperity to be 0 so they will never land grab early.
- Added variables for AI land grabs starting at 60 happiness.
- Added unit division to only happen if the largest stack is 5x larger than all other stacks combine.
- Modified AI prosperity to start thinking about armies at 90+ happiness rather than 100.
- Added different AI for taxes based on armies attacking or not.
- Added different AI to maintain happiness growth while taxing.
- Fixed non-competitive AI that wasn't placing peasants at workplaces.
- Fixed AI eating the last of its crops and being unable to plant.
- Added different AI system to use half its peasants until it gets up to 8 turns worth of normal rations.
- Fixed AI not buying wheat when it was in dire need.
- Modified AI priority of flood bailers to be less of a priority and less harmful to working systems.
- Added AI to tend all crop fields with wheat even if the population is dwindling.


Other Fixes:
- fixed disbanded armies hanging around, Make already corrupted returning warriors invisible.
- Fix armies eating too many cows
- Hovering build wall icon shows updated wall cost, Wall cost deducted reflects wall cost displayed
- Make sure armies know their waypoints when searching for crosspaths
- building next to the bathhouse now possible (again, sorry)
- Fixed a crash with some modded maps
- fixed a crash where castles were placed near unpassable terrain and troops could not be placed
- Make sure to grab 7 tiles in siege battle, and ignore water tiles.
- Prevent scrolls chopping off some Chinese (or Spanish) heritage descriptions in lord menu
- Fixed a hunter crash
- Fixed an end turn freeze
- Fix garrison zero crash.
- Fix conflict resolve crash.
- Fix disconnected battle area in 3 way battle
- Fix issue where rebellion is moving to border and then become a garrison.
- Fixed scenario start crash related to the food count of AI.
- Fixed a very rare multiplayer crash
- Swap some Simplified and Traditional Chinese translations
- Spanish language fixes
- Formatting fixes on English and French language files
- Fix French armies doubling in price for every unit added, and German armies costing nothing.
- Fixed the loading screen text
- Ignore corrupted savegame with incorrect server id

Changes:
- Modified snow to have less particles and added a PARA variable by percentage to control the amount of particles.
- Modified amount of buttons in the option menu before there's a new column
- Draw border between land and sea on minimap (let us know what you think)
- Removed region conquer toggle boxes from the player's own region.
- german translation adjustments
- adjusted starting settings, more animals
- slightly increased sheep and beef value
- Go back to title menu if loaded corrupted savegame
- made church lvl 2 more expensive
- halved merchant buy prices
- higher merchant ware amounts
- adjusted diplomacy values
- made strong AI stronger
- 1 less Horse peasant for knightly
- adjusted neutral AI garrisons to be slightly stronger and more diverse on higher levels
- temporarily removed maximum army division for the player as it causes an unsightly glitch with the bars.


Thanks and Cheers!
Chris