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Rising Lords News

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.

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: