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Rising Lords News

Autumn's Favor: A New Patch Graces the Lands! πŸ‚

Dear Lords and Ladies!


Just in time for the Steam Autumn Sale, we're not only discounting the game by 35%, we're also delivering a load of exciting updates straight to your castle gates!

This patch brings a mix of fixes, changes, and improvements, along with some exciting new additions. Here’s a look at some of the major updates. For more details, check out the full patch notes below πŸ“œ

[h3]Dress to Make Thy Mark[/h3]
Also new is this grim armour set inspired by the events of Tankred's Journey: a cultist's robe, forged for battle and ready to be worn with pride!



[h3]Where Have You Gone, Hunter?[/h3]
Our Special Figures have received a bit more attention in this update as well. We've recognised that their presence could be more strategic: No longer tied to events, they can now be hired from their respective buildings, making it easier and more rewarding to outwit and deceive your foes!



[h3]And where do I belong?[/h3]
Our Heritage system has undergone a major update. We've removed their cost, and you can now find your selected heritage proudly displayed on a shield next to your scenario character.
Choose your faction wisely, as it will still play a key role in shaping your strategy. And keep an eye on the enemy's shield - it will tell you a lot about their strengths!



[h3]But that's not all...[/h3]
Of course, there are many more changes in this update, and work continues on a certain desert themed add-on. We're getting ready to share more news and give you a sneak peek at the story early next year.

Until then, enjoy this patch and, as always, let us know what you think in the comments or on our Community Discord!

~ Team Argonwood

1.1.6 (November 27th)


[h2]New[/h2]
  • Special Figures can now be hired in Buildings instead of relying on events
  • multiplayer save/load and editor load menus switched to scroll system
  • added new bridge tiles
  • added 2 smaller merc units that scale from 20 to 50 troops from turn 1 to 20
  • added warning icon / text for armies w/o any cards
  • added editor hover tool-tips for workplace tiles
  • added unit detail tooltips hovering units in battle placement
  • added warning card at end turn if attacking ally
  • added watchtower to Editor
  • added menu toggle to disable non-story-tree tutorial cards
  • added visual-only scrollbar to story tree editor
  • holding shift while scrolling in story tree increases scroll speed
  • right-click in story tree editor will close the menu if open
  • army now moves if hovered for >2 seconds so you can build a tile underneath
  • new Matek General
  • new Cultist armor


[h2]Fixes[/h2]
  • fixed issues with decision values for the different campaign endings
  • fixed auto-govern spending gold on merchant items
  • fixed missing joystick snap + unable to send to regions you should be able
  • fixed potential SDS callback crash for game first startups
  • fixed save files sometimes not writing / reading correctly when exiting straight to home during saving
  • fixed some issues with XP gain on loot card
  • fixed mission story 'forward' arrow appearing on options page
  • fixed (REALLY) old tutorial save w/ new tutorial crashing w/ second battle
  • fixed old battle save archers crashing w/ new game version
  • fixed rarely and randomly missing winter tiles in Editor
  • fixed painting water in editor randomly spawning trees
  • fixed inn not properly applying heritage adjustments
  • fixed soft-lock when closing the save menu via 'enter'
  • fixed obj_battle destruction crash when going into battle in rare case
  • fixed right-click wolf putting controller in 'radial mode'
  • fixed building walls not showing up correctly sometimes
  • fixed beggars able to overlap w/ some dynamic tokens and peasants
  • fixed some users having problems w/ click lock layers dismissing
  • fixed soft-lock in some cases w/ ally retreating
  • fixed campaign -> battle not reflecting workplace levels correctly
  • fixed ports in battle not auto-tiling water correctly
  • fixed heritage forcing cards into deck / free xp coming from heritage
  • fixed bug where applied heritage was giving different heritage buff/debuff
  • fixed rare crash due to particle freeing before initialization
  • fixed peasant token loading in center instead of side w/ wild animals
  • fixed joystick auto-closing merchant menu / LB/RB switching to disabled merchant sell
  • fixed army flag not rendering at cursor when selecting waypoint
  • fixed opening menu while moving army breaks menu joystick snap
  • fixed closing editor menu not always freeing up all joystick snap Points
  • fixed invalid wall attack work-around still crashing in some cases
  • fixed 'checking enemies' on border waypoints w/ only 1 region causing a crash
  • fixed out of sync MP crash for ranged moves values
  • fixed path-related 'read only variable' crash
  • fixed overflowing text on custom-battle buttons in some languages
  • fixed some dynamic tokens not adjusting text color to match player
  • fixed hunter rendering turn count Offset
  • fixed construction on inns rendering spine incorrectly
  • fixed a number of issue w/ editor waypoint graph rendering / region calculations
  • fixed 'used points' not calculating correctly sometimes on in-game general screen
  • fixed changing cards when moving army removes army movement target
  • fixed some issues with Rendering houses between player built structures
  • fixed some waypoint positions shifting upon level save
  • fixed unable to 'save as' w/o 3 auto-saves already in place
  • fixed clicking on invalid location w/ battle setup dismissing units
  • fixed cursor doesn't jump to 'okay' sometimes when event card pops up
  • fixed missing console icons '+' and '/' on non-Switch Exports
  • fixed 'blind fire' not appearing in right-click radial
  • fixed menu map background ugly overflow on ultra-wide displays
  • fixed battle 'skill tree' clearing w/ non-black on ultra-wide displays
  • fixed muster menu text briefly popping up when it shouldn't have
  • fixed marketplace negative gold in rare situations
  • fixed false-positive 'going to war' warning popup
  • fixed 'enter code' box not getting destroyed upon menu close
  • fixed deleting custom map 0 + navigating left causing crash in campaign setup
  • fixed invalid deconstruct tiles default to plains
  • fixed mercenary 'fire' button Depth
  • fixed saving to 'empty slot' sometimes saying the slot was locked
  • fixed some tokens rendering dotted path to invalid area
  • fixed some chunk flicker in the editor on Switch
  • fixed Switch tile-selection bleed-through painting tiles
  • fixed an issue with upgrading courtyard
  • fixed radial icon on wrong texture page causing delayed render
  • fixed ladders sometimes cut off in LQ mode
  • fixed 'previous page' not resetting region data in editor
  • fixed workers revealing outline colors in unowned regions
  • fixed rare crash in MP battle setup, going to battle
  • fixed auto biome adjustments in editor to tiles that shouldn't have it applied
  • fixed field uppgrades triggering 'build' sound when lacking resources
  • fixed event card joystick snaps applying while menus are open
  • fixed offering treaty not releasing click lock until manual menu close
  • fixed crash reporter not initializing until after opening video
  • fixed MP client key cache bug where the client could not reconnect to a host.
  • fixed blue 'ready' button alignment in multiplayer
  • fixed 'connection lost' loading error not dismissing in MP
  • fixed some crashes in MP due to poor network Quality
  • fixed story book button overlapping gold + missions condense if >6
  • fixed rare crash going from chapter 5 to 6
  • fixed startup crash if crash log exists (beta issue only)
  • fixed bypass wall & kill unit bug
  • fixed potential crash w/ beggars moving to burned tiles
  • fixed missing camps in battle
  • fixed wasted fields not spawning correctly
  • fixed 'going to war' warning when tresspassing w/ 'open borders
  • fixed broken 'nothing' sprite rendering 'missing texture'
  • fixed rare invisible armies
  • fixed clicking 'auto-place' while holding unit causing a crash (removed button during drag)
  • fixed eraser broken in Editor
  • fixed window not in fullscreen / behind taskbar after alt+tab in beta


[h2]Changes[/h2]
  • rogue placement GUI improvements
  • Restrict challenge mode to only allow edit army after the battle.
  • '(AUTO)' keyword in front of autosave files
  • consoles fully update general cache at game start
  • improved and expanded Editor autotiling
  • removed heritage 2p cost from general Setup, it's now free
  • Allow AI to attack obstacles in narrow pathways
  • Skip save if other player quit while client is in a unsafe environment.
  • enabled east/west house rendering on consoles
  • singleplayer load/save converted to scrollable + several related cache system fixes
  • mission tasks are now rendered behind popup elements
  • new troop count to mercenary hire button
  • different menus now use 'moving map' background
  • 'button disabled' tooltip hovering over disabled menu buttons
  • added new 'move' button icon in battle
  • several small editor QoL improvements
  • removed 'tile hover' build icon during turn processing
  • adjusted pop-up menus in-game not to overlap HUD
  • improved fog Rendering performance
  • improved army setup screen framerate on consoles
  • 'start' in game menus now moves cursor to 'ok' button
  • Changed number alignment on beggars to fit better
  • tiles w/ animals highlight when dragging hunter
  • top resources abbreviate unless hovered
  • right-click cancels figure placement
  • tool-tips reflect 'speedier' deconstruction when applicable
  • increased general item display size + removed some extra item numbers cluttering Display
  • mission 3 harbour escape point improvements
  • long tool-tips in general setup/modification to regular tool-tips
  • force initial empty map to fully render before dismissing the loading screen
  • shifted 'skill tree' icon so it doesn't get covered by general
  • update to localisation files
  • arrows/bumpers to change Heritage/faction
  • tripple tithe now reduces happiness by an extra unit
  • AI heritages randomly shuffle on first game start
  • Show point cost to heritage selection
  • made region colors brighter in Campaign
  • modified Story Tree task render size + grouping on SteamDeck to match Switch

1.1.2 hotfix

there was a potential issue with the market building leading to crashes when used by AI. thank you to the players for reporting!

Introducing the Market Update πŸ‘›

Dear Lords and Ladies!


As we announced in our last Patch Notes update, we are currently hard at work on our first DLC! However, we're also determined to make the base game even better. So not only have we listened to a lot of feedback from our community, but we have also come up with something new that we think will make a positive difference to the gameplay. ❀️



[h3]A free new building to discover[/h3]
Have you ever waited in vain for the Merchant to appear in your province, only for him to arrive too late?
Fear not, we have a solution for you: The Market building offers you an alternative to this excruciating uncertainty!

Trading may not be quite as lucrative, as you will have to sell your goods at a 20% lower price. However, it is still an option worth exploring. You will also find eight random wares that change every turn. You can buy them at a 20% higher price if you wish.
Start the game, invest your gold and let us know what you think of this new addition to the Rising Lords building radial! πŸ”¨

[h3]But wait ... is that it?[/h3]
Of course, that's not all. Describing every single change introduced in this patch in detail would result in an endless wall of text, so we'll just let you know: We have added a lot of new things, changed a few bits and fixed a lot of issues! See the patch notes below for more details. πŸ“œ

Best,
Team Argonwood

1.1.1 (June 20th)


[h2]New[/h2]
  • Added new market building
  • Added ability to Steam to join by using the friend list.
  • 'random' personality option in scenario setup
  • auto/ai battles spawn 'battle report' cards for each army
  • added button hover sounds in map editor
  • screen-edge notification symbol for off-screen task highlights
  • tool-tip to army merge screen
  • joystick snap points to army split +/- icons (see commit notes)
  • joystick snaps + 'back button' to rename region dialog
  • hotkey (ctrl and shift) for +-10 and +-100 units in merge army menu
  • region/target placement banner now shows when holding dynamic tokens
  • unit highlight/snap w/ initiative bar hover (+joystick snap to unit portraits in initiative bar)
  • tutorial card for hiring mercenaries
  • unit to be attacked has yellow outline in initiative bar
  • attempted language detection w/ user-generated town names for font selection
  • tutorial card for entrenching / delay in tutorial 2nd battle
  • displays entrench bonus when hovering unit or entrench button
  • more log-writes for game end, loading screen, and FPS spikes


[h2]Fixes[/h2]
  • Fixed armies passing through armies in certain movement setups instead of fighting on allied territory
  • Fixed macemen doing 0 damage
  • Fixed soft-lock in tutorial w/ certain army stack setups
  • Fixed armies occasionally invisible unless hovered + incorrect 'duplicate name' warning
  • Fixed some types of raiders / invaders autobattling regardless of map layout
  • Fixed castle heritage variable crash
  • Fixed crash if trying to send food from a region to itself
  • Fixed send food crash w/ regions that are inaccessible
  • Fixed string parse crash w/ load game
  • Fixed rare army feed crash
  • Fixed russian not displaying correctly on battle cards
  • Fixed several russian font scaling issues
  • Fixed potential crash when loading invalid map files in editor
  • Fixed unable to subtract morale in story tree
  • Fixed Switch export missing 'X button' hint in build tooltip
  • Fixed some languages not displaying choices correctly in mission story
  • Fixed button hints / delete icon x-alignment wrong for some languages
  • Fixed large option y-placement bug w/ missions + improved option spacing w/ numerous options
  • Fixed massive text in mp server lobby in some cases
  • Fixed longer menu buttons not properly shrinking text fully to fit
  • Fixed save 'delete' buttons leaving snap-point remnants
  • Fixed task circle not respecting edge specifiers
  • Fixed decoy consuming 'shields up' not displaying icon that this occurred
  • Fixed further controller issues w/ merge army
  • Fixed army 'max' unit count decimals
  • Fixed some skill previews causing single-digit lag on Switch
  • Fixed wild animals killing livestock not reported in info cards
  • Fixed livestock cards double-counting army consumption
  • Fixed editor save / load map names getting jumbled in rare cases
  • Fixed killing unit may display damage number above remaining units
  • Fixed missing dictionary look-ups on Switch
  • Fixed merchants not traveling in rare cases
  • Fixed white tile-load flash when going into map on Switch
  • Fixed info card for tax/food not updating when changed while open
  • Fixed health info card displaying next season's penalty
  • Fixed 'spectate' button showing up for your own battles
  • Fixed old-style gui popups showing up + glitchy pop-in/out w/ some of the newer
  • Fixed dropping bishops on own territor would generate a broken route
  • Fixed drop-down displaying fractional resources
  • Fixed unit outline flicker w/ skill card
  • Fixed white flicker sometimes w/ inital tile load in battles on PC
  • Fixed inconsistent option menu open / click w/ 'going to battle' menu
  • Fixed save/load menu console hint depth issue
  • Fixed re-focusing game window temporarily resetting food consumption icons
  • Fixed shoot area not accounting for wall range bonus
  • Fixed mercenary 'rental' costs not being portrayed directly after hiring
  • Fixed looping 'end season' animation w/ quick end turns
  • Fixed ultra-widescreen issues w/ season transition effects
  • Fixed lag spike making janky zoom-out w/ battle end
  • Fixed difficulty option displaying on custom scenario restart
  • Fixed zooming breaking army merge menu
  • Fixed mission story 'next' / option overlap allowing accidental double-clicks
  • Fixed white-screen flash on battle / editor start
  • Fixed player name inputbox disappearing when canceling campaign difficulty
  • Fixed editor painting broken after 'auto-save' popup
  • Fixed a problem with steam deck intro video compatibility
  • Fixed construction tiles sometimes turning blank in LQ mode
  • Fixed post-crash report send saying that the game would close, when it does not.
  • Fixed armies rarely sliding into water / across borders
  • Fixed token motion planning placing tokens on top of eachother in rare cases
  • Fixed bound units able to use 'shoot area'
  • Fixed partial fog behind some units
  • Fixed further cases of single-word pages in mission stories (language dependant)
  • Fixed 'campaign' no longer disabling if tutorial is incomplete
  • Fixed 'delete' buttons sometimes disappearing for save slots
  • Fixed cursor snapping to top-left in main menu
  • Fixed some controller hints not capitalized
  • Fixed possible to click 'next' past an options page
  • Fixed forests not reducing 'shoot area' attacks
  • Fixed merc fire confirm menu spawning on wrong layer
  • Fixed minimap not always updating single-layer tiles in time
  • Fixed water under ports in battle on LQ zoomed in
  • Fixed some battles from sea / allied regions autobatteling when they shouldn't
  • Fixed incorrect 'ranged' analysis for castle attacks w/ ranged + prep for attack mode toggle
  • Fixed garbled graphics while going to Custom Battle on XBOX
  • Fixed 'entrench' not being properly dismissed
  • Fixed first-level ports allowing debarking



[h2]Changes[/h2]
  • battle now starts with 5 cards instead of 4
  • "load" is now in the first main menu level instead of under singleplayer/multiplayer
  • improved skill card text scaling / alignment / readability
  • 'formation' skill moved up the skill tree for new matches
  • 'shields up' only applies if damage > 5% estimated damage range
  • Adjusted so quick cards for battle players do not contain blindfire, as they confuse players being attacked by their allies.
  • mission story options align bottom-up to prevent overflowing outside the book
  • battle tile distribution to minimize atteckers w/ indefensible camps
  • Ignore file check for log files to allow crash reporter to send it.
  • Make some save pars more compression friendly.
  • raiders now disband upon first loss regardless of remaining units
  • removed textbox 'highlight' effect from consoles
  • improved battle unit render speed
  • moved 'load game' entries to their own combined menu entry
  • moved multiplayer battle map name up to be more readable
  • improved battle units animation timing
  • bound units can now attack walls / baricades
  • armies do not hunger when in port unless region has no food
  • further switch performance improvements
  • increased tooltip size on Switch / Steam Deck for readability
  • 'health' info card 'beggars' to icon + fixed minor alpha bug w/ info cards
  • increased top/bottom gui number sizes on handhelds + font consistency between languages
  • improved text readability + alignment for 'going to battle' screen
  • dynamic tokens now require extra click to drop
  • added option to unlock skills and change cards in hand for change general node in story editor
  • added blur + fade for in-game menu
  • army scales up a little when zooming out
  • peasants on fields w/ no seads now display as idle peasants
  • removed some gui tool-tips when disabled by story / tutorial
  • removed broken map 'delete' options from editor
  • window keeps position after res change w/ game startup
  • battle info scroll switches sides if covering damage prediction
  • made info banner for items more readable
  • mercs now reset their numbers over time after being fired
  • unhired mercenaries recoup 25% of max every turn
  • regular peasants can no longer use 'bind' card.
  • removed extra arrow when using 'shoot area'
  • improved AI wall attack behaviour with cards
  • adjusted so AI use ladders and ram on melee units first and ranged unit last

1.1.0 (June 12)

1.1.0 (June 12)

Dear Lords and Ladies,

we haven't been idle over the last weeks!
While there has been a significant amount of work dedicated to our upcoming DLC, we still want to improve the base game and add things as much as we can.
For example, we are going to add a new building! we are currently testing the final steps and it will be functional next week with another patch.
But you can already see it in the building radial as a sneak peek! :)
We also changed the menu layout and there are a lot of quality of life additions.
Let us know in case you encounter any problems or have questions!

New:
- Added ability to Steam to join by using the friend list.
- 'random' personality option in scenario setup
- auto/ai battles spawn 'battle report' cards for each army
- added button hover sounds in map editor
- screen-edge notification symbol for off-screen task highlights
- tool-tip to army merge screen
- joystick snap points to army split +/- icons (see commit notes)
- joystick snaps + 'back button' to rename region dialog
- hotkey (ctrl and shift) for +-10 and +-100 units in merge army menu
- region/target placement banner now shows when holding dynamic tokens
- unit highlight/snap w/ initiative bar hover (+joystick snap to unit portraits in initiative bar)
- tutorial card for hiring mercenaries
- unit to be attacked has yellow outline in initiative bar
- attempted language detection w/ user-generated town names for font selection
- tutorial card for entrenching / delay in tutorial 2nd battle
- displays entrench bonus when hovering unit or entrench button
- more log-writes for game end, loading screen, and FPS spikes

Fixes:
- Fixed armies passing through armies in certain movement setups instead of fighting on allied territory
- Fixed macemen doing 0 damage
- Fixed soft-lock in tutorial w/ certain army stack setups
- Fixed armies occasionally invisible unless hovered + incorrect 'duplicate name' warning
- Fixed some types of raiders / invaders autobattling regardless of map layout
- Fixed castle heritage variable crash
- Fixed crash if trying to send food from a region to itself
- Fixed send food crash w/ regions that are inaccessible
- Fixed string parse crash w/ load game
- Fixed rare army feed crash
- Fixed russian not displaying correctly on battle cards
- Fixed several russian font scaling issues
- Fixed potential crash when loading invalid map files in editor
- Fixed unable to subtract morale in story tree
- Fixed Switch export missing 'X button' hint in build tooltip
- Fixed some languages not displaying choices correctly in mission story
- Fixed button hints / delete icon x-alignment wrong for some languages
- Fixed large option y-placement bug w/ missions + improved option spacing w/ numerous options
- Fixed massive text in mp server lobby in some cases
- Fixed longer menu buttons not properly shrinking text fully to fit
- Fixed save 'delete' buttons leaving snap-point remnants
- Fixed task circle not respecting edge specifiers
- Fixed decoy consuming 'shields up' not displaying icon that this occurred
- Fixed further controller issues w/ merge army
- Fixed army 'max' unit count decimals
- Fixed some skill previews causing single-digit lag on Switch
- Fixed wild animals killing livestock not reported in info cards
- Fixed livestock cards double-counting army consumption
- Fixed editor save / load map names getting jumbled in rare cases
- Fixed killing unit may display damage number above remaining units
- Fixed missing dictionary look-ups on Switch
- Fixed merchants not traveling in rare cases
- Fixed white tile-load flash when going into map on Switch
- Fixed info card for tax/food not updating when changed while open
- Fixed health info card displaying next season's penalty
- Fixed 'spectate' button showing up for your own battles
- Fixed old-style gui popups showing up + glitchy pop-in/out w/ some of the newer
- Fixed dropping bishops on own territor would generate a broken route
- Fixed drop-down displaying fractional resources
- Fixed unit outline flicker w/ skill card
- Fixed white flicker sometimes w/ inital tile load in battles on PC
- Fixed inconsistent option menu open / click w/ 'going to battle' menu
- Fixed save/load menu console hint depth issue
- Fixed re-focusing game window temporarily resetting food consumption icons
- Fixed shoot area not accounting for wall range bonus
- Fixed mercenary 'rental' costs not being portrayed directly after hiring
- Fixed looping 'end season' animation w/ quick end turns
- Fixed ultra-widescreen issues w/ season transition effects
- Fixed lag spike making janky zoom-out w/ battle end
- Fixed difficulty option displaying on custom scenario restart
- Fixed zooming breaking army merge menu
- Fixed mission story 'next' / option overlap allowing accidental double-clicks
- Fixed white-screen flash on battle / editor start
- Fixed player name inputbox disappearing when canceling campaign difficulty
- Fixed editor painting broken after 'auto-save' popup
- Fixed a problem with steam deck intro video compatibility
- Fixed construction tiles sometimes turning blank in LQ mode
- Fixed post-crash report send saying that the game would close, when it does not.
- Fixed armies rarely sliding into water / across borders
- Fixed token motion planning placing tokens on top of eachother in rare cases
- Fixed bound units able to use 'shoot area'
- Fixed partial fog behind some units
- Fixed further cases of single-word pages in mission stories (language dependant)
- Fixed 'campaign' no longer disabling if tutorial is incomplete
- Fixed 'delete' buttons sometimes disappearing for save slots
- Fixed cursor snapping to top-left in main menu
- Fixed some controller hints not capitalized
- Fixed possible to click 'next' past an options page
- Fixed forests not reducing 'shoot area' attacks
- Fixed merc fire confirm menu spawning on wrong layer
- Fixed minimap not always updating single-layer tiles in time
- Fixed water under ports in battle on LQ zoomed in
- Fixed some battles from sea / allied regions autobatteling when they shouldn't
- Fixed incorrect 'ranged' analysis for castle attacks w/ ranged + prep for attack mode toggle
- Fixed garbled graphics while going to Custom Battle on XBOX


Changes:
- battle now starts with 5 cards instead of 4
- "load" is now in the first main menu level instead of under singleplayer/multiplayer
- improved skill card text scaling / alignment / readability
- 'formation' skill moved up the skill tree for new matches
- 'shields up' only applies if damage > 5% estimated damage range
- Adjusted so quick cards for battle players do not contain blindfire, as they confuse players being attacked by their allies.
- mission story options align bottom-up to prevent overflowing outside the book
- battle tile distribution to minimize atteckers w/ indefensible camps
- Ignore file check for log files to allow crash reporter to send it.
- Make some save pars more compression friendly.
- raiders now disband upon first loss regardless of remaining units
- removed textbox 'highlight' effect from consoles
- improved battle unit render speed
- moved 'load game' entries to their own combined menu entry
- moved multiplayer battle map name up to be more readable
- improved battle units animation timing
- bound units can now attack walls / baricades
- armies do not hunger when in port unless region has no food
- further switch performance improvements
- increased tooltip size on Switch / Steam Deck for readability
- 'health' info card 'beggars' to icon + fixed minor alpha bug w/ info cards
- increased top/bottom gui number sizes on handhelds + font consistency between languages
- improved text readability + alignment for 'going to battle' screen
- dynamic tokens now require extra click to drop
- added option to unlock skills and change cards in hand for change general node in story editor
- added blur + fade for in-game menu
- army scales up a little when zooming out
- peasants on fields w/ no seads now display as idle peasants
- removed some gui tool-tips when disabled by story / tutorial
- removed broken map 'delete' options from editor
- window keeps position after res change w/ game startup
- battle info scroll switches sides if covering damage prediction
- made info banner for items more readable
- mercs now reset their numbers over time after being fired
- unhired mercenaries recoup 25% of max every turn
- regular peasants can no longer use 'bind' card.
- removed extra arrow when using 'shoot area'

πŸ‘‘ Announcing Dellpiani Update and first-ever DLC πŸ‘‘ (1.0.7)

Lords and Ladies!


Today, as a token of our gratitude, we're releasing a major free content update!
But that's not all: We're also thrilled to announce our very first DLC and show you a sneak peek of its setting to give you a taste of what's to come.

[h3]The Journey So Far[/h3]
Over the past few weeks since release, the team has been working hard to address as many of your issues as possible and help where we can. It's been incredibly rewarding to hear your positive feedback on our ongoing efforts to improve Rising Lords!
So you may not be surprised to learn that our patch notes this time are PACKED with fixes and changes to the game. As we have said before, we want to ensure a smoother and more enjoyable experience for all players.

Thank you for your patience, for your honest feedback and reviews, for reporting edge cases that we have never seen before, and most of all, for taking this incredible journey with us!
It has been amazing to see how much our Discord Community has grown, and to welcome so many new faces! Whether you're an experienced player or just discovering our game, joining the server is a fantastic way to connect with other Lords and Ladies, share tips and strategies, and keep up to date with the latest news. ❀️



Discover the Dellpiani heritage

With this update, we wanted to give back and bring you something new.
Since the events of Rising Lords' gripping main story, some time has passed in the medieval lands of Aubelin. It is further south that this content update takes place: Meet the Dellpiani nobles, proud descendants of the lost Lyrean Empire! πŸ‘‘



Based on the southern coast of Aubelin, they are brilliant merchants with a strong focus on seafaring and trade, their ships protected by crossbowmen in heavy armor. Along with this new heritage comes an engaging two-player map that pits you against each other for the precious and resourceful islands of the Lyrean coast. πŸ—ΊοΈ
You can experience the ways of a Dellpiani noble alone or with friends in all Rising Lords scenarios - starting right now!

For details and stats on the Dellpiani heritage, please see the patch notes at the bottom of this update!

Explore faraway lands... in our first DLC!

But that's not all - here is a little taste of what we are currently working on:



[h3]We're proud to announce Rising Lords' first-ever DLC! πŸŽ‰[/h3]
Instead of returning to the familiar lands of Aubelin, prepare for an all-new adventure as you encounter an entirely new civilisation. Say goodbye to the lush meadows and dense forests you know, as you venture out onto the sands.

We are thrilled to share this next step with you and present a new twist on the unique formula of Rising Lords. Exploring this vastly different setting will bring many fun surprises and mechanics to work with.
Of course, this is just a taste of what you can expect, and more details will be revealed over the coming months. Stay tuned as we delve deeper into what this next chapter has in store for you!

In the meantime, we hope you have lots of fun with the main game and the free Dellpiani update! ❀️

Best,
Team Argonwood






1.0.7 (April 4)


[h2]New:[/h2]
  • Dellpiani heritage selectable for sandbox mode/scenarios:
    +unique heavy Crossbowmen that uses heavy armor
    +Half cost for harbor upgrades, unique harbour visual
    +8% tax
    +Double yield from trade agreement
    +"Pavise" card
    +half hunger attrition on water
  • new Coastal Clash map (2 players)

[h2]Fixes: [/h2]
  • Fixed different issues with the inventory system
  • prevent early end turn in story mode when not all events have been processed
  • Fixed auto-battle against raiders on the border
  • Fixed some region battles auto-completing due to double-counting some tiles
  • Fixed 'battle/ai-battle' menu sometimes grabbing incorrect waypoint and auto-battling
  • Fixed mounted path routing broken going through allies into a forest
  • Fixed custom generals not always displaying correct portrait in skill tree
  • Modified food diversity to only be recognized on normal rations and boosted with double and triple rations.
  • Fixed food diversity showing on health when there was none.
  • Fixed happiness info always showing food diversity 1.
  • Added no rations penalty to be shown on happiness info since 0 rations = 0 happiness.
  • Modified health + happiness info to use round instead of floor so they better match the GUI.
  • Fixed ration GUI using food rather than food happiness when calculating.
  • Fixed food happiness having food diversity included.
  • Fixed beggar health info not being in red when it counts as a deduction.
  • Fixed incorrect damage tooltips for ranged units in army menu
  • Fixed so AI difficulty is updated for battle from Set AI difficulty nodes.
  • Fixed regression removing color coding for enemy tool-tip
  • Fixed units not properly displaying custom modified names
  • Fixed an invalid walledSlot id crash
  • Fixed army cost potentially containing decimals
  • Fixed rare corrupted cache crash on startup
  • Fixed xbox clean sweep achievement
  • Fixed rare 'send food' crash
  • Fixed some dynamic objects + armies not drawing 'route lines'
  • Fixed empty slot sync in battle for units that retreat.
  • Fixed 'export_to_file' crash if saves are full
  • Fixed longtime bug w/ for borders encroaching in too much on occasion
  • Fixed unnecessary temporary fog fade in when revealing new regions
  • Fixed blank tile strip in top-right and bottom-right of maps
  • Fixed rare delete map file crash
  • Fixed possible crash w/ region battle when close to border waypoint
  • Fixed 'tile hover slot' in battle not resetting w/ unit placement
  • Fixed panning camera while holding battle unit, unit stays in place
  • Fixed a rare story objectives crash
  • Fixed loading screen tip line wrapping
  • Fixed food carts missing waypoint route coordinates
  • Fixed armies unable to become hungry at sea
  • Fixed minimap flags rendering off-map at map edges
  • Fixed not all menu items translating immediately after language change
  • Fixed armies occasionaly rendering in 2 places at end-turn movement
  • Fixed consoles auto-switching back to 'joystick' from 'd-pad'
  • Fixed rain audio getting stuck on in some cases
  • Fixed buying more beer than available + buying negative beer w/o selling
  • Fixed unit max value rendering behind army setup unit in some cases
  • Fixed book options overlapping text in some cases
  • Fixed merchant crash if returning to menu w/ merchant screen open

[h2]Changes: [/h2]
  • Restart chapter will restart in previous chapter so it get the new chapter map in case there were changes
  • localisation update
  • adjustments to chapter 1,2,3 (balancing and turn timer added)
  • Continue button in title menu will load the latest game
  • enabled food menu hint on non-tutorial maps
  • changed editor background clear from season color to gray
  • changed delete mechanism for saves/maps moved next to save entry
  • changed Cache story tree nodes to speed up tasks
  • Adjusted Switch to force commits before handling potential big files
  • Adjusted quick/easy attack AI to allow obstacle attacks if nothing else useful can be done.
  • removed generic 'click map' to change map to remove flag placement miss-clicks
  • tooltips now auto-dismiss when making moves in battle
  • improved unit & general placement snap logic w/ controllers
  • increased task + description render size on Switch
  • increased raider strength factor that comes from the turn timer