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How would you like your game? (factions, part3)






Most of you will have a pretty clear idea what heritage trait ("faction") this special unit will belong to. The bigger question is, what advantages and disadvantages should that faction have on the scenario map? give us your ideas!

How would you like your game? (factions, part2)

Thanks a lot you for you previous engagement! We want more! :)



This is the special unit for a certain heritage trait. What factions could it belong to?
what could be different to normal heavy infantry?
what advantages and disadvantages should that faction have?

give us your ideas! :)

How would you like your game?

Hi everyone! How would you like your game?
We would like to do a test with community involvement. Share your thoughts and ideas and we will be happy to make this a regular thing.



Today is about one of the "factions", and there is more if you are interested. At the beginning of the game you can choose a Heritage trait. This is your faction, so to speak. They will go along with a special unit and some gameplay changes.

What medieval Country could this one resemble?

What Kind of perks, Gameplay changes, Advantages or disadvatanges would you like to see with this faction?

Early Access announced for May 27th

Hi everyone!

the last alpha phase was another success. Most of the testers played for several hours and we got a lot of positive and helpful feedback. Although we must admit that while some people really invested a lot of time and passion in their feedback comments, we would be thrilled to get even more feedback from more players. These testing phases live from the community's involvement, so please don’t hesitate to send your notes, suggestions and bugs to us!
One of the main achievements of the alpha phase was that the game is now really stable. And we are confident that the few remaining problems will be solved during the next testing phase.



This leads to the main announcement of today’s post:
Rising Lords will be available to Early Access on May, 29th 2020! We are confident that the game is ready to be played by more people and we look forward to improve the game along it’s way to the final release. We need you to stay involved in the process so that we can shape the game to your liking!

Updating the current closed alpha build was discontinued on February 12th and we have been working on a lot of new features and improvements. Diplomacy, sending food and leveling troops to name a few.



[h2]Early Access Infos[/h2]

[h3]Why Early Access?[/h3]
We have been working on Rising Lords for several years now. Rising Lords is in a playable state, stable and many of you have enjoyed the closed Alpha versions for many hours already. We want to be able to use your feedback and ideas to make the game as good as possible and thus are happy to make Rising Lords available to everyone via Early Access. We have many ideas to further enhance the gameplay, improve replayability and want to add a lot of content that is yet missing.

[h3]Approximately how long will this game be in Early Access?[/h3]
We think that it should take about a year to finish our current plans. We have many ideas how to improve and expand Rising Lords and we also want to work closely with the community to get some more inspiring ideas and suggestions from the playerbase.

[h3]What will be the difference between the full version and the Early Access version?[/h3]
The full version will offer more battle cards, more units, more events, more maps, more buildings, more victory conditions etc. It will also include the story campaign where you play the role of a young knight struggling to restore the glory of his ancient house and every decision you make will shape your path. An arcade battle mode where you fight your way from battle to battle to beat global highscores will also be included. AI options will be improved and diplomacy added to the full version. We are also going to add more language support and modding options in addition to the already available map editor.

[h3]What is the current state of the Early Access version?[/h3]
The game is in a stable state, thanks to our alpha testers. The main gameplay is already available in both single player and online multiplayer. This includes full scenarios where players will manage regions and conquer other territories in battle. There are also quick or custom battles. You can also create your own maps with the editor and share them with the community via Steam Workshop support.
Will pricing be different between the full version and Early Access version?
The full version will be a bit more expensive to reflect the larger amount of content.

[h3]How are we planning for community involvement?[/h3]
As we have proven already, community involvement is a vital part of our development process. We value feedback and ideas from the players very much. It is very important for us to answer any requests, questions, and posts as soon as possible. You can do that on discord (https://discord.gg/NAqnsFx) or right here in the steam community.


[h2]Next testing phase[/h2]
The next and final testing phase with Steam alpha key distribution will probably start towards the end of April. So any of you that haven’t had the chance to play yet, stay tuned and apply as a tester by joining our newsletter! http://signup.risinglords.com
If you haven’t already, make sure to wishlist the game on Steam and feel free to join our Discord server, Twitter or the Steam community. Here are the links:
https://store.steampowered.com/app/835650/Rising_Lords/ https://twitter.com/argonwood https://discord.gg/NAqnsFx



Before we conclude this post here's a game from our friends at Lost Pilgrim Studios that we can wholeheartedly recommend you to wishlist here on Steam as well! It is a turn-based post-apocalyptic fantasy RPG.
Steam Page Link

[previewyoutube][/previewyoutube]


We are very happy to have you as our supporters!
Thanks and Cheers!

scenario alpha 0.2.1 silent patch

scenario alpha 0.2.1 silent patch

Technically the alpha phase is over so we orginally didn't want to change the version number and make only some vital bugfixes.
But now the patch is bigger than expected so we want to publish the changelog.

Bugfixes:
- Map Editor and workshop fixes
- Fixed hover upgrade crash from the system resetting the tile it's working with.
- Don't show upgrade icon for things already upgraded
- Fixed victory check after a scenario is won
- Fixed crash reporter not working
- Fixed a language crash
- Fixed hand peasant popping in with smith graphic.
- Fixed general of a dead unit taking a default general token.
- Fixed 0 troops in battle caused by round() instead of ceil().
- Fixed wall crash


New:
- Added LR+AD keys to go cycle the event cards.
- Wasted fields show progress indicator and green outline if more peasants than needed
- prepared network system for language support
- animals start off on fields
- Added 3 new button sprites to region menu.
- Added placeholder button for provisions to be added like diplomacy.
- updated campaign gui tooltips to have dynamic information regarding animals.

Changes:
- Modified default editor region to Argonwood.
- Modified event card maximum size to 90% and tweaked other sizes and
- Swamp and forests increase gold and time costs, and remind you on building description
- Automatically eat animals about to die from lack of fields
- No morale messages if all enemy units are defeated.