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Rising Lords News

Update 0.5.7 (June 15)

Update 0.5.7 (June 15)


Bugfixes:
- solved some reconnection issues
- Make sure reconnects is in sequence to avoid issues in 3-4 player games.
- fixed AI stuck in attack loop.
- fixed initiative when 3 large armies meet
- fixed another rare battle AI crash
- Removed allowing "hamlet" obj_dwellingquarters to be upgraded.
- Fixed AI placing obstacle crash from not having obstacle HP set.
- Fixed merchant being too close to the water to be clicked.
- Fixed AI to make courtyards and passive AI to make inns.
- Fixed AI to make stables once specific weaponry is aquired that knights and cavalry would use.
- Moved the cursor in the name input boxes
- Diplomacy cards now reappear after battle or reloading game
- Fixed AI liquidating livestock to be eaten.
- Fixed a crash with scr_formatNumber getting an undefined.
- Fix conflict handler sending the wrong player to battle in rare cases.
- Fixed an issue with loading 2 players in individual battles
- Fixed bug preventing P2 to save while P1 is in Campaign.
- Fixed a rare crash when wedge killed a unit before the real attack sequence attacking
- Fixed an issue with armies still existing after a battle when loading a save
- Fixed bears being called wolves in two situations.
- Fixed max army resulting in the final slider bar knob flickering.
- Fixed bug where castles were not recognized when mirrored
- fixes missing retaliation sounds

New:
- enabled diplomacy again for further testing (BETA only)
- Added a script to have more complex path finding for provisions and disbanded armies.

Changes:
- Modified provisions + disbandment pathfinding to the army waypoint pathfinding system, but this time it goes region to region.
- Only OpenBorders treaty has a maximum turn limit now. Rest does not expire anymore
- Exiting audio menu or graphics menu now goes back to options menu
- Don't move in to attacked wooden walls on second turn (now requires 2 attacks to destroy wooden walls as intended)
- Export game button in game now exports current log
- nerved 300 birth rate event
- less wool cost for buildings
- corrected harvest prediction
- minor german language improvements
- corrected food happiness bonus
- changed food diversity health bonus from 6 to 4


Update 0.5.5 (June 9)

Update 0.5.5 (June 9)

Bugfixes:
- Fixed a crash after losing or conceding battles
- Fixed merchant to sell maximums being based on current region
- Fixed merchant max selling to one less of the maximum if the player has the exact amount of gold
- Fixed skill tree's icons, buttons, display card, and avatar to be where they should be no matter what the view.

New:
- more chinese language updates

Changes:
- Modified merchant to work based on its region without having the player to be in its region.

Update 0.5.4 (June 8)

Update 0.5.4 (June 8)
Currently in beta branch, if no new problems show up it should be on the normal branch tomorrow!

Bugfixes:
- Fixed army (that got region as destination) moving to region waypoint when mustering a new army.
- Fixed a garrison crash.
- Adjust conquered neutral regions garrison to 0 + buildings.
- Fixed player stuck in 3 player battle when one player loses.
- fixed incorrect xp from capturing camps
- Fixed obj_move_object from crashing when coming out of a battle.
- Fixed AI armies to now conquer castles rather than passing by them.
- Fixed AI armies not avoiding competitive players until neutrals are neutralized.

New:
- Adjusted password box in scenario.
- gold from inn peasants

Changes:
- German language file update
- Chinese language file update
- AI adjustments
- building cost balancing
- more neutral garrison diversity and strength
- valor attack from 2x damage to 1.5x damage
- population indicator arrows instead of ugly green/red outlines
- tooltip adjustments
- population prediction adjusted to match the new population calc

Update 0.5.2 (June 7)

Update 0.5.2 (June 7)

Bugfixes:
- Fixed castle waypoint.
- Fixed third player join in the middle of a battle.
- Fixed for crash when opening battle menu
- Fixed some tutorial helpers
- Fixed unit bases using incorrect frame per level. - Fixed AI armies not being able to understand when it is time to retreat
- Fixed hidden armies flickering visibility when they should be revealed.
- Fixed editor's waypoint placement system being far too specific.
- Fixed stone castle making all future buildings cost stone rather than only castle buildings.
- Avoid game getting stuck in another region while waiting to enter battle
- fixed a 4 player scenario freeze
- Fix conflict army placement when loading game.
- Corrected the garrison values being too high

New:
- Kick in lobby
- restrict use of versions before 0.4.8
- started Updating title screen and scenario options screen

Changes:
- various competative AI improvements
- Modified passive AI to make it more fun for the player.
- Modified placement of "never show again" box of tutorial messages
- Adjusted neutral garrisons to scale a bit better
- reworked population growth and health
- reduced ranged damage by 20%
- AI now only uses blindfire when there are ranged targets
- adjusted gold cost for church, manor and inn.

Online Multiplayer Tournament

Hear ye, Hear ye!
We would like to start an online tournament over the weekend!
You can apply for scenario or battle or both.

Apart from the fun and thrill of Multiplayer and being part of an awesome community, you can win an extra copy of Rising Lords for a friend and the Golden Lance as exclusive Item for your Lord!

June 26th till 28th 2020.

How to participate? Post your nickname and the format you want to play in the Arena Channel on our Discord Server:
https://discord.gg/NAqnsFx

Details on Settings etc. will be Announced on Discord shortly.

We would love to see you join the fight! :)

Cheers!
Chris