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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.

scenario alpha 0.2.1

scenario alpha 0.2.1

Bugfixes:
- Fixed crash when saving map related to zoom out to take map screenshot.
- Fixed blind fire message crash.
- Fixed Steam workshop problems and other map related crashes
- Fixed instant crash when mouse wheel zooming in editor looking for the mini map.
- Fixed obj_dwellingquarters to no longer crash the game when looking for a _workplace.
- Sync battle wall data back to campaign in MP
- Fixed army merge crash as the AI tries to merge the player's armies.
- Fixed right click in editor to name things not returning to previous windowed or full screen state when clicking cancel.
- Fixed obj_unit_overhead_message crash from duplicate dictionary key leading to a missed dictionary key.
- Fixed bailiff crashing taxpayer modifier for being in a region without knowing the population and other things.
- Fixed the immortal first strike swordsman
- Fix remove loading screen too early in battle.
- Mercenary fixes
-Dont place escape flags in enemy tile with walls.
- Fixes for moving peasants around
- Allow selecting corner regions while zoomed out
- Fixed green screen issue.

New:
-improved info for health and ration gui tooltip
- Show enemy start zone when placing units.
- improvements to resource and weapon tooltips
- iron man mode
- updated garrison gui tooltip to use the dynamic numbers
- updated garrison gui tooltip with extra info on unit types and amounts of each unit type
-updated sheep gui tooltip to state the amount of people sheep meat feeds

Changes:
- added new darker green and red macros and applied them to the lower gui in campaign
- Quicker animations for get hit and destroyed battle units
- Added map editor to zoom out to a full map before taking a screenshot for the save file.
- Only highlighting workplaces where peasants can be placed. Stronger highlighting for currently hovered workplace.
- slight AI improvements for the last remaining battle unit

Map creation contest!

Hello Everyone!

Now that we have the Map Editor available we would love to see your map ideas. For this we want to start a little contest.
Everyone with an alpha key can join, just send us your exported map data or a link to the steam workshop file via email, discord or PM until Feb. 15th.

What is in for you?

- The winner will get a Release(+EA) Key for Rising Lords
- Entry in the Rising Lords hall of fame
- With your approval, your map might end up in the final game with your credits
- You like to create more maps? We might have a small side job for you

Thanks and Cheers!
Chris

scenario alpha 0.2


scenario alpha 0.2

The game is very stable now in single player, many people report that the game runs smooth and without crashes, the livestreams show the same.
In this update we enable the map editor in the main menu. We are looking forward to seeing your creative ideas on the steam workshop!
Please continue to report crashes and bugs, especially with the editor.

Here is a short video to explain the basics of the editor:
https://youtu.be/6TftAFgbeT8


Bugfixes:
- Improved end turn data processing for Multiplayer, that should fix some of the few remaining issues


New:
- Map Editor and Steam Workshop for Maps
- cycle through your regions with arrows in the GUI

Changes:
- Army reduction happiness changed to match army disband happiness
- minor adjustments to campaign lower gui item positionings
-updated gui tooltip gold info to be more robust and show more detailed information of the changes
-improved and cleaned up access of some campaign info regarding taxes and army in order to access in more than one location
-added scr_return_army_wage and scr_return_dynamic_mercenary_costs for returning those values
-updated tax/tithe gui tooltip to show amount of gold collected for the region per season
-added new script, scr_tax_calculation to help return the various tax returns in the gui tooltip
- tax list for variations on different taxes in the gui tooltip