1. Rising Lords
  2. News

Rising Lords News

0.21.5 (August 22) small hotfix

Fixes:
- fixed "missing" level 3 pikemen + level 3 crossbowmen
- Fixed rare waypoint army crash when there is no waypoint_destination set
- Prevent multisend same crash report
- first attempt to fix a circumstancial heritage related crash at the end of battles (WIP)
- fixed skills unlockable when they shouldn't be (certain heritages)
- Fixed hover over raider crash caused by the new army info

Changes:
- improved speed of map tile region assignment at end turn
- significant optimization w/ 'hover unit' processing w/ archers
- Added the general to the army tool-tip of a non ally army
- de and en update

0.21.7 (August 19) small hotfix

0.21.7 (August 19) small hotfix

Fixes:
- Fixed inconsistent radial province upgrade crash
- Fixed incorrect battle map screenshot
- Fixed doubled 'morale-up' icons + offset 'morale-up' particles
- Fixed unit bases not fading in correctly w/ 'end battle' screen

Rising Lords @ Gamescom 2023 & New Adventures Ahead (0.21.6)

Lords and Ladies!


With today's update, the fixes and improvements that we have been working on in the beta branch are now coming to the default game branch!
In addition to that, we are very excited to announce that Rising Lords will be returning to Gamescom this year! Not only will we be updating the demo to include a preview of the Story Campaign, but we will also be launching a beta test for this brand new content update!
Read below for more information on how to get involved and where to find us at Gamescom!


Gamescom 2023 & Demo Update


Rising Lords will be part of Gamescom 2023! Looking back on the amazing feedback and conversations we had during last year's convention, we are thrilled to be showcasing Rising Lords again. If you are attending Gamescom, you can find us at the Indie Arena Booth in Hall 10.2! We would love to meet you, so drop by and say hello!

Quite some time has passed since the first demo version of our game was released during Gamescom 2022. Not only will we be presenting an updated demo version at the convention, but you will also be able to play it at home! This time, you'll not only be able to play the prologue, but also get a glimpse of what's to come: Tankred's adventure continues and you can experience the first chapter of our upcoming Story Campaign update! To take a look, head over to our Steam page and download the updated version as soon as Gamescom starts!

For those of you who already own the game and want to see what we've been working on, you can play the demo on a dedicated branch. To check it out, find Rising Lords in your Steam Library, go to Settings > Properties > Betas and select "gamescom_demo" from the drop down menu.

Beta-Testing our new Story Campaign



This is a sneak peek at our upcoming Story Campaign.
Aside from making the first chapter of this update available in the demo version of the game, we are also looking for beta testers for the campaign missions. Starting next week, testers will be able to play it for a two-week period. Getting feedback from the community is very important to us, so head over to our Community Discord to get involved as a beta tester and let us know what you think! If you don't have an account on Discord, feel free to email [email protected] instead.


Full Changelog


[h2]0.21.6 (August 17) [/h2]

[h2]New:[/h2]
  • Story tree value storage node to handle variables in your story.
  • option for more players 129-132 that use normal general and units in user maps(story tree)
  • Added waypoint web when maps are saved in the editor. This connects all the waypoints to demonstrate routes.
  • Fixed map editor allowing the save of maps with border waypoints that do not connect to 2 regions.


[h2]Fixes:[/h2]
  • Fixed missing border stones
  • Fixed dynamic tokens should not overlap really close anymore
  • Fixed minor bugs with show tutorial card custom message.
  • Removed conquer/war message from tutorial
  • Fixed wealth victory scripts so they use the correct values depending on client or server.
  • Fixed bug so it shows invasion in scenario menu and not the invasion card details.
  • Fixed potential crash in victory condition check
  • Fixed large number of 'half house' issues
  • Fixed potential tutorial crash in first battle fix.
  • Fixed cursor snap on battle units sometimes too low to activate
  • Fixed sowing farmer not having animations started.
  • Fixed Cathedral hovering when using low quality graphics.
  • Fixed notification scroll blocking cursor input in editor after dismissal
  • Fixed spine animation cycler not properly triggering updates for farmer animation changes
  • Fixed some particle textures being unloaded after returning from editor
  • Fixed story tree crash when using filters.
  • Fixed plugged-in controller while using mouse confusing intro tutorial cards
  • Fixed so that game forces a refresh of the entire chunk if window frees tile surfaces
  • Fixed some particles becoming invisible when returning from editor
  • Fixed not all revealed tiles rendering sometimes after conquer
  • Fixed several smaller editor bugs / shrunk map screenshots
  • Fixed inconsistent chunk free crash coming back from battle
  • Fixed incorrect cursor snap pos on battle card apply (again)
  • Fixed rejigged tile region color / outline rendering
  • Fixed potential language loading issue
  • Fixed some warning cards displaying buttons w/ off-center text
  • Fixed battle issue when one human lose the battle and another human and AI is still in battle.
  • Fixed clicking specific spots on minimap could trigger 'end turn'
  • Fixed editor crash if tile surface was freed
  • Fixed several depth issues w/ battle elements
  • Fixed edge-case where player is unable to build building dispite having the resources
  • Fixed rare case of merchant appearing in battle / clicking causing crash in battle
  • Fixed rarely missing card textures on game load


[h2]Changes:[/h2]
  • added LQ tile effect to HQ mode for better tile identification
  • de and en language adjustments
  • 'region belongs to' text scales to fit long lord names
  • chunk resolution change threshold in LQ mode on PC
  • battle performance improvements
  • show army origin for enemy armies
  • Added AI worker priorities to determine if it has enough gold to send livestock, and enough minimum livestock to send before pulling workers away from livestock fields.
  • Added AI provisions to determine the nearest region that wants what they are sending, rather than always sending to the first region that wants what they have.
  • Added AI provisions to check if the player has the gold to send provisions, before it determines if it wants to send anything.
  • Fixed AI not being able to send cows to other regions.
  • Added AI to want to keep its livestock if there is not enough food in the region.
  • Added AI players to calculate how many regions should be dedicated to livestock based on how many livestock all their empires have as a whole, rather than 1 farm region per PARA.ranch_every_region.
  • Added AI players to not send livestock to regions that will have too much livestock per field.
  • Added harbors and silvermines to count as workplaces when determining the best livestock regions.
  • Modified AI to prioritize the best region for sheep over cows.
  • Added worker abandon field numbers from AI personalities to be taken into account when evaluating what fields to consider usable. This prevents workers letting 500 cattle die without a field, just to abandon 20 horses with a field.
  • Added more region focuses. Wool focused regions. Smith levels now count if a region should be focused on equipment.
  • Fixed livestock not getting distributed from provisions to fields if there were no peasants working on fields. This would cause livestock to be wiped out.
  • Fixed AI players sending more types of livestock than can be sustained by the region.
  • Fixed AI starting off with double sheep farms when it should have only had one.
  • Added AI to prioritize planting over existing livestock and fires when a region has 1 field.
  • Modified AI using quarter rations when there are no crop fields.
  • Modified AI to allow planting in a livestock field in planting season, when a region has 1 field.
  • Added system to not put too many peasants in crop fields, when they are prioritized before fires during planting season when there is only 1 field.
  • Made bailing floods very hight priority for low field AI.
  • add story tree 'book' state into save data
  • Modified AI using quarter rations when there are no crop fields.
  • Modified dispurse sheep to only place sheep on sheep pastures, without anything more elaborate.
  • Modified AI to allow planting in a livestock field in planting season, when a region has 1 field.
  • Added system to not put too many peasants in crop fields, when they are prioritized before fires during planting season when there is only 1 field.
  • Fixed bailing floods from being the last priorities.
  • Fixed AI worker priorities mistaking sheep in a field, when there were not.
  • Added AI worker priorities to work crop fields before putting out fires if there is a single worker.
  • Added AI worker priorities to work crop fields before clearing fires + floods when there are 2 peasants or less.
  • Added AI worker priorities to prioritize sowing an empty field instead of a flooded one.
  • Added AI what to eat to recognize to eat livestock if there is only one field in the region, rather than waiting for the PARA threshold to eat livestock.

0.21.4 (July 25)

Dear Lords and Ladies,
time to get the default branch up to date again. Many changes to the story editor over the last patches which allows creating your own custom maps with story, triggers, tasks etc.
If you are interested, the documentation is here: https://docs.google.com/document/d/1PxlXyiGeeXmWjWcviWbNFfwpmokTsbIKOkHjATfTF9Q/edit#heading=h.ukdbw0wbtd2j

Meanwhile, we are using the same editor to work on our own story campaign. We have made significant progress and the first selected testers were already able to play a few missions.

let us know if you encounter any problems with the new build, we will fix them asap as usual.

see you on the battlefield!
- Chris

0.21.4 (July 25)

New:
- story editor end turn node
- story editor loading screen node
- Added tiles for non-ruined palace, north towers, north village, and 3 mountain segments
- Added helper tutorial for the "U key to cycle through idle peasants."
- Added gamepad support for cycling through idle peasants (L bumper + L trigger).
- Added cycling through beggars (B key).
- Added gamepad support for cycling through beggars (R bumper + R trigger).
- can now change general sprite in Story Tree w/ 'change army resource'
- Use the right mouse button to click on a node in the story tree and move it to another place and clicking the right mouse button again to place it.
- new story-specific tiles to story tree 'tile change' node
- option to zoom in and out through story tree editor
- controller: long-press 'start' ends turn; short-press opens option menu
- Story tree can now set ai difficulty and personality after game has started.
- End turn story tree node can now also end battle turns.
- Story editor page up and down keys to scroll the tree
- Option to set team to 0 in player setting in story tree to allow overwrite previous games settings.
- Fix bug in where the game did not reset some globals in a start new game situation
- added can not place in camp restriction to prevent humans and AI to place units in camp in battle.
- option to reduce units in army from story tree
- option to disable waypoints for AI armies in story tree restrictions, so an AI army can't move to a specific waypoint.
- Added "press any key" or "press any button" to end of battles screen.

Fixes:
- Steam join crash fix (invite link)
- Fixed strategic areas rendering flags
- Fixed FOW crash due to freed tile timing issue
- Fixed edit menu for general xp nodes in story tree so they can be edited and deleted
- Fixed mercenary only performing 'attack' animation in campaign
- Fixed merchant not moving in tutorial correctly (again)
- Fixed version number missing from the title screen.
- Fixed maceman / merchant not animating correctly
- Fixed Array sorting crash while spectating
- Fixed border-to-border waypoints not connecting w/ allied regions
- Fixed army menu objects from showing during the skill tree
- Fixed army menu units from having hover tool tips from showing during the skill tree.
- Fixed neutral regions not clearing weeds correctly sometimes
- Fixed small memory leak coming back from editor
- Fixed small memory leak in editor when loading maps
- Fixed re-entering editor not loading tile images on dynamic texture targets
- Fixed open-border region attacking crossing army
- Fixed potential crash w/ freed tile while updating FOW
- Fixed moving camera in 'waypoint' mode floats the flag around the cursor
- Fixed army menu button snap points active on borders
- Fixed gamepad 'back' in options menu in editor quitting editor instead of closing menu
- Fixed army menu joystick snaps bleeding into general config menu
- Fixed merchant rowing on land
- fixed fireslot crash when moving unit on a slot that got fire and the unit dies.
- fixed crash when using blind fire and only one enemy is near the archer fixed
- fixed waypoint bug in script that could in theory cause issues to find waypoints where armies could travel.
- Added preventing rogues from being placed on player's own buildings to arson them.
- fixed Bug in that could cause the general to not be returned correctly by the script for AI players.
- Removed old debug code that could cause a mercenary crash in battle.
- fixed regression preventing temporary fog from rendering in battle
- fixed rare battle-end / end-turn crash due to raiders trying to update region population
- fixed card icons not appearing on units correctly
- fixed how much food player auto-govern needs before it sets double rations
- Fixed coming back from battle, FPS tanking due to spine animations all activating
- Fixed winter farmer animation not triggering the complete animation
- Fixed merchant overlapping w/ army position
- Fixed army hover tooltip not substituting in dictionary keys
- Fixed cancel construction crash on the same turn.
- Fixed back-to-back battles sometimes waiting extremely long to trigger
- Fixed dynamic object inconsistently tanking FPS during waypoint placement
- Fixed camera zoom helper text misallignment
- Fixed invisible peasants in some cases
- Fixed white tiles sometimes appearing at the edge of fog
- Fixed rare dynamic token crash when save file during a battle is loaded.
- Fixed ladders rendering incorrectly w/ scaled tile caches

Changes:
- greatly optimized battle turn clock rendering
- minor performance improvement for controller inputs
- improved tile painting performance in editor
- cleaned up save notification +fixed some minor save-name bugs
- radial controls to diplomacy menu + more precise click level control w/ diplomacy popups
- Disabled low morale acting for player 1 in final battle of tutorial.
- fog reveal now waits until after season fade
- bug report no longer requires game restart + fixed 'debug character' depth
- improved battle 'victory/defeat' screen performance
- changed switched battle unit move / animation to use delta time
- improved army movement 'valid waypoint' calculation speed
- no more horses as loot
- 'turn timer' render precision
- strategic region FOW icons removed
- german language files updated
- many changes to 'low quality' graphics mode
- Modified AI to consolidate livestock only in the winter to clear fields and start sowing.
- Modified AI to play far more conservatively with rations when it has no open fields.
- Added AI worker priorities to go fishing. If focused on food, fishing will happen after farming and before smithing. If not focused on food, will happen after resource gathering.
- Modified AI to not let livestock die before it opts to ship them to other regions in the winter.
- Added louder version of swordsmen marching.
- Modified field peasant doing nothing to use the default hand peasant spine.
- Modified AI building behaviour
- increased editor buttons to fill screen + dynamic text size
- improved chunk tile update processing time
- improved 'beggar location' calculation times significantly
- fixes and changes to controller hints and button usage
- Added army menu to show unit ranks when adding enough members to downgrade their rank.

0.21.0 (July 5)

New:
- Allow players to have no start region in story editor
- Story tree filter tools to hide unwanted nodes to make the story tree more clean
- Include node id when using filter in story tree editor
- Added 'discard button' to each card in skill tree when hovered
- added 'END_TURN_CALCULATIONS' note during battle processing
- option to play music from story tree

Fixes:
- Fixed runtime related crash without message when loading a scenario map
- Fixed global morale bug when adding units in army menu
- Fixed incorrect error message when saving a battle map of less than 7 tiles in a region.
- Fixed crash going back from hosting MP battle
- Fixed +/- button in army edit not updating slider limits
- Fixed dynamic player objects not properly rendering boats
- Fixed testing map from editor and returning breaks map render
- Fixed player reported negative drinkers bug
- Fixed sea battle (from river) not allowing placement on water
- Fixed castle battles always executing auto-battles
- Fixed several units falling down instead of backward when eliminated. (runtime changes again)
- Fixed story-tree removing HUD causing constant HUD / joystick point recalculations
- Fixed disabled workplace interaction when GUI is disabled
- Fixed instant proton crash at game start
- Fixed battle cam not zooming / tracking in some situations
- Fixed unit effects / archer arrows sometimes rendered behind units
- Fixed card-to-stack depth issues
- Fixed card-to-stack sprite flicker
- Fixed cards sometimes zooming off screen
- Fixed 'don't show again' tutorial card button missing controller snap point
- Fixed main menu input boxes setting incorrect click level
- Fixed a couple remaining memory leaks
- Fixed tutorial tasks not updating in wall mode
- Fixed user reported conflict string crash
- Fixed turn number flickering back and forth on some occasions
- Fixed text colors not inverting for winter properly all the time
- Fixed CPU drain on 'claim region' menu
- Fixed reported crash when not enough slots for escape tiles
- Fixed a rare crash with the invader/raider AI
- Fixed siege crash if defender has 7 units
- Fixed removed click detection / joystick anchors w/ hidden GUI
- Fixed blurry splash screen going from splash -> fullscreen menu
- Fixed army and peasant number fonts different
- Fixed invisible hovered army w/ disabled GUI

Changes:
- hide GUI tool tips when player uses invisible GUI.
- AI to prioritize clearing wastelands when there are no available fields.
- changed neutral AI to not have huge amounts of wheat in stock after a while
- Disabled mercenaries for raiders and invaders
- removed 'X' button from border army menu
- optimization for castle battle tile calculations
- changed skill tree right-click unlock to left-click
- Sped up some animations a little / switched to use delta time
- changed battle cam max zoom to 1.4x from 2x
- changed save files now compress to 10% their old size
- changed updated EN entries to match new skill tree controls
- Performance improvements (text render, outline shader and caching to surface)
- changed controller east face button opens battle radial regardless of cursor position
- changed a number of tooltips to switch between 'left/right mouse' and controller buttons
- Disable disband army in tutorial map
- changed adjusted army font to better fit / align on army sprite
- some tweaks to token animation frequency / surface handling
- started implementing new token rendering system fpr performance improvements (wip)
- performance improvement to dictionary substitutions in strings