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.