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Curious little turn-based medieval strategy game Rising Lords musters for a January release




Turn-based strategy game Rising Lords will release on January 18, 2024 after nearly three years in Early Access. The hybrid of PC turn-based strategy with more traditional board game and card game design focuses around strategically expanding a medieval fiefdom's economy while raising armies to defend yourself against—or conquer—your neighbors...
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⏰ Rising Lords will leave Early Access on 01/18/2024! ⏰

Lords and Ladies!


Today's update is a very special one.

Mark your calendars and get ready, because the full release of Rising Lords on the 18th of January 2024 is just a little over a month away! We're thrilled to announce that not only is the launch out of Early Access fast approaching, but that we'll be releasing simultaneously on Steam, Nintendo Switch and Microsoft Xbox!

We would also like to take this opportunity to say a huge thank you to all of our Early Access players! You have shown tremendous support over the past few years and it has been amazing to see this community grow and help each other. ❤️
Your constant feedback has been invaluable in helping us to shape Rising Lords into the game that it is today: An addictive turn-based strategy game with lots of exciting content to explore!

You witnessed our protagonist Tankred's most vulnerable moments in the Rising Lords prologue and have followed his adventures ever since. Join us on January 18th to find out where his journey will take him next, and discover the perilous threats that he will have to face along the way! ⚔️



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0.22.3 (November 22)

0.22.3 (November 22)

New:
- Event cards are now able to stack together to avoid cluttering up the
right side-bar. This only occurs with similar types of event cards.
Clicking on a card will now open up the 'stack' instead of the individual
card. This just means that when >1 card of a type is opened you now have
arrows that you can cycle through each one.

- also added seasonal & video launch options since some players disliked the halloween changes
New launch options:

--enable-halloween, -s
--disable-halloween, -S
--enable-christmas, -c
--disable-christmas, -C
--disable-seasonal, -S
--disable-video, -V

Parameter styles can be mixed and POSIX style can be combined:
e.g., -sCV

Launch parameters can be specified when launching via CLI or by specifying
them in Steam's "Launch Options" for the game.

- added story tree Change army resource for easier adjustments of armies

Fixes:
- Fixed language change crash with chinese
- Fixed regression w/ army menu radial depth + other gui depth adjustments
- Fixed some HUD buttons not always spawning/despawning at correct times
- Fixed added some mising polish characters to several fonts
- Fixed regression causing tablet to sometimes render on top of battle units
- Fixed tutorial / campaign / special maps not resetting custom user name
- Fixed left-most skill tree card in hand unclickable
- Fixed case where tile's house could draw on top of neighbor's wall improperly
- Fixed region battles not always including castles
- Fixed incorrect rare wanderer facing direction
- Fixed construction on ports + builders on ports not rendering correctly
- Fixed a rare battle diplomatic crash when loading a game.
- Fixed bug where you get a message that you conquere an ally region when you did not.
- Fixed rare end-battle crash if loaded from save in campaign
- Fixed rare crash building after a region conquer
- Fixed Low quality 'build here' highlight interpolation artifacts
- Fixed problems with hovering tiles in battle mode
- Fixed placing baricades not blocking own unit for single turn
- Fixed hard-freeze w/ some specific skill-tree layouts
- Fixed rare case of dropping peasants in a different region
- Fixed 'broken arrow' showing even w/ extra range due to walls
- Fixed beggar popin + text color (in some cases) + font
- Fixed regression where animals not re-centering to tiles when peasants removed
- Fixed army 'waypoint flag' remaining if defeated by AI
- Fixed offset general placement hover highlight
- Fixed skill tree 'preview' card affecting skill alphas
- Fixed raiders that are created with story tree don't conquer regions.
- Fixed bug in get settings that could cause game issues related to game settings.
- Fixed bloodbrothers idle animation speeds
- Fixed general w/ lance shish kababbing own head
- Fixed peasants sometimes not properly updating after load / transition
- Fixed rendering depth issues w/ story book + click level
- Fixed animals w/ wolf not accounting missing peasant loss

Changes:
- peasants & dynamic tokens now partially scale up w/ view
- placing battle units stick to cursor instead of requiring drag
- force hourglass cursor until end-turn fade is dismissed
- Allow diplomacy when victory is "none". (for story editor)
- removed 'region belongs to' for sea regions
- adjusted story book to prevent blank / sparse final pages
- adjusted applied card icons to prevent overlaying over generals
- battle card presentation to use delta timing
- added editor button highlights for active tiles
- story mission improvements
- improvements to controller gameplay

0.23.1 (November 11) language update

0.23.1 (November 11) language update

Most of the localisation was finished for , spanish, french, polish, italian, chinese (both), japanese and korean.
So I wanted to upload this asap to give you a better user experience.

0.23.0 (November 2) small update

Greetings,

just pushing a few improvements, some resulted from your feedback.
Don't be deceived by the Version number!

0.23.0 (November 2)

Fixes:
- Fixed graphics options crash caused by missing language support.
- Fixed further Turkish language font issues
- Fixed regression causing skill tree popup depth issues
- Fixed depth issue w/ campaign setup general and back button
- Fixed text, esc button, gui render issues w/ wall mode & castle mode
- Fixed 'let ai fight' conquer not properly updating HUD
- Fixed smithy outline colors
- Fixed muster resource error message not substituting values
- Fixed large slew of inventory system issues
- Fixed missing 'units killed/lost' at battle end screen
- Some MP fixes

Changes:
- added vertical cursor wrapping on menus
- minor changes to mission 1
- removed battle arrow 'pulse' for better visibilty
- improved army unit adjustment speeds & added controller mod support
- added visual indicator for disabled autosave slots
- fixed new peasant pop-in jankiness + added more 'popin' effects when placing
- changed pavise to work against shoot area.
- improved army unit adjustment speeds & added controller mod support