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Rising Lords News

0.22.3 (September 12)

Dear Lords and Ladies,

we fixed some player reported issues (thank you!) and made some minor balancing changes.

New:
- Story tree option to scroll to specific positions before and after battle
- get campaign turn node for story tree.

Fixes:
- Fixed crash caused by edited army getting corrupt XP data for units
- Fixed edited armies losing their XP / not having their level in battles
- Fixed missing/corrupt save header crash leading to game not startable
- Fixed user reported "stuck in "WaitToBurn" state" in battle
- Fixed corrupted reconnect fire arrow data
- Fixed a multiplayer crash when more than 2 players
- Fixed armies being editable several times, adding the same weapons more than once
- Fixed edit army exploit that would allow players to gain population.
- Fixed drinking during inn fires, and smithing during smith fires.
- Fixed maceman mercenary getting stuck with an ugly animation while in the army menu.
- Fixed tool tips for army + provision + diplomacy not hovering in the proper GUI place.
- Fixed rogue battle camera pan + camera not snapping to army start tiles
- Fixed janky skill tree stack close animation
- Fixed? missing fires after battle in tutorial in rare cases
- Fixed? pressing 'load' in the tutorial will crash in rare situations
- Fixed bees flying sideways.

Changes:
- added text render macros to force all text to render at integer coordinates
- small performance improvements
- fog now fade-transitions between reveals
- changes to compression of data that was causing issues for some users
- Fixed AI disregarding a big number of sheep / cows / horses in favor of planting crops, when there is only one cleared field

Balancing:
- XP level 3 from 180 to 200. units were max level a bit too quickly. also, the bonus is now 60% att and def insteaf of 80.
- capital garrison archers from 60 to 100 to make the first region slightly harder to conquer early on.
- swords iron cost from 16 to 18, heavy armor from 17 to 20. sword production from 30 to 28. wage for swordsmen from 1,5 to 2 gold, knight wage from 30 to 35, crossbow wage from 10 to 15. swordsmen are overperforming a bit due to often late availability of cavalry. knights are overall a bit too strong.
- castles lvl 1 now have 150 archers instead of 100, same for lvl2. courtyard has now 30 swordsmen instead of 50 but added 50 archers. to encourage building defensive structures
- wooden wall extra cost per wall from 70 to 60 and stone from 100 to 80. to encourage building defensive structures
- mercenary hire cost reduced by 1/3. they were not getting used as much as we wanted. they should have relatively low hire cost but high upkeep.

0.22.0 (September 9)

Greetings Lords and Ladies, time for an update :)
Some QOL things and a lot of AI improvements, but also bugfixes from user reports.

Some players had problems with incorrect downloads/ not being able to see maps or add players in singleplayer. Uninstalling the game and deleting the C:\Users\your name\AppData\Local\RisingLords folder (keep save if you want) and the reinstalling the game was confirmed to fix the problem. This might be related to a corrupt steam download, not completely sure.
Let us know if you encounter any other problems or this doesn't help you.

Full Changelog

New:
- Show message when Rising lords servers are down
- Show user message when connection is lost
- added old save warning
- Added generalized diplomacy tool tip for gifts
- Added explanation of each diplomatic status

Fixes:
- Fixed a rare unit display crash
- Fixed info display crash (beggars + the second other factors).
- Fixed health crash (food diversity + other factors).
- Fixed a rare scr_FightSequence_WrapUp crash
- Fixed important skill tree information being beneath the bottom card display.
- Prevent multisend same crash report
- Fixed skills unlockable when they shouldn't be
- Fixed region overview's auto-govern buttons not always activating. Now it activates when cursor is outside region overview.
- Fixed tool tip not working for diplomatic statuses caused by a misalignment.
- Fixed generalized diplomacy tool tip for gifts from the previous commit.
- Fixed "Lack of Beggars" in info display tool tip being a bonus.
- Fixed tutorial so you can't end turn in first task
- Fixed gamepad +10 and +100 not working on 'send food' menu
- Fixed controllers unable to dismiss persistent notifications
- Fixed MPclient 'not ready/ready' text in wrong location w/ campaign
- Fixed unit pickup sound sometimes not loaded in campaign
- Fixed army menu -> skill tree button snap bleed w/ controllers
- Fixed cost not going up when building structures.
- Fixed cards in deck displaying incorrect graphic
- Fixed buggy skill unlocking w/ fast presses
- Fixed 'Tankred' not being set as name in tutorial
- Fixed army info drop-down scroll not substituting dictionary key name
- Fixed missing substitutions in some event cards (%1% etc)
- Fixed language file regression causing incorrect map size limit warning
- Fixed info display health + happiness tool tips showing beggars as a plus in the final total change.
- Fixed info display health tool tip crashing when displaying "other factors."

Changes:
- Disable save in battle between turns for performance reasons
- Added language support to happiness info display
- lowered min framerate when changing languages (to load faster in VM)
- Added names for raider generals
- removed 'asia server' warning
- improvements to the map editor and story tree editor
- Adjust max upload size to 70MB

AI:
- Added AI to not build walls unless it has a smith, or more than one region.
- Fixed AI rations + taxes not recognizing revolt thresholds for heritages.
- Added AI to consider selling resources to the merchant if the player has no smith.
- Modified AI to prioritize construction to come before region focus.
- Added AI region focus to reset to none, before it checks what the focus should be. This is to prevent getting stuck in a focus that is no longer relevant.
- Added AI region focus to be set to horses if there are more horses than sheep, and smiths.
- Fixed AI eating horses, because there is no field, when there was a stable for them.
- Added AI to focus on gathering resources for manor production if there is a beggar. This includes wool production.
- Added AI to need sheep quick when focused on wool production.
- Added AI to only start building walls when it has a player neighboring the region.
- Added AI to not eat sheep when focused on wool production.
- Fixed livestock_needed_quick not getting at least one worker to manage fields when there is no livestock.
- Added AI with a region focus on wool to pile as many workers into sheep fields.
- Fixed AI thinking it needed more of a resource to forge a equipment, when it had an equal amount.
- Added AI to only take a wool priority if its solution to beggars is to build.
- Added AI that wants knights to set a focus to horses when it has enough equipment for knights, but not enough horses.
- Added AI regions to take a focus on horses, which means maximum grooms to find horses, and no eating horses.
- Added AI to purchase resources to build its first smith, if it is low on money, and doesn't have resources in its region.
- Added AI to be limited to how many castle parts can be constructed when they have only one region.
- Fixed AI going broke purchasing material to forge equipment that it already has.
- Fixed AI requiring a minimum purchase from merchants when purchasing material to forge equipment.
- Added AI players to focus on horses when AI has more than one region, and wants mounts.
- Added AI to focus on horses if they want cavalry, and not just knights.
- Added AI to purchase 30x more resources than needed for mounted units if the AI has no places in their regions to get the resources.
- Added AI that wants cavalry to be taken to account for purchasing resources from merchants. No AI specifically wants cavalry.
- Modified AI to think it needs less of a surplus if it only has one region. The surplus will then be sold to merchants.
- Fixed AI calculating sword wood cost from merchant by mail production amount.
- Modified AI with more than one region to require only one region to be happy enough to muster an army.
- Added wool surplus definition to AI personalities. Any amount of wool over the number will be sold off.
- Added AI personalities that want more smiths per region to add them while still considering that they don't want them in every region.
- Adjusted strength threshold for land grab armies. Set to 100 stronger, original was 0. That way AI failed to conquer sometimes, which was intentional. but the players wanted stronger AI.

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.