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Rising Lords News

0.20.3 (April 30) BETA BRANCH

0.20.3 (April 30) BETA BRANCH

Fixes:
- fixed merchant on the battle field causing a crash
- fixed dynamic player tokens appearing in battle
- fixed second-method of merge-army not releasing click lock
- fixed 'fire mercenary' broken + army menu click pass-through bugs
- fixed broken army overlap detection
- fixed some units having a wrong orientation when getting destroyed
- fixed killing wild animal causing a very rare crash (user report)
- fixed merchant not moving to assigned position (tutorial among others)
- fixed a bug that potentially had the number of peasants wrong/invisible
- fixed a bug that lead to player color being white after loading (already corrupted files can't be fixed)
- fixed fire/flood-fighters not updating visually when done
- fixed peasant not placable on fire anymore in tutorial

Changes:
- improved autogovern AI
- Changed autogovern to have even more priority for animals
- AI no longer builds walls around harbours

0.20.2 (April 27) BETA BRANCH

0.20.2 (April 27) BETA BRANCH

Thanks for your help, we found the issue :)

- for your story editor, you can now use battles/wins/losses against certain generals of factions as triggers
- fixed muster / disband breaking click level(blocking UI) in some cases

we should soon be ready to push all the changes to the default steam branch.

0.20.1 (April 26) BETA BRANCH

HI everyone, just another quick hotfix. We will keep them coming as long as we get feedback about bugs.

Concerning the UI softlock that a handful of players reported - Please do us a favour :)
If you encounter the problem again, hold "control + shift" and press "D". then send a screenshot. that way we can see what blocks the UI and it shall be fixed within a day ;)

I just played another 60 rounds but it just doesn't happen to me/ can't reproduce it.

0.20.1 (April 22) BETA BRANCH

New:
added click-lock debug display to for public build (see above)

Fixes:
- Fixed sending provisions sometimes not working correctly
- Fixed clicking 'view area' on event card w/ battle popup breaking click level
- Fixed option menu conflicting click &depth w/ battle popup options
- Fixed language loader not properly stripping all 'extra' double-quotes
- Fixed raiders not attacking in some cases

0.20.0 (April 25) BETA BRANCH

0.20.0 (April 25) BETA BRANCH

Fixes:
- fix for user reported crash with "map structure not found" popup (most likely only for new games or older saves, actual save is probably corrupted, sorry)
- fix for user reported end-turn soft-lock (was event related)
- fixed fisherman boat incorrectly colored & missing text
- Fixed a few memory leaks due to the new systems

Changes:
- improved AI army targeting to calculate castle regions can spawn an army to defend it
- improved overall AI pathfinding and target finding
- further improved AI behaviour for attacking overseas territory

0.19.9 (April 22) BETA

0.19.9 (April 22) BETA

Fixed a few reported bugs and crashes and significantly improved end turn times.
Let us know if you encounter any issues and we will fix them asap!

To access the beta branch, go to your steam library, right click on Rising Lords, then properties,
go to the betas tab and in the submenu choose beta - unstable. The game then automatically changes the branch. No password needed.

0.19.9 (April 22) BETA

New:
- Added "U" hotkey to jump to a peasant of yours that is relaxing.
- Allow +- current XP for change general node in story editor
- Added I hot key to cycle through merchants in regions.

Fixes:
- fixed loading save games added all tiles to all chunks, leading to severe end turn lags and long end turn times
- fixed a crash with fire damage in battle
- fixed rogue/spy unable to be placed
- fixed mercenary only allowing initial selection/ popup problems
- fixed missing fog / tiles in battle mode
- fixed missing scale bias for new minimap render
- fixed border stones not rendering between two regions w/ same owner
- fixed render stones drawing on top of hills / trees
- fixed split wood/stone castle tower types default to center keep type
- fixed workplace tiles (and peasant colors/text) not updating w/ region conquer
- fixed missing obj_field 'token highlight drop' effect
- fixed potential minimap crash returning from battle
- fixed other rare bugs fixed that were reported by players
- fixed crash for invalidated region instance with map tile
- fixed upgraded buildings from showing how many peasants still needed to be construction.
- fixed minimap 'click region' offset & overlapping taxes button
- fixed cpu-bottleneck with tile render requests
- fixed rare muster army hard-lock with new runtime
- fixed memory leaks with the tile surfaces & dh maps

Changes:
- improved end turn times
- Modified autogovern "abandon livestock variables". now keeps even small lifestock since the economic behaviour of abandoning - improved AI behaviour for attacking overseas territory
- changed so that AI army trying to merge with others doesn't pick paths through player territory (seemed like AI is attacking again and again with minimal forces)
- changed tile update priority lowered during transition effect
- changed better optimized out spines / dynamic tile rendering when out of view
- lessened minimap frametime allotment