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Rising Lords News

hotfix 0.10.7 (June 12th)

hotfix 0.10.7 (June 12th)


Fixes:
- Fixed 0 beggars again :)
- Fixed extremely loud fire roaring in battle when a camp is burning
- Fixed lumberjack rendering incorrectly on occasion
- Fixed walls being stuck in transparent state
- Fixed a remaining crash in the army menu
- Fixed some issues with half houses
- Fixed crash from rogue trying to steal from neutral region
- Fixed a rare mercenary crash

Changes:
- Added ruins to be a workplace rather than just a tile
- Added tooltip for ruins
- Modified Peace card to be Peace Proposal card
- Added enter key to close the victory card if need be

hotfix 0.10.6 (June 10th)

hotfix 0.10.6 (June 10th)

Thanks for the reports we got! Most crashes that were reported should be fixed now, the remaining reported issues should be fixed in the next patch very soon.


Fixes:
performance and panning improvements
prevent an army muster screen crash
fixed an AI crash
Skill tree crash fix
fixed a tile crash
Fix general now showing up in army menu
Prevent extra card showing after battle
fixed flickering AI thinking banner in battles on some systems
Fix hand peasants not displaying numbers correctly
Modified winter ruins in the spring, summer, and autumn tiles (and dual layer tiles) to be normal ruins.
Fixed using battle cards that are unusable
Fixed giant peasants in low gfx mode
minor tower placement fixes
Synced path arrows when fighting to avoid rare miscalculations
Fix map edge roads and coasts
Fixed beggars with 0

Changes:
more mercenaries on bigger maps
crash reporter prompt should now be in front again
modified pan and scroll speed

0.10.5 (June 7th) ANNIVERSARY UPDATE



Dear Lords and Ladies,

Rising Lords has been in Early Access for more than a year now and we are grateful for all the support and ideas we got from you! We have made a lot of progress and the game is getting better and better.

We have recently finished migration to the new GMS2 engine, which took us a long time but makes sure that Rising Lords will be supportable in the future and compatible to other programs we work with.
This doesn't seem to change much for you at first glance, but it shows that we are willing to continue developing and supporting Rising Lords with no end in sight.
We have also worked on many other parts of the game and begun preparations on scripting for the tutorial and story campaign as well as a respective editor.

Last but not least, the UBUNTU version of Rising Lords is almost finished. Please contact us if you are interested in beta testing.



[previewyoutube]https://youtu.be/4yXTfG0kyJE
[/previewyoutube]

New:


- New visual field upgrades: stable improves max herd size and growth, fence protects from beasts and windmill improves harvest


- Added arson, spying and assassination ability to rogue
- Added round shield + shield of valor
- Added proper full-screen option to 'resolution' page
- New mouse cursor option / use windows cursor
- Added new graphic for Thievery card
- Added new general event card sprite
- Added watchtowers to spy on your neighbours and get infos on approaching armies


- Added Turkish language support
- Added new baby boom graphic, text, and description
- Units with mod ability updated. Added mod slots for head2
- Added a few user feedback sounds in the campaign
- Added low quality graphics when zoomed out to enhance performance
- Added event card notifications for rogue arson + assassinations
- Added 'animation freeze' after unit is hit
- Added saxon macemen mercenary


- Added tips during loading
- Added region popup effect
- Added random chance of weeds growing on unused field
- Sending resources now has a list sorted by own, allied, then other territories
- Added discard button to cards
- Added check-mark to victory condition
- Added Spy card to gain intel on your opponent's cards


- You can now still play if you have no region but an army. loses morale and strength every turn
- Added more information about a crop harvest in the fall
- Confirmation upon firing mercenaries
- Map editor improvements
- implemented editor auto-save
- crop production page now includes windmill bonus
- implemented 'rename region' buttons
- Added a feedback to the feedback system ;)
- Added Ponton Bridge card to cross rivers in battle


- Added more error messages to accurately detect issues regarding Steam and codes.
- initial editor tip implementation
- Added larger boat sprite
- new victor / defeat audio at battle end
- automatically cancel an alliance if entering a battle with allies who are at war with each other

Fixes:

- Fixed some battles auto-resolving unnecessarily
- Shoot area now shows target area again, same added for trap/obstacle
- Fixed issues with upgrading/extending castles leading to wrong tile graphics
- Can knock down stone walls with ram again
- Fixed memory leaks occurring in very long games.
- Check for disconnected tiles in campaign battle, prevent user battle if separate areas found
- Fixed a crash with merging armies
- Fixed problems occurring when trying to continue lost/won games
- Fixed generals not getting added with castles and regions.
- Fixed assigned generals lacking armies from crashing.
- Fixed AI armies path finding to opposing army way-points rather than region way-points.
- Fixed a problem with garrisons when upgraded town-guard exists in region
- Fixed dynamic tokens not spawning caused by French heritage.
- Fixed traveler infinite loop crash by letting it out of the infinite loop.
- Fix players not being visible in diplomacy menu when spectating after end of game
- Fixed crash related to "fresh deck" being clicked while skill tree is closing.
- Added prevention to exiting skill tree while dialog boxes are shown.
- Fixed a few map tile problems
- Fixed rogue crash from dropping rogues into non regions.
- Fixed army crash from returning from battle on a bridge next to tiles without regions.
- Fixed rare FOW crash related to event card buttons.
- Fixed rare crash relating to battle card stack already existing.
- Fixed unit XP issue, Added new unit XP meter.
- Fixed fire depth issue.
- Fixed stone castles to increase generals too
- Fixed 'dots' appearing on top of mini-map
- Fixed glowing tile overlap / castle wall glitch
- Fixed armies being displayed at zero sometimes.
- Fixed problems with mouse lock in windowed mode/ with prompts
- Fixed game victory notification being unclickable.
- Added conquest game victory only if all armies are wiped out.
- Added armies will now stay out of workplaces.
- Fixed way-point sea battle crash.
- Fixed merchant showing negative items when the player has negative gold
- Fixed castles missing walls in battle / campaign
- Fixed editor crash when loading files that aren't maps.
- Fixed editor having a blank screen after import and window returns to full screen.
- Fixed a crash with region popups
- Fixed a crash with the skill tree
- Fixed a memory leak issue
- Small speed ups in HUD rendering
- Food display screen now reports proper food consumption
- Fixed crash with feedback form not showing up
- Modified field upgrades to be the last thing drawn rather than one of the first things. Thus fixing visual issues
- Fixed an editor crash
- Fixed rare crash with flash particle when the game is closed
- A number of small army screen bug-fixes, tbc
- Fixed loud battle defeat fire crackle + horn.
- Fixed Troubadours spawning on neutrals.
- Fixed crash dropping rogue on a hidden garrison army.
- Fixed misalignment in the crash reporter
- Fixed half-tower tiles
- Fixed graphic glitches in 4 player battles
- Fixed building site refund values
- Enemy armies will now eat in your regions no matter your food settings
- Fixed some crashes with field upgrades in old save game files
- Fixed battle decks being stuck small and misplaced after archer + zoom in + card drop + zoom out
- Fixed several missing tiles in battle when fast panning to something.
- Fixed graphic glitch with ladders

Changes:

- Removed the unit split for the player when using maximum army (kept for AI).
- end turn time improvements
- updates to English and German language files
- performance enhancement during skill tree and campaign in general with fields and armies
- Automatic AI battles now have a better distribution of losses to prevent peasant armies
- Keep diplomacy button visible when hovering over other regions
- Added current button graphic to the skill tree menu.
- only give generals with idle army xp, not troops by default
- Changed text for 'The People' from 'conquered' to 'liberated'
- Adjusted Take Initiative card text
- walls under construction are removed during battle
- Added faster battle meter danger flash.
- capturing the castle keep in sieges will now win the battle
- Added waiting for other players notification rather than one of the fluff notifications. Fluff notification appears later.
- painting-mode speed up in editor
- no longer draw 'coastal' houses
- further house-clip fixes and render amounts
- livestock pages reflect 0 animals lost w/ shed
- removed region 0 from region count in editor HUD
- reverted horses using shed
- editor banners turn invisible during paint
- Modified layout of income tool-tip
- Adjusted automatic map preview screenshots
- Random mercenary type for start of game
- removed mus_age_of_lords_2021 from campaign music list
- Make sure morale change indicators are whole numbers


AI:

- Fixed AI armies invading allies
- Advanced AI is now better in automatic battles instead of always loosing as many troops as they kill.
- Added AI to disband armies if gold is negative and taxing any region would be a loss of happiness.
- Added AI armies to have a system to go after regions owned by players they are at war with.
- Added AI to mass disband all armies if there are no regions over 50 happiness, in addition to other requirements.
- Added AI to no longer target only garrisons as they can be wiped out.
- Fixed dynamic tokens not spawning caused by French heritage.
- Added new way-point path-finding system that goes by way-points on land + sea rather than path-finding paths that could be anything.
- Removed AI armies going to players they are at war with due to they make poor choices about who to attack.
- Added new way-point path-finding system (part 2)
- Fixed AI armies making dumb choices on targets.
- Added AI personality trait home_happiness, that will ensure AI player always has X amount of happiness in at least 1 region
- Modified AI workers to go after beasts before smithing rather than one of the lowest priorities.
- Added AI armies determining a region's ability to spawn defense armies.
- Added AI difficulty strength recognition so stronger difficulty levels know to set out with less strength against neutral regions.
- Fixed AI armies not setting out immediately after spawning.
- Added AI system to prioritize livestock if over X rather than crops to prevent situations where 500 cattle were abandoned to start a fresh crop field.
- Added AI to prioritize best fields based on upgrades
- Added AI ability to upgrade farms accordingly
- Added AI personalities to have a percentage that they will likely try to upgrade a farm where needed.
- Added AI farm upgrades to account for heritage and personality preferences and prioritize fields to upgrade accordingly.


Thank you for your support! Let us know if you encounter any bugs or other problems.

- Chris

Hotfix 0.10.1(March 1)

- fixed a few crashes and problems associated with disconnected battlegrounds and end turn processing
- Prevent defeated spectators receiving quests or losing view
- Fixed duplicate unit bug
- Dedicated server fix
- Fixed 2 systems of drag vs grab pan systems into one
- Fixed end game crash by requiring campaign to exist
- Added logging for missing campaign at end game.
- Fixed general remaining on battlefield when unit killed
- Fixed so allies victory don't cause double ownership change
- Modified location of event card buttons.
- Added restrictions to prevent escape menu during event cards and helpers
- Fixed AI selling behaviour
- Modified aggressive AI to never want to clear fields.
- prevent startup crash
- Added AI to increase farmers for livestock.
- Fixed new smoke being misplaced on flipped tiles
- Fixed conquered from player X not having a name
- Fixed line across the top of event cards from event cards not being floored
- Added heritage range change to only affect the special unit
- Prevent AIs making peace with player when they are all on a team
- Prevent a crash in menu_update, and keep fog around outside when watching after end of game
- Fixed army wage heritage effects not applying
- Fixed German wolve's language having some English
- Fixed editor's relink map to Steam Workshop crash.
- Added digits + letters only settings to input boxes as the worshop map id for the editor only needs digits.
- Fixed editor crashing when pressing escape when steam menu is open
- Fixed crash related to editor menu buttons.
- Fixed editor allowing options menu during Steam menu
- Prevent victory condition crash
- Prevent showing retaliation prediction for ranged attack
- Fixed crash caused by battle retreat
- Show cheaper polish wooden walls when hovering wooden wall button
- Fixed crash server on invalid client reconnect password
- Fixed merge army crash

Roadmap 2021





Dear Lords and Ladies,

we would like to show you a teaser about the new features we have planned for this year! It will great to continue work on RIsing Lords and we are already testing some exciting stuff!

The Roadmap doesn't include everything we have planned, but the major milestones are displayed.
And of course we will continue with balancing, AI improvements and bugfixes.

Let us know what you think :)

Thanks and Cheers!
Chris