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Rising Lords News

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

🦴 Spooky Scary Skeletons! 🦴 (0.22.8)

Lords and Ladies!

Our automatic in-game toggle for Halloween assets may or may not have leaked this update 🎃
Nevertheless, the spooky season is upon us, so either embrace the unique look of Rising Lords' annual Halloween patch, or decide to leave things as they are by switching to the non-Halloween branch!
To switch branches, go to Rising Lords in your Steam Library, press the gear icon and select 'Properties', go to 'Betas' and select 'no-halloween' from the drop down menu.

In addition to the visual changes, you can look forward to some bug fixes and improvements. As always, thank you for your continued input here on Steam and on our Community Discord! 🖤

Shaman Skin Set

For those of you who want your general to match the atmosphere of skeletal animals and black crops, we have even more news: There's a brand new Shaman Halloween Skin!
Frighten others with your gruesome appearance and conquer the whole map!




0.22.8 (Oktober 27) Halloween Update


[h2]New:[/h2]
  • shaman halloween skin (arms + torso + headgear)
  • halloween graphics in scenario gameplay
  • notification when lacking gold to send resources
  • joystick sensitivity setting in graphics menu

[h2]Fixes: [/h2]
  • Prevent the player from ending a turn early in story mode skipping tasks or texts
  • Fixed "change army resource" node in story tree
  • Fixed some options not saved correctly
  • Fixed some missing characters for Turkish language
  • Fixed missing wall mode / castle mode exit instructions
  • Fixed infinite loop in story tree where a task was deleted and added over and over again
  • Prevent conquering allied regions in automatic battles
  • Fixed bathhouses / cathedrals showing as 'plains' in battle
  • Fixed menus behind 'to battle!' popup and others

[h2]Changes: [/h2]
  • regional battles now center around castles, when appropriate
  • helper card dismiss state saved to map to prevent re-display upon load
  • opened up more tiles for castle building
  • snapping cursor to tiles prioritizess rows
  • added some dynamic tokens to 'workplace snap group'
  • Modified placement of HUD button gamepad hints on the bottom left. Spaced out army + diplomacy hints from the provisions.
  • adjusted linewrap to prevent splitting quoted text poorly

[h3]Some AI changes for very small maps:[/h3]
  • Added reckless land grabs for small maps where the AI player only has a single region. This will break up stalemates on small maps with the same resources in each region.
  • Added AI to bypass maximum building restrictions on maps of 4 regions or less, but only if there is a region with more, or equal structures.
  • Removed AI allowing any army strength to attack neighbors in maps of 4 regions or less.
  • Added AI to clear fields on maps of 4 regions or less, even if their personality doesn't want to.
  • Added Aggressive AI to no longer deal with beggars by mustering an army on maps of 4 regions or less. Now it builds, which is the default.
  • Added stables to be built on maps of 4 regions or less without having need for them.

Adjusting Rising Lords' Price

Lords and Ladies!


We wanted to let you know about an upcoming change to our pricing.
As of today, we are adjusting the price of the game to $19.99. As we are getting very close to the release window, it is necessary to make this small change now, due to the way that Steam works in this regard.

In addition to the Story Campaign update we rolled out this week, we are working hard to finalise the other chapters of Tankred's exciting adventure. The wait for the full release of Rising Lords is almost over and we can't wait to show you what surprises we have in store!