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Rising Lords grim halloween armor



Dear Lords and Ladies,

this Halloween we will be adding a new suit of armour for your character to wear (if they dare!). This suit of plate is of legend and lore and shall strike fear in the hearts of your enemies!

It was on the night of the 31st of October 1203 that Lord Gorlatz of Morgarden would become immortalised in the Annals of Aubelin.
A wicked and spiteful ruler, Lord Gorlatz was feared and hated by many. Revelling in his infamy, he commissioned a grotesquely themed suit of armour featuring twisted anguished faces upon swirling runes, the ghastly helm a horned fiend with an impish smile. Fuelled by paranoia from numerous failed assassination plots, Gorlatz was seldom seen without his armour. An imposing sight in battle, vicious and bloody in combat, unstoppable and untiring. It was as if his armour had its own will.
After smashing the Rebel Army at Megino during the Hopebearer rebellion of 1203, an enraged Gorlatz swore a 'night of terror', commanding his forces to raze the rebellious communities. The exact circumstances that followed are unclear; there was word he fell from his horse while marshalling stragglers, some say he was murdered by his own captains, others insisted that he rode into the foggy night maddened with vengeance. The only thing known for sure is, that he had his night of terror, terrifying the locals as they witnessed a screaming, mad demon flailing behind a horse as it rode through the rebel heartlands for several hours. He was later found lifeless, dragging behind his spooked steed, entangled by stirrup and strap.

Since then the tradition has grown across Aubelin where events take place annually on October 31st; Mummers perform in costumes that mimic Lord Gorlatz' armour, bed-time stories of 'Gory Gorlatz' frighten naughty children and rumours often surface of sightings of Gorlatz' cursed armour wandering the fog seeking vengeance.

Update 0.8 (October 26th) - !savegames/settings wipe!

Dear Lords and Ladies,

some of you were unable to start scenarios due to old data in your folders that was no longer compatible.
I tried to inform everyone that asked ot sent a crash report, but of course we need to fix the problem once and for all.

That is done with the current version now (0.8). We have been supporting old settings and savegames for many months now, but it is about time to make a clean sweep that will save players and developers some weird bugs.

You will be asked at game startup whether you want to wipe the old data or continue with what you have. Needless to say, we highly recomment the wipe, but some of you might want to finish a current game first.

Sorry for the inconvenience, we hope for your understanding!

Cheers!

Chris

Road to Agincourt update I and II

Major update push to the stable branch. I hope you will enjoy it! Make sure to let is know if there are any bugs or other problems and we will take care of it ASAP.

This includes the past 3 beta updates we made:

Update 0.7.4 (beta update)

New:
- many adjustments, improvements and fixes to AI scenario behaviour: pathfinding, attack algorithm, economy, collaboration, coordination etc
- Option to give feedback during game through the options menu
- enabled 4 human player games
- added Italian language support
- You can now Determine battle unit paths manually by holding shift
- Hunger icons for starving armies, more stats in army tooltips
- Added updated Traditional Chinese support + a few more lines of Simplified Chinese support.
- Graphics efficiency improvements
- sounds for dissolving units and player turn
- Added warning card for dwindling population as requested by players (can be switched off)
- Make level editor save map image with full map visible if map is unusual aspect ratio


Fixes:
- fixed a bug where armies where starving way too quickly
- Prevent right click for building shifting the camera incorrectly
- Fix keep getting last cards bug
- Fixed hidden army (garrisons) staying visible after battles.
- Fixed rogue having a default assasination target resulting in a cost when first spawning.
- Fixed small damage calculation bug
- Extra beggar popins occur on the beggar instead of on the town
- Mouse scrolling border doesn't depend on zoom level
- fixed some unique/very rare crashes
- fixed the starving notifications
- Remove conquer tutorial notification if you just defend your region.
- Fixed a bug with armies moving across each other visually when other conflicts get simulated.
- Fixed AI building on water in a rare case
- fixed firefighter behaviour
- Steam invite fix

Changes:
- player can now only enter codes if Steam cloud is enabled.
- Cycle AI attack simulations for smoother feeling
- Harder wealth victory (x2)
- Don't show lost worker message if only lost beggar
- Fixes to Spanish language file
- cheaper beer, more beer for merchant
- increased happiness penalty for low rations and high tax
- increased bathhouse cost compared to manors
- german typos corrected
- updated the map images
- event cards are now visible again after battle


0.7.5 (september 28, beta update)

New:
Extra details on army menu
- Added heritage box for custom lord menu
- Added campaign setup right click for teams to go backward

Fixes:
- Fixed AI crash surplus selling to a merchant
- Fixed AI accidentally using population instead of crops when calculating food
- Fixed AI taking peasants off double crop fields to work in the wastelands
- improved wanderers and fixed them getting stuck
- Fixes for army travelling dots, army flags on waypoints
- Inform player when they have received a gift (diplomacy)
- center number on held peasant

Changes:
- Added heritages to appear at the top of the trait menu.
- there can be only one heritage at a time now
- Added new version of 'the Apostle' song.
- Modified AI to put more of a priority on food stock rather than trying to bolster population.


0.7.6 (october 16, beta branch update)

New:
- major improvements to end turn calculations in scenario
- basic modding/workshop support for graphics
- Added Japanese language support
- can reject initial cards in battle until only one is left ("extended mulligans")
- "No team" option in scenario setup, and starting at war with those not on same team
- now allow reconnect in any order when loading multiplayer games with 3+ human players
- Added tutorial card to scenario setup
- Left/Right arrows for player settings on scenario menu
- Added button sprite behind "Try claim region"
- Modified the camera position of the battle screen to better show armies.
- Army eating info in food tooltips

Fixes:
- Hide black lines on certain map tiles
- Can't remain bound by destroyed unit
- Fix certain held objects giving player different heritage traits
- polish hertiage now makes the walls cheaper as intended
- Editor removes castle walls when castle is removed from tile (also draws a bit quicker when scrolling on a large level)
- Remove some invisible castle walls from Albigensian Crusade map
- Go through levels faster in scenario menu
- Prevent invisible castle walls existing if they are in a saved file
- Fixed the apostle song being broken when compiling.
- Fixed several rare crashes


Changes:
- MANY scenario AI improvements
- garrisons don't consume food anymore to increase their value
- Tighter limits for zoom out and map scroll
- Full screen switch changed from F2 to Alt+Enter
- Update upnp (nework file) to latest version


In the meantime we are working on the Agincourt Update - French and English Faction as well as water gameplay (sea moevement, harbors, water migration etc are almost done along with a few of the smaller additions)
Thanks and Cheers everyone!

Road to Agincourt Update II - Beta branch update

Update 0.7.6 (october 16, beta branch update)

Major fixes and additions.
we are starting to push changes already in preparation of the big content update in november! You can check them out in the beta branch:
Steam Library, right click on Rising Lords, then Properties, go to the betas tab and in the submenu choose beta - unstable

old savegames might become buggy or unplayable. Beta branch can contain bugs, but we will take care of them asap if you encounter any and send reports.

0.7.6 (october 16, beta branch update)

New:
- major improvements to end turn calculations in scenario
- MANY scenario AI improvements and adjustments
- basic modding/workshop support for graphics
- Added Japanese language support
- can reject initial cards in battle until only one is left ("extended mulligans")
- "No team" option in scenario setup, and starting at war with those not on same team
- now allow reconnect in any order when loading multiplayer games with 3+ human players
- Added tutorial card to scenario setup
- Left/Right arrows for player settings on scenario menu
- Added button sprite behind "Try claim region"
- Modified the camera position of the battle screen to better show armies.
- Army eating info in food tooltips

Fixes:
- Hide black lines on certain map tiles
- Can't remain bound by destroyed unit
- Fix certain held objects giving player different heritage traits
- polish hertiage now makes the walls cheaper as intended
- Editor removes castle walls when castle is removed from tile (also draws a bit quicker when scrolling on a large level)
- Remove some invisible castle walls from Albigensian Crusade map
- Go through levels faster in scenario menu
- Prevent invisible castle walls existing if they are in a saved file
- Fixed the apostle song being broken when compiling.
- Fixed several rare crashes

Changes:
- garrisons don't consume food anymore to increase their value
- Tighter limits for zoom out and map scroll
- Full screen switch changed from F2 to Alt+Enter
- Update upnp (nework file) to latest version

Update 0.7.5 (september 28, beta update)

Update 0.7.5 (september 28, beta branch update)

some fixes and additions to the last patch.
we are starting to push changes already in preparation of the big content update in november! You can check them out in the beta branch:
Steam Library, right click on Rising Lords, then Properties, go to the betas tab and in the submenu choose beta - unstable

New:
Extra details on army menu
- Added heritage box for custom lord menu
- Added campaign setup right click for teams to go backward

Fixes:
- Fixed AI crash surplus selling to a merchant
- Fixed AI accidentally using population instead of crops when calculating food
- Fixed AI taking peasants off double crop fields to work in the wastelands
- improved wanderers and fixed them getting stuck
- Fixes for army travelling dots, army flags on waypoints
- Inform player when they have received a gift (diplomacy)
- center number on held peasant

Changes:
- Added heritages to appear at the top of the trait menu.
- there can be only one heritage at a time now
- Added new version of 'the Apostle' song.
- Modified AI to put more of a priority on food stock rather than trying to bolster population.