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Rising Lords News

hotfix 0.22.7

- fixed a crash when clicking the first tutorial task
you don't need/are not supposed to click on it at all to proceed, only hover. nevertheless this is an obvious issue that needed a fix

- complete turkish translation has been finished, so we added that as well

- changed controller dead zone settings so that it is less likely that the mouse starts moving by itself when controllers are plugged in.

- fixed wanderers still potentially wiggling at ~320 degrees

📜 The Story Continues… (0.22.6)

Lords and Ladies!


Firstly, we would like to thank you for the fantastic feedback we received from the Closed Beta participants of our upcoming Story Campaign. Your insights while testing the different chapters have really helped us to fix some of the issues and add a little more polish to this brand new feature of Rising Lords!

We're constantly working on improving various aspects of the game and getting closer and closer to the version we had in mind when we started this project. When you consider that we're just a very small team with a passion for game development, it's really exciting to see how far we've come!
We can't stress enough how grateful we are to all the people who interact with us and our game, be it on Steam, Discord, or any other platform. It is a huge help to us as we gather feedback and continue to refine Rising Lords to make it the best possible experience for both old and new players alike! ❤️

Story Campaign Content




To make the wait for the full release a little sweeter, we want to give something back to our Early Access players for all the support you've given us: Today we're releasing the first two chapters of our new Story Campaign to give you a taste of what's to come!
Lots of love and work went into this feature and we couldn't be happier to finally show you some of it: After the tragic battle of Tarasso in the Prologue, follow Tankred on his next adventures as he meets new allies and enemies, and faces rebellions across the realm!

We'd love to hear from you, so be sure to let us know what decisions you've made for the future of House Tannheim here on Steam or on our Community Discord! ⚔️


Full Changelog


[h2]0.22.6 (Oktober 16) [/h2]

[h3]New:[/h3]
The main addition is this patch are the first two story missions that we decided to make available for play already for our early access supporters while we finish polishing the rest of the story campaign.

New games don't have a waypoint in castles anymore. we felt that it was not adding to the fun or gameplay that you had to conquer the castle again after winning the regional battle.

[h3]Fixes: [/h3]
  • Fixed 'fullscreen' setting not sticking after game reload
  • Fixed compression error on old save games.
  • Fixed savegame header problem with corrupted savegames
  • Fixed garrisons not appearing before battle
  • Fixed army overlapping merchant bug (again)
  • Fixed steam workshop maps not displaying in-game
  • Fixed a "save read only" problem when manually saving.
  • Fixed load game from in-game menu not working if different save versions
  • Fixed mouse pan not always working in all directions
  • Fixed castle mode init locking game for several seconds on large maps
  • Fixed dairy consumption displaying incorrectly depending on ration level
  • Fixed Japanese text overlap w/ skill cards
  • Fixed some Japanese tut messages not performing dictionary lookups
  • Fixed Japanese not displaying all new info cards / soft-lock w/ health card
  • Fixed several other minor Japanese language issues
  • Fixed merchants avoiding invisible garrisons / tweaked token pos radial search
  • Fixed long-standing bug where some multilayer tiles had ugly white outline artifacts
  • Fixed Escape or Back terms being transposed.
  • Fixed a few texts having a variable name, instead of what the variable is.
  • Fixed game speed being reset.
  • Fixed two editor tips having issues.
  • Fixed menu sliders not adhering to their maximums and minimums.
  • Fixed deadzone slider allowing input 'clipping' w/ joysticks
  • Fixed notification scrolls behind graphics + server options.
  • Fixed game saves with empty titles crashing game upon load
  • Added multiplayer host to require 2 ready to start the game. This prevents the host from getting stuck in an endless loading screen.
  • Fixed MP lobby issues where you could start when a player was not ready
  • Fixed battle gamepad hints showing during skill tree in custom battle.
  • Fixed a scenario menu back button crash
  • Fixed rare army disband crash
  • Fixed battle tile tool-tips prioritizing over mission tasks
  • Fixed 'one move required' warning removed while in battle skill tree
  • Fixed long-press of card icon in battle skill tree
  • Fixed 'random deck' spawning particles / cards @ incorrect coordinates
  • Fixed battle cards rendering behind skill tree skill icons
  • Fixed map tiles suddenly missing more walls having more half-houses
  • Fixed load / delete menus for sp/mp displaying incorrectly
  • Fixed 'version difference' popup displaying on empty auto-saves
  • Fixed auto-govern from making a situation where player could drop a peasant in and it would vanish
  • Fixed edge-case crash w/ small window size boot on Proton / VMs
  • Fixed some maps w/ uninitialized story tree JSON crashing in editor
  • Fixed wanderers spazzing out at certain angles
  • Fixed battle gamepad hints being out of place when placing the general.
  • Fixed a problem with decimal/fractional units
  • Fixed janky load/delete menu switching (editor vs. loading games)
  • Fixed red/green farmers not adjusting tooltips correctly
  • Fixed 'close editor' confirm not working correctly
  • Fixed edge-case w/ single fog tiles appearing white
  • Fixed cancel smithy deconstruction resulting in incorrect peasant spine
  • Fixed 'Start Battle' in MP missing joystick snap point
  • Fixed a custom battle MP freeze
  • Fixed seeds being increased in winter w/ some multi-winter cases
  • Fixed incorrect team coloring in some custom general cases
  • Fixed army, autogovern, provisions buttons sometimes flickering to top left
  • Added gamepad battle hints to not show during battle summary.
  • Fixed gamepad hint showing on each event card, when there are no gamepad hot buttons with event cards.
  • Fixed white font on light discard button during battle.
  • Fixed skill card activated hovering under gamepad hints during battle.
  • Fixed story tree tasks obscuring gamepad hints during battle.
  • Fixed a problem with AI eating more livestock than it should


[h3]Changes: [/h3]
  • performance improvements for end turn
  • reworked the army and token pathfinding system
  • removed 'quick restore' and 'export' entries in the main menu
  • Autosave extra files are now an option. False as default to make end turn faster.
  • changed autosave so it triggers when pressing the back to title, save, save as, load button. To prevent sace corruption
  • en and ger language file updates
  • more loading tips
  • tweaks to AI army compositions
  • Added save + exit terms to graphics + audio + language options.
  • Added disband AI armies when the AI player has 3 or more armies using more than 25% of their generals. Armies will only be disbanded when on their own regions.
  • Added Pvariable to limit the amount of armies that AI can muster at once.
  • improved wanderer spawn time
  • Modified Neutral AI to have a 15% build chance, rather than the default 10%.
  • Added 2 more wide banner widths for the item tool tips
  • reduced season transition stutter
  • 'play tutorial first' warning to multiplayer button
  • Added AI to know that it should eat livestock that have no fields.
  • Adjust multiplayer menu so you don't click the kick button and the name button to show xbox user profile at the same time.
  • merchant +10/100 tip now shows up outside of the tutorial
  • Modified end turn gamepad button to be center left button.
  • halloween graphics off for now
  • Scenario and MP menu user feedback why buttons can not be pressed.
  • Added controller jump support to multiplayer's ready + not ready buttons in the campaign setup.
  • gamepad hints in several places
  • delete army node for story tree
  • add general node for story tree
  • removed 'conquer castle' tutorial card


[h3]Balancing:[/h3]
  • moral loss for a unit being attacking that can't retaliate from -6 to -7
  • morale loss for all units when losing a complete unit from -3 to -4
  • bonus for eliminating a troop stack from +8 to +10
  • reduced wool income by 20%
  • animal growth with no or very low starting animals from 3 to 5 for sheep and 3 to 4 for sheep and cows
  • heavy armor now cost 1 wool each
  • light armor wool cost from 5 to 7
  • increased wages/upkeep for troops by about 50%
  • slightly increased wool cost for buildings that required it

(promoting more tactical gameplay and less mini troop stacks, wool was just too abundant all the time, upkeep for troops didn't really seem to matter.)

0.22.4 (september 14) hotfix

- fixed an issue with old savegames not going to battle properly

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.