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Rising Lords News

0.23.6 (January 3)

0.23.6 (January 3)

The last bigger patch before 1.0 release. If necessary, hotfixes will still be released asap, let us know :)
Also 1.0 will not be the end of the line. stay tuned for more info!

Please also note that this patch includes the previous 0.23.3 patch that was not pushed to the default steam branch yet.
Savegames should be compatible, we warn you anyway ;) You can also always revert to the "previous" steam branch.

New:
- (story) intro video !
- big localisation update
- 'confirm' buttons to event card groups

Fixes:
- reduced the minimum battle map size to prevent autobattles without choice in some cases
- Fixed editing army providing incorrect maximums until refresh
- Fixed broken flag/starting position placement on multiplayer
- Fixed game menu rendering behind 'processing turn' fade
- Fixed info display lockup in Spanish language
- Fixed army unit setup hover bleed-through to general screen
- Fixed auto-capitalization applying to non-english languages
- Fixed story book pop-up not correctly having click inputs blocked
- Fixed different issues with new gameengine runtime
- Fixed visible mission story potentially locking up end-turn process
- Fixed escape key triggering 'end turn'in specific cases
- Fixed battle animation lock-up w/ low FPS + more delta-time conversions
- Fixed open menu = potential crash during end turn
- Fixed 'load' menu behind battle pop-up menu
- Fixed saving in unsafe states being possible
- Fixed rare soft lock in battle when AI was able to finish thinking before the AI cards was shown
- Fixed 'confirm' popup sometimes behind menu elements
- Fixed morale change icon behind units
- Fixed trait scrolling can scroll past last trait
- Fixed multiplayer 'committed turn' icon not updating sometimes
- Fixed some workshop maps not loading correctly w/ steam
- Fixed rare FOW tile crash
- Fixed rare crash when going into the editor due to missing render layers
- Fixed unit 'inc/dec' buttons not always snapping w/ controller
- Fixed rare case of controller stuck in 'radial' mode + rare end-game crash
- Fixed joystick snap-points in incorrect position w/ story book on rare occasions
- Fixed rare crash on game load if event card textures not fully loaded
- Fixed waypoint crash in editor on map borders
- Fixed 'invisible cards' in skill tree in some cases
- Fixed mission story only hiding portions of army menu
- Fixed numerous 'input box' issues w/ controllers on Steam

Changes:
- tiles around battle camp are now always owned by camp owner
- make 'go to battle!' force-close event cards
- improved wanderer boats on land
- controller button 'end turn' no longer moves cursor
- editor auto zooms-out & centers camera upon launch & load
- tool-tips now auto-dismiss when attacking in battle
- AI now cannot propose treaties on first turn
- AI battle 'use card' to delta time + speed up animation
- cursor auto-snaps to 'continue' on story book w/ controllers
- loot is now given in campaign after defending territory
- adjusted some font mismatches
- d-pad can now adjust sliders
- terrain benefits now display during hover w/ deployment
- new entries to the credits display
- added more story editor options
- right-joystick now acts like d-pad w/ open menus
- army menu unit spawn arangement to not alternate left and right
- adjusted controller deadzone thresholds & default
- added more controller hints
- removed or simplified particles from 'low quality' mode

Campaign and battle AI improvements:
- tweaked aggressive AI conqering behaviour
- Added AI armies to disband if they are beneath the PARA.army_too_weak
- Fixed AI armies not attacking regions next to their allies. It was set to false.
- Modified disbanding armies due to lacking gold to use AI personality's definition of what army is too weak rather than the static PARA.
- Fixed AI not enhancing existing armies if there were not enough generals.
- Added AI to disband army when in revolting region that has no fields.
- Modified disband armies via no gold + too many armies to be different scripts.
- Fixed AI not eating crops when food was low on regions without fields. AI thought it had to save crops to seed, but there were no fields.

Curious little turn-based medieval strategy game Rising Lords musters for a January release




Turn-based strategy game Rising Lords will release on January 18, 2024 after nearly three years in Early Access. The hybrid of PC turn-based strategy with more traditional board game and card game design focuses around strategically expanding a medieval fiefdom's economy while raising armies to defend yourself against—or conquer—your neighbors...
Read more.

⏰ Rising Lords will leave Early Access on 01/18/2024! ⏰

Lords and Ladies!


Today's update is a very special one.

Mark your calendars and get ready, because the full release of Rising Lords on the 18th of January 2024 is just a little over a month away! We're thrilled to announce that not only is the launch out of Early Access fast approaching, but that we'll be releasing simultaneously on Steam, Nintendo Switch and Microsoft Xbox!

We would also like to take this opportunity to say a huge thank you to all of our Early Access players! You have shown tremendous support over the past few years and it has been amazing to see this community grow and help each other. ❤️
Your constant feedback has been invaluable in helping us to shape Rising Lords into the game that it is today: An addictive turn-based strategy game with lots of exciting content to explore!

You witnessed our protagonist Tankred's most vulnerable moments in the Rising Lords prologue and have followed his adventures ever since. Join us on January 18th to find out where his journey will take him next, and discover the perilous threats that he will have to face along the way! ⚔️



[previewyoutube][/previewyoutube]

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.