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Rising Lords News

0.20.1 (April 26) BETA BRANCH

HI everyone, just another quick hotfix. We will keep them coming as long as we get feedback about bugs.

Concerning the UI softlock that a handful of players reported - Please do us a favour :)
If you encounter the problem again, hold "control + shift" and press "D". then send a screenshot. that way we can see what blocks the UI and it shall be fixed within a day ;)

I just played another 60 rounds but it just doesn't happen to me/ can't reproduce it.

0.20.1 (April 22) BETA BRANCH

New:
added click-lock debug display to for public build (see above)

Fixes:
- Fixed sending provisions sometimes not working correctly
- Fixed clicking 'view area' on event card w/ battle popup breaking click level
- Fixed option menu conflicting click &depth w/ battle popup options
- Fixed language loader not properly stripping all 'extra' double-quotes
- Fixed raiders not attacking in some cases

0.20.0 (April 25) BETA BRANCH

0.20.0 (April 25) BETA BRANCH

Fixes:
- fix for user reported crash with "map structure not found" popup (most likely only for new games or older saves, actual save is probably corrupted, sorry)
- fix for user reported end-turn soft-lock (was event related)
- fixed fisherman boat incorrectly colored & missing text
- Fixed a few memory leaks due to the new systems

Changes:
- improved AI army targeting to calculate castle regions can spawn an army to defend it
- improved overall AI pathfinding and target finding
- further improved AI behaviour for attacking overseas territory

0.19.9 (April 22) BETA

0.19.9 (April 22) BETA

Fixed a few reported bugs and crashes and significantly improved end turn times.
Let us know if you encounter any issues and we will fix them asap!

To access the beta branch, go to your steam library, right click on Rising Lords, then properties,
go to the betas tab and in the submenu choose beta - unstable. The game then automatically changes the branch. No password needed.

0.19.9 (April 22) BETA

New:
- Added "U" hotkey to jump to a peasant of yours that is relaxing.
- Allow +- current XP for change general node in story editor
- Added I hot key to cycle through merchants in regions.

Fixes:
- fixed loading save games added all tiles to all chunks, leading to severe end turn lags and long end turn times
- fixed a crash with fire damage in battle
- fixed rogue/spy unable to be placed
- fixed mercenary only allowing initial selection/ popup problems
- fixed missing fog / tiles in battle mode
- fixed missing scale bias for new minimap render
- fixed border stones not rendering between two regions w/ same owner
- fixed render stones drawing on top of hills / trees
- fixed split wood/stone castle tower types default to center keep type
- fixed workplace tiles (and peasant colors/text) not updating w/ region conquer
- fixed missing obj_field 'token highlight drop' effect
- fixed potential minimap crash returning from battle
- fixed other rare bugs fixed that were reported by players
- fixed crash for invalidated region instance with map tile
- fixed upgraded buildings from showing how many peasants still needed to be construction.
- fixed minimap 'click region' offset & overlapping taxes button
- fixed cpu-bottleneck with tile render requests
- fixed rare muster army hard-lock with new runtime
- fixed memory leaks with the tile surfaces & dh maps

Changes:
- improved end turn times
- Modified autogovern "abandon livestock variables". now keeps even small lifestock since the economic behaviour of abandoning - improved AI behaviour for attacking overseas territory
- changed so that AI army trying to merge with others doesn't pick paths through player territory (seemed like AI is attacking again and again with minimal forces)
- changed tile update priority lowered during transition effect
- changed better optimized out spines / dynamic tile rendering when out of view
- lessened minimap frametime allotment

0.19.8 (April 17) BETA BRANCH

I decided to push this as a beta patch, because it includes some fixes for critical bugreports that were handed in by players. This includes a reconnect crash in Multiplayer.

to access the beta branch:
Steam Library, right click on Rising Lords, then Properties, go to the betas tab and in the submenu choose beta - unstable. The game then automatically changes the branch. No password needed.

A battle crash with units being killed through fire that was also reported a few times is also fixed and will be uploaded tomorrow most likely.

The entire unit render system on Campaign maps has also been rewriten over the last weeks, this is now almost finished. On top of this was a number of changes with texture pages, tile cache scaling, and other memory-saving measures required in order to get the scenario gameplay smoother and less RAM intensive. "resting framerate" has been improved significantly.
Some minor graphical bugs are still there. Known issues include:
- Auto battles that conquer a region show the wrong color for tokens and on workplace minimap tiles for one round.
- combination of stone and wood castle renderes incorrectly
- peasants fighting wolves don't have the correct sprite
- borderstones in own territory have minor issues

I'd also like to mention again that the end turn process is currently not smooth on bigger maps and in lategame and that we will address that next.

New:
- story editor: "humans" in start new game node can keep all human owned regions from a previous level
- added yellow as player color
- preperations for achievements (WIP)
- you can now use specific general in create army node (story editor)
- clicking a task can now be an objective

Fixes:
- Fixed a reported reconnect crash
- fixed escape position problems for story editor
- fixed texture load issues w/ battle from story tree + season change
- fixed empty defeat message/event card when a player lost everything
- fixed a memory leak with particle systems
- fixed region tiles not always updating peasant count
- fixed smithy unit not animating properly
- fixed 'builder' peasants sometimes not looping & wrong color
- fixed a rare raider crash with castles
- fixed AI being allowed to build on mountains + waypoints under certain circumstances
- fixed AI check if it's building a castle too close to a waypoint
- Fix so host don't try get duplicate workshop maps
- Fixed a conditional raider crash
- some requested story tree fixes
- load timer not executing if low FPS / blank language entries overwriting english defaults
- fixed army waypoint-drag-to-menu soft freeze
- fixed hovering merchant killing FPS

Changes:
- updated dynamic loading screen background & text
- switching languages is async and also done at game load
- rewrote minimap system for improved performance
- chunks use surface pool when zoomed in (slightly reduced stutter)
- valid map names cached at game start (reduces campaign-setup stutter on low end PCs)
- force 'tutorial cards' click level to be above on menus
- greatly improved fog cpu usage when zoomed in
- updated dynamic loading screen background & text
- switching languages is async and also done at game load
- rewrote minimap system for improved performance
- chunks use surface pool when zoomed in (slightly reduced stutter)
- valid map names cached at game start (reduces campaign-setup freeze)
- force 'tutorial cards' click level to be above on menus
- greatly improved fog cpu usage when zoomed in
- performance improvements for raider pathing calculations
- balanced raider calculations, also related to AI difficulty now

0.19.7 Hotfix

Some small fixes for 0.19.7:

- solved a bug where sometimes the bottom and top UI were not clickable after loading/saving a game
- stable and courtyard now show their walls again properly
- courtyard now has a proper tooltip
- balanced raiders to scale better into the middle and lategame

Let us know if you encounter any issues! :)