0.19.4 (March 18) BETA

Rising Lords

Rising Lords is a medieval turn-based strategy game with card and board game elements. Send your serfs to fight and die in your name... or let them prosper, and use them to your advantage!

Hi everyone ! We have been working on improvements and bugfixes silently and also started implementing a new mode. It's still in a beta phase, but let us know what you think of the idea! 0.19.4 (March 18) BETA New: - Invasion mode/ victory condition WIP - addition cattle/sheep tutorial cards / added 'pages' to tutorial cards - finalized steam keyboard support - enabled controller support for public build - Story tree editor add target so you can add nodes after a specific node - surface 'chunking' for map tiles -> smoother scrolling - radial button hover info boxes upgraded to new system Fixes: - fixed general place & card apply highlight not working - fixed region waypoint crash in some map designs - fixed several text alignments for tutorial cards - fixed 'region beliongs to' incorrect alignment - fixed broken/glitchy mouse-edge scroll (top / down mostly) - fixed loading spinner overlap - fixed tile highlight particles not destroying - other minor graphical fixes - fixed event card text alignment / size issues w/ BREE - fixed tool-tips not following font settings - fixed harbours not highlighting w/ drag / tile highlight timing bug - fixed broken tokenized harbour water render - fixed 'save as' menu not properly forcing click level - fixed event card broken spacing - fixed fast-scroll (shift) unusably fast - fixed incorrectly printing 'the people' in region ownership in some languages - fixed some events triggering both event cards & notification scrolls - fixed merchant 'off-center' & hover render shift - fixed HUD not updating after tile upgrade - fixed peasant count updates not updating tokenized tiles 100% of the time - fixed cleared tiles not re-rendering during MP 'wait for player' - Fix disband to region bug - force proper token update w/ animal set/get - regression where 'custom battle' wouldn't load tile textures - fixed unit death by fire soft-lock in some cases - fixed card backs not displaying correctly w/ skill tree confirm - fixed some story tree / custom battle situations not loading correct season tiles - fixed incorrect retaliation prediction - workaround loading save games not prefetching correct seasons - fixed tile upgrade starting pop incorrect - fixed loading campaign only loads needed tile textures, not all seasons - fixed numerous font-align inconsistencies between different fonts - fixed animals not loading w/ tutorial loaD - fixed some unit / general / flag / shield depth issues - fixed regression causing units to appear above blur filter - workaround incorrect avatar (if custom) w/ diplomacy & cards - fixed crash on game restart - fixed glitchy map edge tiling system - fixed potential tile-update failure w/ end turn - fixed draw_text_boxed causing performance degredation - fixed severe render lag w/ editor 'save menu' - fixed wall & house issues w/ new chunked render - fixed rare tooltip system crash - fixed regression causing a rare crash w/ battle start - fixed rare crash w/ battle end - fixed some tile highlights rendering in incorrect places w/ battle - fixed edge marker rendering issues w/ new system - fixed event card 'effect' text extremely small in some cases - fixed incorrect turn number in some situations Changes: - changed max zoom from 2x in to 1x in (scenario) - changed font defaults to BREE upon first load - disabled steam 'invite' button when not applicable - spawn point 'bases' for custom starting positions follow player colors - changed pikeman move sound switched to match peasant - Custom slot fire damage - changed sped up 'tool tip setup' (from ~4-5% frame time to ~1%) - changed merchant 'hold increase/decrease' contextually snaps to 1s, 10s, 100s - Adjusted raider strength formula.(now more dependant on the wealth and strength of the players as well as passed turns) - improved stutter w/ wall & tile placement