0.20.4 (May 3)

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, time to push all the recent changes from the beta branch to the default branch! Let us know if you encounter any issues! Full version changelog since the Raider update: 0.19.7 (April 12) New: - added yellow as player color Fixes: - some requested story tree fixes - load timer not executing if low FPS / blank language entries overwriting english defaults - fixed 'language' screen freezing upon open / 'missing texture group' warnings - fixed some issues & memory leak with recently added chunk surface pool - added missed worker spine optimization WIP - fixed obj_slot not properly rendering w/ cache scaling - giant hand on drinker unit - fixed regression preventing field 'harvest' animation - fixed missing field elements - fixed drinker & firefighter rendering issues - fixed army waypoint-to-menu soft freeze - fixed hovering merchant killing FPS / - fixed weeds rendering wrong w/ 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 freeze) - force 'tutorial cards' click level to be above on menus - greatly improved fog cpu usage when zoomed in 0.19.8 (April 17) New: - 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 Changes: - performance improvements for raider pathing calculations - balanced raider calculations, also related to AI difficulty now 0.19.9 (April 22) 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 <30 sheep for example was not received well by the playerbase - 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 0.20.0 (April 25) 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 0.20.1 (April 26) 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 Changes: 0.20.2 (April 27) - for your story editor, you can now use battles/wins/losses against certain generals of factions as triggers - fixed muster / disband breaking click level(blocking UI) in some cases 0.20.3 (April 30) Fixes: - fixed merchant on the battle field causing a crash - fixed dynamic player tokens appearing in battle - fixed second-method of merge-army not releasing click lock - fixed 'fire mercenary' broken + army menu click pass-through bugs - fixed broken army overlap detection - fixed some units having a wrong orientation when getting destroyed - fixed killing wild animal causing a very rare crash (user report) - fixed merchant not moving to assigned position (tutorial among others) - fixed a bug that potentially had the number of peasants wrong/invisible - fixed a bug that lead to player color being white after loading (already corrupted files can't be fixed) - fixed fire/flood-fighters not updating visually when done - fixed peasant not placable on fire anymore in tutorial Changes: - improved autogovern AI - Changed autogovern to have even more priority for animals - AI no longer builds walls around harbours 0.20.4 (May 3) New: Fixes: - fixed a dynamic reference crash in the story editor - fixed a trait related crash in the story editor - fixed merchant usable on 1st turn of tutorial / merchant base not fading out - fixed recent change breaking editor tile painting - fixed numerous small memory leaks due to missing particle cleanup - fixed peasants using incorrect image when fighting animals in some cases Changes: - Added system to not jump the cursor to next turn on button press, if next turn is not yet ready. - Added show_hourglass to override mouse cursors to demonstrate a player must wait for something. - Added button visuals when hovering over taxes, and ration. - Added L stick press to move cursor 2x as fast. - Added L stick move cursor to be 5x slower if pressing L shoulder. - Added L shoulder hint for slow cursor. - Modified left gamepad hints to stack differently without gaps depending on what triggers the left hints. - Added language support for left gamepad hints. - Fixed when panning screen, the cursor would still think it was where it was before panning. - Modified center right button (start +) to open menu instead of end turn. - Added holding center right button (start +) for a half second to end turn. - Added gamepad support for back button (select -) to exit out of all 20 menus. - Modified tax + ration gamepad hints to show when gamepad is used over the icon - changed AI to built castles further away from border waypoints. - AI builds more castles now when it needs more generals.