0.20.6 (May 10) BETA BRANCH

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!

0.20.6 (May 10) BETA BRANCH Reverted to the last game engine version due to a runtime related crash to dektop without error message that would inconsistently happen when pressing "play game" in the scenario setup screen. This made some compatibility changes on our side necessary. New: - option to transfer region ownership between missions in story editor Fixes: - fixed common crash with Turkish language - fixed post defeat particle crash. - fixed crash when enabling gamepad hints and closing the pause menu. - fixed a problem with corrupted save files - fixed particle crashes due to recent particle memory leak fixes :) - fixed spamming 'end turn' w/ ai-battle to victory/defeat failing fade-screen dismiss - fixed army menu general 'falls' briefly / disband appears then disappears (army menu) - fixed battle card 'radials' sometimes behind unit - fixed window resize w/ merchant menu open displacing elements - fixed manors not rendering correctly at game start when choosing high prosperity - fixed player color turning 'white' after save - fixed tutorial stating 'place general' when extra units may exist - fixed 'cancel' button available, but checkmark button not working in "view army menu" - fixed destroyed wall graphic being 'cut off' at edge of tile - fixed chunk render crash w/ upgrading manors on some maps - fixed some walls not properly rendering after load in editor - fixed wasteland peasants incorrect sprite after game load Changes: - Additional generals for AI - Modified quick end turn via gamepad to only show hour glass if quick end turn is enabled. - Modified AI personalities to aim to construct castles every X regions (2 Knightly, 3 for Prosperity, 4 for Aggressive). - modified AI to also have different preferences for castle sizes - reduces rainy weather and other weather effects - slight minimap render improvements - removed 'panning' while season fade is running - changed AI to keep at least one general as a defense general for when it gets attacked, more dependant on owned regions and castles - Added advanced quickstart cards (deck) that unlock skills of an AI general, then creates a stack from them. - improved system for AI to not bring useless skills into battle. - changed "-" to "0" consistenly in the UI