0.20.8 (May 25)

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!

0.20.8 (May 25) Pushing the changes from the beta branch to the default branch! Thanks for everyone playing the beta branch and giving us feedback. Let us know if you encounter any problems with the new version :) New: - Added zoom closer toggle to graphical settings as requested in the forum - Added gamepad's right-west, and right-north buttons to jump to taxes and rations. - Fixed gamepad for mouse click being inconsistent, some were set to be MBR as right-east, other times as right-west. - Added SL + SR gamepad icons to loading screen tips. - Added SL + SR gamepad to cycle through loading screen tips. - Added gamepad jump to region overview filters. - Added gamepad support for escape radial menu in battle. (system to close is a bit broken) - Added SL + SR gamepad icons to map change in scenario setup. - Added SL + SR gamepad icons to map change in mission story. - Allow players to have no start region in story editor Fixes: - Fixed lost peasant not reflecting change unless clicked / small outline color bug in shader - Fixed screenshots not capturing all of the Army menu items. - Fixed tutorial so you end the game if you flee in last battle. - Fixed render chunk crash when canceling a house build - Fixed a rare crash when going to battle in small and odd regions - Fixed slow pan screen (hold ctrl + pan screen) from glitching and going backward fast. - Fixed gamepad holding center-right to end turn. - Fixed tokens above temporary fog layer - Fixed raiders from crashing sometimes when they do not advance immediately. - Fixed drinkers on construction sites after load - Fixed partial half-house fix that forces neighbor tiles to update after fade - Fixed several potential event card bugs due to missing sanitization - Fixed some shortcuts still activating in editor while typing map names - Fixed a rare town guard army crash. - Fixed gamepad allowing jump to rations + taxes + end turn when in menus. - Fixed SL + SR gamepad icons not showing on merchant menu. - Fixed gamepad hints for zoom + slow cursor being reversed. - Fixed rare hover over raider army crash - Fixed flood-fill region type in editor not updating all chunks visibly - Fixed units falling incorrectly again due to the old runtime - Fixed some other minor problems with the old runtime we had to revert to - Fixed AI armies in castles ignoring when enemies are in their regions. - Fixed overlap of gamepad hints when overview dialog is up. - Fixed overview dialog hint always showing when gamepad hints are visible. - Fixed pause menu from opening after it was just closed, which disables gamepad's hold center right to end turn. - Fixed 'radial controller mode' not resetting after closing escape radial - Fixed AI double_ration_turn_amount requiring happiness to be used. - Fixed auto-govern still using neutral AI when it is first pressed. - Fixed hard lock in a user made map when going to battle in a small region - Fixed runtime related crash without message when loading a scenario map - Fixed global morale bug when adding units in army menu - Fixed incorrect error message when saving a battle map of less than 7 tiles in a region. - Fixed crash going back from hosting MP battle - Fixed +/- button in army edit not updating slider limits - Fixed dynamic player objects not properly rendering boats - Fixed testing map from editor and returning breaks map render - Fixed player reported negative drinkers bug - Fixed sea battle (from river) not allowing placement on water - Fixed castle battles always executing auto-battles Changes: - Speed up menu. - Modified gamepad taxes + ration decrease button to be right-east. - Modified gamepad hint for options to be + rather than -, because the button has changed. - Modified wanderers to spawn 5 - 25 seconds in cases of low FPS (under 50 - under 30). - optimized cam-shake code (valorous attack) - changed many editor-specific tile details cached to chunk surface for faster rendering - Modified auto-govern (player AI) to allow double rations if it has 4 seasons worth of double rations to try to get to 50% happiness. - Added % to sword description. - made neutral regions accumulate less wheat over time - other minor auto govern improvements - hide GUI tool tips when player uses invisible GUI. - AI to prioritize clearing wastelands when there are no available fields. - changed neutral AI to not have huge amounts of wheat in stock after a while - Disabled mercenaries for raiders and invaders - removed 'X' button from border army menu - optimization for castle battle tile calculations