0.21.0 (July 5)

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!

New: - Allow players to have no start region in story editor - Story tree filter tools to hide unwanted nodes to make the story tree more clean - Include node id when using filter in story tree editor - Added 'discard button' to each card in skill tree when hovered - added 'END_TURN_CALCULATIONS' note during battle processing - option to play music from story tree Fixes: - 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 - Fixed several units falling down instead of backward when eliminated. (runtime changes again) - Fixed story-tree removing HUD causing constant HUD / joystick point recalculations - Fixed disabled workplace interaction when GUI is disabled - Fixed instant proton crash at game start - Fixed battle cam not zooming / tracking in some situations - Fixed unit effects / archer arrows sometimes rendered behind units - Fixed card-to-stack depth issues - Fixed card-to-stack sprite flicker - Fixed cards sometimes zooming off screen - Fixed 'don't show again' tutorial card button missing controller snap point - Fixed main menu input boxes setting incorrect click level - Fixed a couple remaining memory leaks - Fixed tutorial tasks not updating in wall mode - Fixed user reported conflict string crash - Fixed turn number flickering back and forth on some occasions - Fixed text colors not inverting for winter properly all the time - Fixed CPU drain on 'claim region' menu - Fixed reported crash when not enough slots for escape tiles - Fixed a rare crash with the invader/raider AI - Fixed siege crash if defender has 7 units - Fixed removed click detection / joystick anchors w/ hidden GUI - Fixed blurry splash screen going from splash -> fullscreen menu - Fixed army and peasant number fonts different - Fixed invisible hovered army w/ disabled GUI Changes: - 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 - changed skill tree right-click unlock to left-click - Sped up some animations a little / switched to use delta time - changed battle cam max zoom to 1.4x from 2x - changed save files now compress to 10% their old size - changed updated EN entries to match new skill tree controls - Performance improvements (text render, outline shader and caching to surface) - changed controller east face button opens battle radial regardless of cursor position - changed a number of tooltips to switch between 'left/right mouse' and controller buttons - Disable disband army in tutorial map - changed adjusted army font to better fit / align on army sprite - some tweaks to token animation frequency / surface handling - started implementing new token rendering system fpr performance improvements (wip) - performance improvement to dictionary substitutions in strings