0.21.4 (July 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!

Dear Lords and Ladies, time to get the default branch up to date again. Many changes to the story editor over the last patches which allows creating your own custom maps with story, triggers, tasks etc. If you are interested, the documentation is here: https://docs.google.com/document/d/1PxlXyiGeeXmWjWcviWbNFfwpmokTsbIKOkHjATfTF9Q/edit#heading=h.ukdbw0wbtd2j Meanwhile, we are using the same editor to work on our own story campaign. We have made significant progress and the first selected testers were already able to play a few missions. let us know if you encounter any problems with the new build, we will fix them asap as usual. see you on the battlefield! - Chris 0.21.4 (July 25) New: - story editor end turn node - story editor loading screen node - Added tiles for non-ruined palace, north towers, north village, and 3 mountain segments - Added helper tutorial for the "U key to cycle through idle peasants." - Added gamepad support for cycling through idle peasants (L bumper + L trigger). - Added cycling through beggars (B key). - Added gamepad support for cycling through beggars (R bumper + R trigger). - can now change general sprite in Story Tree w/ 'change army resource' - Use the right mouse button to click on a node in the story tree and move it to another place and clicking the right mouse button again to place it. - new story-specific tiles to story tree 'tile change' node - option to zoom in and out through story tree editor - controller: long-press 'start' ends turn; short-press opens option menu - Story tree can now set ai difficulty and personality after game has started. - End turn story tree node can now also end battle turns. - Story editor page up and down keys to scroll the tree - Option to set team to 0 in player setting in story tree to allow overwrite previous games settings. - Fix bug in where the game did not reset some globals in a start new game situation - added can not place in camp restriction to prevent humans and AI to place units in camp in battle. - option to reduce units in army from story tree - option to disable waypoints for AI armies in story tree restrictions, so an AI army can't move to a specific waypoint. - Added "press any key" or "press any button" to end of battles screen. Fixes: - Steam join crash fix (invite link) - Fixed strategic areas rendering flags - Fixed FOW crash due to freed tile timing issue - Fixed edit menu for general xp nodes in story tree so they can be edited and deleted - Fixed mercenary only performing 'attack' animation in campaign - Fixed merchant not moving in tutorial correctly (again) - Fixed version number missing from the title screen. - Fixed maceman / merchant not animating correctly - Fixed Array sorting crash while spectating - Fixed border-to-border waypoints not connecting w/ allied regions - Fixed army menu objects from showing during the skill tree - Fixed army menu units from having hover tool tips from showing during the skill tree. - Fixed neutral regions not clearing weeds correctly sometimes - Fixed small memory leak coming back from editor - Fixed small memory leak in editor when loading maps - Fixed re-entering editor not loading tile images on dynamic texture targets - Fixed open-border region attacking crossing army - Fixed potential crash w/ freed tile while updating FOW - Fixed moving camera in 'waypoint' mode floats the flag around the cursor - Fixed army menu button snap points active on borders - Fixed gamepad 'back' in options menu in editor quitting editor instead of closing menu - Fixed army menu joystick snaps bleeding into general config menu - Fixed merchant rowing on land - fixed fireslot crash when moving unit on a slot that got fire and the unit dies. - fixed crash when using blind fire and only one enemy is near the archer fixed - fixed waypoint bug in script that could in theory cause issues to find waypoints where armies could travel. - Added preventing rogues from being placed on player's own buildings to arson them. - fixed Bug in that could cause the general to not be returned correctly by the script for AI players. - Removed old debug code that could cause a mercenary crash in battle. - fixed regression preventing temporary fog from rendering in battle - fixed rare battle-end / end-turn crash due to raiders trying to update region population - fixed card icons not appearing on units correctly - fixed how much food player auto-govern needs before it sets double rations - Fixed coming back from battle, FPS tanking due to spine animations all activating - Fixed winter farmer animation not triggering the complete animation - Fixed merchant overlapping w/ army position - Fixed army hover tooltip not substituting in dictionary keys - Fixed cancel construction crash on the same turn. - Fixed back-to-back battles sometimes waiting extremely long to trigger - Fixed dynamic object inconsistently tanking FPS during waypoint placement - Fixed camera zoom helper text misallignment - Fixed invisible peasants in some cases - Fixed white tiles sometimes appearing at the edge of fog - Fixed rare dynamic token crash when save file during a battle is loaded. - Fixed ladders rendering incorrectly w/ scaled tile caches Changes: - greatly optimized battle turn clock rendering - minor performance improvement for controller inputs - improved tile painting performance in editor - cleaned up save notification +fixed some minor save-name bugs - radial controls to diplomacy menu + more precise click level control w/ diplomacy popups - Disabled low morale acting for player 1 in final battle of tutorial. - fog reveal now waits until after season fade - bug report no longer requires game restart + fixed 'debug character' depth - improved battle 'victory/defeat' screen performance - changed switched battle unit move / animation to use delta time - improved army movement 'valid waypoint' calculation speed - no more horses as loot - 'turn timer' render precision - strategic region FOW icons removed - german language files updated - many changes to 'low quality' graphics mode - Modified AI to consolidate livestock only in the winter to clear fields and start sowing. - Modified AI to play far more conservatively with rations when it has no open fields. - Added AI worker priorities to go fishing. If focused on food, fishing will happen after farming and before smithing. If not focused on food, will happen after resource gathering. - Modified AI to not let livestock die before it opts to ship them to other regions in the winter. - Added louder version of swordsmen marching. - Modified field peasant doing nothing to use the default hand peasant spine. - Modified AI building behaviour - increased editor buttons to fill screen + dynamic text size - improved chunk tile update processing time - improved 'beggar location' calculation times significantly - fixes and changes to controller hints and button usage - Added army menu to show unit ranks when adding enough members to downgrade their rank.