0.22.0 (September 9)

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!

Greetings Lords and Ladies, time for an update :) Some QOL things and a lot of AI improvements, but also bugfixes from user reports. Some players had problems with incorrect downloads/ not being able to see maps or add players in singleplayer. Uninstalling the game and deleting the C:\Users\your name\AppData\Local\RisingLords folder (keep save if you want) and the reinstalling the game was confirmed to fix the problem. This might be related to a corrupt steam download, not completely sure. Let us know if you encounter any other problems or this doesn't help you. Full Changelog New: - Show message when Rising lords servers are down - Show user message when connection is lost - added old save warning - Added generalized diplomacy tool tip for gifts - Added explanation of each diplomatic status Fixes: - Fixed a rare unit display crash - Fixed info display crash (beggars + the second other factors). - Fixed health crash (food diversity + other factors). - Fixed a rare scr_FightSequence_WrapUp crash - Fixed important skill tree information being beneath the bottom card display. - Prevent multisend same crash report - Fixed skills unlockable when they shouldn't be - Fixed region overview's auto-govern buttons not always activating. Now it activates when cursor is outside region overview. - Fixed tool tip not working for diplomatic statuses caused by a misalignment. - Fixed generalized diplomacy tool tip for gifts from the previous commit. - Fixed "Lack of Beggars" in info display tool tip being a bonus. - Fixed tutorial so you can't end turn in first task - Fixed gamepad +10 and +100 not working on 'send food' menu - Fixed controllers unable to dismiss persistent notifications - Fixed MPclient 'not ready/ready' text in wrong location w/ campaign - Fixed unit pickup sound sometimes not loaded in campaign - Fixed army menu -> skill tree button snap bleed w/ controllers - Fixed cost not going up when building structures. - Fixed cards in deck displaying incorrect graphic - Fixed buggy skill unlocking w/ fast presses - Fixed 'Tankred' not being set as name in tutorial - Fixed army info drop-down scroll not substituting dictionary key name - Fixed missing substitutions in some event cards (%1% etc) - Fixed language file regression causing incorrect map size limit warning - Fixed info display health + happiness tool tips showing beggars as a plus in the final total change. - Fixed info display health tool tip crashing when displaying "other factors." Changes: - Disable save in battle between turns for performance reasons - Added language support to happiness info display - lowered min framerate when changing languages (to load faster in VM) - Added names for raider generals - removed 'asia server' warning - improvements to the map editor and story tree editor - Adjust max upload size to 70MB AI: - Added AI to not build walls unless it has a smith, or more than one region. - Fixed AI rations + taxes not recognizing revolt thresholds for heritages. - Added AI to consider selling resources to the merchant if the player has no smith. - Modified AI to prioritize construction to come before region focus. - Added AI region focus to reset to none, before it checks what the focus should be. This is to prevent getting stuck in a focus that is no longer relevant. - Added AI region focus to be set to horses if there are more horses than sheep, and smiths. - Fixed AI eating horses, because there is no field, when there was a stable for them. - Added AI to focus on gathering resources for manor production if there is a beggar. This includes wool production. - Added AI to need sheep quick when focused on wool production. - Added AI to only start building walls when it has a player neighboring the region. - Added AI to not eat sheep when focused on wool production. - Fixed livestock_needed_quick not getting at least one worker to manage fields when there is no livestock. - Added AI with a region focus on wool to pile as many workers into sheep fields. - Fixed AI thinking it needed more of a resource to forge a equipment, when it had an equal amount. - Added AI to only take a wool priority if its solution to beggars is to build. - Added AI that wants knights to set a focus to horses when it has enough equipment for knights, but not enough horses. - Added AI regions to take a focus on horses, which means maximum grooms to find horses, and no eating horses. - Added AI to purchase resources to build its first smith, if it is low on money, and doesn't have resources in its region. - Added AI to be limited to how many castle parts can be constructed when they have only one region. - Fixed AI going broke purchasing material to forge equipment that it already has. - Fixed AI requiring a minimum purchase from merchants when purchasing material to forge equipment. - Added AI players to focus on horses when AI has more than one region, and wants mounts. - Added AI to focus on horses if they want cavalry, and not just knights. - Added AI to purchase 30x more resources than needed for mounted units if the AI has no places in their regions to get the resources. - Added AI that wants cavalry to be taken to account for purchasing resources from merchants. No AI specifically wants cavalry. - Modified AI to think it needs less of a surplus if it only has one region. The surplus will then be sold to merchants. - Fixed AI calculating sword wood cost from merchant by mail production amount. - Modified AI with more than one region to require only one region to be happy enough to muster an army. - Added wool surplus definition to AI personalities. Any amount of wool over the number will be sold off. - Added AI personalities that want more smiths per region to add them while still considering that they don't want them in every region. - Adjusted strength threshold for land grab armies. Set to 100 stronger, original was 0. That way AI failed to conquer sometimes, which was intentional. but the players wanted stronger AI.