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!
0.22.3 (November 22)
New:
- Event cards are now able to stack together to avoid cluttering up the
right side-bar. This only occurs with similar types of event cards.
Clicking on a card will now open up the 'stack' instead of the individual
card. This just means that when >1 card of a type is opened you now have
arrows that you can cycle through each one.
- also added seasonal & video launch options since some players disliked the halloween changes
New launch options:
--enable-halloween, -s
--disable-halloween, -S
--enable-christmas, -c
--disable-christmas, -C
--disable-seasonal, -S
--disable-video, -V
Parameter styles can be mixed and POSIX style can be combined:
e.g., -sCV
Launch parameters can be specified when launching via CLI or by specifying
them in Steam's "Launch Options" for the game.
- added story tree Change army resource for easier adjustments of armies
Fixes:
- Fixed language change crash with chinese
- Fixed regression w/ army menu radial depth + other gui depth adjustments
- Fixed some HUD buttons not always spawning/despawning at correct times
- Fixed added some mising polish characters to several fonts
- Fixed regression causing tablet to sometimes render on top of battle units
- Fixed tutorial / campaign / special maps not resetting custom user name
- Fixed left-most skill tree card in hand unclickable
- Fixed case where tile's house could draw on top of neighbor's wall improperly
- Fixed region battles not always including castles
- Fixed incorrect rare wanderer facing direction
- Fixed construction on ports + builders on ports not rendering correctly
- Fixed a rare battle diplomatic crash when loading a game.
- Fixed bug where you get a message that you conquere an ally region when you did not.
- Fixed rare end-battle crash if loaded from save in campaign
- Fixed rare crash building after a region conquer
- Fixed Low quality 'build here' highlight interpolation artifacts
- Fixed problems with hovering tiles in battle mode
- Fixed placing baricades not blocking own unit for single turn
- Fixed hard-freeze w/ some specific skill-tree layouts
- Fixed rare case of dropping peasants in a different region
- Fixed 'broken arrow' showing even w/ extra range due to walls
- Fixed beggar popin + text color (in some cases) + font
- Fixed regression where animals not re-centering to tiles when peasants removed
- Fixed army 'waypoint flag' remaining if defeated by AI
- Fixed offset general placement hover highlight
- Fixed skill tree 'preview' card affecting skill alphas
- Fixed raiders that are created with story tree don't conquer regions.
- Fixed bug in get settings that could cause game issues related to game settings.
- Fixed bloodbrothers idle animation speeds
- Fixed general w/ lance shish kababbing own head
- Fixed peasants sometimes not properly updating after load / transition
- Fixed rendering depth issues w/ story book + click level
- Fixed animals w/ wolf not accounting missing peasant loss
Changes:
- peasants & dynamic tokens now partially scale up w/ view
- placing battle units stick to cursor instead of requiring drag
- force hourglass cursor until end-turn fade is dismissed
- Allow diplomacy when victory is "none". (for story editor)
- removed 'region belongs to' for sea regions
- adjusted story book to prevent blank / sparse final pages
- adjusted applied card icons to prevent overlaying over generals
- battle card presentation to use delta timing
- added editor button highlights for active tiles
- story mission improvements
- improvements to controller gameplay