1.0.3 (February 6)

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!

1.0.3 (February 6) Dear Lords and Ladies, our first bigger patch since 1.0 release. We also added the promised changes to difficulty and saving: - added new more relaxed difficulty mode. next update will bring an option to change the difficulty when restarting a chapter - changed the autosave system to show the beginning of the last 3 turns New: - Added'confirm' dialog to deleting saves - continue game button back to first level of main menu instead of having to click "singleplayer" first - Added gamepad and hot key support for all <<< and >>> buttons. RB + LB, or arrow keys. - Added audio slider for intro video - Added video setting for MMB + LMB + RMB to grab and pan the camera. - Added Node reference for xp in change general node - Added gamepad hints to multiplayer buttons and hints for multiplayer lobbies. - Added gamepad RB + LB functionality to multiplayer buttons to cycle through <<< + >>>. - Added missing localization credits - Added ability to skip intro video w/ right-press (or east-face button) Fixes: - Fixed challenge mode entries not going to global highscore for some players - Fixed inventory not always saving correctly - Fixed rare merchant crash caused by an unknown tile or a tile without data. - Fixed pause menu opening when ending wall mode by pressing escape key. - Fixed rare bathhouse crash caused by force_singlelayer. - Fixed game menu sometimes not properly 'enabling' in multiplayer - Fixed numerous card-related text overflows in chinese / japanese - Fixed 'Baltic' map showing up as 'Map Name' - Fixed weird 'unit placement' click detection on ultra-wide monitors - Fixed smithy icons sometimes floating incorrectly on ultra-widescreen monitors - Fixed broken 'tips' page font w/ asian languages - Fixed some connection issues with direct connection due to IP junk - Fixed 'send 500 wheat' tooltip showing up in all game modes - Fixed happiness tooltips report being inaccurate (food diversity, beggars, negative gold) - Fixed upgrade being on smith lvl2 instead of demolish. - Fixed smith when upgrading having another upgrade, rather than demolish like the other structures. - Fixed fog sometimes not revealing / hiding properly w/ story tree nodes - Fixed manors not rendering correctly in LQ mode - Fixed 'end turn' button flicker in campaign map 4 - Fixed mountains in the fog not tiling correctly - Fixed 'white flash' game start graphical bug - Fixed 'invisible workers' bug w/ LQ graphics mode - Fixed invalid wallslot id crash & battle 'double arrows' - Fixed non-instanced snap points out-of-view not being ignored (controller) - Fixed soft-lock in load when pressing 'back' over 'play game' button - Fixed 'merge armies' titles not substituting dictionary look-ups - Fixed merge army menu not releasing click lock at game close via esc menu Changes: - speed improvement to chunk update and render timing - performance improvement for story missions - performance improvements on consoles (battle + scenario) - balancing adjustments to campaign levels - minor localisation update (for the new entries mainly) - Modified multiplayer Next + Prev buttons to be <<< + >>> for consistency. - added controller tips w/ campaign camera movement to reduce 'flicker' - QOL update w/ unit placement joystick snapping in battle - connecting a controller now auto-switches prompts to console - updated a few story images AI: - Added AI system to want wool for light armor for an abundance of spears. This solves AIs that don't want livestock from having a forest of spears with no light armor. - Added PARA.spears_to_light_per to tweak the percentage. - Modified wealth victory AI to only consider land regions rather than all regions. - Modified AI to not need to buy wool if it has more sheep than the abandon amount instead of allowing for any amount of sheep. - Fixed AI buying iron from merchant thinking it was wool. - Fixed AI not eating wheat when it didn't have enough to plant, but still needed to harvest. - Added AI to edit big armies that are just sitting around in some cases. - Fixed unknown army strengths not getting set when AI establishes if it should edit an army. - Fixed AI bailing flooded fields that had nothing of value to be saved while still bailing empty fields if there is only one clear field. - Reduced max percentage of peasants in AI armies known issues for the next patch: - sandbox AI treaties sometimes not rejected correctly - a few remaining display issues with chinese font - automatic battles happening in rare cases where regions are oddly shaped or too small