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!
[h1]Lords and Ladies![/h1]
Today, as a token of our gratitude, [b]we're releasing a major free content update![/b]
But that's not all: We're also thrilled to [b]announce our very first DLC[/b] and show you a sneak peek of its setting to give you a taste of what's to come.
[h3]The Journey So Far[/h3]
Over the past few weeks since release, [b]the team has been working hard to address as many of your issues as possible and help where we can.[/b] It's been incredibly rewarding to hear your positive feedback on our ongoing efforts to improve [i]Rising Lords! [/i]
So you may not be surprised to learn that our patch notes this time are [i]PACKED[/i] with fixes and changes to the game. As we have said before, we want to ensure a smoother and more enjoyable experience for all players.
[b]Thank you for your patience, for your honest feedback and reviews, for reporting edge cases that we have never seen before, and most of all, for taking this incredible journey with us![/b]
It has been amazing to see how much our [url=https://discord.gg/ZWMU87rtfY]Discord Community[/url] has grown, and to welcome so many new faces! Whether you're an experienced player or just discovering our game, joining the server is a fantastic way to connect with other Lords and Ladies, share tips and strategies, and keep up to date with the latest news. ❤️
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[h1]Discover the Dellpiani heritage[/h1]
With this update, we wanted to give back and bring you something new.
Since the events of [i]Rising Lords'[/i] gripping main story, some time has passed in the medieval lands of Aubelin. It is further south that this content update takes place: [b]Meet the Dellpiani nobles, proud descendants of the lost Lyrean Empire! [/b] 👑
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Based on the southern coast of Aubelin, they are brilliant merchants with a strong focus on seafaring and trade, their ships protected by[b] crossbowmen in heavy armor.[/b] Along with this new heritage comes an [b]engaging two-player map[/b] that pits you against each other for the precious and resourceful islands of the Lyrean coast. 🗺️
You can experience the ways of a Dellpiani noble alone or with friends in all [i]Rising Lords[/i] scenarios - [b]starting right now![/b]
For details and stats on the Dellpiani heritage, please see the patch notes at the bottom of this update!
[h1]Explore faraway lands... in our first DLC![/h1]
But that's not all - here is a [i]little [/i]taste of what we are currently working on:
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[h3]We're proud to announce Rising Lords' [i]first-ever[/i] DLC! 🎉[/h3]
Instead of returning to the familiar lands of Aubelin, prepare for an all-new adventure as you encounter an entirely new civilisation. Say goodbye to the lush meadows and dense forests you know, as you [b]venture out onto the sands.[/b]
We are thrilled to share this next step with you and present a new twist on the unique formula of [i]Rising Lords.[/i] Exploring this [u]vastly different setting[/u] will bring many fun surprises and mechanics to work with.
Of course, this is just a taste of what you can expect, and more details will be revealed over the coming months. Stay tuned as we delve deeper into what this next chapter has in store for you!
[b]In the meantime, we hope you have lots of fun with the main game and the free Dellpiani update! [/b]❤️
[i]Best,
Team Argonwood[/i]
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[h1]1.0.7 (April 4)[/h1]
[h2]New:[/h2]
[list]
[*] Dellpiani heritage selectable for sandbox mode/scenarios:
[code]+unique heavy Crossbowmen that uses heavy armor
+Half cost for harbor upgrades, unique harbour visual
+8% tax
+Double yield from trade agreement
+"Pavise" card
+half hunger attrition on water
[/code]
[*] new Coastal Clash map (2 players)
[/list]
[h2]Fixes: [/h2]
[list]
[*] Fixed different issues with the inventory system
[*] prevent early end turn in story mode when not all events have been processed
[*] Fixed auto-battle against raiders on the border
[*] Fixed some region battles auto-completing due to double-counting some tiles
[*] Fixed 'battle/ai-battle' menu sometimes grabbing incorrect waypoint and auto-battling
[*] Fixed mounted path routing broken going through allies into a forest
[*] Fixed custom generals not always displaying correct portrait in skill tree
[*] Modified food diversity to only be recognized on normal rations and boosted with double and triple rations.
[*] Fixed food diversity showing on health when there was none.
[*] Fixed happiness info always showing food diversity 1.
[*] Added no rations penalty to be shown on happiness info since 0 rations = 0 happiness.
[*] Modified health + happiness info to use round instead of floor so they better match the GUI.
[*] Fixed ration GUI using food rather than food happiness when calculating.
[*] Fixed food happiness having food diversity included.
[*] Fixed beggar health info not being in red when it counts as a deduction.
[*] Fixed incorrect damage tooltips for ranged units in army menu
[*] Fixed so AI difficulty is updated for battle from Set AI difficulty nodes.
[*] Fixed regression removing color coding for enemy tool-tip
[*] Fixed units not properly displaying custom modified names
[*] Fixed an invalid walledSlot id crash
[*] Fixed army cost potentially containing decimals
[*] Fixed rare corrupted cache crash on startup
[*] Fixed xbox clean sweep achievement
[*] Fixed rare 'send food' crash
[*] Fixed some dynamic objects + armies not drawing 'route lines'
[*] Fixed empty slot sync in battle for units that retreat.
[*] Fixed 'export_to_file' crash if saves are full
[*] Fixed longtime bug w/ for borders encroaching in too much on occasion
[*] Fixed unnecessary temporary fog fade in when revealing new regions
[*] Fixed blank tile strip in top-right and bottom-right of maps
[*] Fixed rare delete map file crash
[*] Fixed possible crash w/ region battle when close to border waypoint
[*] Fixed 'tile hover slot' in battle not resetting w/ unit placement
[*] Fixed panning camera while holding battle unit, unit stays in place
[*] Fixed a rare story objectives crash
[*] Fixed loading screen tip line wrapping
[*] Fixed food carts missing waypoint route coordinates
[*] Fixed armies unable to become hungry at sea
[*] Fixed minimap flags rendering off-map at map edges
[*] Fixed not all menu items translating immediately after language change
[*] Fixed armies occasionaly rendering in 2 places at end-turn movement
[*] Fixed consoles auto-switching back to 'joystick' from 'd-pad'
[*] Fixed rain audio getting stuck on in some cases
[*] Fixed buying more beer than available + buying negative beer w/o selling
[*] Fixed unit max value rendering behind army setup unit in some cases
[*] Fixed book options overlapping text in some cases
[*] Fixed merchant crash if returning to menu w/ merchant screen open
[/list]
[h2]Changes: [/h2]
[list]
[*] Restart chapter will restart in previous chapter so it get the new chapter map in case there were changes
[*] localisation update
[*] adjustments to chapter 1,2,3 (balancing and turn timer added)
[*] Continue button in title menu will load the latest game
[*] enabled food menu hint on non-tutorial maps
[*] changed editor background clear from season color to gray
[*] changed delete mechanism for saves/maps moved next to save entry
[*] changed Cache story tree nodes to speed up tasks
[*] Adjusted Switch to force commits before handling potential big files
[*] Adjusted quick/easy attack AI to allow obstacle attacks if nothing else useful can be done.
[*] removed generic 'click map' to change map to remove flag placement miss-clicks
[*] tooltips now auto-dismiss when making moves in battle
[*] improved unit & general placement snap logic w/ controllers
[*] increased task + description render size on Switch
[*] increased raider strength factor that comes from the turn timer
[/list]
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