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]
With today's update, the [b]fixes[/b] and [b]improvements[/b] that we have been working on in the beta branch are now coming to the default game branch!
In addition to that, we are very excited to announce that [b]Rising Lords will be returning to Gamescom this year![/b] Not only will we be [b]updating the demo to include a preview of the Story Campaign[/b], but we will also be [b]launching a beta test for this brand new content update![/b]
Read below for more information on how to get involved and where to find us at Gamescom!
[h1]Gamescom 2023 & Demo Update[/h1]
[b]Rising Lords will be part of Gamescom 2023![/b] Looking back on the amazing feedback and conversations we had during last year's convention, we are thrilled to be showcasing Rising Lords again. If you are attending Gamescom, [b]you can find us at the Indie Arena Booth in Hall 10.2[/b]! We would love to meet you, so [b]drop by and say hello![/b]
Quite some time has passed since the first demo version of our game was released during Gamescom 2022. [b]Not only will we be presenting an updated demo version at the convention, but you will also be able to play it at home![/b] This time, you'll not only be able to [b]play the prologue[/b], but also get a glimpse of what's to come: Tankred's adventure continues and you can [b]experience the first chapter of our upcoming Story Campaign update![/b] To take a look, head over to our Steam page and download the updated version as soon as Gamescom starts!
[b]For those of you who already own the game[/b] and want to see what we've been working on, you can play the demo on a dedicated branch. To check it out, find Rising Lords in your Steam Library, go to Settings > Properties > Betas and select[b] "gamescom_demo" [/b]from the drop down menu.
[h1]Beta-Testing our new Story Campaign[/h1]
[img]{STEAM_CLAN_IMAGE}/33269676/9ee0cccca8ead81f920225c875310448ca0a066c.png[/img]
This is a [b]sneak peek at our upcoming Story Campaign[/b].
Aside from making the first chapter of this update available in the demo version of the game, we are also [b]looking for beta testers for the campaign missions.[/b] [b]Starting next week, testers will be able to play it for a two-week period.[/b] Getting feedback from the community is very important to us, so head over to our [url=https://discordapp.com/channels/576126196060782602/1142071841272377344]Community Discord[/url] to [b]get involved as a beta tester and let us know what you think![/b] If you don't have an account on Discord, feel free to email chris@argonwood.com instead.
[h1]Full Changelog[/h1]
[h2]0.21.6 (August 17) [/h2]
[h2]New:[/h2]
[list]
[*] Story tree value storage node to handle variables in your story.
[*] option for more players 129-132 that use normal general and units in user maps(story tree)
[*] Added waypoint web when maps are saved in the editor. This connects all the waypoints to demonstrate routes.
[*] Fixed map editor allowing the save of maps with border waypoints that do not connect to 2 regions.
[/list]
[h2]Fixes:[/h2]
[list]
[*] Fixed missing border stones
[*] Fixed dynamic tokens should not overlap really close anymore
[*] Fixed minor bugs with show tutorial card custom message.
[*] Removed conquer/war message from tutorial
[*] Fixed wealth victory scripts so they use the correct values depending on client or server.
[*] Fixed bug so it shows invasion in scenario menu and not the invasion card details.
[*] Fixed potential crash in victory condition check
[*] Fixed large number of 'half house' issues
[*] Fixed potential tutorial crash in first battle fix.
[*] Fixed cursor snap on battle units sometimes too low to activate
[*] Fixed sowing farmer not having animations started.
[*] Fixed Cathedral hovering when using low quality graphics.
[*] Fixed notification scroll blocking cursor input in editor after dismissal
[*] Fixed spine animation cycler not properly triggering updates for farmer animation changes
[*] Fixed some particle textures being unloaded after returning from editor
[*] Fixed story tree crash when using filters.
[*] Fixed plugged-in controller while using mouse confusing intro tutorial cards
[*] Fixed so that game forces a refresh of the entire chunk if window frees tile surfaces
[*] Fixed some particles becoming invisible when returning from editor
[*] Fixed not all revealed tiles rendering sometimes after conquer
[*] Fixed several smaller editor bugs / shrunk map screenshots
[*] Fixed inconsistent chunk free crash coming back from battle
[*] Fixed incorrect cursor snap pos on battle card apply (again)
[*] Fixed rejigged tile region color / outline rendering
[*] Fixed potential language loading issue
[*] Fixed some warning cards displaying buttons w/ off-center text
[*] Fixed battle issue when one human lose the battle and another human and AI is still in battle.
[*] Fixed clicking specific spots on minimap could trigger 'end turn'
[*] Fixed editor crash if tile surface was freed
[*] Fixed several depth issues w/ battle elements
[*] Fixed edge-case where player is unable to build building dispite having the resources
[*] Fixed rare case of merchant appearing in battle / clicking causing crash in battle
[*] Fixed rarely missing card textures on game load
[/list]
[h2]Changes:[/h2]
[list]
[*] added LQ tile effect to HQ mode for better tile identification
[*] de and en language adjustments
[*] 'region belongs to' text scales to fit long lord names
[*] chunk resolution change threshold in LQ mode on PC
[*] battle performance improvements
[*] show army origin for enemy armies
[*] Added AI worker priorities to determine if it has enough gold to send livestock, and enough minimum livestock to send before pulling workers away from livestock fields.
[*] Added AI provisions to determine the nearest region that wants what they are sending, rather than always sending to the first region that wants what they have.
[*] Added AI provisions to check if the player has the gold to send provisions, before it determines if it wants to send anything.
[*] Fixed AI not being able to send cows to other regions.
[*] Added AI to want to keep its livestock if there is not enough food in the region.
[*] Added AI players to calculate how many regions should be dedicated to livestock based on how many livestock all their empires have as a whole, rather than 1 farm region per PARA.ranch_every_region.
[*] Added AI players to not send livestock to regions that will have too much livestock per field.
[*] Added harbors and silvermines to count as workplaces when determining the best livestock regions.
[*] Modified AI to prioritize the best region for sheep over cows.
[*] Added worker abandon field numbers from AI personalities to be taken into account when evaluating what fields to consider usable. This prevents workers letting 500 cattle die without a field, just to abandon 20 horses with a field.
[*] Added more region focuses. Wool focused regions. Smith levels now count if a region should be focused on equipment.
[*] Fixed livestock not getting distributed from provisions to fields if there were no peasants working on fields. This would cause livestock to be wiped out.
[*] Fixed AI players sending more types of livestock than can be sustained by the region.
[*] Fixed AI starting off with double sheep farms when it should have only had one.
[*] Added AI to prioritize planting over existing livestock and fires when a region has 1 field.
[*] Modified AI using quarter rations when there are no crop fields.
[*] Modified AI to allow planting in a livestock field in planting season, when a region has 1 field.
[*] Added system to not put too many peasants in crop fields, when they are prioritized before fires during planting season when there is only 1 field.
[*] Made bailing floods very hight priority for low field AI.
[*] add story tree 'book' state into save data
[*] Modified AI using quarter rations when there are no crop fields.
[*] Modified dispurse sheep to only place sheep on sheep pastures, without anything more elaborate.
[*] Modified AI to allow planting in a livestock field in planting season, when a region has 1 field.
[*] Added system to not put too many peasants in crop fields, when they are prioritized before fires during planting season when there is only 1 field.
[*] Fixed bailing floods from being the last priorities.
[*] Fixed AI worker priorities mistaking sheep in a field, when there were not.
[*] Added AI worker priorities to work crop fields before putting out fires if there is a single worker.
[*] Added AI worker priorities to work crop fields before clearing fires + floods when there are 2 peasants or less.
[*] Added AI worker priorities to prioritize sowing an empty field instead of a flooded one.
[*] Added AI what to eat to recognize to eat livestock if there is only one field in the region, rather than waiting for the PARA threshold to eat livestock.
[/list]