We heard your feedback: Adjusting difficulty and autosaves

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!

Dear Lords and Ladies, I wanted to take the time to thank everyone who has played Rising Lords over the last days after our 1.0 release and to talk about the current state of affairs and give a little personal insight. Initially, Rising Lords was a sandbox game designed for short skirmishes against friends or AI, and the feedback was very positive! We then decided to also add a story campaign to give our single-player focused player base the chance to dive even deeper into the fictional medieval world we had created, with an intriguing plot to follow. We put a lot of love into it with all the story, quests, artwork, etc. and played it with beta testers to balance the difficulty. While there are many players who have already completed the story campaign and enjoyed it very much, we have also noticed some frustration with it. [b]Mainly, although expressed in different words, it boils down to the fact that some of you find the story campaign too challenging and would like the gameplay to be more relaxed, with less trial and error and more freedom in making strategic decisions.[/b] While the feedback from our beta testers did not reflect that, we have realized that this does not necessarily apply to everyone, as our player base has grown and broadened and many of the testers were experienced players. [b]To address this, we are currently working on an alternate difficulty mode that will modify the challenge of the current campaign to give players the freedom to choose how they want to experience the game. [/b] Another issue that has been mentioned a lot was the autosave system, where the current and last turn saves are usually AFTER a battle, while the old turn autosave is not far enough back to make a meaningful difference. You can always save and reload manually or restart the mission from the pause/in-game menu, but we understand that this was not how users expected it to behave and are [b]changing automatic saves to the respective beginning of the last 3 scenario turns.[/b] This means that autosaves will no longer happen during battles, directly after a battle or in the middle of a turn. We have made this decision based on your extensive feedback, which has taught us that you mainly use autosaves to reload previous game states, rather than using them to resume the game after a break. We will be implementing these two major changes as quickly as possible, along with some minor additions and bug fixes based on your feedback. Let us know what you think! Best regards, Chris