Just adressing the few crash reports we received from players after the update. thanks for sending those!
Knowledge Is Power: Rule Through Strategy and Insight! πΊοΈ
Dear Lords and Ladies!
[p]Aside from a 40% discount on the game during Steam Summer Sale, this patch brings another exciting update! (Some of you honourable knights playing on our Beta branch may already have discovered it π)[/p][p][/p][p]If not, here's a rundown of what you can expect: Rising Lords is all about planning, tactics and outsmarting your enemies (or even your friends...). Therefore, it is only fitting that you will now be able to plan more thoroughly by taking a glimpse at the size of the opposing armies. [/p][p][img src="https://clan.akamai.steamstatic.com/images/33269676/a6aad09bee545575c65edf9c47513269d2ec81c5.png"][/p][p]Do you find yourself taken by surprise by an unexpectedly large enemy force when you try to invade foreign territories? Do you spend ages recruiting a huge army, only to realise that you could have easily carried out your conquest years ago?[/p][p]These and other annoyances are now a thing of the past. While we of course won't reveal the complete composition of enemy units, this new feature will help you estimate your own standing, allowing you to make more calculated attacks.[/p][p]Use your newfound knowledge wisely, and conquer the map βοΈ[/p][p][/p][p]Rest assured that we, as always, have much more in store than just this new feature - for more details, see the Changelog down below. [/p][p]We are currently preparing and updating many systems for our upcoming DLC The Pilgrim War. For news on that end, you'll have to wait a little while longer, but we hope you'll enjoy these changes in the meantime![/p][p]Finally, we would like to thank all our supporters who regularly send us feedback. Thanks to you, Rising Lords continues to improve, even more than a year after its release π[/p][p][/p][p]Have fun and let us know what you think,[/p][p]~ Team Argonwood
[p][/p][p]Some of these changes were already applied to 1.2.1 but weren't mentioned in a changelog.[/p][p]Lots of systems were rewritten to allow for the addition of the new Pilgrim War content. [/p][p]more on that soon! :) [/p]
Fixes
[p]editor 'test map' difficulty menu[/p]
[p]'wastelands' rendering small in LQmode[/p]
[p]able to start building next to region center across border[/p]
[p]fire sometimes causing crash going back to Campaign[/p]
[p]crash due to waypoint placement in some custom maps[/p]
[p]bridges not tiling correctly when mirrored[/p]
[p]neutrals sometimes incorrectly calculating unit types resulting in unbalanced armies[/p]
[p]fires in battle no longer causing damage when walking through[/p]
[p]potential screen shake during battle end screen[/p]
[p]crash due to unbalanced surface stack [/p]
[p]joystick snap bug on Steamdeck[/p]
[p]'build here' highlight rendering on top of army token[/p]
[p]deconstructing tile not working correctly in some cases[/p]
[p][/p]
Changes
[p]removed duplicate stone bridges in editor[/p]
[p]camera simply pans to defender when archery is used[/p]
[p]Force show story book on load if unresolved options[/p]
[p][/p]
1.3.0 (June 26)
[p][/p]
New
[p]ability to cancel upgrade if started same-turn[/p]
[p]Show passive income in Challenge mode when completing special missions[/p]
[p]Option for "no camps" in battles from story tree[/p]
[p]Story tree scroll and right click now close current adjustment[/p]
[p]Option to select faction from story tree[/p]
[p]Story tree option to disable campaign AI for npc players[/p]
[p]rogue action label above token[/p]
[p][/p]
Fixes
[p]disappearing Buildings between campaign missions[/p]
[p]save slot overwrite bug with editor maps[/p]
[p]semi soft-lock if pressing escape twice w/ build radial open[/p]
[p]'back' SFX spam in campaign as client[/p]
[p]rare 'send food' menu crash[/p]
[p]a general name bug in story tree[/p]
[p]rare watchtower crash[/p]
[p]DLC index not set crash[/p]
[p]image mod crash[/p]
[p]conditional tooltip crash[/p]
[p]crash due to deleting non-existing map file[/p]
[p]editor tile selection staying open on top of story tree[/p]
[p]tile paint button highlight in editor[/p]
[p]region numbers displaying in story-tree menu w/ editor[/p]
[p]camera getting set to odd positions / size after closing story tree in Editor[/p]
[p]tutorial failing to pass woody placement task[/p]
[p]a depth buffer binding error [/p]
[p]poor hover detection w/ in-battle unit radials[/p]
[p]jittery camera zoom out in some map situations[/p]
[p]floodfighters not displaying correctly[/p]
[p]potential multiplayer host load game crash[/p]
[p]some rogue action issues [/p]
[p]NPC players sometimes disband armies on end turn for no proper reason[/p]
[p]dynamic token hiring crashes (e.g. bishop)[/p]
[p]potential NPC crash on load where AI difficulty don't exists for NPC players[/p]
[p]crash due to hunter auto-placement on invalid tile[/p]
[p]multi-merc hire crash + max button w/ multi-mercs broken[/p]
Start: 2025-04-30 13:00 UTC End: 2025-04-30 21:00 UTC
Hello,
During the above window, the server provider's Engineering team will be performing maintenance on core infrastructure. During the maintenance window, users may experience increased latency in Multiplayer.
Best regards, Chris
Announcing our DLC "Rising Lords - The Pilgrim War" βοΈ
Lords and Ladies!
We have an important announcement to make: While we are still working on free Updates for Rising Lords, later this year a new adventure awaits!
Rising Lords - The Pilgrim War has just been announced π The official DLC will be coming to PC, Xbox and Switch later this year, introducing tons of new content for experienced players (and newcomers as well, obviously).
Welcome to the Kingdoms of Atra
Traverse into the immersive medieval Kingdoms of Atra where your tactical skills will be put to the test. The southern Kingdoms of Atra are well known for their terrifying armies. The magnificent cities with their golden roofs, their expansive gardens and their massive stone walls are witnesses of their craft and hunger for wisdom.
In the desert, an old acquaintance appears
Since forever there has been a dispute among the Knights of the North with the South over religion. And yet, a fragile peace allowed pilgrims from both sides to visit the holy city. When a massive invasion fleet arrives ashore, young prince Matek and his small principality have to defend themselves at all costs. The threat becomes unbearable, but help comes from an unexpected side.
Fresh DLC content for experienced players
Time has come for war again and to create massive armies! The nation of Atra awaits, with new units you can discover. For the first time, science expands the tactical and strategic options, not only for Atra's fighters but also for your well known Knights. Implement and unlock new advantages to redefine your own playstyles.
All this exciting and game expanding new content is available for Multiplayer Sessions with your friends. And yes, of course you can also create your own Adventures for the South with the Editor!
Fixes: - fixed map texture bleed on Switch - fixed mission tasks balooning in size on Switch - fixed editor 'test map' difficulty menu - fixed 'wastelands' rendering small in LQmode - fixed able to start building next to region center across border - fixed fire causing a crash sometimes when going back to Campaign - fixed crash due to waypoint placement in some custom maps - fixed bridges not tiling correctly when mirrored - fixed neutrals incorrectly calculating unit types resulting in unbalanced armies - fixed fires in battle no longer causing damage when walking through - fixed potential screen shake during battle end screen - fixed a potential savegame loading issue - fixed adding animal to tile w/o proper owner causing a crash - fixed joystick snap bug on Steamdeck - fixed 'build here' highlight rendering on top of army token - fixed deconstructing tile not working correctly in some cases
Changes: - added a message to tell users to change server if slow server is detected - camera now simply pans to defender when archery is used
Winter Winds Bring Forth a Special Surprise π
Dear Lords and Ladies!
As 2024 comes to a close, we're celebrating with a special 40% off during the Steam Winter Sale! π And as a token of our gratitude for your unwavering support since release, a special holiday surprise awaits you...
Gather Cards, Forge Your Legacy
We've been working on this for a little while: Trading Cards! Collect them as you play and discover these little treasures throughout your journey. Each card and background marks a significant moment in Tankred's story, while the emotes add a touch of medieval charm. Turn a complete set of cards into badges and you'll rise through the ranks, from humble peasant to great general, proudly displaying your achievements!
As we look back on the incredible journey since the game's launch earlier this year, we would like to thank you all for your amazing support. Your passion and feedback has helped us grow so much and we couldn't have come this far without you. We have some really exciting things in store for next year and we can't wait to share them with you!
We wish you all a wonderful holiday season filled with love, laughter and good times with your favourite people π
~ Team Argonwood
1.1.8 hotfix (December 3)
1.1.8 hotfix (December 3)
Fixes: - fixed all kinds of issues that happened on december 1-2 due to a version revert, e.g. tutorial issues - fixed a common crash in scenarios with medium or high prosperity settings - fixed an issue with framebuffer size in Fullscreen and other issues with resolutions - fixed ability to place units on mountains - fixed potential crash in tutorial due to invalid joystick snap data - fixed rare NaN crash with army movement - fixed tile hover card covering part of marketplace menu - fixed ability to use markets of enemy Players - fixed battle speed (and possibly other slider options) not applying in 'gameplay' menu
Changes: - pop-out info cards when hovering user-built tiles - card stacks not visible until hovered - slide-out cards dismiss w/ end-turn fade
Autumn's Favor: A New Patch Graces the Lands! π
Dear Lords and Ladies!
Just in time for the Steam Autumn Sale, we're not only discounting the game by 35%, we're also delivering a load of exciting updates straight to your castle gates!
This patch brings a mix of fixes, changes, and improvements, along with some exciting new additions. Hereβs a look at some of the major updates. For more details, check out the full patch notes below π
Dress to Make Thy Mark
Also new is this grim armour set inspired by the events of Tankred's Journey: a cultist's robe, forged for battle and ready to be worn with pride!
Where Have You Gone, Hunter?
Our Special Figures have received a bit more attention in this update as well. We've recognised that their presence could be more strategic: No longer tied to events, they can now be hired from their respective buildings, making it easier and more rewarding to outwit and deceive your foes!
And where do I belong?
Our Heritage system has undergone a major update. We've removed their cost, and you can now find your selected heritage proudly displayed on a shield next to your scenario character. Choose your faction wisely, as it will still play a key role in shaping your strategy. And keep an eye on the enemy's shield - it will tell you a lot about their strengths!
But that's not all...
Of course, there are many more changes in this update, and work continues on a certain desert themed add-on. We're getting ready to share more news and give you a sneak peek at the story early next year.
Until then, enjoy this patch and, as always, let us know what you think in the comments or on our Community Discord!
~ Team Argonwood
1.1.6 (November 27th)
New
Special Figures can now be hired in Buildings instead of relying on events
multiplayer save/load and editor load menus switched to scroll system
added new bridge tiles
added 2 smaller merc units that scale from 20 to 50 troops from turn 1 to 20
added warning icon / text for armies w/o any cards
added editor hover tool-tips for workplace tiles
added unit detail tooltips hovering units in battle placement
added warning card at end turn if attacking ally
added watchtower to Editor
added menu toggle to disable non-story-tree tutorial cards
added visual-only scrollbar to story tree editor
holding shift while scrolling in story tree increases scroll speed
right-click in story tree editor will close the menu if open
army now moves if hovered for >2 seconds so you can build a tile underneath
new Matek General
new Cultist armor
Fixes
fixed issues with decision values for the different campaign endings
fixed auto-govern spending gold on merchant items
fixed missing joystick snap + unable to send to regions you should be able
fixed potential SDS callback crash for game first startups
fixed save files sometimes not writing / reading correctly when exiting straight to home during saving
fixed some issues with XP gain on loot card
fixed mission story 'forward' arrow appearing on options page
fixed (REALLY) old tutorial save w/ new tutorial crashing w/ second battle
fixed old battle save archers crashing w/ new game version
fixed rarely and randomly missing winter tiles in Editor
fixed painting water in editor randomly spawning trees
fixed inn not properly applying heritage adjustments
fixed soft-lock when closing the save menu via 'enter'
fixed obj_battle destruction crash when going into battle in rare case
fixed right-click wolf putting controller in 'radial mode'
fixed building walls not showing up correctly sometimes
fixed beggars able to overlap w/ some dynamic tokens and peasants
fixed some users having problems w/ click lock layers dismissing
fixed soft-lock in some cases w/ ally retreating
fixed campaign -> battle not reflecting workplace levels correctly
fixed ports in battle not auto-tiling water correctly
fixed heritage forcing cards into deck / free xp coming from heritage
fixed bug where applied heritage was giving different heritage buff/debuff
fixed rare crash due to particle freeing before initialization
fixed peasant token loading in center instead of side w/ wild animals
fixed joystick auto-closing merchant menu / LB/RB switching to disabled merchant sell
fixed army flag not rendering at cursor when selecting waypoint
fixed opening menu while moving army breaks menu joystick snap
fixed closing editor menu not always freeing up all joystick snap Points
fixed invalid wall attack work-around still crashing in some cases
fixed 'checking enemies' on border waypoints w/ only 1 region causing a crash
fixed out of sync MP crash for ranged moves values
fixed path-related 'read only variable' crash
fixed overflowing text on custom-battle buttons in some languages
fixed some dynamic tokens not adjusting text color to match player
fixed hunter rendering turn count Offset
fixed construction on inns rendering spine incorrectly
fixed a number of issue w/ editor waypoint graph rendering / region calculations
fixed 'used points' not calculating correctly sometimes on in-game general screen
fixed changing cards when moving army removes army movement target
fixed some issues with Rendering houses between player built structures
fixed some waypoint positions shifting upon level save
fixed unable to 'save as' w/o 3 auto-saves already in place
fixed clicking on invalid location w/ battle setup dismissing units
fixed cursor doesn't jump to 'okay' sometimes when event card pops up
fixed missing console icons '+' and '/' on non-Switch Exports
fixed 'blind fire' not appearing in right-click radial
fixed menu map background ugly overflow on ultra-wide displays
fixed battle 'skill tree' clearing w/ non-black on ultra-wide displays
fixed muster menu text briefly popping up when it shouldn't have
fixed marketplace negative gold in rare situations
fixed false-positive 'going to war' warning popup
fixed 'enter code' box not getting destroyed upon menu close
fixed deleting custom map 0 + navigating left causing crash in campaign setup
fixed invalid deconstruct tiles default to plains
fixed mercenary 'fire' button Depth
fixed saving to 'empty slot' sometimes saying the slot was locked
fixed some tokens rendering dotted path to invalid area
fixed clicking 'auto-place' while holding unit causing a crash (removed button during drag)
fixed eraser broken in Editor
fixed window not in fullscreen / behind taskbar after alt+tab in beta
Changes
rogue placement GUI improvements
Restrict challenge mode to only allow edit army after the battle.
'(AUTO)' keyword in front of autosave files
consoles fully update general cache at game start
improved and expanded Editor autotiling
removed heritage 2p cost from general Setup, it's now free
Allow AI to attack obstacles in narrow pathways
Skip save if other player quit while client is in a unsafe environment.
enabled east/west house rendering on consoles
singleplayer load/save converted to scrollable + several related cache system fixes
mission tasks are now rendered behind popup elements
new troop count to mercenary hire button
different menus now use 'moving map' background
'button disabled' tooltip hovering over disabled menu buttons
added new 'move' button icon in battle
several small editor QoL improvements
removed 'tile hover' build icon during turn processing
adjusted pop-up menus in-game not to overlap HUD
improved fog Rendering performance
improved army setup screen framerate on consoles
'start' in game menus now moves cursor to 'ok' button
Changed number alignment on beggars to fit better
tiles w/ animals highlight when dragging hunter
top resources abbreviate unless hovered
right-click cancels figure placement
tool-tips reflect 'speedier' deconstruction when applicable
increased general item display size + removed some extra item numbers cluttering Display
mission 3 harbour escape point improvements
long tool-tips in general setup/modification to regular tool-tips
force initial empty map to fully render before dismissing the loading screen
shifted 'skill tree' icon so it doesn't get covered by general
update to localisation files
arrows/bumpers to change Heritage/faction
tripple tithe now reduces happiness by an extra unit
AI heritages randomly shuffle on first game start
Show point cost to heritage selection
made region colors brighter in Campaign
modified Story Tree task render size + grouping on SteamDeck to match Switch
1.1.2 hotfix
there was a potential issue with the market building leading to crashes when used by AI. thank you to the players for reporting!
Introducing the Market Update π
Dear Lords and Ladies!
As we announced in our last Patch Notes update, we are currently hard at work on our first DLC! However, we're also determined to make the base game even better. So not only have we listened to a lot of feedback from our community, but we have also come up with something new that we think will make a positive difference to the gameplay. β€οΈ
A free new building to discover
Have you ever waited in vain for the Merchant to appear in your province, only for him to arrive too late? Fear not, we have a solution for you: The Market building offers you an alternative to this excruciating uncertainty!
Trading may not be quite as lucrative, as you will have to sell your goods at a 20% lower price. However, it is still an option worth exploring. You will also find eight random wares that change every turn. You can buy them at a 20% higher price if you wish. Start the game, invest your gold and let us know what you think of this new addition to the Rising Lords building radial! π¨
But wait ... is that it?
Of course, that's not all. Describing every single change introduced in this patch in detail would result in an endless wall of text, so we'll just let you know: We have added a lot of new things, changed a few bits and fixed a lot of issues! See the patch notes below for more details. π
Best, Team Argonwood
1.1.1 (June 20th)
New
Added new market building
Added ability to Steam to join by using the friend list.
'random' personality option in scenario setup
auto/ai battles spawn 'battle report' cards for each army
added button hover sounds in map editor
screen-edge notification symbol for off-screen task highlights
tool-tip to army merge screen
joystick snap points to army split +/- icons (see commit notes)
joystick snaps + 'back button' to rename region dialog
hotkey (ctrl and shift) for +-10 and +-100 units in merge army menu
region/target placement banner now shows when holding dynamic tokens
unit highlight/snap w/ initiative bar hover (+joystick snap to unit portraits in initiative bar)
tutorial card for hiring mercenaries
unit to be attacked has yellow outline in initiative bar
attempted language detection w/ user-generated town names for font selection
tutorial card for entrenching / delay in tutorial 2nd battle
displays entrench bonus when hovering unit or entrench button
more log-writes for game end, loading screen, and FPS spikes
Fixes
Fixed armies passing through armies in certain movement setups instead of fighting on allied territory
Fixed macemen doing 0 damage
Fixed soft-lock in tutorial w/ certain army stack setups