Rising Lords cover
Rising Lords screenshot
Genre: Simulator, Strategy, Indie

Rising Lords

hotfix 1.3.1

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! πŸ—ΊοΈ

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 πŸ‘€)[/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 βš”οΈ[/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 πŸŽ‰[/p][p][/p][p]Have fun and let us know what you think, [/p][p]~ Team Argonwood

[img src="https://clan.akamai.steamstatic.com/images/33269676/09101062bfe6c09d74a0d98f502ddfca89ffdc75.png"][/p]

Changelog

[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]
  • [p]tile houses potentially doubling-up + overlapping[/p]
  • [p]french crop boost not applying correctly[/p]
  • [p]heritages incorrectly costing points on in-game general menu[/p]
  • [p]predicted French happiness bonus incorrect[/p]
  • [p]health card predicting w/ incorrect season[/p]
  • [p]incorrect 'camp' tile season in battle[/p]
  • [p]wrong castle levels Rendering[/p]
  • [p]decimals in drop-down when you can't afford army[/p]
  • [p]potential challenge mode crash [/p]
  • [p]unable to equip 'off-hand' items in campaign setup on consoles[/p]
  • [p]janky menu item visibility when pressing 'go to battle'[/p]
  • [p]broken 'back' button mouse detection in custom battle Setup[/p]
  • [p]loading screen see-through pixel border on non 16/9 ratio Monitors[/p]
  • [p]joystick not switching back from 'radial mode' w/ build menus[/p]
  • [p]sheds not reducing disease event card's effects[/p]
  • [p]brief joystick-snap glitch w/ scene changes due to bad Cache[/p]
  • [p]tile seams sometimes showing up between season transitions[/p]
  • [p]resolution options overflowing screen on HIDPI displays[/p]
  • [p]battle unit effects 'stutter' when unit is moving[/p]
  • [p]some other rare Player reported crashes (thank you!)[/p]
[p][/p]

Changes

  • [p]removed army 'hover slide' when on border[/p]
  • [p]removed broken road auto-tile when deconstructing tile[/p]
  • [p]Story tree change region resource can now use a list of region numbers[/p]
  • [p]Enable diplomatic avtions for ai 200 in story tree task restriction[/p]
  • [p]Fix crash bug for player 129 and above when create army from story tree[/p]
  • [p]now cannot change army general after build if general is primary[/p]
  • [p]Mission scrolls update visibility improved[/p]
  • [p]mission story books render + order layer adjusted[/p]
  • [p]cost returned if upgrades canceled that turn[/p]
  • [p]updated player colors to colorblind-friendly pallet[/p]
  • [p]improved / themed password entry for multiplayer Lobby[/p]
  • [p]changed fade transition for background map[/p]
  • [p]Host will not be able to press start in custom battle unit menu until all clients have loaded the unit menu[/p]
[p][img src="https://clan.akamai.steamstatic.com/images/33269676/8934c6d90cf6a154c808aaba9fcd11538c454a75.png"][/p]

Core Infrastructure Maintenance

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" βš”οΈ

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 πŸŽ‰
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!

https://store.steampowered.com/app/3503840

1.1.9 (December 31)

1.1.9 (December 31)

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 🎁

Dear Lords and Ladies!



As 2024 comes to a close, we're celebrating with a special 40% off during the Steam Winter Sale! πŸŽ‰
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 πŸ’•

~ 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! πŸ‚

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. Here’s a look at some of the major updates. For more details, check out the full patch notes below πŸ“œ

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 some chunk flicker in the editor on Switch
  • fixed Switch tile-selection bleed-through painting tiles
  • fixed an issue with upgrading courtyard
  • fixed radial icon on wrong texture page causing delayed render
  • fixed ladders sometimes cut off in LQ mode
  • fixed 'previous page' not resetting region data in editor
  • fixed workers revealing outline colors in unowned regions
  • fixed rare crash in MP battle setup, going to battle
  • fixed auto biome adjustments in editor to tiles that shouldn't have it applied
  • fixed field uppgrades triggering 'build' sound when lacking resources
  • fixed event card joystick snaps applying while menus are open
  • fixed offering treaty not releasing click lock until manual menu close
  • fixed crash reporter not initializing until after opening video
  • fixed MP client key cache bug where the client could not reconnect to a host.
  • fixed blue 'ready' button alignment in multiplayer
  • fixed 'connection lost' loading error not dismissing in MP
  • fixed some crashes in MP due to poor network Quality
  • fixed story book button overlapping gold + missions condense if >6
  • fixed rare crash going from chapter 5 to 6
  • fixed startup crash if crash log exists (beta issue only)
  • fixed bypass wall & kill unit bug
  • fixed potential crash w/ beggars moving to burned tiles
  • fixed missing camps in battle
  • fixed wasted fields not spawning correctly
  • fixed 'going to war' warning when tresspassing w/ 'open borders
  • fixed broken 'nothing' sprite rendering 'missing texture'
  • fixed rare invisible armies
  • 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 πŸ‘›

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. ❀️



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! πŸ”¨

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. πŸ“œ

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
  • Fixed armies occasionally invisible unless hovered + incorrect 'duplicate name' warning
  • Fixed some types of raiders / invaders autobattling regardless of map layout
  • Fixed castle heritage variable crash
  • Fixed crash if trying to send food from a region to itself
  • Fixed send food crash w/ regions that are inaccessible
  • Fixed string parse crash w/ load game
  • Fixed rare army feed crash
  • Fixed russian not displaying correctly on battle cards
  • Fixed several russian font scaling issues
  • Fixed potential crash when loading invalid map files in editor
  • Fixed unable to subtract morale in story tree
  • Fixed Switch export missing 'X button' hint in build tooltip
  • Fixed some languages not displaying choices correctly in mission story
  • Fixed button hints / delete icon x-alignment wrong for some languages
  • Fixed large option y-placement bug w/ missions + improved option spacing w/ numerous options
  • Fixed massive text in mp server lobby in some cases
  • Fixed longer menu buttons not properly shrinking text fully to fit
  • Fixed save 'delete' buttons leaving snap-point remnants
  • Fixed task circle not respecting edge specifiers
  • Fixed decoy consuming 'shields up' not displaying icon that this occurred
  • Fixed further controller issues w/ merge army
  • Fixed army 'max' unit count decimals
  • Fixed some skill previews causing single-digit lag on Switch
  • Fixed wild animals killing livestock not reported in info cards
  • Fixed livestock cards double-counting army consumption
  • Fixed editor save / load map names getting jumbled in rare cases
  • Fixed killing unit may display damage number above remaining units
  • Fixed missing dictionary look-ups on Switch
  • Fixed merchants not traveling in rare cases
  • Fixed white tile-load flash when going into map on Switch
  • Fixed info card for tax/food not updating when changed while open
  • Fixed health info card displaying next season's penalty
  • Fixed 'spectate' button showing up for your own battles
  • Fixed old-style gui popups showing up + glitchy pop-in/out w/ some of the newer
  • Fixed dropping bishops on own territor would generate a broken route
  • Fixed drop-down displaying fractional resources
  • Fixed unit outline flicker w/ skill card
  • Fixed white flicker sometimes w/ inital tile load in battles on PC
  • Fixed inconsistent option menu open / click w/ 'going to battle' menu
  • Fixed save/load menu console hint depth issue
  • Fixed re-focusing game window temporarily resetting food consumption icons
  • Fixed shoot area not accounting for wall range bonus
  • Fixed mercenary 'rental' costs not being portrayed directly after hiring
  • Fixed looping 'end season' animation w/ quick end turns
  • Fixed ultra-widescreen issues w/ season transition effects
  • Fixed lag spike making janky zoom-out w/ battle end
  • Fixed difficulty option displaying on custom scenario restart
  • Fixed zooming breaking army merge menu
  • Fixed mission story 'next' / option overlap allowing accidental double-clicks
  • Fixed white-screen flash on battle / editor start
  • Fixed player name inputbox disappearing when canceling campaign difficulty
  • Fixed editor painting broken after 'auto-save' popup
  • Fixed a problem with steam deck intro video compatibility
  • Fixed construction tiles sometimes turning blank in LQ mode
  • Fixed post-crash report send saying that the game would close, when it does not.
  • Fixed armies rarely sliding into water / across borders
  • Fixed token motion planning placing tokens on top of eachother in rare cases
  • Fixed bound units able to use 'shoot area'
  • Fixed partial fog behind some units
  • Fixed further cases of single-word pages in mission stories (language dependant)
  • Fixed 'campaign' no longer disabling if tutorial is incomplete
  • Fixed 'delete' buttons sometimes disappearing for save slots
  • Fixed cursor snapping to top-left in main menu
  • Fixed some controller hints not capitalized
  • Fixed possible to click 'next' past an options page
  • Fixed forests not reducing 'shoot area' attacks
  • Fixed merc fire confirm menu spawning on wrong layer
  • Fixed minimap not always updating single-layer tiles in time
  • Fixed water under ports in battle on LQ zoomed in
  • Fixed some battles from sea / allied regions autobatteling when they shouldn't
  • Fixed incorrect 'ranged' analysis for castle attacks w/ ranged + prep for attack mode toggle
  • Fixed garbled graphics while going to Custom Battle on XBOX
  • Fixed 'entrench' not being properly dismissed
  • Fixed first-level ports allowing debarking



Changes



  • battle now starts with 5 cards instead of 4
  • "load" is now in the first main menu level instead of under singleplayer/multiplayer
  • improved skill card text scaling / alignment / readability
  • 'formation' skill moved up the skill tree for new matches
  • 'shields up' only applies if damage > 5% estimated damage range
  • Adjusted so quick cards for battle players do not contain blindfire, as they confuse players being attacked by their allies.
  • mission story options align bottom-up to prevent overflowing outside the book
  • battle tile distribution to minimize atteckers w/ indefensible camps
  • Ignore file check for log files to allow crash reporter to send it.
  • Make some save pars more compression friendly.
  • raiders now disband upon first loss regardless of remaining units
  • removed textbox 'highlight' effect from consoles
  • improved battle unit render speed
  • moved 'load game' entries to their own combined menu entry
  • moved multiplayer battle map name up to be more readable
  • improved battle units animation timing
  • bound units can now attack walls / baricades
  • armies do not hunger when in port unless region has no food
  • further switch performance improvements
  • increased tooltip size on Switch / Steam Deck for readability
  • 'health' info card 'beggars' to icon + fixed minor alpha bug w/ info cards
  • increased top/bottom gui number sizes on handhelds + font consistency between languages
  • improved text readability + alignment for 'going to battle' screen
  • dynamic tokens now require extra click to drop
  • added option to unlock skills and change cards in hand for change general node in story editor
  • added blur + fade for in-game menu
  • army scales up a little when zooming out
  • peasants on fields w/ no seads now display as idle peasants
  • removed some gui tool-tips when disabled by story / tutorial
  • removed broken map 'delete' options from editor
  • window keeps position after res change w/ game startup
  • battle info scroll switches sides if covering damage prediction
  • made info banner for items more readable
  • mercs now reset their numbers over time after being fired
  • unhired mercenaries recoup 25% of max every turn
  • regular peasants can no longer use 'bind' card.
  • removed extra arrow when using 'shoot area'
  • improved AI wall attack behaviour with cards
  • adjusted so AI use ladders and ram on melee units first and ranged unit last