Removed the screen panning mechanic with the left mouse again for now, as this was getting in the way of some other mechanics.
New: - added c++ redistributables to solve problems with players being unable to start the game due to missing files after the recent architectural/performance changes
Fixes: - Fixed new mouse pan from happening durring click and drag to place units - Fixed crash related to a tile change - Spectator crash fixed - Fixed tutorial link popup to fit the text - Fixed missing tiles when getting a helper tutorial at the end of a campaign battle - Fixed crash with token retirement cards
we wish everyone a merry christmas already, and possibly a few great gaming days ;) Thanks for your support!
Chris
performance patch
the performance patch is now live on the stable branch.
Now for the stable branch :) There was a lot of input from you that end turn performance is not where it should be. FPS drop and long end turn times were reported. We have adressed this issue and managed to make some great improvements!
FPS went from 20 to 80 during end turn on a slower testing machine, end turn time went from 23 to 8 seconds on a very large map in late game.
We will continue to improve this, but the current status will be much more enjoyable! Let us know what you think.
Since this involved a complete overhaul of network and core architecture, we still can not completely rule out bugs and crashes. If you encounter anything, please report and we will fix it asap.
Full Changelog:
0.9.1 (december 20)
New: - massive performance and fps improvement during end turn - christmas themed town center ;) - Added click + drag screen pan mechanism - Addded heritage buildings to battle tiles Added mini flags for the mini map so the player can quickly find their figures. - Added crossbowman spine for one level. - Added French knight battle ini portrait. - Added new versions of English Inn sprites. - Added bishop card graphic. - Added plentiful harvest card graphic. - Added new versions of button sprites. - Added town names to town tooltips. - Added green backgrounds to the hollow icons of the radial menu. - Optimizations of AI - finalized preparations for dedicated servers. will be unlocked after more testing - Modified screenshot system to set an appointment to take a screenshot when Steam is ready for it rather than screenshot now if Steam is ready for it.
Fixes: - fixed rally card for multiplayer - Added the troubadour card to the mixed event settings. was only in the others - Fixed a rare crash with Editor saving and loading - Fixed feedback backspace doing too much at once. - Modified helper tutorials to reset when going back to the main menu rather than restarting the game. - Fixed rename region from sprite flickering. - Fixed cursor getting stuck as a pickup during the pre-battle menu. - Modified auto click speed of campaign maps to be slower and less glitchy. - Fixed trait reader problems - fixed a problem with cow growth - fixed a problem with roads on map edges - fixed missing tooltips for some language settings - Fixed mercenaries having the wrong battle ini portrait - Fixed English Inn using the English Inn sprite when under construction for the upgrade. Same with the French church. - Fixed drinkers drinking when inns are burning. - Fixed grab cursor being used during event card reading. - Fixed an end turn bug in multiplayer - Fixed missing hexes at the right side of the campaign map when panning. - Fixed a rare crash related to undefined tile changes. - fixed end turn getting stuck in rare cases - Fixed crash involving player defeat against a garrison - Fixed a crash going to battle caused by an undefined tile string.
Changes: - Modified turn transition screen to disallow screen panning for now - prevent players having all fields flooded at early game stages - manor is now named dwellings "shaken at/by this small loss" adjusted
Performance Patch 0.9 goes live on beta branch
There was a lot of input from you that end turn performance is not where it should be. FPS drop and long end turn times were reported. We have adressed this issue and managed to make some great improvements!
FPS went from 20 to 80 during end turn on a slower testing machine, end turn time went from 23 to 8 seconds on a very large map in late game.
We will continue to improve this, but the current status will be much more enjoyable! Let us know what you think.
Since this involved a complete overhaul of network and core architecture, we can not completely rule out bugs and crashes. So we want to push the changes to beta first.
to access the beta branch: Steam Library, right click on Rising Lords, then Properties, go to the betas tab and in the submenu choose beta - unstable
Thanks and Cheers! Chris
Rising Lords, Rising Ladies - 0.8.9 with female player characters
Now you can play as a Lady in Rising Lords!
0.8.9 (december 2)
New: - female characters for the player, with unique clothing, hair and headgear. - Allow emailing other languages from feedback form - Add troubadour event card sprite - Added sea region symbol to replace town symbol (fog of war) - Modified army menu's general arrows to disallow less imprecise clicking
Fixes: - Prevent field glitch with peasants repeatedly fleeing it - end turn speed optimisation - you can now build nex to the bathhouse - fixed a problem where some players could not open the tutorial video - Wanderers don't change to boats momentarily at bridges, and walk over bridges instead of under them - Prevent getting 105 happiness when killing an animal - fixed a german language issue with "gehört das Volk" - fixed italian autumn being called inverno - tile changer crash fix - fixed a rare battle freeze - logging for another rare crash
Changes: - Japanese language update - german language update - replace capet chevalier spines - updated silvermine graphic
Update 0.8.8 (november 23)
Update 0.8.8 (november 23)
New: Speed up season transition basic korean language localisation re-added the tooltips for the dynamic tokens/special figures
Fixes: corrected tooltips for harbour levels fixed a crash with troubadour in regions without diplomacy Fixed image mod crash Fix sea region recognition in battle maps
what else have we been doing? Mainly giving support to all the requests via email, steam and discord. we see everything you sent us and will take care of it, we might need a few days though to catch up :) Also finalizing work on dedicated servers and female characters, so that will be next along with further bugfixes and improvements. Once that is done we will announce a new roadmap for the next months !
PS: for the in-game feedback: PLEASE SUPPLY YOUR EMAIL ADDRESS especially if you are asking questions! We can't answer you if we don't know who is sending it!
Thanks and Cheers! Chris
Agincourt content update
Agincourt content update released!
25% discount on Rising Lords this week, the biggest discount so far and for a while to come.
Here is the current patch status in detail:
- Improvements to gameplay and AI DONE. countless improvements were made here and our best players have also reported significant improvements in performance and AI behaviour. We will of course continue to work on this in the future.
- New items and clothing, both elegant and martial, fitting for a 100 year-long struggle DONE. you can now select new noble or martial dresses and headgear! Among it is my favourite helmet, the hound-skull!
- invade or supply regions from the sea and move armies over water DONE! you can now move your armies to brand new water regions and attack your enemy from there. Fishing villages have upgrades to harbours to ship put armies. We will soon add a second level to the harbour.
- 2 new factions with their own mechanics and a unique unit each DONE! You can now play as Plantagenet or Capet family member and have unique english or french traits and a special unit:
English heritage: Longbow (+1 range) DONE +1 Stakes DONE Cheap inn DONE New Inn visual DONE Shepherds +20% limit (should also increase the growth automatically) DONE Earlier revolts (threshold +10) DONE
French heritage: Noble (French Chevalier, +10 morale, double upkeep and hire) DONE +1 wedge DONE cheap church DONE New church visual DONE - great capital: Capital +1 happy/region, Regions -1 happy, DONE - Wheat +10% DONE - noble court: gets the figures if 2 players meet req. at the same time DONE
- Option to play as a female character Mostly done. The graphics are finished, we just need to find the time to upload it to the code. should be done this week. you can then play as a female character, with adequate clothing and headgear. To battle my fair ladies!
- Use the “Rallying Call” to stop routing troops DONE. you can now use this card to mitigate the dreaded low morale effects for 2 rounds, like losing troops or units running away.
- A new map scenario spanning from Southern England to Northern France, across the English Channel (2-4 Players) DONE. The first map that features sea regions. A very interesting and asymmetric map for 2-4 players with 16 regions.
- Battle Map of Azincourt DONE. We have looked at some historical maps and articles and created a map that resembles the area of Agincourt while of course the focus on playability and our own style.
- Send the troubadour as a campaign agent to besing your heroic deeds or cast a slur on your rivals Mostly done. The troubadour can spawn as event figure and will join the lord that has fought the most battles. He raises happiness or can impact the relationship between lords. last step is that he gets used on armies to adjust their morale.
- New buildings that fit the topic and make campaign gameplay more diverse Mostly done. we have added the harbour as crucial building for sea movement but will also add another not yet revealed building pretty soon as a bonus!
- Prepare yourself to fend of raiders from a land far away Mostly done. (Raiders and invasions), but they still need more testing. we put this on hold for now in favour of the other tasks.
- Introducing quests during scenarios for items and other benefits Mostly done. The system is in place but we still need to add meat to it. will probably take about 2 weeks for the first scenario quests. ___________________
Full Changelog:
0.8.4 (november 14)
New: - sea movement, sea regions and harbour battles - 2 new factions with their own mechanics and a unique unit each - Send the troubadour as a campaign agent to besing your heroic deeds or cast a slur on your rivals - harbour building - Use the “Rallying Call” to stop routing troops - A new map scenario spanning from Southern England to Northern France, across the English Channel (2-4 Players) - Battle Map of Azincourt - New items and clothing, both elegant and martial, fitting for a 100 year-long struggle - improvements to gameplay and AI - spectator mode - Add and cross buttons for players on scenario menu - Add ability to prolong game after victory - Remove fog of war when observing a game after losing - strategic buffer regions without towns
Fixes: - several rare crash fixes (thanks for the reports! ) - Sync AI difficulty in campaign setup MP - Consistent happiness bonus from food diversity in tooltip and gameplay - Some fixes for Japanese, particularly text wrapping and spacing on scenario menu - Make sure auto-tiling coast tiles for harbour match up with each other - garrisons now don't require food as intended - Fix level editor corrupting files with castle waypoints - a few typos and language issues
Changes: - added harbours and water regions to aubelin map - ram and ladder card choices for AI less common - Don't show food diversity bonus on tooltip if rations too low - Text scaling fixes for mercenary menu - Having a battle with someone now breaks your treaties and puts you in a state of war
___________________ Please inform us about any problems you might encounter (in game crash report or feedback, steam community, discord, chris@argonwood.com ) and we will fix it asap.
Agincourt content update goes "beta"
Dear Lords and Ladies,
We are still working hard on the Agincourt content update! Not everything has been finished yet, since we also made a few extra updates in the last 2 months. So we decided to give you access to the finished parts on our beta branch!
How to access the beta branch: Steam Library, right-click on Rising Lords, then Properties, go to the betas tab and in the sub menu choose beta - unstable
Here is the current status in detail:
- Improvements to gameplay and AI DONE. countless improvements were made here and our best players have also reported significant improvements in performance and AI behaviour. We will of course continue to work on this in the future.
- New items and clothing, both elegant and martial, fitting for a 100 year-long struggle DONE. you can now select new noble or martial dresses and headgear! Among it is my favourite helmet, the hound-skull!
- invade or supply regions from the sea and move armies over water DONE! you can now move your armies to brand new water regions and attack your enemy from there. Fishing villages have upgrades to harbours to ship put armies. We will soon add a second level to the harbour.
- 2 new factions with their own mechanics and a unique unit each DONE! You can now play as Plantagenet or Capet family member and have unique english or french traits and a special unit. Details:
English heritage: Longbow (+1 range) DONE +1 Stakes DONE Cheap inn DONE New Inn visual DONE Shepherds +20% limit (should also increase the growth automatically) DONE Earlier revolts (threshold +10) DONE
French: Noble (French Chevalier, +10 morale, double upkeep and hire) DONE +1 wedge DONE cheap church DONE New church visual DONE - great capital: Capital +1 happy/region, Regions -1 happy, DONE - Wheat +10% DONE - noble court: gets the figures if 2 players meet req. at the same time DONE
- Option to play as a female character Mostly done. The graphics are finished, we just need to find the time to upload it to the code. should be done this week. you can then play as a female character, with adequate clothing and headgear. To battle my fair ladies!
- Use the “Rallying Call” to stop routing troops DONE. you can now use this card to mitigate the dreaded low morale effects for 2 rounds, like losing troops or units running away.
- A new map scenario spanning from Southern England to Northern France, across the English Channel (2-4 Players) DONE. The first map that features sea regions. A very interesting and asymmetric map for 2-4 players with 16 regions.
- Battle Map of Azincourt DONE. We have looked at some historical maps and articles and created a map that resembles the area of Agincourt while of course the focus on playability and our own style.
- Send the troubadour as a campaign agent to besing your heroic deeds or cast a slur on your rivals Mostly done. The troubadour can spawn as event figure and will join the lord that has fought the most battles. He raises happiness or can impact the relationship between lords. last step is that he gets used on armies to adjust their morale.
- New buildings that fit the topic and make campaign gameplay more diverse Mostly done. we have added the harbour as crucial building for sea movement but will also add another not yet revealed building pretty soon as a bonus!
- Prepare yourself to fend of raiders from a land far away Mostly done. (Raiders and invasions), but they still need more testing. we put this on hold for now in favour of the other tasks.
- Introducing quests during scenarios for items and other benefits Mostly done. The system is in place but we still need to add meat to it. will probably take about 2 weeks for the first scenario quests.
___________________
Please inform us about any problems you might encounter (in game crash report or feedback, steam community, discord, chris@argonwood.com ) and we will fix it asap.
Thank you for your patience and have a nice day!
Chris
RISING LORDS TAKES FIRST PLACE AT STRATEGY WEEKLY VOTE!
https://thegdwc.com/blog/blog.php?blog_id=79
Thank you so much everyone for supporting us! Rising Lords has won the weekly fan favourite vote at GDWC! The motto of the week was "strategy".
We are working hard on the upcoming content update, stay tuned :)
Cheers and thanks again!
Chris
we need your help !
please support us, we need your help! it's just 2 clicks and does not require any registration. https://thegdwc.com/
We have been selected as nominee for the weekly vote of the game development world championship. But without you, we are not going to make it!
Please vote for Rising Lords and show everyone that turn based tactics and strategy are still relevant for gamers!
this Halloween we will be adding a new suit of armour for your character to wear (if they dare!). This suit of plate is of legend and lore and shall strike fear in the hearts of your enemies!
It was on the night of the 31st of October 1203 that Lord Gorlatz of Morgarden would become immortalised in the Annals of Aubelin. A wicked and spiteful ruler, Lord Gorlatz was feared and hated by many. Revelling in his infamy, he commissioned a grotesquely themed suit of armour featuring twisted anguished faces upon swirling runes, the ghastly helm a horned fiend with an impish smile. Fuelled by paranoia from numerous failed assassination plots, Gorlatz was seldom seen without his armour. An imposing sight in battle, vicious and bloody in combat, unstoppable and untiring. It was as if his armour had its own will. After smashing the Rebel Army at Megino during the Hopebearer rebellion of 1203, an enraged Gorlatz swore a 'night of terror', commanding his forces to raze the rebellious communities. The exact circumstances that followed are unclear; there was word he fell from his horse while marshalling stragglers, some say he was murdered by his own captains, others insisted that he rode into the foggy night maddened with vengeance. The only thing known for sure is, that he had his night of terror, terrifying the locals as they witnessed a screaming, mad demon flailing behind a horse as it rode through the rebel heartlands for several hours. He was later found lifeless, dragging behind his spooked steed, entangled by stirrup and strap.
Since then the tradition has grown across Aubelin where events take place annually on October 31st; Mummers perform in costumes that mimic Lord Gorlatz' armour, bed-time stories of 'Gory Gorlatz' frighten naughty children and rumours often surface of sightings of Gorlatz' cursed armour wandering the fog seeking vengeance.