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

Rising Lords

1.1.0 (June 12)

1.1.0 (June 12)

Dear Lords and Ladies,

we haven't been idle over the last weeks!
While there has been a significant amount of work dedicated to our upcoming DLC, we still want to improve the base game and add things as much as we can.
For example, we are going to add a new building! we are currently testing the final steps and it will be functional next week with another patch.
But you can already see it in the building radial as a sneak peek! :)
We also changed the menu layout and there are a lot of quality of life additions.
Let us know in case you encounter any problems or have questions!

New:
- 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


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'

👑 Announcing Dellpiani Update and first-ever DLC 👑 (1.0.7)

Lords and Ladies!



Today, as a token of our gratitude, we're releasing a major free content update!
But that's not all: We're also thrilled to announce our very first DLC and show you a sneak peek of its setting to give you a taste of what's to come.

The Journey So Far


Over the past few weeks since release, the team has been working hard to address as many of your issues as possible and help where we can. It's been incredibly rewarding to hear your positive feedback on our ongoing efforts to improve Rising Lords!
So you may not be surprised to learn that our patch notes this time are PACKED with fixes and changes to the game. As we have said before, we want to ensure a smoother and more enjoyable experience for all players.

Thank you for your patience, for your honest feedback and reviews, for reporting edge cases that we have never seen before, and most of all, for taking this incredible journey with us!
It has been amazing to see how much our Discord Community has grown, and to welcome so many new faces! Whether you're an experienced player or just discovering our game, joining the server is a fantastic way to connect with other Lords and Ladies, share tips and strategies, and keep up to date with the latest news. ❤️



Discover the Dellpiani heritage


With this update, we wanted to give back and bring you something new.
Since the events of Rising Lords' gripping main story, some time has passed in the medieval lands of Aubelin. It is further south that this content update takes place: Meet the Dellpiani nobles, proud descendants of the lost Lyrean Empire! 👑



Based on the southern coast of Aubelin, they are brilliant merchants with a strong focus on seafaring and trade, their ships protected by crossbowmen in heavy armor. Along with this new heritage comes an engaging two-player map that pits you against each other for the precious and resourceful islands of the Lyrean coast. 🗺️
You can experience the ways of a Dellpiani noble alone or with friends in all Rising Lords scenarios - starting right now!

For details and stats on the Dellpiani heritage, please see the patch notes at the bottom of this update!

Explore faraway lands... in our first DLC!


But that's not all - here is a little taste of what we are currently working on:



We're proud to announce Rising Lords' first-ever DLC! 🎉


Instead of returning to the familiar lands of Aubelin, prepare for an all-new adventure as you encounter an entirely new civilisation. Say goodbye to the lush meadows and dense forests you know, as you venture out onto the sands.

We are thrilled to share this next step with you and present a new twist on the unique formula of Rising Lords. Exploring this vastly different setting will bring many fun surprises and mechanics to work with.
Of course, this is just a taste of what you can expect, and more details will be revealed over the coming months. Stay tuned as we delve deeper into what this next chapter has in store for you!

In the meantime, we hope you have lots of fun with the main game and the free Dellpiani update! ❤️

Best,
Team Argonwood






1.0.7 (April 4)



New:



  • Dellpiani heritage selectable for sandbox mode/scenarios:
    +unique heavy Crossbowmen that uses heavy armor
    +Half cost for harbor upgrades, unique harbour visual
    +8% tax
    +Double yield from trade agreement
    +"Pavise" card
    +half hunger attrition on water

  • new Coastal Clash map (2 players)

Fixes:



  • Fixed different issues with the inventory system
  • prevent early end turn in story mode when not all events have been processed
  • Fixed auto-battle against raiders on the border
  • Fixed some region battles auto-completing due to double-counting some tiles
  • Fixed 'battle/ai-battle' menu sometimes grabbing incorrect waypoint and auto-battling
  • Fixed mounted path routing broken going through allies into a forest
  • Fixed custom generals not always displaying correct portrait in skill tree
  • Modified food diversity to only be recognized on normal rations and boosted with double and triple rations.
  • Fixed food diversity showing on health when there was none.
  • Fixed happiness info always showing food diversity 1.
  • Added no rations penalty to be shown on happiness info since 0 rations = 0 happiness.
  • Modified health + happiness info to use round instead of floor so they better match the GUI.
  • Fixed ration GUI using food rather than food happiness when calculating.
  • Fixed food happiness having food diversity included.
  • Fixed beggar health info not being in red when it counts as a deduction.
  • Fixed incorrect damage tooltips for ranged units in army menu
  • Fixed so AI difficulty is updated for battle from Set AI difficulty nodes.
  • Fixed regression removing color coding for enemy tool-tip
  • Fixed units not properly displaying custom modified names
  • Fixed an invalid walledSlot id crash
  • Fixed army cost potentially containing decimals
  • Fixed rare corrupted cache crash on startup
  • Fixed xbox clean sweep achievement
  • Fixed rare 'send food' crash
  • Fixed some dynamic objects + armies not drawing 'route lines'
  • Fixed empty slot sync in battle for units that retreat.
  • Fixed 'export_to_file' crash if saves are full
  • Fixed longtime bug w/ for borders encroaching in too much on occasion
  • Fixed unnecessary temporary fog fade in when revealing new regions
  • Fixed blank tile strip in top-right and bottom-right of maps
  • Fixed rare delete map file crash
  • Fixed possible crash w/ region battle when close to border waypoint
  • Fixed 'tile hover slot' in battle not resetting w/ unit placement
  • Fixed panning camera while holding battle unit, unit stays in place
  • Fixed a rare story objectives crash
  • Fixed loading screen tip line wrapping
  • Fixed food carts missing waypoint route coordinates
  • Fixed armies unable to become hungry at sea
  • Fixed minimap flags rendering off-map at map edges
  • Fixed not all menu items translating immediately after language change
  • Fixed armies occasionaly rendering in 2 places at end-turn movement
  • Fixed consoles auto-switching back to 'joystick' from 'd-pad'
  • Fixed rain audio getting stuck on in some cases
  • Fixed buying more beer than available + buying negative beer w/o selling
  • Fixed unit max value rendering behind army setup unit in some cases
  • Fixed book options overlapping text in some cases
  • Fixed merchant crash if returning to menu w/ merchant screen open

Changes:



  • Restart chapter will restart in previous chapter so it get the new chapter map in case there were changes
  • localisation update
  • adjustments to chapter 1,2,3 (balancing and turn timer added)
  • Continue button in title menu will load the latest game
  • enabled food menu hint on non-tutorial maps
  • changed editor background clear from season color to gray
  • changed delete mechanism for saves/maps moved next to save entry
  • changed Cache story tree nodes to speed up tasks
  • Adjusted Switch to force commits before handling potential big files
  • Adjusted quick/easy attack AI to allow obstacle attacks if nothing else useful can be done.
  • removed generic 'click map' to change map to remove flag placement miss-clicks
  • tooltips now auto-dismiss when making moves in battle
  • improved unit & general placement snap logic w/ controllers
  • increased task + description render size on Switch
  • increased raider strength factor that comes from the turn timer


1.0.4 (February 12)

1.0.4 (February 12)

New:
- difficulty can now be adjusted when restarting a chapter (2+)
- Added build menu click toggle to the graphics menu.
- F5 saves the game in singleplayer to the last used save slot

Fixes:
- Fixed 'blank tiles' / missing render w/ battles on slower machines
- Fixed rare case of temporary fog not removing on slower machines w/o camera movement
- Fixed numerous inventory sync bugs between menus and generals
- Fixed treaty 'reject' acting as 'accept'
- Fixed a rare crash in chapter 3
- Fixed an issue with the hunter spawn being inconsistent
- Fixed ability to place ally-focused cards on enemy units in 3+ way battles
- Fixed wedge carde related battle crash
- Fixed an issue where the "french" faction would not always win the tie break for figures
- Fixed incorrect gamepad icons for cycling regions in campaign. Should have been LT + RT and ZL + ZR.
- Fixed 2 rare campaign related crashes that were user reported
- Fixed some issues with the new restart chapter functionality
- Fixed mouse hover & clicks on mission tasks passing through mission book
- Fixed a battle crash related to raiders on water
- Fixed an issue with corrupted casche
- Fixed a crash due to invalid arrow spawn slotid
- Fixed xbox keyboard input cause crash when entering unusual characters for number input
- Fixed grab-pan clicking through popups and menus
- Fixed word-wrap newline issues; most notably w/ chinese + tool-tips
- Fixed chinese overflowing under buttons w/ some helper cards
- Fixed end-turn text missing and/or flicker / pop-in when changing languages
- Fixed an issue with disbanding garrisons in conquered territory that lost by morale

Changes:
- enabled autosave by default on PC for new players
- minor adjustments to some story pictures
- Added more hints
- Added AI to have livestock priorities when there are more types than fields. Player's auto-govern and Knightly prioritizes horses first. Default is Cows > Sheep > Horses.
- 'quick restore options' changed to 'continue'

known issues for the next patch:
- a few remaining display issues with chinese font
- automatic battles still happening in rare cases where regions are oddly shaped or too small

1.0.3 (February 6)

1.0.3 (February 6)

Dear Lords and Ladies,

our first bigger patch since 1.0 release. We also added the promised changes to difficulty and saving:

- added new more relaxed difficulty mode. next update will bring an option to change the difficulty when restarting a chapter
- changed the autosave system to show the beginning of the last 3 turns

New:
- Added'confirm' dialog to deleting saves
- continue game button back to first level of main menu instead of having to click "singleplayer" first
- Added gamepad and hot key support for all <<< and >>> buttons. RB + LB, or arrow keys.
- Added audio slider for intro video
- Added video setting for MMB + LMB + RMB to grab and pan the camera.
- Added Node reference for xp in change general node
- Added gamepad hints to multiplayer buttons and hints for multiplayer lobbies.
- Added gamepad RB + LB functionality to multiplayer buttons to cycle through <<< + >>>.
- Added missing localization credits
- Added ability to skip intro video w/ right-press (or east-face button)

Fixes:
- Fixed challenge mode entries not going to global highscore for some players
- Fixed inventory not always saving correctly
- Fixed rare merchant crash caused by an unknown tile or a tile without data.
- Fixed pause menu opening when ending wall mode by pressing escape key.
- Fixed rare bathhouse crash caused by force_singlelayer.
- Fixed game menu sometimes not properly 'enabling' in multiplayer
- Fixed numerous card-related text overflows in chinese / japanese
- Fixed 'Baltic' map showing up as 'Map Name'
- Fixed weird 'unit placement' click detection on ultra-wide monitors
- Fixed smithy icons sometimes floating incorrectly on ultra-widescreen monitors
- Fixed broken 'tips' page font w/ asian languages
- Fixed some connection issues with direct connection due to IP junk
- Fixed 'send 500 wheat' tooltip showing up in all game modes
- Fixed happiness tooltips report being inaccurate (food diversity, beggars, negative gold)
- Fixed upgrade being on smith lvl2 instead of demolish.
- Fixed smith when upgrading having another upgrade, rather than demolish like the other structures.
- Fixed fog sometimes not revealing / hiding properly w/ story tree nodes
- Fixed manors not rendering correctly in LQ mode
- Fixed 'end turn' button flicker in campaign map 4
- Fixed mountains in the fog not tiling correctly
- Fixed 'white flash' game start graphical bug
- Fixed 'invisible workers' bug w/ LQ graphics mode
- Fixed invalid wallslot id crash & battle 'double arrows'
- Fixed non-instanced snap points out-of-view not being ignored (controller)
- Fixed soft-lock in load when pressing 'back' over 'play game' button
- Fixed 'merge armies' titles not substituting dictionary look-ups
- Fixed merge army menu not releasing click lock at game close via esc menu

Changes:
- speed improvement to chunk update and render timing
- performance improvement for story missions
- performance improvements on consoles (battle + scenario)
- balancing adjustments to campaign levels
- minor localisation update (for the new entries mainly)
- Modified multiplayer Next + Prev buttons to be <<< + >>> for consistency.
- added controller tips w/ campaign camera movement to reduce 'flicker'
- QOL update w/ unit placement joystick snapping in battle
- connecting a controller now auto-switches prompts to console
- updated a few story images

AI:
- Added AI system to want wool for light armor for an abundance of spears. This solves AIs that don't want livestock from having a forest of spears with no light armor.
- Added PARA.spears_to_light_per to tweak the percentage.
- Modified wealth victory AI to only consider land regions rather than all regions.
- Modified AI to not need to buy wool if it has more sheep than the abandon amount instead of allowing for any amount of sheep.
- Fixed AI buying iron from merchant thinking it was wool.
- Fixed AI not eating wheat when it didn't have enough to plant, but still needed to harvest.
- Added AI to edit big armies that are just sitting around in some cases.
- Fixed unknown army strengths not getting set when AI establishes if it should edit an army.
- Fixed AI bailing flooded fields that had nothing of value to be saved while still bailing empty fields if there is only one clear field.
- Reduced max percentage of peasants in AI armies

known issues for the next patch:
- sandbox AI treaties sometimes not rejected correctly
- a few remaining display issues with chinese font
- automatic battles happening in rare cases where regions are oddly shaped or too small

We heard your feedback: Adjusting difficulty and autosaves

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.

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.

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.

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.

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 changing automatic saves to the respective beginning of the last 3 scenario turns. 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

1.0.1.488 (January 20) Hotfix

1.0.1.488 (January 20)

Fixes:
- fixed a few issues with savegames that some users had and added a warning not to end the game during saving/processing.
- fixed tutorial getting stuck in battle when taking more units than advised
- fixed 'health' tool-tip locking in Polish
- fixed a potential building/farming crash during AI turn
- fixed tokens / workplaces not respecting 'blocking' gui elements, such as event cards
- fixed battle zoom for gamepads.
- added a new file to allow pre-release chapter 1/2 savegames to continue to the new chapters
- fixed japanese language crash on upgrade radials
- fixed 'pickup' hint cards showing in turn 2 of tutorial instead of turn 1
- fixed a potential problem in Mission 3 that lead to a defeat once one of the regions was lost
- fixed a potential problem in Mission 3 that lead to a rebellion in Havenhands counties

Changes:
- Added language support to the battle meter.
- Modified battle card cycling with gamepad to be with triggers and not the bumpers.
- Modified gamepad battle hints to not show when displaying battle information boxes.
- Added battle zoom gamepad hint.
- intro video now respects music & master volume settings
- Added hot keys to end round (F4 or End).

Rising Lords 1.0 is OUT NOW!

Lords and Ladies!



Lords and Ladies, the time has finally come: Rising Lords 1.0 is now available! After almost four years of passion and hard work, we have left Early Access!

First and foremost, we want to express our heartfelt thank you for your invaluable feedback and unwavering trust. Your support has been the driving force behind our journey, and we are so grateful for the incredible community that has formed around our game. Together, we've built something special, and we couldn't have done it without you.
Here's to the future and many more adventures together! 🛡️❤️

To celebrate this special day, we're offering a two-week launch discount of 15%, available from today until the 1st of February! So if you've been hesitating to join us in Early Access, this is your chance to step into the medieval world of Aubelin.



The saga unfolds



Get ready for a major content update to our Story Campaign, following the story of our protagonist, Tankred of Tannheim! Embark on a journey filled with intriguing characters, unexpected plot twists, and challenging quests that will test your strategic skills. Discover new twists and turns as you navigate through four all-new chapters and see the impact of your decisions! These chapters conclude the journey of Tankred of Tannheim, so get ready to discover the next phase of our saga!



Setting the tone



Our new intro video tells the story of Aubelin, immersing you even further into this deep medieval world we've created. It will now play on startup, so look forward to it next time you play the game!

Achievements!



We know that some of you have been waiting for this opportunity to hunt for Achievements in our game! With their varying degrees of difficulty, we can't wait to see how long it will take you to complete all twelve of them!

... and more!



Of course, our journey is far from over!
Below you will find detailed notes outlining the various changes and fixes that have been made in this patch.

Over the coming days and weeks, we'll be working hard to iron out any bugs and tweak things based on your valuable feedback. At the same time, we may also have some other things in the works... Stay tuned for more exciting updates and in the meantime, join our Community Discord!



Patch Notes


1.0.0 (January 18, 1.0 release!)



New



  • complete story campaign - Guide Tankred of Tannheim through troubled medieval times in Aubelin!
  • Intro Video explaining the past story of Aubelin!
  • Achievements!

Fixes



  • fixed crash when conceding while the game was processing AI movement or saving
  • fixed auto-resolve if castle is causing 'region split'
  • fixed region re-name not displaying textbox
  • fixed ultra-wide monitors soft-locking on smaller battle maps
  • fixed cursor double-jumping in-battle
  • fixed some mission task depth oddities
  • fixed rare inability to use merchant due to incorrect 'not your region' check
  • fixed merchant menu 'sell' tab rendering white instead of black
  • fixed merchant assets rendering on top of mission story
  • fixed 'end turn' joystick hint off-center
  • fixed battle gamepad hints having the potential to be small.
  • fixed regression that broke d-pad support in custom battle
  • fixed tool-tips covering currently hovered field upgrade button
  • fixed tooltips spawning @ hardware mouse pos instead of virtual in some cases
  • fixed controller 'back button' in skill-tree confirm dismissing all changes
  • fixed 'over HUD' tool-tips not being triggered sometimes
  • fixed controller shortcuts signals incorrectly being attached
  • fixed 'falcon' not giving extra spy card
  • fixed added numerous missing hover sounds
  • fixed crash due to traveler figure missing dest_x or dest_y values
  • fixed crash when no valid tiles for wanderer to move to
  • fixed potential crash w/ obj_unitPath (battle related)
  • fixed 'set server' menu missing currently active server
  • fixed adjusting army sliders not resetting d-pad auto-snap
  • fixed event cards not dismissing when menu opens
  • fixed a number of cases where joystick mouse jumps to top-left corner
  • fixed 'shared general' audiogroup volume linked to music instead of SFX

Changes



  • 'send food' tutorial tool-tip now shows in regular game modes
  • localisation update
  • removed waypoint debugging info display on map save
  • removed 'early access' and FPS debug test from all builds
  • tooltips dismissed when story book opens
  • removed irrelevant controller tips when placing general
  • reworked AI behaviour when defending for normal+ difficulty (use walls and castles more, especially ranged units)

0.23.6 (January 3)

0.23.6 (January 3)

The last bigger patch before 1.0 release. If necessary, hotfixes will still be released asap, let us know :)
Also 1.0 will not be the end of the line. stay tuned for more info!

Please also note that this patch includes the previous 0.23.3 patch that was not pushed to the default steam branch yet.
Savegames should be compatible, we warn you anyway ;) You can also always revert to the "previous" steam branch.

New:
- (story) intro video !
- big localisation update
- 'confirm' buttons to event card groups

Fixes:
- reduced the minimum battle map size to prevent autobattles without choice in some cases
- Fixed editing army providing incorrect maximums until refresh
- Fixed broken flag/starting position placement on multiplayer
- Fixed game menu rendering behind 'processing turn' fade
- Fixed info display lockup in Spanish language
- Fixed army unit setup hover bleed-through to general screen
- Fixed auto-capitalization applying to non-english languages
- Fixed story book pop-up not correctly having click inputs blocked
- Fixed different issues with new gameengine runtime
- Fixed visible mission story potentially locking up end-turn process
- Fixed escape key triggering 'end turn'in specific cases
- Fixed battle animation lock-up w/ low FPS + more delta-time conversions
- Fixed open menu = potential crash during end turn
- Fixed 'load' menu behind battle pop-up menu
- Fixed saving in unsafe states being possible
- Fixed rare soft lock in battle when AI was able to finish thinking before the AI cards was shown
- Fixed 'confirm' popup sometimes behind menu elements
- Fixed morale change icon behind units
- Fixed trait scrolling can scroll past last trait
- Fixed multiplayer 'committed turn' icon not updating sometimes
- Fixed some workshop maps not loading correctly w/ steam
- Fixed rare FOW tile crash
- Fixed rare crash when going into the editor due to missing render layers
- Fixed unit 'inc/dec' buttons not always snapping w/ controller
- Fixed rare case of controller stuck in 'radial' mode + rare end-game crash
- Fixed joystick snap-points in incorrect position w/ story book on rare occasions
- Fixed rare crash on game load if event card textures not fully loaded
- Fixed waypoint crash in editor on map borders
- Fixed 'invisible cards' in skill tree in some cases
- Fixed mission story only hiding portions of army menu
- Fixed numerous 'input box' issues w/ controllers on Steam

Changes:
- tiles around battle camp are now always owned by camp owner
- make 'go to battle!' force-close event cards
- improved wanderer boats on land
- controller button 'end turn' no longer moves cursor
- editor auto zooms-out & centers camera upon launch & load
- tool-tips now auto-dismiss when attacking in battle
- AI now cannot propose treaties on first turn
- AI battle 'use card' to delta time + speed up animation
- cursor auto-snaps to 'continue' on story book w/ controllers
- loot is now given in campaign after defending territory
- adjusted some font mismatches
- d-pad can now adjust sliders
- terrain benefits now display during hover w/ deployment
- new entries to the credits display
- added more story editor options
- right-joystick now acts like d-pad w/ open menus
- army menu unit spawn arangement to not alternate left and right
- adjusted controller deadzone thresholds & default
- added more controller hints
- removed or simplified particles from 'low quality' mode

Campaign and battle AI improvements:
- tweaked aggressive AI conqering behaviour
- Added AI armies to disband if they are beneath the PARA.army_too_weak
- Fixed AI armies not attacking regions next to their allies. It was set to false.
- Modified disbanding armies due to lacking gold to use AI personality's definition of what army is too weak rather than the static PARA.
- Fixed AI not enhancing existing armies if there were not enough generals.
- Added AI to disband army when in revolting region that has no fields.
- Modified disband armies via no gold + too many armies to be different scripts.
- Fixed AI not eating crops when food was low on regions without fields. AI thought it had to save crops to seed, but there were no fields.

⏰ Rising Lords will leave Early Access on 01/18/2024! ⏰

Lords and Ladies!



Today's update is a very special one.

Mark your calendars and get ready, because the full release of Rising Lords on the 18th of January 2024 is just a little over a month away! We're thrilled to announce that not only is the launch out of Early Access fast approaching, but that we'll be releasing simultaneously on Steam, Nintendo Switch and Microsoft Xbox!

We would also like to take this opportunity to say a huge thank you to all of our Early Access players! You have shown tremendous support over the past few years and it has been amazing to see this community grow and help each other. ❤️
Your constant feedback has been invaluable in helping us to shape Rising Lords into the game that it is today: An addictive turn-based strategy game with lots of exciting content to explore!

You witnessed our protagonist Tankred's most vulnerable moments in the Rising Lords prologue and have followed his adventures ever since. Join us on January 18th to find out where his journey will take him next, and discover the perilous threats that he will have to face along the way! ⚔️

0.22.3 (November 22)

0.22.3 (November 22)

New:
- Event cards are now able to stack together to avoid cluttering up the
right side-bar. This only occurs with similar types of event cards.
Clicking on a card will now open up the 'stack' instead of the individual
card. This just means that when >1 card of a type is opened you now have
arrows that you can cycle through each one.

- also added seasonal & video launch options since some players disliked the halloween changes
New launch options:

--enable-halloween, -s
--disable-halloween, -S
--enable-christmas, -c
--disable-christmas, -C
--disable-seasonal, -S
--disable-video, -V

Parameter styles can be mixed and POSIX style can be combined:
e.g., -sCV

Launch parameters can be specified when launching via CLI or by specifying
them in Steam's "Launch Options" for the game.

- added story tree Change army resource for easier adjustments of armies

Fixes:
- Fixed language change crash with chinese
- Fixed regression w/ army menu radial depth + other gui depth adjustments
- Fixed some HUD buttons not always spawning/despawning at correct times
- Fixed added some mising polish characters to several fonts
- Fixed regression causing tablet to sometimes render on top of battle units
- Fixed tutorial / campaign / special maps not resetting custom user name
- Fixed left-most skill tree card in hand unclickable
- Fixed case where tile's house could draw on top of neighbor's wall improperly
- Fixed region battles not always including castles
- Fixed incorrect rare wanderer facing direction
- Fixed construction on ports + builders on ports not rendering correctly
- Fixed a rare battle diplomatic crash when loading a game.
- Fixed bug where you get a message that you conquere an ally region when you did not.
- Fixed rare end-battle crash if loaded from save in campaign
- Fixed rare crash building after a region conquer
- Fixed Low quality 'build here' highlight interpolation artifacts
- Fixed problems with hovering tiles in battle mode
- Fixed placing baricades not blocking own unit for single turn
- Fixed hard-freeze w/ some specific skill-tree layouts
- Fixed rare case of dropping peasants in a different region
- Fixed 'broken arrow' showing even w/ extra range due to walls
- Fixed beggar popin + text color (in some cases) + font
- Fixed regression where animals not re-centering to tiles when peasants removed
- Fixed army 'waypoint flag' remaining if defeated by AI
- Fixed offset general placement hover highlight
- Fixed skill tree 'preview' card affecting skill alphas
- Fixed raiders that are created with story tree don't conquer regions.
- Fixed bug in get settings that could cause game issues related to game settings.
- Fixed bloodbrothers idle animation speeds
- Fixed general w/ lance shish kababbing own head
- Fixed peasants sometimes not properly updating after load / transition
- Fixed rendering depth issues w/ story book + click level
- Fixed animals w/ wolf not accounting missing peasant loss

Changes:
- peasants & dynamic tokens now partially scale up w/ view
- placing battle units stick to cursor instead of requiring drag
- force hourglass cursor until end-turn fade is dismissed
- Allow diplomacy when victory is "none". (for story editor)
- removed 'region belongs to' for sea regions
- adjusted story book to prevent blank / sparse final pages
- adjusted applied card icons to prevent overlaying over generals
- battle card presentation to use delta timing
- added editor button highlights for active tiles
- story mission improvements
- improvements to controller gameplay