New: - story tree can now circle some GUI elements - challenge mode highscore entries are now possible again - 'open army menu' and 'send food' now circles button in tutorial
Fixes: - fixed a freeze that occured on some systems when zooming out while bathhouses are in the region - fixed skill purchase costs incorrect - fixed server-mod victory conditions triggering wrong condition - fixed rare-case where knight doesn't show up in army menu - fixed tutorial disabled armyMenu 'confirm' on second open - fixed tile-place lag on large maps (undo system) / increased undo limit to 1024 (editor) - fixed incorrect player sprite w/ trade menu if custom avatar - fixed semi-borked flood-fill algorythm / flood fill not retiling tiles (editor) - prevent wrong max. knob value in army menu which could cause bigger armies than allowed, and thus negative happiness. - Fixed german language having ,,, at the end of new entries.
Changes: - changed left-click behaviour on empty workplace. now always drops peasants - significantly improved render performance w/ editor pan / zoom - you know get a new general immediately when you build a castle outside your capital or conquer 3 regions without a castle. - now max of 2 merchants focus on visiting players first - 'shoot area' mow gets blocked by 'shields up' - Adjust so AI ranged units focus on ranged attacks more often, even when attacked in close combat - editor wall placement auto-upgrade to castle around castles - tutorial tool-tips open quicker and don't requiree all to close first - 'skill tree' button disabled when creating army in tutorial - en and de text changes for the tutorial to make things clearer - building cost increase in a region per building lowered from 20% to 15% - cheaper and faster secondary castle buildings - chapel morale boost from 15 to 20 - adjusted region overview tutorial wording - small tutorial improvements
Rising Lords @ Gamescom, New Demo & Contest Results!
Lords and Ladies!
While today's game update brings mostly a *TON* of gameplay improvements and quality-of-life features, we nonetheless have a bunch of amazing news for you! Gamescom 2022 is happening! And we're part of it! More infos below! And for the first time since we launched Rising Lords in Early Access, you can try the game before you buy - with the new Rising Lords demo version! Then the next round of our Challenge Island Tournament is starting! Challenge Island Round 2 will go live today! And finally: the results for the Builder Contest are in (with all of the contestants' maps being playable via Steam workshop)!
Rising Lords @ Gamescom 2022 + New Demo
Rising Lords is part of Gamescom 2022! We're incredibly thrilled to show Rising Lords during the first in-person Gamescom since 2019! If you would like to visit us: you can find us at the Indie Arena Booth - Hall 10.2, Booth 8! If you're in Cologne and are visiting the convention, come and say Hi! Additionally to commemorate the occasion, we released a demo version of Rising Lords for the first time! In it you can check out the story prologue and maybe even get a little something after you beat it! Grab it right off the Steam page and check it out if you like!
Challenge Island - Round 2
Challenge Island - our randomized combat-focused gameplay mode - heads into Round 2! That means starting today, previous leaderboards will be wiped and everyone starts with a completely clean slate again! Try to get the highest score and discuss your victories and your strategies with our community on Discord!
Builder Contest Results
Our Builder Contest is over and we'd like to thank each and every one of you for taking part and just for being part of the community! All of your custom scenarios have been nothing short of amazing! You all did a great job! But: not everyone can be a winner and we'd like to congratulate our Top 3 contestants 🎉🎉🎉
🥇 1st: Timmy's Glorious Day by Toni 955 🥇 🥈 2nd: Ravnskoljd by Erasin 🥈 🥉 3rd: Fornburg by Yes. 🥉
And: as promised, the "builder" and contest-exclusive❗ "bloody builder" skins are now available in-game! We had a great time playing your maps and we are proud to see the community can come up with such creative and engaging stories and maps!
...and that's it for today! As always, see the full changelog for this version below! And see you at Gamescom - or on our Discord!
Full Changelog
0.16.1 (August 23rd)
New:
bonus Lord skin "builder"
new general outfits
Added 10 loading screenshots
roads auto-tile to connect to bridges correctly
Added army morale penalty for losing a unit
Multiplayer 'Custom Battle' displays map @ army selection
Show unit bonuses for mercenaries on stats shield
initial implementation of undo/redo in editor
confirmation prompt to editor map reset
Story Tree 'Limit radial menu'' node & updated tutorial
story tree can now circle some GUI elements
Changes:
removed sign from buff/debuff tile hint for better readability
gave clickable tiles the ability to be clicked on while the player is not in the region
bridge / traps change to yellow when placeable
removed 'inspire' task from tutorial
improved battlecam movement:
Fixed clamping bounds inconsistency to be about 1.5 tiles out from valid slot
Fixed jumpy zoom in/out in most cases
Fixed full-zoom-out jitter in some cases / potential soft lock
improved odd battle cam shift when zooming near borders
updated some tutorial infos
tutorial 'rebuild walls' prevents walls on other tiles
tutorial task now expects exactl 20 sheep, not 20-40
changed mission story + missions to be hidden during BattleSummary.
Added battle summary to show multiple armies next to one another instead of on top of one another.
tutorial prevents mill being built on wrong field
Added zoom to battle will only include visible armies, so there are no more strange battle zoom ins.
Added preventing editor hot keys from functioning while typing into input box.
Fixed soft lock with right click radial battle menu when too close to the edge of the map.
Changed the German language morale statement with allied armies.
rearranged the skill tree to better match card strength
performance optimisation FOW
Modified helper cards to appear in the tutorial.
attacking a unit that can't retaliate morale penalty increased to -6
added delay to attack sounds to better match animation
AI improvements
changed battle-cam focuses on right-click target if on camera border
shrunk tile cache surface (improved RAM usage)
further minor performance improvements
merchants now visit all player regions first to ensure a fair start
bridges can now be placed on swamps
Draw fishermen on harbour instead of nearby
performance improvements
bowmen balanced to now do a bit less damage against armored units and a bit more against peasants
Modified English heritage bowmen to cost 50% more gold when mustering
Modified battle summary text to have less words for units lost and killed when there are more than 2 players in the battle.
improved campaign token text alignment (e.g. numbers on token base)
building cost increase in a region per building lowered from 20% to 15%
cheaper and faster secondary castle buildings
chapel morale boost from 15 to 20
adjusted region overview tutorial wording
small tutorial improvements
Fixes:
fixed bridge/trap hover not properly highlighting
fixed resource consumption tooltip getting stuck on
fixed region tile miss-align in editor
fixed resign button not working correctly sometimes
fixed horse growth rate bug w/ stables
fixed morale explanation tutorial render bug
fixed menu music fading when going to 'options'
fixed missing player list 'background' for client in custom battle
fixed broken tile 'grid lines' due to recent tile optimization
Fixed skill-tree skill seams between background & icon
Fixed 'region-switch' arrow placement after resolution change
Fixed addressed some missed tile cache changes / highlight bugs
fixed having an empty horse field killed all other horses
fixed auto-tile in editor breaking swamp forest tiles
fixed extra walls 'appearing' on tiles after wall attack visual bug
fixed a number of token visibility issues
fixed placing bridges not auto-tiling existing roads
fixed tutorial army scrolls overlapping in some languages
prevent wrong max. knob value in army menu which could cause bigger armies than allowed, and thus negative happiness.
Fixed german language having ,,, at the end of new entries.
0.15.5 (July 20)
0.15.5 (July 20) New: - Added AWS SSH key for maintence server connection - more logging data for crash reports - 'resign' button to challenge mode (and story tree) - Allow creating armies in end turn phase for the story tree - color-pulse hint w/ tutorial skill-tree - Added press P in the editor to toggle the grid index of numbers - full auto-paging support for mission story
Fixes: - Fixed skill_tree card scaling / right-click - Fixed the maximum capacity of 9999999999 error. - Fixed chapel + bathhouse morale issue - Fixed garrison troop morale to assign morale to each unit rather than each army - Fixed not going to battle, when mouse was not hovering over the window. Now the game has to have focus. If it doesn't, it causes other issues. - Fixed tutorial general peeking over skill page - Fixed tutorial battle 'retry' crash - Fixed story tree custom buttons only adding first button - Fixed ultra-wide soft-lock going to battle - Fixed weird glowing tiles when placing for battle. - Fixed obj_mission_story 'option' alignment / minor mouse detection bug
Changes: - maps support dictionary look-ups for their names - obj_mission_story dynamicall scales text / smaller text - Adjusted human taking over AI role in story tree. - Added back morale change at the start of each battle. - Added battle map editor to require town halls on regions that players own. - scaled down Japanese font in many areas to better match other fonts
0.15.4 (July 6)
New: region overview tutorial cards
Fixes: - prevent hard freeze on "sending emissary" - fixed chinese victory condition scaling - fixed] chinese event card alignment w/ some cards - obj_field wasteland token blend difference - fixed Strategic Area battle map crash.
Changes: - performance optimizations - challenge mode: notifications when army is too small - 'unlock cards' order in tutorial map
0.15.3 (July 4) BETA BRANCH
New: - story tree editor: Validate player start region in server mod node - story tree editor: Autocheck for AI if human player dont exist
Fixes: - Fixed loading and saving not working properly for some language settings - Fixed broken load/save page navigation - Fixed general switching / skill card reset bug - Fixed the AI usage of bridges - Fixed pasting large amounts of text into input box freezing the game - Fixed wall costs being different from what is deducted - Fixed skill tree card hover inconsistent audio - Fixed fixed tile seams due to sprite changes - Fixed AI rapid cycling card bug - Fixed stretched application surface w/ some resolutions - Fixed bottom GUI text misalignment. - Fixed obj_army crash mid-game - Fixed Inn only allowing 2 peasants - Fixed broken easy quick battle deck stacking - Fixed general icon pulling incorrect team color - Fixed a number of small button / menu graphical bugs - Fixed a few rare crashes
Changes: - Changed improved colored battle scroll text readability - Modified debug card number for enemy cards so they have less of a chance to run together - Changed spectate button text and position - Modified defaultRegion of editor from 52 to 0 - Modified 110 region maximum in the editor to 100 to prevent future issues
Scenario Editor Update + Builder Contest!
Lords and Ladies!
It is time for another major update for Rising Lords: the Scenario Editor Update! The new and improved Scenario Editor gives you all the tools you need to not only create new multiplayer maps like before, but finally also to create your own storylines, with their own custom balancing, goals and much, much more! The new editor actually gives you most of the same tools and options we're using for crafting Rising Lords' story campaign! This will also mark a small change we will be doing in some of the game's naming conventions in a future patch: every map that has a story connected to it will be playable in Scenario Mode, while basic free-for-all maps will fall under the new Skirmish Mode umbrella!
This is a very community-focused update and a love letter to the amazing community who helped (and are still continuing to help) shaping Rising Lords to what it has become so far. Thank you all so very much! 💖
As such, we will have a special contest starting *right now* on our Community Discord server, where interested map creators can not only win cash prizes and Steam keys, but also the paid opportunity to help shape the actual story campaign of Rising Lords! More infos down below!
And in addition to that: Rising Lords is also part of the Steam Summer Sale, so if you haven't grabbed the game yet, you can do so right now at a 20% discount!
Rising Lords: Scenario Editor Update
Unleash your creativity and tell your own story in the new Scenario Editor! With this new tool you can finally add custom storylines, balancing, goals and much, much more to your maps and share them with everyone via the Steam Workshop! To help you get started with all the new tools, we prepared a short overview video for you, giving you the basics of handling the editor. You can watch it right here!
And if you'd like a deeper dive into the editor, you can find the full documentation right here: SCENARIO EDITOR DOCUMENTATION
BUILDER CONTEST
To celebrate the launch of this new update and our amazing community, we are also starting a special contest *right now* until July 15th, 2022 on our Community Discord! The goal is... to create a new scenario using the new Scenario Editor! From all submissions, three winners will be chosen who will be eligible for the following prizes:
1st place: 100$ cash prize + a selection of Deck13 Steam Keys
2nd place: 50$ cash prize + a selection of Deck13 Steam Keys
3rd place: 25$ cash prize + a selection of Deck13 Steam Keys
In addition to that, everyone who is partaking in the contest will get access to a special outfit your character can wear in game. The three winners will even get a very special "bloody" variant of that same outfit! And, as a GRAND SPECIAL PRICE: the 1st place winner of the contest will be eligible for the paid(!) opportunity to actively help build and shape the Story Campaign of Rising Lords!
To join the contest:
Create your very own scenario using the Scenario Editor
Upload the map to the Steam Workshop and put "Builder Contest" either in the title or description
Join our Discord and post your creation to the #modding-and-maps channel
We wish all contestants the best of luck! We can't wait to see your creations!
This competition is in memory of Gwizz41, who sadly passed away on 01/03/2022. He spent over 800 hours modding Rising Lords and the cosmetic item you can win is dedicated to him.
Fixed language support for skill card notifications having their name rather than translated name.
Fixed other language support issues.
Fixed other rare campaign, load game and multiplayer crashes
Fixed custom battle fog / map tile bug
Fixed text for ants on battle card presentation
Prevent army tooltip stretching out so much when using Bree font
Fixed missing village tiles
Fixed battle timeline cut in half sometimes
Fixed inconsistent battle card scale flicker
Fixed 'hunt successful' incorrect graphic
Fixed tutorial could bypass skill selection
Fixed missing region names in editor
Fixed "army already in conflict" bug
Adjusted some graphics settings to properly trigger tile updates
Fixed sword icon not displaying when attacking an obstacle
Fixed region name being at the top of the screen.
Fixed event cards not expanding correctly
Fixed 'fake orders' tile highlight flicker
Fixed inverted loading screen in some situations
Remove garrison if story tree editor is set to take over a region in first turn.
Fixed overview-switch peasants not rendering until zoom
Fixed 'export game' not remove fullscreen properly
Fixed tokenized elements behind region color
Fixed unusual resolutions bottom-gap bug
Fixed miss-aligned units on tablet w/ some resolutions
Fixed '#' not being converted to "next line" in story book
Fixed tutorial requiring exactly 0 of some units
Fixed more battle-tile flicker / highlight not resetting bugs
Fixed tool tip for radial menu not changing when hovering over something new.
Fixed alt-tab not refreshing tiles
Fixed card text overlapping in some situations
Changes:
Allow dropping peasants again with right mouse button
Battle camera improvements
Further end-turn stutter reduction
Building walls disabled in challenge mode
Modified mouse pan border from 1 pixel to 3, because south border wasn't panning.
Army morales from previous victories do not show as + or - at the start of new battles.
Cannot place units in water unless sea attack
Armies placement during sieges
Allow rapid-click inc/dec army unit count
Added revolt_minimum = 5 to be revolts still happen if under the minimum no matter what the player characteristics.
Strong AI now sends out early land grab armies
QOL tutorial changes
Brought rendering up to speed for <16/9 ratios
Tutorial prevents invalid army creation
Added ability to click end turn while in "scroll and zoom" state.
Hotfix to 0.15 (May 11)
New: - castles and walls now add +1 range bonus again - Added red X to appear next to peasant when being carried into a region he didn't come from - Added 3 fonts to cycle through in graphic options menu (Argonwood, Bree, Simplified)
Fixes: - fixed fog-lift not re-rendering map tiles - fixed fog covering edge waypoints - Fixed merge of huge armies getting stuck in a loop - Fixed hovering over mercenary would highlight all mercenaries - Fixed players being able to right mouse click drop their peasants into other regions they own - fixed army name bug again :D - fixed 1-frame zoom-glitch on menus for sub 1080p fullscreen
Changes: - Most buttons should 'highlight' when hovered - Most buttons should scale text the same when hovered - MP Battle setup element alignments / text scaling - Removed "chat" hint button since chat is disabled - MP Campaign password & other button scales / positions - improved AI and Empire focus priorities - reduced unnecessary 'pop-in' w/ armies
Update 0.14.9 (May 9)
Update 0.14.9 (May 9)
New: - Add a choose position option to the menu - Show possible starting positions on scenario menu - Added shift + ctrl to army + / - to increase or decrease by 100 / 10 - arrows pointing to slots during battle placement - send food displays avatar - initial widescreen camera support in editor - allied region stats are visible - Added more 18 more tips while loading - Added more tips to the game based on a Steam user's questions.
Fixes: - fix to menu scale in sub 1080p fullscreen res - fixed incorrect input box highlight detection - fixed unable to change generals - fixed escape radial crash - Fixed victory card simple english font being out of bounds. - Fixed scenario setup hovering over one word would trigger all other words to enlarge on 2 player maps - fixed a multiplayer battle crash - Fixed messed up battle outcome screen not having correct Y, or correct units, or correct directions. - fixed blank army after opening the skill tree - fixed skill tree re-load card spawn position - addressed several 'stutter' situations - enabled highscore system for challenge island - Fixed dynamic tokens from getting dropped on border regions and map tiles without regions - Fixed troubadour crash from unfinished description over army. - Fixed crash from dropping peasant on dynamic token. - Fixed Mercia + Wessex map having a walled tree farm. - Fixed tutorial battlespeed reset - Fixed several battle setup text issues - Fixed draw bug when hover mercenary in illegal campaign state. - Fixed knight being able to move through swamp when passing allied unit afterward - Fixed demolish option available for harbor - Fixed demolish stable not updating tile - Fixed mercenary size / color issue w/ hover @ campaign - Fixed 'retreat' radial appearing when it shouldn't - Fixed 'tile demolish' update render issue - Fixed 'camp' inside castle w/ quick-battle - Fixed fires in battle sometimes not saving/loading - Fixed odd camera clamps w/ widescreen - Fixed 'To Battle!' incorrect pan in tutorial - Fixed tile overlap update w/ construction / demolish - Fixed laggy army menu sliders - Fixed max zoom-out bounds to be dynamic - Fixed large map stuttering - Fixed 'claim region' button out of place - Fixed victory card text scale - Fixed stuck in 'Over HUD' state in campaign (soft lock/freeze) - Fixed end-game banner sizes broken - Fixed ally region reveal tiles not updating correctly sometimes - Fixed editor map-shrink tiles not updating correctly sometimes - Fixed chapel/courtyard/stable incorrect battle label - Fixed AI getting stuck in a loop trying to merge large armies - Fixed server menu not having a title. - Fixed other rare crashes
Changes: - castles provide an extra general again - major fps improments through optimising migration visuals, tiles, GUI elements, camera - dissallow 2x walls on same border - Modified 4 tutorial text lines for accuracy and clarity - AI improvements (best regions for army creation, best target regions) - Modified vertical + horizontal edge of screen panning to be 1px and 5px - improved save data validation - raider camp visual - disabled 'sell' option in tutorial - Allow opening rename region dialog - flag in battle renders behind wall - upgrade tiles re-render after season change & fade in - unit count colors adjust for player color - numerous 'skill tree' dialogs from black - editor min size down to 6 from 15 - slight rewording for tutorial / beer task - each 'tip box' dynamically scales to fit - tithe/food label scales to fit - story editor improvements, can now transfer data between levels - addressed several 'stutter' situations - AI card, siege and target selection improvements
0.14.8 (April 8)
0.14.8 (April 8)
Fixes: - fixed cursor hiding army unit while adjusting army menu - fixed bottom right icon tooltips not having data and otherwise being mangled. - fixed a rare tutorial winner crash - fixed victory condition cards not showing correct sprites
Changes: - removed option button drop-down tip - improved AI logic concering the player's camp - solved another issue with demolishing buildings+missing language file causing a crash - improved AI logic for target regions - Modified snow particles to be half as many. - Fixed crash from AI trying to put walls on regions that no one owns.
0.14.7 (April 4) HOTFIX
0.14.7 (April 4) HOTFIX
New: - tokenization of remaining workplaces when zoomed out - Added AI ability to build walls according to their personality, will be further improved
Fixes: - fixed a problem with challenge mode (trials) not showing or uploading the highscore - Fixed dictionary crash caused by demolishing not existing, but looking as if it was under construction. - fixed invisible bear in rare cases