Update log
Full Rising Lords update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Compatibility
- Gameplay
- Maps
- Store
- Performance
- Balance
Dear Lords and Ladies!
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 👀)
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.
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?
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.
Use your newfound knowledge wisely, and conquer the map ⚔️
Rest assured that we, as always, have much more in store than just this new feature - for more details, see the Changelog down below.
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!
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 🎉
Have fun and let us know what you think,
~ Team Argonwood
Changelog
Some of these changes were already applied to 1.2.1 but weren't mentioned in a changelog.
Lots of systems were rewritten to allow for the addition of the new Pilgrim War content.
more on that soon! :)
Fixes
editor 'test map' difficulty menu
'wastelands' rendering small in LQmode
able to start building next to region center across border
fire sometimes causing crash going back to Campaign
crash due to waypoint placement in some custom maps
bridges not tiling correctly when mirrored
neutrals sometimes incorrectly calculating unit types resulting in unbalanced armies
fires in battle no longer causing damage when walking through
potential screen shake during battle end screen
crash due to unbalanced surface stack
joystick snap bug on Steamdeck
'build here' highlight rendering on top of army token
deconstructing tile not working correctly in some cases
Changes
removed duplicate stone bridges in editor
camera simply pans to defender when archery is used
Force show story book on load if unresolved options
1.3.0 (June 26)
New
ability to cancel upgrade if started same-turn
Show passive income in Challenge mode when completing special missions
Option for "no camps" in battles from story tree
Story tree scroll and right click now close current adjustment
Option to select faction from story tree
Story tree option to disable campaign AI for npc players
rogue action label above token
Fixes
disappearing Buildings between campaign missions
save slot overwrite bug with editor maps
semi soft-lock if pressing escape twice w/ build radial open
'back' SFX spam in campaign as client
rare 'send food' menu crash
a general name bug in story tree
rare watchtower crash
DLC index not set crash
image mod crash
conditional tooltip crash
crash due to deleting non-existing map file
editor tile selection staying open on top
Source
