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TBS Rising Lords - medieval turn-based strategy - now available on Early Access

Taka-Haradin puolipeikko

Filthy Kalinite
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Joined
Apr 24, 2015
Messages
19,218
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/835650/announcements/detail/2894081213194574441
"With Lance and Lute to Agincourt" Content Update on November 12th
Next step on our roadmap to 1.0 release


ff402f86fd38b47d68ea6c12ddd4b85d7d96adcd.png

Hi everyone!

We are happy to announce the next big content update: "With Lance and Lute to Agincourt"


- invade or supply regions from the sea and move armies over water
- 2 new factions with their own mechanics and a unique unit each
- Introducing quests during scenarios for items and other benefits
- prepare yourself to fend of raiders from a land far away
- Send the troubadour as a campaign agent to besing your heroic deeds or cast a slur on your rivals
- New buildings that fit the topic and make campaign gameplay more diverse
- Option to play as a female character
- 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

We will also continue to update the game with bugfixes, improvements and smaller additions on our road to agincourt!

Cheers!
Chris
 
Vatnik Wumao
Joined
Oct 2, 2018
Messages
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https://store.steampowered.com/newshub/app/835650/view/5287748319293995508
Road to Agincourt Update II - Beta branch update
Update 0.7.6 (october 16, beta branch update)

Major fixes and additions.
we are starting to push changes already in preparation of the big content update in november! You can check them out in the beta branch:
Steam Library, right click on Rising Lords, then Properties, go to the betas tab and in the submenu choose beta - unstable

old savegames might become buggy or unplayable. Beta branch can contain bugs, but we will take care of them asap if you encounter any and send reports.

0.7.6 (october 16, beta branch update)

New:
- major improvements to end turn calculations in scenario
- MANY scenario AI improvements and adjustments
- basic modding/workshop support for graphics
- Added Japanese language support
- can reject initial cards in battle until only one is left ("extended mulligans")
- "No team" option in scenario setup, and starting at war with those not on same team
- now allow reconnect in any order when loading multiplayer games with 3+ human players
- Added tutorial card to scenario setup
- Left/Right arrows for player settings on scenario menu
- Added button sprite behind "Try claim region"
- Modified the camera position of the battle screen to better show armies.
- Army eating info in food tooltips

Fixes:
- Hide black lines on certain map tiles
- Can't remain bound by destroyed unit
- Fix certain held objects giving player different heritage traits
- polish hertiage now makes the walls cheaper as intended
- Editor removes castle walls when castle is removed from tile (also draws a bit quicker when scrolling on a large level)
- Remove some invisible castle walls from Albigensian Crusade map
- Go through levels faster in scenario menu
- Prevent invisible castle walls existing if they are in a saved file
- Fixed the apostle song being broken when compiling.
- Fixed several rare crashes

Changes:
- garrisons don't consume food anymore to increase their value
- Tighter limits for zoom out and map scroll
- Full screen switch changed from F2 to Alt+Enter
- Update upnp (nework file) to latest version
 
Vatnik Wumao
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https://store.steampowered.com/newshub/app/835650/view/2943625250051177117
Road to Agincourt update I and II
now also uploaded to the normal steam branch

Major update push to the stable branch. I hope you will enjoy it! Make sure to let is know if there are any bugs or other problems and we will take care of it ASAP.

This includes the past 3 beta updates we made:

Update 0.7.4 (beta update)

New:
- many adjustments, improvements and fixes to AI scenario behaviour: pathfinding, attack algorithm, economy, collaboration, coordination etc
- Option to give feedback during game through the options menu
- enabled 4 human player games
- added Italian language support
- You can now Determine battle unit paths manually by holding shift
- Hunger icons for starving armies, more stats in army tooltips
- Added updated Traditional Chinese support + a few more lines of Simplified Chinese support.
- Graphics efficiency improvements
- sounds for dissolving units and player turn
- Added warning card for dwindling population as requested by players (can be switched off)
- Make level editor save map image with full map visible if map is unusual aspect ratio
Fixes:
- fixed a bug where armies where starving way too quickly
- Prevent right click for building shifting the camera incorrectly
- Fix keep getting last cards bug
- Fixed hidden army (garrisons) staying visible after battles.
- Fixed rogue having a default assasination target resulting in a cost when first spawning.
- Fixed small damage calculation bug
- Extra beggar popins occur on the beggar instead of on the town
- Mouse scrolling border doesn't depend on zoom level
- fixed some unique/very rare crashes
- fixed the starving notifications
- Remove conquer tutorial notification if you just defend your region.
- Fixed a bug with armies moving across each other visually when other conflicts get simulated.
- Fixed AI building on water in a rare case
- fixed firefighter behaviour
- Steam invite fix

Changes:
- player can now only enter codes if Steam cloud is enabled.
- Cycle AI attack simulations for smoother feeling
- Harder wealth victory (x2)
- Don't show lost worker message if only lost beggar
- Fixes to Spanish language file
- cheaper beer, more beer for merchant
- increased happiness penalty for low rations and high tax
- increased bathhouse cost compared to manors
- german typos corrected
- updated the map images
- event cards are now visible again after battle


0.7.5 (september 28, beta update)

New:
Extra details on army menu
- Added heritage box for custom lord menu
- Added campaign setup right click for teams to go backward

Fixes:
- Fixed AI crash surplus selling to a merchant
- Fixed AI accidentally using population instead of crops when calculating food
- Fixed AI taking peasants off double crop fields to work in the wastelands
- improved wanderers and fixed them getting stuck
- Fixes for army travelling dots, army flags on waypoints
- Inform player when they have received a gift (diplomacy)
- center number on held peasant

Changes:
- Added heritages to appear at the top of the trait menu.
- there can be only one heritage at a time now
- Added new version of 'the Apostle' song.
- Modified AI to put more of a priority on food stock rather than trying to bolster population.


0.7.6 (october 16, beta branch update)

New:
- major improvements to end turn calculations in scenario
- basic modding/workshop support for graphics
- Added Japanese language support
- can reject initial cards in battle until only one is left ("extended mulligans")
- "No team" option in scenario setup, and starting at war with those not on same team
- now allow reconnect in any order when loading multiplayer games with 3+ human players
- Added tutorial card to scenario setup
- Left/Right arrows for player settings on scenario menu
- Added button sprite behind "Try claim region"
- Modified the camera position of the battle screen to better show armies.
- Army eating info in food tooltips

Fixes:
- Hide black lines on certain map tiles
- Can't remain bound by destroyed unit
- Fix certain held objects giving player different heritage traits
- polish hertiage now makes the walls cheaper as intended
- Editor removes castle walls when castle is removed from tile (also draws a bit quicker when scrolling on a large level)
- Remove some invisible castle walls from Albigensian Crusade map
- Go through levels faster in scenario menu
- Prevent invisible castle walls existing if they are in a saved file
- Fixed the apostle song being broken when compiling.
- Fixed several rare crashes


Changes:
- MANY scenario AI improvements
- garrisons don't consume food anymore to increase their value
- Tighter limits for zoom out and map scroll
- Full screen switch changed from F2 to Alt+Enter
- Update upnp (nework file) to latest version


In the meantime we are working on the Agincourt Update - French and English Faction as well as water gameplay (sea moevement, harbors, water migration etc are almost done along with a few of the smaller additions)
Thanks and Cheers everyone!
 
Last edited by a moderator:
Vatnik Wumao
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https://store.steampowered.com/newshub/app/835650/view/2918857354487459899
Agincourt content update goes "beta"
b2438f90061f465f2cc802c1062b8cf5d2d14f41.png



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.

d2731c627cd348b9426594f13b0ebdaae3c75b17.png

- 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!

24c7906c22cbb76846f480902d9543ae113acec9.png

- 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:

4876e5fceec8886d4e32335044ca93853eeff866.png

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


a7acd561332e41ab277c3599800985cfa1bf1435.png

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!

b5d8d99d762b16fb01418b69b393c560ae0d32b5.png

- 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.

9c7f812e820a6bd810d21346f04cac0b6225286a.png

- 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.

ad0646ebd61d02159f92392bf73f1daf0bf2fdbf.gif

- 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.

ab12c7396be30dc492f11b172d72d75024d6ee7a.png

3e8b8b1cf9c65282e9708e9e9a342612707c478e.png

- 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
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
1,964
I gave it a try for a couple of hours.
So far it seems quite shallow. There is not much to do when you are building up your cities. Combat is ok so far, but there is not much to do in the meantime.

The game is also still in very early access quality wise. The best working thing are the figurines animations, but that's it. There are barely any sounds apart from the music, but the music itself is very uninspired.
The performance is also quite poor, unfortunately, I guess it's one of those "our first Unity game" attempts. There is basically no documentation apart from a short youtube tutorial and in game tooltips for most of the stuff, but there are still explanations missing on what does what exactly.

The game has potential for a quick MP game, or just a general medieval strategy game when you just want quick turns and don't want to get involved too much, but it's not there yet.

EDIT: After a couple more hours it only shows its ugly early access face even more. There is lack of some of the usual strategy QOL features, and it is really janky at times.

The combat against AI also gets trivial once you discover that you can solve every problem by bringing more Swordsmen to the fray. If you have problems recruiting them or can't produce their equipment fast enough - no worries, just increase taxes and buy it from the merchants.

Multiplayer might be fun and less formulaic, but I haven't tried arranging a game. But if you were planning on buying this for SP only I'd advise to wait until major updates roll in, or check if the game changed for the better when it's finally released.
 
Last edited:

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,218
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/835650/view/3195874390762427910
New Update! Rising Lords: Trials of Camelot
Check out the new Challenge Mode, UI Improvements and a new localization!
Lords and Ladies!

After a detailed testing and balancing phase, we're stoked to finally present
Rising Lords: Trials of Camelot
! Experience the all-new
Challenge Mode
in which you're tasked with defending your single province from increasingly harder foes
every round
! ⚔️
But if you're persistent - and a little bit lucky - familiar faces from the Knights of the Round Table might aid you in your struggle! Not only that: we made lots of improvements to the UI and our localizations as well!
This update is a big one!


Additionally
from now until April 7th
you can grab Rising Lords for 20% off to mark the occasion! Get it now, give the new game mode a spin and let us now what you think on our
Discord
!

Rising Lords: Trials of Camelot
30e0e6b477b33811f48a8917f38ed4801fdc26e4.jpg

Challenge your skills, optimize your army and try to survive in our new
Challenge Mode
! You rule over a single province with very limited resources while you're forced to battle increasingly difficult foes every round! Successful battles award you with all kinds of rewards, from gold to resources to weaponry!
In addition to that, you will get optional quests which give you even more of an edge against your enemy. Protect your troops, go down a curious rabbit hole... or fight side by side with the Knights of the Round Table!

UI Upgrades and Improvements
As we're still very much focused on improving the Quality-of-Life aspects of Rising Lords (and improve Gamepad functionality along the way), we started rolling out the first upgrades for our in-game UI! This is just the first step in making the game not only more accessible to new players, but also more concise for our veteran players. We hope you like what we've got so far and we can't wait to show you more improvements over the next few updates!

New Localizations
During the process of improving and adding to the game over the last few months, we've also decided to streamline, re-edit and update most our previous localizations! This includes the current Prologue storyline and all previous gameplay content.
And as a nice bonus: for languages that we aren't focussing on ourselves at the moment, we will provide a more streamlined way to handle fan translations (hopefully) soon!

Note: as of now, Challenge Island is only available in English and German, a full localization update will follow via a hotfix!

And as always: see the
full changelog
below for all the additions, fixes and improvements for this update!

Don't forget: if you'd like to join the community and hang out with us, make sure to check out our
Discord
. Thank you!

Full Changelog

0.14.5f (March 28th) - RISING LORDS: TRIALS OF CAMELOT

New:
  • Challenge your skills in the new Challenge Mode! Survive battles every round, improve your army and help out the Knights of the Round Table!
  • Main UI upgrades and improvements!
  • Huge localization update!
  • Add general images for stories
  • Escaping via white flag in battles is now possible in one turn via radial menu (move/flee)
  • Ultra-widescreen support
  • Player diplomacy added to story editor


Fixes:
  • fixed NaN army value
  • prevent autoresolving battle in challenge mode
  • fixed rare crash with flooded fields
  • fixed offset text on tankred
  • fixed editor waypoint / rename click overlap
  • fixed inputbox behind render token layer
  • fixed render buffers 'jumping'
  • fixed garrison staying too long / unclickable army bug
  • fixed a rare crash with armies when going back to the main menu
  • fixed smith forging from appearing over top of event cards and menus
  • fixed fires not being wiped out when exiting game and starting challenge mode.
  • fixed information scroll depth w/ army menu
  • fixed disband button positions w/ army menu open
  • fixed army names being cut off
  • removed SP 'start battle' AI flicker
  • rare load-game bridge crash
  • fixed event card 1-frame pop-in flicker
  • fixed event card 'focus' not moving camera
  • fixed a muster army button issue in tutorial
  • fixed burning tile on challenge island
  • fixed broken beggar start pos on first turn
  • fixed garrison army not disappearing
  • fixed event cards shifting up after battle
  • fixed rare cases of unwanted fires
  • slight tile depth bug fixes
  • fixed event card 1-frame pop-in / season text size
  • righ click dismisses event cards again
  • fixed obj_slot highlight offset when hovering with active unit
  • fixed 'broken arrow icon' and damage prediction not accounting for english heritage/longbow archers
  • fixed general of 'dead unit' jumpy positioning / fade on death
  • fixed numerous GUI problems
  • fixed MP 'end turn' zoom bug
  • fixed stable correctly states provided 'cavalry'
  • fixed minimap 1-frame 'flicker' update
  • fixed winter tiles after fog lifting
  • fixed broken 'quick battle' buttons
  • fixed the region cycle arrows being in the center.
  • added language to Polith description +1 trap
  • fixed region arrows not working
  • fixed traveler crash going to battle in challenge mode.
  • modified GUI text size from 0.75 to 0.65
  • fixed edit army save crash due to radial buttons not having text.
  • added 2x distance to clicking the tax + ration + region arrows since the arrows have reduced in size.
  • fixed armies sliding to overlap on dynamic tokens.
  • fixed AI constructing villages, was caused by upgrade + building something new on the same turn.
  • fixed AI (specifically prosperity) upgrading dwellingquarters, because they cannot be upgraded.
  • fixed card font scaling off w/ long text
  • fixed 'No don't disband' behind 'add unit' button
  • fixed castle's not highlighted w/ peasants & upgrade
  • fixed wood -> stone upgrade upgrading keep
  • fixed tut 'never show' / options menu depth issue
  • fixed smith missing red outline when idle
  • fixed tutorial general offset in army menu
  • fixed army name being cleared
  • fixed challange not being challenge
  • fixed getting stuck in "over HUD" due to a glitch where event cards would stay in hovered state.
  • fixed flooding / crop-replant bug (fields not working after flood)
  • removed 'demolish' from inappropriate tiles
  • removed flood fighter's green outline
  • rare tile render update failure
  • fixed 'fake orders' not focusing on attacker
  • fixed text scale for 'warning' cards
  • fixed campaign HUD flicker w/ merchant purchase
  • fixed argonwood font tutorial tips missaligned
  • fixed miss-aligned bottom resources
  • fixed food buttons not being enabled or disabled when save files are loaded.
  • fixed double-negative sign in top resources
  • fixed simple-font turn-state miss-alignment
  • fixed top GUI, bottom GUI, and region name not using simple font when chosen in the settings.
  • added setting language to update fonts in top GUI, bottom GUI, and region name.
  • fixed event card extra text size
  • fixed jittery drag-cam in battle
  • fixed merchant menu click-overlap bug
  • fixed name input box missaligned
  • fixed army amount text scaling
  • fixed battle speed temporarily resetting after battle
  • fixed widescreen bottom-GUI issues / GUI & token depth issues
  • modified bottom_gui_hover to be more precise.
  • fixed custom battles having loot.
  • fixed tutorial skill tree tool tip appearing over tutorial to do list
  • fixed loot text being over other battle text.
  • fixed rare crash on tutorial end
  • fixed 'to battle' / smithy depth bug


Changes:
  • several render optimizations
  • challenge mode security measures for highscore
  • dignity protocol for AI (leave camp and attack when last stack)
  • AI wall attack improvements
  • AI skips placement in camp if only 2 units
  • AI attacks instead of protecting the camp if less than 3 units
  • challenge island balancing and text changes
  • challenge island battles now have a round limit of 15 (was 10)
  • custom generals ignore color shader
  • army hunger now calculated after movement
  • AI improvements for wall attacks and sieges
  • improvements and additions to the story editor
  • WIP new GUI and controller
  • WIP widescreen support
  • WIP fixing general colors in challenge map
  • adjust tutorial so Edmonds units is immune to low morale penalty
  • dynamic tokens radius check against armies (avoiding overlap)
  • 'season effects' now render above cards
  • tutorial book depth in battle
  • no decimals in highscore
  • slight difficulty increase to challenge island
  • new army starving card / text
  • swapped images in challange mode
  • added Troubadour to require at least one battle to have happened before the troubadour can happen.
  • modified arrow hit screen shake to be when the arrow hits rather than when the arrow is shot.
  • changed top-bar higlight alignments
  • minimum 3 units in random armies for challenge island
  • changed obj_unit text (in battle) auto-scaling
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,218
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/835650/view/3889485811040928838
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.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,800
Released as 1.0 today.

Question for those that played EA: how is the campaign, absent multiplayer? I can’t tell if this is a SP game with tacked on MP, or a MP game with tacked on SP.

Is 20 hrs for the SP campaign fairly reasonable?

edit: release notes
Rising Lords 1.0 is OUT NOW!
Adventure awaits: Four all-new chapters of Tankred's story, a captivating intro, achievements and more!

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!

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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!


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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)

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Last edited:

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
1,964
The last time I played it it was pretty long ago and I decided to dust it off because of the scripted prologue. It was short and buggy and definitely smelled like an afterthought.
At that time it looked like a skirmish/MP focused game that they tried to add some scaffolding to, on which they could build more content.
I doubt they pulled it off, but if the reviews are positive I'm willing to get back into this title. But more for the MP than the campaign, except if it really turns out to be a stellar addon.
 

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