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Rising Lords update for 12 September 2023

0.22.3 (September 12)

Share · View all patches · Build 12154505 · Last edited 12 September 2023 – 20:09:07 UTC by Wendy

Patchnotes via Steam Community

Dear Lords and Ladies,

we fixed some player reported issues (thank you!) and made some minor balancing changes.

New:

  • Story tree option to scroll to specific positions before and after battle
  • get campaign turn node for story tree.

Fixes:

  • Fixed crash caused by edited army getting corrupt XP data for units
  • Fixed edited armies losing their XP / not having their level in battles
  • Fixed missing/corrupt save header crash leading to game not startable
  • Fixed user reported "stuck in "WaitToBurn" state" in battle
  • Fixed corrupted reconnect fire arrow data
  • Fixed a multiplayer crash when more than 2 players
  • Fixed armies being editable several times, adding the same weapons more than once
  • Fixed edit army exploit that would allow players to gain population.
  • Fixed drinking during inn fires, and smithing during smith fires.
  • Fixed maceman mercenary getting stuck with an ugly animation while in the army menu.
  • Fixed tool tips for army + provision + diplomacy not hovering in the proper GUI place.
  • Fixed rogue battle camera pan + camera not snapping to army start tiles
  • Fixed janky skill tree stack close animation
  • Fixed? missing fires after battle in tutorial in rare cases
  • Fixed? pressing 'load' in the tutorial will crash in rare situations
  • Fixed bees flying sideways.

Changes:

  • added text render macros to force all text to render at integer coordinates
  • small performance improvements
  • fog now fade-transitions between reveals
  • changes to compression of data that was causing issues for some users
  • Fixed AI disregarding a big number of sheep / cows / horses in favor of planting crops, when there is only one cleared field

Balancing:

  • XP level 3 from 180 to 200. units were max level a bit too quickly. also, the bonus is now 60% att and def insteaf of 80.
  • capital garrison archers from 60 to 100 to make the first region slightly harder to conquer early on.
  • swords iron cost from 16 to 18, heavy armor from 17 to 20. sword production from 30 to 28. wage for swordsmen from 1,5 to 2 gold, knight wage from 30 to 35, crossbow wage from 10 to 15. swordsmen are overperforming a bit due to often late availability of cavalry. knights are overall a bit too strong.
  • castles lvl 1 now have 150 archers instead of 100, same for lvl2. courtyard has now 30 swordsmen instead of 50 but added 50 archers. to encourage building defensive structures
  • wooden wall extra cost per wall from 70 to 60 and stone from 100 to 80. to encourage building defensive structures
  • mercenary hire cost reduced by 1/3. they were not getting used as much as we wanted. they should have relatively low hire cost but high upkeep.
Windows Rising Lords Content Depot 835651
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