Firstly, we would like to thank you for the fantastic feedback we received from the Closed Beta participants of our upcoming Story Campaign. Your insights while testing the different chapters have really helped us to fix some of the issues and add a little more polish to this brand new feature of Rising Lords!
We're constantly working on improving various aspects of the game and getting closer and closer to the version we had in mind when we started this project. When you consider that we're just a very small team with a passion for game development, it's really exciting to see how far we've come! We can't stress enough how grateful we are to all the people who interact with us and our game, be it on Steam, Discord, or any other platform. It is a huge help to us as we gather feedback and continue to refine Rising Lords to make it the best possible experience for both old and new players alike! â¤ď¸
Story Campaign Content
To make the wait for the full release a little sweeter, we want to give something back to our Early Access players for all the support you've given us: Today we're releasing the first two chapters of our new Story Campaign to give you a taste of what's to come! Lots of love and work went into this feature and we couldn't be happier to finally show you some of it: After the tragic battle of Tarasso in the Prologue, follow Tankred on his next adventures as he meets new allies and enemies, and faces rebellions across the realm!
We'd love to hear from you, so be sure to let us know what decisions you've made for the future of House Tannheim here on Steam or on our Community Discord! âď¸
Full Changelog
0.22.6 (Oktober 16)
New:
The main addition is this patch are the first two story missions that we decided to make available for play already for our early access supporters while we finish polishing the rest of the story campaign.
New games don't have a waypoint in castles anymore. we felt that it was not adding to the fun or gameplay that you had to conquer the castle again after winning the regional battle.
Fixes:
Fixed 'fullscreen' setting not sticking after game reload
Fixed compression error on old save games.
Fixed savegame header problem with corrupted savegames
Fixed garrisons not appearing before battle
Fixed army overlapping merchant bug (again)
Fixed steam workshop maps not displaying in-game
Fixed a "save read only" problem when manually saving.
Fixed load game from in-game menu not working if different save versions
Fixed mouse pan not always working in all directions
Fixed castle mode init locking game for several seconds on large maps
Fixed dairy consumption displaying incorrectly depending on ration level
Fixed Japanese text overlap w/ skill cards
Fixed some Japanese tut messages not performing dictionary lookups
Fixed Japanese not displaying all new info cards / soft-lock w/ health card
Fixed several other minor Japanese language issues
Fixed battle cards rendering behind skill tree skill icons
Fixed map tiles suddenly missing more walls having more half-houses
Fixed load / delete menus for sp/mp displaying incorrectly
Fixed 'version difference' popup displaying on empty auto-saves
Fixed auto-govern from making a situation where player could drop a peasant in and it would vanish
Fixed edge-case crash w/ small window size boot on Proton / VMs
Fixed some maps w/ uninitialized story tree JSON crashing in editor
Fixed wanderers spazzing out at certain angles
Fixed battle gamepad hints being out of place when placing the general.
Fixed a problem with decimal/fractional units
Fixed janky load/delete menu switching (editor vs. loading games)
Fixed red/green farmers not adjusting tooltips correctly
Fixed 'close editor' confirm not working correctly
Fixed edge-case w/ single fog tiles appearing white
Fixed cancel smithy deconstruction resulting in incorrect peasant spine
Fixed 'Start Battle' in MP missing joystick snap point
Fixed a custom battle MP freeze
Fixed seeds being increased in winter w/ some multi-winter cases
Fixed incorrect team coloring in some custom general cases
Fixed army, autogovern, provisions buttons sometimes flickering to top left
Added gamepad battle hints to not show during battle summary.
Fixed gamepad hint showing on each event card, when there are no gamepad hot buttons with event cards.
Fixed white font on light discard button during battle.
Fixed skill card activated hovering under gamepad hints during battle.
Fixed story tree tasks obscuring gamepad hints during battle.
Fixed a problem with AI eating more livestock than it should
Changes:
performance improvements for end turn
reworked the army and token pathfinding system
removed 'quick restore' and 'export' entries in the main menu
Autosave extra files are now an option. False as default to make end turn faster.
changed autosave so it triggers when pressing the back to title, save, save as, load button. To prevent sace corruption
en and ger language file updates
more loading tips
tweaks to AI army compositions
Added save + exit terms to graphics + audio + language options.
Added disband AI armies when the AI player has 3 or more armies using more than 25% of their generals. Armies will only be disbanded when on their own regions.
Added Pvariable to limit the amount of armies that AI can muster at once.
improved wanderer spawn time
Modified Neutral AI to have a 15% build chance, rather than the default 10%.
Added 2 more wide banner widths for the item tool tips
reduced season transition stutter
'play tutorial first' warning to multiplayer button
Added AI to know that it should eat livestock that have no fields.
Adjust multiplayer menu so you don't click the kick button and the name button to show xbox user profile at the same time.
merchant +10/100 tip now shows up outside of the tutorial
Modified end turn gamepad button to be center left button.
halloween graphics off for now
Scenario and MP menu user feedback why buttons can not be pressed.
Added controller jump support to multiplayer's ready + not ready buttons in the campaign setup.
gamepad hints in several places
delete army node for story tree
add general node for story tree
removed 'conquer castle' tutorial card
Balancing:
moral loss for a unit being attacking that can't retaliate from -6 to -7
morale loss for all units when losing a complete unit from -3 to -4
bonus for eliminating a troop stack from +8 to +10
reduced wool income by 20%
animal growth with no or very low starting animals from 3 to 5 for sheep and 3 to 4 for sheep and cows
heavy armor now cost 1 wool each
light armor wool cost from 5 to 7
increased wages/upkeep for troops by about 50%
slightly increased wool cost for buildings that required it
(promoting more tactical gameplay and less mini troop stacks, wool was just too abundant all the time, upkeep for troops didn't really seem to matter.)
We have some happy news to share! Even though the initial plan was to close the Demo when the Steam Next Fest is over, weâve got so many requests to extend it that we simply couldnât resist! We decided to keep the Demo running for another week â until 23rd of October 10 AM PT (19:00 CEST) and celebrate it with a contest!
Contest Rules
Post the screenshot of your factory in a dedicated channel on our Discord server;
5 random submissions get exclusive Paradox Merch: PDX Cup or a plush keychain;
Moreover, we will choose two screenshots that we liked most and their creators will get a reference in the game!
On October 25th we will choose the winners:
We will be super happy to see every participant on our Discord server this week. Good luck!
âWe also uploaded one of the Dev Streams we had before to our YouTube channel so make sure to check it out if you haven't done it yet!
To get the tasty ending, you not only need to eat Bella Chonkiâs pizza and steal their crown once, but you also need to do it two more times after that. On top of this, once youâve gotten your first crown, you cannot get caught at any point, or you will lose all of your crowns. Letâs just say the dog guards arenât fond of things being stolen from their leader.
This can pose quite a formidable challenge for those unprepared, as it leaves less room for trial and error. As such, here are some of our top tricks for how to get that juicy tasty ending:
LAY OF THE LAND
Our Tour of the Village posts gave you an introduction to what the various districts look like, but our final post talked about what happens in the village between runs. For starters, the streets you will run through are lovingly handcrafted, meaning they wonât move around between each run. Learning what routes work best for you can therefore be crucial in getting to the top of the island in the smoothest way possible.
KEEP AN EYE ON THE FOOD METER
As we talked about in one of our earliest posts, keeping an eye on your food or key meter can make all the difference when navigating the island. Make sure you have the means to enter the next district either to get further along your path or to get away from a pesky group of guards chasing you.
FOOD, GLORIOUS FOOD
In order to maintain that meter, you will of course need to shove your face with as much food as you can. This doesnât only have to mean running around being a walking, screaming vacuum cleaner of all things tasty, but it also means being strategic in what items you are using and what corners of the map you are seeking. For starters, the gigantic meals scattered across the village are an excellent source of tastiness. Secondly, you have items like the magnet that lets you grab food from further away that can be combined with other passive items like the mint, to decrease the time you are chonky after eating too much.
WEAPON OF CHOICE
Lastly, to ensure you can maneuver past the guards both at the top of the village but also throughout your journey, make sure you identify what items work best for you. For some, it might be the Energy Drink, for others the Bag of Bones but regardless of what it is, make sure your active consumable item is the one you prefer so that you donât accidentally lose all your progress right at the finish line.
Blitz is back for Halloween!đŠď¸đ Join this thrilling event until Friday, October 18th! Complete missions, collect stars, and have the chance to win Legacy Hats in this exhilarating event! đđ°
We write to you today with a mix of emotions as we share important news about our future plans for the game. After thoughtful consideration and exploration of our best course of action, we have made the difficult decision to end active development of Second Extinction.
While Second Extinction is well-loved among our players and the gaming community, it regrettably did not achieve the success we hoped it would. Additionally, some unforeseen show-stopping issues prevented us from leaving Early Access and Game Preview.
As you may recall, we initially planned to launch the 1.0 version late last year, but the discovery of a few critical issues forced us to pull back close to the release. Unfortunately, it became clear that our small team lacked the resources necessary to hit our quality targets and exit Early Access and Game Preview, and the investment needed to do so was too large for us to bear. After evaluating our options and working during this year to find other potential solutions, this became the reality our team had to face.
Second Extinction will be removed from sale on storefronts but the game servers will remain active for the time being, allowing everyone who purchased Second Extinction to continue playing solo or with friends. We will eventually take the servers down later next year, but weâll communicate this well in advance once we have more information.
As game developers, we always try to highlight our wins - but sometimes we also need to celebrate our failures. Although Second Extinction did not achieve the goals we aspired to, it remains a success for us on many levels. Our small team turned an innovative concept into a fast-paced, fun experience that is amazing when shared with friends. And when it's all said and done, our mission is to bring this kind of joy to players everywhere in creative, explosive ways. In addition, Second Extinction has been a major learning experience for us. We've come away with a list of things that worked incredibly well, and things we know to avoid for future projects. One thing is for certain - while Second Extinction may be coming to a close, our commitment to crafting memorable moments that capture the magic of gaming will never fade.
Although this isnât the outcome any of us hoped for, we want to assure you that there are no layoffs associated with this decision. The passion, talent, and skill of the team who worked on Second Extinction is being put to good use on other projects across Avalanche Studios Group. We ask for your understanding and compassion towards the team members involved on the project who poured their hearts into this game as we move on to our next adventures.
Thank you for being a part of this journey, and for your unwavering support. We are eternally grateful to have had you by our side.