
Steam news
Full Steam announcements and update articles for this title.
Fixed a rebellion army zero units crash.
fixed trebuchet crash w/ decoy card
fixed a credits crash
fixed a bombard crash
fixed disband crash w/ mercs in desert army
fixed xp boost crash due to bad tile region
Added tracing for a rare issue where the AI had 50+ generals
added the correct images for desert castle lvl2 and 3
Lords & Ladies!
The time has come. The Pilgrim War is here. The official DLC for Rising Lords, your beloved turn based strategy medieval experience, has launched right into the Medieval Festival here on Steam.
The nation of Atra awaits and is ready for war, while offering new and unique mechanics
Explore the Southlands, a new region that has been in a religious dispute with the Knights of the North forever
7 new units to increase the complexity of the turn-based battles even further and introduce an asymmetric balance
Sciences allows you to unlock new advantages and specialisation
New Items, Cards, Avatars, and more, are fitting for the new setting
During the Launch Period The Pilgrim War comes with a 15% Launch Discount. And we also prepared a Complete Edition Bundle which, if you have Rising Lords already in your library, allows you to save a couple more coins. But before we get to that, we have also prepared a small Launch Trailer for all of you!
Today, we're sharing exciting news: The Pilgrim War launches on April 21 and invites you to the sun-scorched dunes of Atra 🎉
The Pilgrim War expansion lets you command the Atramans, a fierce new faction with unique fighters shaped by the desert. Strengthen your lands with new buildings, arm your generals with custom items, and master the science wheel to gain the upper hand. Seize the throne by conquering the land (or outsmarting a friend) across one of six new maps!
In our new campaign, you will follow Prince Matek of Asir Namur as he faces ruthless bandits roaming the dunes and longs to reunite a kingdom torn apart. With the fragile peace shattered and the sands running red, he, his sister Alma and a group of loyal companions fight to turn the tide. But betrayal and whispers of an ancient legend threaten his path - can you save Atra and its people before all is lost?
Do new challenges call to you? Do you feel the pull to wander the vast desert of Atra? And would you like to uncover the story of how Matek became the person he is today?
Our work on The Pilgrim War now draws close to its end, and we would gladly hear your thoughts on the expansion (maybe even squash a few unknown bugs along the way). The Playtest will soon begin, and everything is set up for you to provide feedback 📝
How to participate:
Join our Community Discord
Let us know in the "the-pilgrim-war" channel that you want to join the playtest
We'll grant you the "Playtester" role for access to the feedback channels
Wait for our instructions on how to install the build, and start playing
As always, thank you so much for your continued support. It means a lot to us that you share our passion for Rising Lords, a project born from the minds of two brothers who simply wished to create a game they would love to play (together) ❤️
~ Team Argonwood
To celebrate The Medieval Festival, we present to you a merry little teaser to whet your appetite for the expansion of our lands: The Pilgrim War! 📜
From a glimpse at the science wheel to scenes of recruiting soldiers and battles fought in the south of Atra, the trailer brings lots of little details for you to delve into. We know many among are curious of what lies ahead, and we are as eager as ever to share this with you!
Watch it now on YouTube, or head to its Steam page via the banner below.
If you haven’t yet walked the lands of Aubelin, raise your banner and test your skills against the rival Lords and Ladies. Join their ranks now and grab 40% off the main game!
In the meantime, we are preparing the return of a familiar challenge and will call upon a handful of brave knights to help us test something new. More on that soon...
Should you wish to uncover the meaning of this cryptic (or not so cryptic) hint, join our Community Discord to find a warm hall for chatting and worthy opponents for battle ⚔️
~ Team Argonwood
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
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! :)
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
removed duplicate stone bridges in editor
camera simply pans to defender when archery is used
Force show story book on load if unresolved options
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
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 of story tree
tile paint button highlight in editor
region numbers displaying in story-tree menu w/ editor
camera getting set to odd positions / size after closing story tree in Editor
tutorial failing to pass woody placement task
a depth buffer binding error
poor hover detection w/ in-battle unit radials
jittery camera zoom out in some map situations
floodfighters not displaying correctly
potential multiplayer host load game crash
some rogue action issues
NPC players sometimes disband armies on end turn for no proper reason
dynamic token hiring crashes (e.g. bishop)
potential NPC crash on load where AI difficulty don't exists for NPC players
crash due to hunter auto-placement on invalid tile
multi-merc hire crash + max button w/ multi-mercs broken
tile houses potentially doubling-up + overlapping
french crop boost not applying correctly
heritages incorrectly costing points on in-game general menu
predicted French happiness bonus incorrect
health card predicting w/ incorrect season
incorrect 'camp' tile season in battle
wrong castle levels Rendering
decimals in drop-down when you can't afford army
potential challenge mode crash
unable to equip 'off-hand' items in campaign setup on consoles
janky menu item visibility when pressing 'go to battle'
broken 'back' button mouse detection in custom battle Setup
loading screen see-through pixel border on non 16/9 ratio Monitors
joystick not switching back from 'radial mode' w/ build menus
sheds not reducing disease event card's effects
brief joystick-snap glitch w/ scene changes due to bad Cache
tile seams sometimes showing up between season transitions
resolution options overflowing screen on HIDPI displays
battle unit effects 'stutter' when unit is moving
some other rare Player reported crashes (thank you!)
removed army 'hover slide' when on border
removed broken road auto-tile when deconstructing tile
Story tree change region resource can now use a list of region numbers
Enable diplomatic avtions for ai 200 in story tree task restriction
Fix crash bug for player 129 and above when create army from story tree
now cannot change army general after build if general is primary
Mission scrolls update visibility improved
mission story books render + order layer adjusted
cost returned if upgrades canceled that turn
updated player colors to colorblind-friendly pallet
improved / themed password entry for multiplayer Lobby
changed fade transition for background map
Host will not be able to press start in custom battle unit menu until all clients have loaded the unit menu
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Rising Lords, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Rising Lords statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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