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Voor De Kroon News

Small hotfix - March 7th 2026

Changelog
  • Fix crash related to npc unit production if not enough unit types are present

Voor de Kroon Update - March 6th 2026

Hello everyone,

This update aims to tackle the first batch of all the feedback I have been receiving in the past week. I want to thank you all for taking the time to respond to the game and help improve it!

As always, thank you for all the support!

If you have suggestions, bugs or just general ideas for the next update, feel free to join the discord or drop by in the discussions. Always happy to hear your input.

https://discord.com/invite/MQXFbqpWpW

Changelog
  • Add late 14th century units to 14th century armory pack
  • Add better unit tooltips to customization and quick battle menu
  • Add missing taunt animation to pollaxe animation set
  • Add true persistence to formation units: units are truly persistent, same person equals same gear and look every battle
  • Add new auto resolve system: system accounts for all units equipment including anti cavalry spear bracing and tries to calculate as accurate as possible how the fight would go
  • Add ability to use any unit during quick battles, will show faction units first and then categories with all other units
  • Add logic to quick battles: if playing as a different era unit it will try to match officer equipment to unit era if available and if the unit is not in original faction pool
  • Add some plate armor related special effects to finisher moves
  • Weigh all unit equipment in total strength calculations instead of legacy unit tier
  • Make AI produce more varied units and produce elite units more aggressively in castle settlements
  • Make AI more aggressive with elite units during campaing gameplay
  • Make unit icons smaller on quick battle menu
  • Remove elite unit cooldown from conquer all campaign
  • Give player a tiny defense bonus for auto resolve to balance harder (but technically correct) auto resolve calculations
  • Change way archer morale works during battle: archers only auto-flee when they are the only remaining formation, two archer formations will still fight, archers now fully count as remaining battle morale instead of being weighted at 0
  • Disable dismemberment completely for plate armor units
  • Texture optimizations
  • Some general small optimizations
  • Improve AI recruitment logic during campaign
  • Improve autoresolve calculations during campaign
  • Tweak stamina use of primary attack
  • Fix crash related to stale data
  • Fix crash related to invalid Steam faction import
  • Fix crash related to unit logic
  • Fix crash related to custom faction loading with corrupt data
  • Fix crash related to custom unit loading with corrupt data
  • Fix crash related to siege water effects
  • Fix logic error resulting in officers without helmets when they should have a helmet
  • Fix heraldry on campaign editor settlements breaking when changing heraldry backgrounds
  • Fix leftover legacy unit tier calculations: replace with proper unit evaluation based on unit type, equipment and lords versus militia
  • Fix flee threshold calculations on campaign map, prevent unfair forced surrender logic
  • Fix physics on early 14th century unit bodies
  • Fix floating helmet bug happening in rare cases on dismemberment, related to missing physics
  • Fix tactical tutorial using data from the previous campaign instead of default campaign data

Voor de Kroon Update - March 3rd 2026

Changelog

  • Add ability to open default factions in faction editor
  • Add ability to open default units in unit editor
  • Add setting for AI elite units threshold to campaign editor: after this amount of turns AI will start using elite units
  • Add warning bell sounds to castle scene church models on siege start
  • Add unit bodies with early 14th century armor (Light and Heavy)
  • Add unit body with coat of plates armor
  • Add armor bonus damage stat to the goededag
  • Add better weighting and selection to unit bodies for custom units
  • Change DLC load order to prioritize historical content
  • Fix mercenary units also getting mixed faction heraldry
  • Fix default skirmishers secondary weapons to be more in line with the rest of the game
  • Fix small missing logic on new weapons
  • Fix possible crash related to testing castles
  • Fix faction heraldry on settlements in custom campaign

Welcome to the late 14th century!

Hello everyone!

The 14th Century Armory Pack is now available as a free DLC expansion!

https://store.steampowered.com/app/2550160/Voor_De_Kroon__14th_Century_Armory_Pack

This release expands the game's equipment progression beyond the 13th and early 14th century introducing historically grounded armor and weapons inspired by late 14th century European warfare.



New armor and equipment
  • Plate cuirass, brigandine, pairs of plates, french padded jupon, and layered surcoat variants
  • Expanded leg protection including splinted and plated chainmail variants
  • Kettle helmet with aventail
  • Scale cerveliere helmet
  • Extensive bascinet lineup including hounskull, klappvisier, decorated and crowned variants
  • Great helmet with aventail
New weapons
  • 14th century pollaxe
  • 14th century warhammer
  • 14th century war axe
  • Two new sword variants
  • New sword blade available in the sword editor
Editor integration
All new assets are fully integrated into the Faction and Unit Editor including unit preset bodies for the new armor sets. The expansion also includes militia unit bodies for 14th century factions.


This DLC is free and available now. This dlc does not count as the free DLC for the supporter pack.


As always, thank you for all the support!

If you have suggestions, bugs or just general ideas for the next update, feel free to join the discord or drop by in the discussions. Always happy to hear your input.

https://discord.com/invite/MQXFbqpWpW

Voor de Kroon Update - February 15th 2026

Changelog
  • Add realism setting for new mixed heraldry units
  • Add UI indicator in diplomacy screen if you are an outlaw faction explaining why diplomacy is unavailable
  • Make militia units heraldry mixed with faction heraldry
  • Make lord units use all town heraldry a player has if global heraldry is off, mixed with faction heraldry and also mix in town heraldry of allied factions
  • Campaign map optimizations
  • Increase allowed officer name length
  • Fix onager placement
  • Fix ranged unit movement orders when continuous fire flag is set
  • Fix hide settlement icon option when castle is assigned
  • Fix bugs related to AI siege attack garrisons