Campaign Update - February 9th 2026
Hello everyone,
This update took a bit longer than normal, it became a 2 week update instead of a normal weekly.

First up: It adds officer attributes. Every time an officer gains a veterancy level you will be able to allocate an attribute point. They have a variety of effects that influence campaign gameplay and one unit type specific stat that infleunces their performance in battle.
Most of these effects were already in the game, but tied to unit level. Now they are presented in a clear deterministic way. No more: 'Why are my units breaking so easily'. Instead you can verifiy that the officer has a low command level. Or 'Why are my units not aligned properly in formation': Low tactics stat.
Full list of officer attributes Tactics - Improves formation stability and cohesion.
Command - Increases unit amount in formation and improves resistance to fear. Grants a Fear Resistance Bonus at 6+.
Stewardship - Reduces monthly upkeep.
Logistics - Reduces food action cost.
Unit type Specific Attributes Fortitude (Infantry/Melee) - Units hold formation tighter while engaged.
Ranged (Archers/Mounted Ranged) - Increases volley cohesion and accuracy.
Horsemanship (Cavalry) - Increases charge impact and cavalry speed.
The update also takes on the campaign with a new sector system that replaces the old supply lines. The campaign now revolves more around maintaining your front line and contains easy hover effects to see what settlements can attack and move where. Units can now move across touching borders and also jump small water bodies like rivers to cross territory.
You can switch map modes like normal on the paper map and the button to switch to the paper map has been reassigned to change border modes on the campaign map. You can still access the paper map by simply zooming out or pressing TAB.
Sectors are generated automatically around settlements and are backwards compatible with any custom campaign. The new campaign changes also don't influence save game compatibility.
More tools to manage the behavior of the sectors are added soon to the campaign editor.
Hovering a friendly settlement
Paper map: land holdings view
Paper map: town heraldry view
It also adds new armor pieces, a new visored great helmet and early bascinet models. New damage calculations for transitional half plate armors should ensure plated parts actually give a defense bonus during battle.
New visored great helmet
The next focus is going to be improving the way you move officers between settlements.
You can read the full changelog below including all fixes and changes.
Thank you all for the continued 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
Full Changelog
This update took a bit longer than normal, it became a 2 week update instead of a normal weekly.

First up: It adds officer attributes. Every time an officer gains a veterancy level you will be able to allocate an attribute point. They have a variety of effects that influence campaign gameplay and one unit type specific stat that infleunces their performance in battle.
Most of these effects were already in the game, but tied to unit level. Now they are presented in a clear deterministic way. No more: 'Why are my units breaking so easily'. Instead you can verifiy that the officer has a low command level. Or 'Why are my units not aligned properly in formation': Low tactics stat.
Full list of officer attributes Tactics - Improves formation stability and cohesion.
Command - Increases unit amount in formation and improves resistance to fear. Grants a Fear Resistance Bonus at 6+.
Stewardship - Reduces monthly upkeep.
Logistics - Reduces food action cost.
Unit type Specific Attributes Fortitude (Infantry/Melee) - Units hold formation tighter while engaged.
Ranged (Archers/Mounted Ranged) - Increases volley cohesion and accuracy.
Horsemanship (Cavalry) - Increases charge impact and cavalry speed.
The update also takes on the campaign with a new sector system that replaces the old supply lines. The campaign now revolves more around maintaining your front line and contains easy hover effects to see what settlements can attack and move where. Units can now move across touching borders and also jump small water bodies like rivers to cross territory.You can switch map modes like normal on the paper map and the button to switch to the paper map has been reassigned to change border modes on the campaign map. You can still access the paper map by simply zooming out or pressing TAB.
Sectors are generated automatically around settlements and are backwards compatible with any custom campaign. The new campaign changes also don't influence save game compatibility.
More tools to manage the behavior of the sectors are added soon to the campaign editor.
Hovering a friendly settlement
Paper map: land holdings view
Paper map: town heraldry viewIt also adds new armor pieces, a new visored great helmet and early bascinet models. New damage calculations for transitional half plate armors should ensure plated parts actually give a defense bonus during battle.
New visored great helmetThe next focus is going to be improving the way you move officers between settlements.
You can read the full changelog below including all fixes and changes.
Thank you all for the continued 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
Full Changelog
- Add new sector based campaign system: supply lines are replaced with border based movement and gameplay
- Add officer attribute system: distribute attribute points on level up affecting officer campaign performance
- Add campaign modifier to disable officer attributes
- Add new logic to hiring defeated officers: will be placed in the settlement you captured by default except if you razed their settlement
- Add new functionality to faction leader portrait: select current settlement faction leader is in
- Add logic to make AI formations more reactive to failed actions such as failed charges and missed formation targets
- Add sector preview tools to campaign editor
- Add default campaign with new objectives
- Add damage logic for half plate armor
- Add cog ship icon for units traveling on water
- Add fallback for town heraldry: if faction uses global heraldry, show global heraldry on location selector
- Add visored great helmet 04
- Add early 14th late 13th proto bascinet with decorated, painted and padded hood variant
- Add another plated chainmail early 14th with hand guards
- Add covered mouth chainmail armor variation
- Add swamp stamp for the campaign editor
- Improve recruited unit heraldry logic: will assume heraldry of vassal owning settlement if applicable
- Improve click responsiveness of campaign settlements
- Improve performance of officer head models
- Tweak global game speed logic
- Fix crash related to vassal settlements
- Fix FX on campaign death scene
- Fix cheat activated message
- Fix campaign landscape stamps coloring props
- Fix surcoat materials on new transitional armor
- Fix inconsistency in sieged settlement check with attack garrison status
- Fix cheat unlocks
- Fix picking up custom swords during battle
- Fix level up message not clearing after spending stat points
- Fix spear brace animation persisting on fleeing units
- Fix possible crash related to campaign battles
- Fix potential crashes related to level transition code
- Fix location name in AI officer capture logs
- Fix officers getting cloned and captured when retreating from attack battle
- Fix crash related to weapon pickups when leaving battle early
- Fix faction leader placement in full castle garrisons
- Fix supply carts moving into settlements under siege
- Fix famine icon when under siege
- Fix rare condition causing units to show stale animation while getting finished
- Fix possible crash related to eye color
- Fix crash related to stale arrow reference