1. Voor De Kroon
  2. News
  3. Voor de Kroon Update - March 6th 2026

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