1. Voor De Kroon
  2. News

Voor De Kroon News

Voor De Kroon Update - October 27th 2025

Hello everyone!

Another incremental update. It adds a promotion system that promotes a unit from the formation to officer instead of creating an entirely new one. This also uses the existing personalities to generate the officer perks.

I adds a couple of new items and contains a lot of fixes.

There was also an issue that could break all collisions during a battle. I've done some aggresive optimization which should resolve this issue and on top of that give extra frames for everyone that was CPU bound or during large cavalry engagements.

Thank you for all the support, as always!

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/cTgXXfTmhc

Changelog
  • Add promotion system: when an officer dies, a unit from the roster will take command and get a perk based on their personality
  • Add more info to the new campaign screen
  • Add castle destruction effects to campaign map
  • Add sergeant hauberk with coif
  • Add feudal shield militia unit
  • Add sleeved surcoat without coif
  • Add bishop crozier item
  • Add free camera support after battle ends
  • Disable realism mode button for new players: can only be selected when going back to the realism mode selection menu
  • Increase unit level range for quick battle
  • Stop unit log from getting cleared when new officer is assigned
  • Optimize campaign map smoke effects
  • Various battle optimizations
  • Lower single combat acceptance chance
  • Tweak signal horns material
  • Tweak horse movement logic
  • Tweak faction leader unit logic
  • Tweak siege camp archer defenses spacing
  • Filter 'add to all factions' custom units from standard garrison logic
  • Fix tournaments trait not being respected
  • Fix equipment pool item alignment
  • Fix single combat edge case issues
  • Fix parry block sound during single combat
  • Fix logic for start garrison to use unit cost instead of legacy tier stat
  • Fix big heraldry shield using random heraldry colors
  • Fix settlement miniature not updating when razed
  • Fix level icon not showing tier above level 5
  • Fix bug causing AI to deploy reinforcements off map when large armies mode is enabled

Voor De Kroon Update - October 20th 2025

Full Changelog
  • Add editable equipment pool to units
  • Add more equipment choices to default campaign officers
  • Add wood storage limits tied to stockpiles
  • Add feudal values check before free officer joins new faction
  • Add loyalty check if officer has feudal values but faction does not
  • Add missing heavy armor trait to heavy armor unit bodies
  • Add cloth physics to sleeved surcoat
  • Increase block angle threshold
  • Tweak shield blocking logic
  • Tweak horse chainmail barding
  • Improve stability of non-wounded player animation
  • Small campaign performance optimizations
  • Slightly increase officer chatter frequency during campaign
  • Tweak storage of St. James castle line
  • Tweak population growth and tax income curves
  • Decrease frequency of AI castle building
  • Fix stale data getting instanced in some edge cases for custom units
  • Fix corrupt body data if no body is selected in unit editor
  • Fix clipping issues on sleeved surcoat
  • Fix Dutch gate editor width
  • Fix incompatible shields generating on officers on horseback
  • Fix unit height differences not working correctly

Hotfix - October 16th 2025

Changelog
  • Fix crashes introduced in the last update when deploying artillery
  • Fix crash during campaign related to AI unit management

Campaign Update - October 16th 2025

Hello everyone,

This update focuses on expanding the campaign depth and improving stability.
AI vassals now manage settlements and armies more effectively, while free agents persist in the world after release or defection.
You will also notice smoother campaign performance, better auto-resolve logic, and fixes for several long-standing AI and data issues.
Overall, the campaign should now feel more dynamic and consistent across seasons.

Stay tuned for upcoming campaign updates, including editable unit equipment pools, expanded diplomacy and the ability to host tournaments!

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/cTgXXfTmhc

Changelog
  • Add improved AI unit management system to the campaign
  • Add ambient officer chatter based on situation to campaign
  • Add granting land to officers: vassals will manage buildings, settlement policy, and auto-resolve defense battles
  • Add free agents to campaign: released and defected officers will persist in the world and can rejoin factions
  • Add actual unit losses simulation to auto-resolve battles
  • Add logic to make lords take over command from militia officers automatically during campaign
  • Add transitional armor addon sets
  • Add half chainmail variant destrier to customization options
  • Add militia equipment to lord officer equipment screen
  • Add surcoat with sleeves
  • Add heavy knight unit body with sleeves
  • Add missing skin color masks to kampvechter bodies
  • Add missing skin color masks to low countries peasant bodies
  • Add performance options for campaign: show traveling units, show settlement miniatures
  • If deserted officer is vassal: will take entire settlement to another faction
  • Completely refactor NPC unit management
  • Remove level cap from officers: can level past level 5
  • Increase unit replenishment rate to 25% from 10% per season
  • Small campaign map optimizations
  • Fix fire mode orders for force-melee ranged units
  • Fix unit traits on force-melee ranged units
  • Fix ranged unit icons on formation cards for force-melee units not showing
  • Fix AI nearby arrow targeting
  • Fix AI pathfinding around siege towers
  • Fix crash related to reinforcement data
  • Fix mail hauberk physics data
  • Fix units getting bored while under siege
  • Fix AI church castle spam during campaign
  • Fix bug causing gameover not to trigger

Small Update - October 10th 2025

Changelog
  • Add back signal units
  • Add signal horns item class: uses shield slot
  • Add new battlement wall set: Dutch style set
  • Add new square tower roofs
  • Add chainmail armor without surcoat
  • Add no-surcoat chainmail unit body to unit editor
  • Add surcoat body variation with gloves
  • Add flat-top helmet as separate item
  • Add missing building thumbnails for desert and mountain buildings
  • Add use volley fire toggle to unit editor: determines whether ranged units will free fire or volley fire
  • Add force melee unit toggle to unit editor: enables forcing a unit type to melee regardless of ranged weapons
  • Increase immunity window when stabbing downed opponent
  • Small optimizations
  • Split round tower connector piece
  • Slightly optimize campaign castle miniatures
  • Fix AI having more units than allowed in castle settlements
  • Fix units spawning on roof near gatehouse
  • Fix units sometimes spawning inside walls
  • Fix more siege defender pathfinding issues
  • Fix not being able to build fertile plots on swamps
  • Fix units sometimes screaming when despawning from fleeing
  • Fix bug causing invalid primary weapons to be assigned to officers on foot
  • Fix small bug with building upgrades
  • Fix parry block sound
  • Fix crusader castle
  • Fix names issue in faction editor building selector
  • Fix battlement connector on round tower with different wall sets
  • Fix pathfinding issues on wooden walkway wall set