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Hotfix - February 11th 2026

changelog
  • Add no mans land brush for custom campaigns
  • Add hand crest helmet
  • Add fish crest helmet
  • Fix crash related to GPU processing

Hotfix - February 10th 2026

Changelog
  • Add sector border lines to paper map view
  • Add natural water border setting to campaign editor
  • Add max sector mountain height setting to campaign editor
  • Optimizations on new sector system
  • Fix crashes related to gameplay timers

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
  • 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

Big Armor Update - January 25th 2026

Hello everyone!

After last December focused almost entirely on combat improvements, it is time to return to expanding the game's content and customization depth.


This update introduces a major improvement to officer loadouts with the addition of a dedicated leg armor slot. Leg protection is now fully separated from body armor, giving you far more freedom when assembling outfits and allowing for more historically accurate and visually varied combinations. Existing body armors now automatically assign appropriate default leg pieces when needed, so all current setups and legacy workshop content remain intact.




Alongside this structural change, this patch delivers a large batch of new armor and helmet content (40 new items in total), focused on transitional plate, decorated helmets and heraldic details. Support for more advanced helmet designs has been expanded, unlocking crests, masks, padded hoods and new visual variants across several classic helmet types.

Most new helmet designs are customization only and will not be added to the base campaign as they are turn of the century designs, which would not fit the 1272 campaign. You are ofcourse always free to use any item when you enable unrestricted equipment for your current campaign.

Quality of life and polish also received attention including a new cheats reference screen and clearer equipment conflict explanations that replace the old static restriction warnings. It also adds a new cinematic depth of field option and some gameplay fixes and improvements.



The upcoming updates will continue in this line of a mix of content and gameplay additions and a new free DLC is in the works behind the scenes.

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 leg slot for officer loadouts
  • Add 15 leg armor variations
  • Add default legs for each body armor that gets auto assigned when officer gets spawned without legs
  • Add cheats screen to option menu showing hints and previously used cheats with descriptions
  • Add support for more advanced helmet designs
  • Add new level to DOF setting: Cinematic
  • Add various animal crested helmet variations
  • Add coat of plates
  • Add transitional body armors
  • Add decorated Dargen Helmet with crested variations
  • Add decorated Bolzano Helmet with crested variations
  • Add masked helmet
  • Add cerveliere with padded hood
  • Add kettle with padded hood
  • Add flat top with padded hood
  • Add round ailette
  • Add heraldic upper arm bands shoulder item with single variation
  • Add headband over mail item
  • Add era information to item tooltips
  • Add equipment conflict reason on item tooltip: replaces generic restriction warnings
  • Clean up shoulder slot items to enforce equipment structure
  • Tweak new house materials
  • Remove sergeant hauberk and bridge legacy factions with normal hauberk: redundant due to new leg slots
  • Lower call horse distance to enemy check
  • Fix bug related to shoulder conflict
  • Fix heraldry color difference between faction editor and battle on clothing items
  • Fix outline on officer units
  • Fix custom sword sometimes showing a simple sword clipping through the actual sword

Hotfix - January 14th 2026

Changelog
  • Add several secrets to the game
  • Fix visor behavior with signal instruments