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Patch Notes - November 13th 2023 - Siege control update

Hello everyone!

I am excited to bring you this week's update for Voor de Kroon.

🎮 Enhanced Siege Battle Controls
  • Specific controls for siege battles added for more strategic command over your units.
  • Tweaked siege defense AI.
  • Player needs to start the assault manually. This allows the player to first attack the castle with ranged units for example.


👥Improved Formation Behaviors
  • Increased formation cohesion. This makes sure formations stay in shape when traveling long distances. Lower level formations can still fall apart when making too big movements.
  • Tweaked formation charge behavior
  • Some tweaks to the underlying battle engine


🔧 Bug Fixes and Optimizations, etc.
  • A plethora of fixes to enhance game stability and performance.
  • Introducing two new hairstyles to personalize your characters further.


As always, thank you for your support and all the feedback! It helps development a lot.


Full Changelog:
  • Implement specific orders for siege battles
  • Implement specific siege defense orders
  • Improve siege defense AI
  • Projectiles bounce off stone structures
  • Remove US grouping from year on battle date widget
  • Add some extra checks to formation class to prevent empty formations still 'existing' in some edge cases
  • Implement formation cohesion algorithm
  • Make Frisian lords more authentically frisian
  • Add rough cut hairstyle
  • Add Frisian hairstyle
  • Force exit battle if player is defeated
  • Tweak castle brick color
  • Player can't start siege when not all available ladders are placed during campaign
  • Add text notification when ladders are placed or gate is breached
  • Tweak cavalry behavior
  • Fix head flipflopping really fast when looking backward on alternate camera
  • Fix lords still using old models during campaign
  • Fix lords on campaign using wrong sword
  • Fix lances clipping through shields on back
  • Fix hand clipping through frisian officer shield
  • Fix horse heraldry position in battle
  • Fix Feudal militia commander shield clipping arm
  • Fix siege engine officers portriats in battle
  • Fix formation charge location
  • Fix battering ram collision
  • Fix ranged army in quick battles spawning cavalry units for siege battles
  • Fix ailettes color brightness
  • Fix custom faciton naming logic
  • Fix heavy knights mkaing too many noises
  • Fix siege engine icon not hiding on battle start
  • Fix officer faces clipping chainmail coifs
  • Fix edge cases where you can still attack a player with 0 units
  • Fix round castle stormram path
  • Fix wall sapping logic in campaign
  • Fix wall not staying sapped after siege ends
  • Fix hand item placements for new models

Hotfix 2, return of the hotfix - November 6th 2023

Changelog
  • Fix floris V voice pitch
  • Fix poelarm damage bonus to player always being multiplied even when not mounted
  • Fix crash when hit by arrow
  • Fix ranged units using wrong fire mode during siege
  • Fix attacking siege archers not firing

Hotfix - November 6th 2023

Changelog
  • Fix a couple of crashes during battles

Patch notes November 6th 2023

Hello everyone!

This small(actually huge) patch contains a complete revamp of the battle engine I have been working on for some time. The behaviour should be pretty much the same, but with 10x the performance because the CPU usage has been optimized. It also allows for the implementation of increased AI commander awareness of the battlefield, which is essential for improving the AI.

It also contains some other small fixes and tweaks.

If you encounter bugs or crashes please report them in the discussions! This will help development a lot and help me improve the game.

Thank you!

Changelog
  • Implement better performing unit management system
  • Improve aggressiveness of all units
  • Improve performance on modular officers by merging their meshes
  • Optimize and refactor unit and cavalry movement
  • Improve cavalry steering behavior
  • Reduce desaturation on officer portraits
  • Remove friendly outline from fleeing units
  • Apply polearm cavalry damage to player
  • Add wedge formation for cavalry
  • Add circle formation for infantry
  • Imrpove archer skirmish timing and distance
  • Add officer level up and death widgets to container so they don't overlap
  • Add unit type callouts when selecting a unit
  • Add alternate player camera option for on foot
  • Increase chance of militia during quick battles
  • Adjust formation behavior before charging
  • Change quick battle date range to 1265-1295
  • Increase responsiveness of menu
  • Remove hardcore mode for campaign
  • Fix loading screen tips
  • Fix AI cavalry cycle charge tactics
  • Fix enemy cavalry cheapshotting your archers too much
  • Fix faction leader dead having too high morale impact during battle

Hotfix - November 1st 2023

Changelog
  • Add missing weapon selection widget to faction editor
  • Clean up saving and loading part of customization interface
  • Redirect user to workshop agreement when it's not accepted yet on upload
  • Add emblem to ailettes
  • Fix aillete brightness
  • Fix crash in setting menu
  • Fix missing audio clips in voice 2 charge commands
  • Fix performance issues related to combined officer equipment
  • Fix missing lods on new units causing heavy fps drops
  • Fix heraldry colors not selected correctly when opening heraldry editor