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Voor De Kroon News

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

Small update - October 4th 2025

Changelog
  • Add ability to open default castles in castle creator
  • Add supported garrison size to castle building tooltip
  • Add some extra detailing to castles under construction on campaign map
  • Enable all ladders button during campaign siege battles: will enable random ladders until ladders are depleted
  • Improve siege defender AI
  • Increase max value of menu frame limit slider to 200
  • Shuffle factions when entering quick battle menu
  • Fix fertile plot name
  • Fix text length of building names
  • Fix crash related to free camera
  • Fix siege defender units getting stuck at bottom of stairs
  • Fix black bars on dagger kill camera
  • Fix supported ladder count on new castles
  • Fix ladder count not working properly when saving castle data

Hotfix Deluxe - October 3rd 2025

Hello everyone,

Small, but critical update, it was meant as a hotfix, but it contains a little extra.

This update adds free camera mode and an improved single combat camera. The AI in sally out battles is fixed and ladder destruction now correctly lets the player fall. Player voice pitch and several formation related crashes have also been resolved.

This update also fixes the tournament arena colliding with the new castles causing it too float in the air and the pathfinding around the Leiden Castle gate.

Changelog
  • Add free camera mode (can be toggled off in settings, also disabled as part of the 'realism mode' features.) Default keybind: T
  • Add better single combat camera
  • Add open hoarding and stair hoardings as props
  • Tweak bastard sword animation set
  • Fix AI breaking during sally out battles
  • Fix player not falling when ladder is destroyed
  • Fix player voice pitch issues
  • Fix tournament arena colliding with custom castles
  • Fix Leiden castle hoarding opening pathfinding
  • Fix possible crash related to formation sound
  • Fix possible crash related to formation combat logic

Voor De Kroon Update - October 1st 2025

Hello everyone!

This update replaces all default castles and adds 9 new castles to the base campaign with full upgrade trees.
This brings the total number of castles to 13, not counting the castle creator.

You can load old campaign saves without issues.
However, to have the new castles appear in their correct locations, you will need to start a new save.

Thank you for all the support so far!

If you have suggestions, bug reports, or general ideas for the next update, feel free to join the Discord or drop by the discussions. Always happy to hear your input.

https://discord.com/invite/cTgXXfTmhc

Changelog
  • Add new default castles
  • Add custom castle miniature display logic to campaign editor settlements
  • Add ledges to detail menu
  • Add beam details
  • Add half railings
  • Add construction progress to campaign castle miniatures
  • Improve siege ram movement
  • Tweak portcullis hit particle
  • Fix straight wall towers on campaign castle icon
  • Fix prop height on castle campaign icon
  • Fix tournaments with custom castles
  • Fix siege tower spawning on a corner if it was previously a straight piece