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Stronghold Crusader: Definitive Edition News

šŸ“¢ Multiplayer System Improvements - Public Beta Now Live! āš”ļø

[h2]šŸ“¢ Multiplayer System Improvements - Public Beta Now Live! āš”ļø[/h2][p][/p][p]The time is upon us, Sire![/p][p][/p][p]We’re excited to announce that our Beta Test for Improvements to the Multiplayer System is now publicly available on Steam! The Community has always been incredibly important in shaping the Stronghold legacy, and we would love for you all to jump in and help us test these improvements to the Multiplayer System![/p][p][/p][p]The final day for the Beta Test is the 24th August. If all goes well, we aim to release these improvements to the full game by the end of next week. [/p][p][/p][h2]The Improvements:[/h2][h3]- Lower lag between clicking and seeing your action take affect[/h3][h3]- Fewer Resyncs[/h3][p][/p][p]Outside of this Beta the "resync" popup only appears if a resync has occurred for x amount of time, to prevent it appearing for tiny micro resyncs. However, for the Beta, the "only appear after x time" functionality is disabled too make it easier to identify what is lag, and what is a resync.[/p][p][/p][h2]How to Access the Beta:[/h2]
  1. [p]Go to your Steam Library.[/p]
  2. [p]Right-click on the game and select Properties.[/p]
  3. [p]Under the Betas tab, select Public Beta from the dropdown menu.[/p]
  4. [p]Steam will download the beta update, and then you’re ready to wage wars against your fellow Lords and Ladies![/p]
[p][/p][p]Please note: You will only be able to play with with other players also on the Public Beta version of the game. However, you can switch between the Beta and Regular versions of the game at any time, using the dropdown menu in the Steam properties tab.[/p][p][/p][h2]How to Share Your Feedback:[/h2][p]Your input is invaluable, and will help us to bring the best experience possible to Multiplayer Games! To let us know how you're finding the improvements, you can use the following methods:[/p]
  • [p]When you've had your fill of multiplayer games, please fill out this short Feedback Form. The data from this is vital and will inform further changes and improvements to the system: https://forms.gle/eFBJNdQzvPx3wy9K9[/p]
  • [p]You can additionally join our official Discord Server to discuss how you're finding the Beta with other players, and report any bugs or issues experienced in the Beta[/p]
  • [p]If you don't want to use Discord, you can report bugs to support here - please ensure you include "Multiplayer Public Beta" when writing this[/p]
[h2][/h2][p][/p][hr][/hr][p][/p][h2]Additional Patch Content also present in the Beta[/h2][p]These will be released to the Base Game in a patch (alongside the Multiplayer Improvements) once we are confident that the Multiplayer Improvements aren't having any unintended negative effects.[/p][p][/p][h3]Changes:[/h3]
  • [p]Healers and Slaves now show no-attack symbol when targeting walls[/p]
  • [p]Increased Arabic Swordsmen damage against buildings/walls to the correct values[/p]
  • [p]Updated loading screen[/p]
  • [p]Some Localisation Updates[/p]
  • [p]Improved the Healer's animations when running and healing[/p]
[p][/p][h3]Fixes:[/h3]
  • [p]Fixed the cause of an issue causing big FPS drops and 'Rubberbanding Units', which would persist in the save file (This was caused by blocking a gatehouse with a stockpile)[/p]
  • [p]Fixes to some CPU Castles (Based on the issues listed in Evrey's Modded Stronghold Crusader AIVs)[/p]
  • [p]Fixed issue where Tunneler Troops would be visible and targetable aboveground when they should be in tunnels[/p]
  • [p]Fixed issue where Lancer Knights would (visually) become Swordsman Knights when galloping[/p]
  • [p]Fixed visual bug which would occur for a few seconds when placing gatehouses[/p]
  • [p]Fixed AI Lords spamming goods requests after you deny them[/p]
  • [p]Fixed issue where an engineer pushing a fire ballista would change the colour of his hat[/p]
  • [p]Added the missing Tooltips for some Siege Tent Rollovers[/p]
  • [p]Added the missing Help Button to the Fire Ballista's Siege Tent[/p]
  • [p]Fixed the trigger conditions for the Almost Impressive Achievement[/p]
[p][/p]
  • [p]Removed accidental Unbuildable Tiles in Map Distant Encounters [/p]
  • [p]Removed accidental Unbuildable Tiles in Map The Bulls Eye (affecting Mission 25: The Forgotten)[/p]
  • [p]The Marshal now functions correctly in Classic Trail, Mission 64[/p][p][/p]
[h3][/h3][h2]As always, thank you for playing Stronghold Crusader: Definitive Edition![/h2][p]— The CDE Team at Firefly[/p]

Stronghold Crusader: Definitive Edition v1.04 Patch Notes

Stronghold Crusader: Definitive Edition v1.04 Patch Notes
[p]Good morrow, my Liege! As more and more of you have been playing, sharing and cooperating, we’ve been toiling away on another wave of updates and changes that should address some of your main concerns as well as make the whole Crusader experience smoother. It takes more than one warrior to make an army, so too does each bug report help to collectively improve the game for all. Godspeed![/p][p][/p][p]- Update Size: 326MB - [/p][p][/p][h3]Additional Hotfix v1.043[/h3][p]"When moat can’t be placed due to high ground, the CPU Lords will now place killing pits instead (these will be free for the AI in this specific situation, so as not to cripple their economy)" functionality has been restored (it was disabled briefly in v1.042), with some tweaks. [/p][p]The CPU will now place these in a random pattern rather than a checkerboard, and the maximum amount that can be placed has been capped (limited to 250 in 8v8, up to 400 in 2v2). The rebuild rate has also been reduced.[/p][p][/p][h3]Additional Hotfix v1.041[/h3][p]We have identified and fixed a cause of a crash that was occasionally affecting players during any games with CPU opponents.[/p][p][/p][h3]KNOWN ISSUES
[/h3][p]MUTLIPLAYER: We are aware of the ongoing issues a portion of the playerbase are experiencing during Multiplayer, in relation to lag/placement delay, and resyncs. We are hoping to get further improvements to you in the next patch, and appreciate your patience while we work on this. Any multiplayer changes are a big risk so we need to make sure they are tested thoroughly before they reach players.[/p][p][/p][p]SAVES: We’ve made a potential fix and added additional logging to hopefully address some instances where people were not seeing saves when trying to load saved games - if you are still encountering missing saves, please send the player.log file that's in the settings folder to support here[/p][p]
[/p][h3]MAJOR ADDITIONS[/h3]
  • [p]You asked, we answered - Bedouin Troops can now be enabled in the Classic Trails! In the "Classic Trails" menu screen, at the bottom right, hit the "advanced options" button (the question mark) - there will be a checkbox to turn bedouin troops on/off.[/p]
  • [p]There is now a toggle to see ALL available Multiplayer Lobbies available globally, regardless of region. Use with caution, as joining lobbies far away from your own country could cause performance issues.[/p]
  • [p]On that note, we’ve added a country tag to the lobby list, so you can see the country of each lobby available
    [/p]
[h3]ADDITIONS[/h3]
  • [p]Map names of Firefly Maps in the Multiplayer lobby are now translated to your own language (rather than the lobby host’s language)[/p]
  • [p]When moat can’t be placed due to high ground, the CPU Lords will now place killing pits instead (these will be free for the AI in this specific situation, so as not to cripple their economy) [/p]
  • [p]Autosave Options added to Co-Op Setup[/p]
  • [p]Added a frame around Small Mini-Map Borders for some visual flair[/p]
  • [p]Ally Shield Icons now appear on the Trail Skirmish screen mini-map[/p]
  • [p]The different Lord Types now have unique Death sounds[/p]
  • [p]Added alternate flag visuals when playing as an Arabic or Bedouin Lord[/p]
  • [p]The Fire Ballista will now smoothly rotate during movement[/p]
  • [p]Added Trail Name to the Skirmish Masters Screen[/p]
  • [p]You can now delete records from the Skirmish Masters history by right clicking[/p]
  • [p]Added a loading bar on game launch
    [/p]
[h3]CHANGES[/h3]
  • [p]The Jewel has found her missing Knights! She will now use Knights to both defend and harass.[/p]
  • [p]Increased the building limit from 2k to 4k buildings. In Skirmish/Multiplayer, each player has a portion of the 4k for themselves based on the number of players. So in an 8 player game, each player can have up to 500 buildings, but in a 2 player game they can have 2000 buildings each.[/p]
  • [p]Troops can now pass through Shrubs, Bushes and Cacti (not trees!)[/p]
  • [p]The Lords have been resized to be suitably intimidating (and easier to spot)[/p]
  • [p]The gravestones of dead Arabic and Bedouin Lords, will now show a new illustration when clicked on (rather than a Christian cross)[/p]
  • [p]Improvements to the Co-Op ā€œload saveā€ system (including the addition of a load button to load single player Saves)
    [/p]
[h3]BUG FIXES[/h3]
  • [p]Fixed multiple issues regarding the Fire Ballista: it would sometimes perform its firing animation, but not actually release a bolt. They will also now shoot over walls correctly, and also not get stuck shooting at walls repeatedly.[/p]
  • [p]Fixed issues with the targeting of CPU Fire Ballistas[/p]
  • [p]Improvements to CPU logic over long distances[/p]
  • [p]Tweaks to the CPUs handling of buildings in dangerous areas', which should lessen the build/destroy loop they sometimes get stuck in[/p]
  • [p]The Jewel would never enter ā€œHarass Modeā€, this is now fixed so prepare yourselves![/p]
  • [p]Fixed issue where CPU Attacker Units would randomly stop attacking walls and other structures[/p]
  • [p]Missing smoke trail visual effect has been restored for ranged Troops in ā€˜Extreme Mode’ when using flaming projectiles.[/p]
  • [p]Fixed issue where some Troops would become invisible, both on screen and to other Troops, while still being able to deal damage[/p]
  • [p]Fixed issue where attacking Troops would disappear on the way to attack small keeps[/p]
  • [p]Fixed issue where CPU Oil Pot Engineers would get stuck constantly moving, and so would not do their job[/p]
  • [p]Fixed issue where disabling Cow Throwing in the Multiplayer Setup Settings was not applying to the game[/p]
  • [p]The Bedouin Outpost is no longer fireproof[/p]
  • [p]Fixed Marketplace cost in Custom Scenarios (Free Markets for all!)[/p]
  • [p]The material collection count for achievements ā€˜Lord v. Food’, ā€˜Calm down, Rambo!’ and ā€˜No More Wood Needed’ was sometimes being carried over between games, this is now fixed[/p]
  • [p]Crocodiles and Hyenas no longer break their legs during attack animations[/p]
  • [p]Slaves now have a running animation when movingĀ [/p]
  • [p]Knight’s horses no longer appear as though they are moving slowly when gallopingĀ [/p]
  • [p]Some building videos were not looping properly, this is now fixed[/p]
  • [p]Fixed issue with animation when Peasants would spawn in by the campfire[/p]
  • [p]Correct Wind and Birdsong ambient noise now plays[/p]
  • [p]Genie Voicelines when settings teams or adding/removing players is less frequent, and will no longer cut itself off[/p]
  • [p]Lords will now consistently make their death sound upon death (including when killed by a ranged attack)[/p]
  • [p]Fixed issue where Campaign Menu buttons would sometimes play music rather than progressing menu screens[/p]
  • [p]Drunkards will no longer get stuck at the campfire after being built over
    [/p]
[h3]CPU Lord Castle Fixes[/h3]
  • [p]Removed unnecessary Engineers Guild from the Nomad’s Castles[/p]
  • [p]The Emir was sometimes building an armourer instead of an armoury, this has now been fixed[/p]
  • [p]The Wolf would sometimes block off his Engineers guild and other buildings, and then destroy them. He will now build this Castle slightly differently to prevent this[/p]
  • [p]The Saladin will no longer build his armoury directly in front of one of his gatehouses, blocking entry/exit (what was he thinking?!)
    [/p]
[h3]Mission Fixes[/h3]
  • [p]Fixes to Classic Trails Missions 11, 12, 21, 28, 45, 46, 47, 65 & 67[/p]
  • [p]Fixes to Crusader Extreme Trail Missions 5, 8, 17, 19 & 20[/p]
  • [p]Ā Skirmish Masters Screen now correctly displays Sands of Time Mission Names (this will not apply retroactively, only for new entries)[/p]
  • [p]Skirmish Masters Screen will now correctly display the background for the Lord that you were playing as when the mission was completed[/p]
  • [p]Co-Op missions will now appear correctly in the Skirmish Masters Screen[/p]
  • [p]Trail Starting Dates were displaying incorrectly when cheats (chicken skips) were used, this has now been fixed[/p]
  • [p]In the Historical Campaign ā€œSaladin’s Conquestā€, the Engineers now speak Arabic
    [/p]
[h3]Map Editor Fixes[/h3]
  • [p]Added Flour to the Starting Goods options[/p]
  • [p]Fixed issue were ranged Troops on towers would get stuck regrouping[/p]
  • [p]Some shrub types were invisible upon placement, this has been fixed[/p]
  • [p]The icons for Building Tools and Nature Tools were the incorrect colours, this is now fixed[/p]
  • [p]Stopped 'not enough workers available to run this building' from playing each time an additional building is placed.
    [/p]
[h3]Map Specific Fixes[/h3]
  • [p]Map Name fixed for ā€˜Divided’[/p]
  • [p]In maps imported from Stronghold Crusader to Stronghold Crusader: Definitive Edition, seagulls would fly off of the map. This is now fixed.[/p]
  • [p]The following maps have had fixes: Marshy Mayhem, Armenia, Close Encounters, Hell on the Hill, The Great Lake, Crete Peninsula, Rock Face, The Valley, Height Advantage, In the Shadow, Wazirs Fortress, Three Little Pigs, Crossroads, Ultimate Victory, Swampy Island
    [/p]
[h3]Localisation Fixes[/h3]
  • [p]Updates to Simplified Chinese, French and Russian localisations[/p]
  • [p]German Localisation - fixed a speech/text mismatch for a line from the Saladin[/p]
  • [p]ā€œArabicā€, ā€œArabianā€ and ā€œArabā€ should now be consistent across text and speech
    [/p]
[h3]FEATURE IN PROGRESSĀ [/h3][p]We’re working on implementing this into the game’s settings as an optional feature, but for now:[/p][p]- To disable the Sands of Time’s timer-based functionality: run the game, go into the Options menu and click "Open Settings Folder" and then exit the game.Ā [/p][p]In the windows explorer window, open "settings.cfg" in a text editor (notepad for example) and find HideSoTTiming:False and change this to HideSoTTiming:True, and save it. Then when you run the game, Sands of Time will not show any timers or leaderboards.[/p][p]Please note: you will only see Multiplayer lobbies of other players on the exact same version of the game as you. People make sure you're on the latest version if you'd like to play Multiplayer.[/p][p][/p][h2]As always, thank you for playing Stronghold Crusader: Definitive Edition! [/h2]

Stronghold Crusader: DE - First Major Update Details!

[h3]Well met, Sire! Stronghold Crusader: Definitive Edition has charged into the breach and emerged from its launch victorious! The response of fans and critics to Stronghold Crusader: Definitive Edition has been nothing short of stellar.Ā 
[/h3][p]Delighted and spurred on by the torrent of positive player reception and feedback, Firefly Studios is keeping this momentum going by revealing some of the details of new gameplay content that players can look forward to in the weeks to come.[/p][p][/p][p]The first major ā€˜Autumn’ update will arrive in two parts -Ā  a free content update as well as an optional paid DLC. The free content will introduce The Crocodile, a brand new computer-controlled opponent with his own tactics, castle design, army and of course, snappy personality![/p][p][/p][h3]> Stronghold Crusader: Definitive Edition Tacticon Showcase [/p][p]The wizened lord of the marshes, The Crocodile is a bitter cruel fellow, driven beyond sanity by envy of his rival lords. Players will encounter The Crocodile across a new five mission economic campaign, in addition to being playable in skirmish mode (and in case you’re wondering - yes, the game has actual crocodiles, too.) [/p][p][/p][p]While there will be some degree of combat to contend with in the economic campaigns, the ultimate goal and thus victory will be decided by mastery of the game’s various economic industries and castle-life mechanics. The free component of the Autumn Update will be capped off by the inclusion of three new maps, one for Skirmish, Freebuild and Multiplayer.[/p][p]
The paid DLC will feature two new CPU commanders in the form of The Canary and The Trader, and a new 9 mission ā€˜Sands of Time’ skirmish trail - complete with target completion times and leaderboards. Players can expect military scenarios will test their strategic prowess and skills of siegecraft, as they wage war against these new tricky CPU characters. Fear not, more about these new adversaries and their attributes will be revealed in due time![/p][p][/p][hr][/hr][p][/p][p]After Stronghold Crusader: DE’s fantastic launch, Firefly is highly determined to keep pushing further, through the likes of additional content updates and gameplay improvements, to truly make this definitive edition the completely elevated tribute of a strategy classic![/p][p][/p][h2]Play Stronghold Crusader: Definitive Edition on Steam now![/h2][p][/p][p][dynamiclink][/dynamiclink][/p][p]
[/p]

Stronghold Crusader: Definitive Edition v1.03 Patch Notes

[h2]Stronghold Crusader: Definitive Edition v1.03 Patch Notes[/h2][p][/p][p]Greetings Sire! Today we have a chunky patch for Stronghold Crusader: Definitive Edition. We've hit over 200k sales, and over 16k concurrent players, so that's a lot of Building, Battling and Besieging from our beloved community. We're diligently going through each and every bug report from you, so please continue to log them with us and it won't be long before we have more information coming on the Free Update pack and DLC 1 coming this Autumn.[/p][p][/p][p]- Update Size: 749MB + 700MB for any language with speech -[/p][p][/p][h3]Improvements To Multiplayer Lag: [/h3][p]We've adjusted the delay calculation, which should lead to a general improvement in the lag/delay. We hope this improves the multiplayer experience, and will continue to investigate further changes if needed.Ā [/p][p][/p][h3]Additions[/h3]
  • [p]You can now enter ā€œ-skipvidā€ in the steam launch options, and it will skip the intro animation[/p]
  • [p]Well workers will now help Allies put out fires[/p]
  • [p]Enabled food eaten/not eaten Marketplace toggles in Multiplayer[/p]
  • [p]Various improvements to how Teams are displayed in Custom Skirmish and Multiplayer[/p]
  • [p]The Skirmish Game Type will now be displayed in the Skirmish Briefing Screen[/p]
  • [p]Added Classic Sorting option to Skirmish Map display (shift click the header to change sort modes!)[/p]
  • [p]In the Co-Op Lobby, it will now display a pip to notify of a message received[/p]
  • [p]Added prompt to show which Lord has a message for you[/p]
  • [p]Added several missing Temple Guard voice lines[/p]
  • [p]Richard’s ā€˜Afraid?’ voice line will now play when you click on the mission skip Chicken[/p]
  • [p]Added updated skull visual in the Skirmish Masters screen[/p]
[p][/p][h3]Changes[/h3]
  • [p]Adjusted the radius of healers, so they can now heal anyone on the same tower[/p]
  • [p]You can now place undug moat over an enemies undug moat[/p]
  • [p]In Multiplayer, non-hosts can now view the Team Setup panel (round table)[/p]
  • [p]Increased range around enemy keep of blocked moat placement (15 tiles)[/p]
  • [p]Improvements to speech & input delay when requesting resources from Multiple AI[/p]
  • [p]Armour will now be counted towards the ā€œCalm Down, Rambo!ā€ AchievementĀ [/p]
  • [p]"Rotate Building" hotkey settings text, updated to say "Rotate Gatehouse"[/p]
  • [p]Swapped a voice line for the Wolf when defeating an enemy[/p]
  • [p]In the Map Editor, you can no longer place Arabian Horse Archers & Heavy Camels on top of walls[/p]
  • [p]Decreased the Vegetation Cap in the Map Editor from 3999 to 3399, to allow count left for a player of the map to place apple farms[/p]
  • [p]The Starting Goods display will now disappear when you die[/p]
  • [p]Improvements to flattened Stockpile visual[/p]
  • [p]Further small improvements to the Tutorial[/p]
  • [p]Multiple French Localisation improvements[/p]
  • [p]Multiple Simplified Chinese Localisation improvements[/p]
  • [p]Multiple Arabic Localisation improvements[/p]
  • [p]Multiple Polish Localisation improvements[/p]
  • [p]Multiple German Localisation improvements[/p]
[p]Ā [/p][h3]Bug Fixes[/h3]
  • [p]Fixed the auto-trade / food exploit (Good catch, Udwin!)[/p]
  • [p]The Bedouin Outpost is no longer fireproof![/p]
  • [p]Engineers will no longer vanish, or turn into enemy units[/p]
  • [p]Placing Cesspits will no longer remove Farmland[/p]
  • [p]Swordsmen will now properly attack Camel Lancers while in 'Aggressive' stance[/p]
  • [p]Allied Walls no longer shrink when hit by allied mangonels[/p]
  • [p]Added a missing Engineers guild to one of the Pig’s Castle Designs[/p]
  • [p]You can no longer select or disband siege equipment while the game is paused[/p]
  • [p]Incorrect images will no longer display in the Allies panel[/p]
  • [p]ā€œCalm Down, Rambo!ā€ Achievement should now correctly trigger[/p]
  • [p]ā€œMute Playerā€ Button no longer covers the Team Shield in the Multiplayer Chat Menu[/p]
  • [p]Allied Attack Orders will no longer persist once the AI is dead[/p]
  • [p]Buying multiple Archers will no longer break the Tutorial[/p]
  • [p]Updated UI visual for the Slave[/p]
  • [p]Weasel Turd video is now playing correctly[/p]
  • [p]Bessy will now leave a European gravestone on death[/p]
  • [p]Mangonels will no longer automatically target the gravestones of dead Lords[/p]
  • [p]The text of a Selected Stone Keep will no longer say Wooden Keep[/p]
  • [p]When you kill a Lord, claimed goods are now called ā€œCaptured Goodsā€[/p]
  • [p]Fixed uneven icon spacing on the Classic Trail menu screen[/p]
  • [p]Save file names will no longer become lowercase[/p]
  • [p]When playing as the Scribe, Churches no longer have text calling them Mosques[/p]
  • [p]Report Screen now displays a neutral face for 0, rather than a happy face[/p]
  • [p]Arab Swordsman text updated to say Arabian Swordsman[/p]
[p][/p][h3]Mission Fixes[/h3]
  • [p]In Missions 39 & 40 of the Classic Trail, Richard the Lionheart will now build his Barracks[/p]
  • [p]In Mission 15 of the Classic Trail, Richard the Lionheart will now build his Marketplace[/p]
  • [p]In Co-Op Mission 7, farmland can now be built next to the northern player[/p]
  • [p]In Co-Op Mission 3, the keep will now properly register as enclosed[/p]
  • [p]When completing the Campaign The Baron's Crusade, the text now appears alongside the speech[/p]
  • [p]The Merit Panel in Crusaders States Missions 4 & 5 now show the correct team shields[/p]
[p][/p][h3]Map Editor Fixes[/h3]
  • [p]In the Map Editor, invisible, walkable Rocks will no longer appear[/p]
  • [p]In the Map Editor, you can now place walls right next to ruins[/p]
  • [p]In the Map Editor, deleting buildings will no longer attribute goods to the Keep[/p]
  • [p]In the Map Editor, placing a rock directly on top of a wall will no longer cause a visual bug[/p]
  • [p]In the Map Editor, multiple ruins icons are no longer cut off at the sides[/p]
  • [p]Hiding the UI in map editor no longer deselects your current brush[/p]
[p][/p][h3]Map Specific Fixes[/h3]
  • [p]Map ā€˜The Great River’ and ā€˜Crater Lake’ now have a lower amount of foliage, so no more mass death of trees, or disappearing apple farms[/p]
  • [p]Map ā€˜Border Patrol’, removed tiles that were preventing farm placement[/p]
  • [p]Map ā€˜Distant Encounters’, removed tiles that were preventing farm placement[/p]
  • [p]Map ā€˜Armenia’, Iron Mines will now be built correctly[/p]
  • [p]Map ā€˜Arrival’, Invisible Shrubs have been removed [/p]
[p][/p][h3]Localisation Fixes[/h3]
  • [p]Corrupted Speech Files (which in some cases and languages were causing speech lines to ā€œmergeā€ into each other, or instances of garbled noise) have all been fixed[/p]
  • [p]Incorrect mission names in Polish Localisation have been updated[/p]
  • [p]The Seventh Crusade is no longer called the Sixth Crusade in Polish[/p]
  • [p]The Help File links in Polish Localisation now all link to the correct place[/p]
  • [p]The Slinger now has a helpfile description, which was missing across multiple Localisations[/p]
  • [p]Fixed instances of Story Text being cut off, across multiple Localisations[/p]
  • [p]Hungarian Localisation no longer has any English speech play[/p]
  • [p]The Historical Campaign menu background, now correctly frames the screen in the Arabic Localisation[/p]
  • [p]The sounds settings text is no longer cut off in the Arabic Localisation[/p][p][/p]
[p]Please note that you will only see Multiplayer lobbies of other players on the exact same version of the game as you. Make sure you're on the latest version if you'd like to play Multiplayer.[/p][p][/p][p]Also, we're aware with issues regarding loading saves in Co-Op. We are working on fixing it for a future patch.[/p][p][/p][h2]Thank you for playing Stronghold Crusader: Definitive Edition![/h2]

Stronghold Crusader: Definitive Edition v1.02 Patch

[p]Date: 22nd July 2025[/p][p]Update Size: 79.5 MB[/p][p][/p][p]Gird your loins, my liege! We sold over 100k units of Stronghold Crusader: Definitive Edition in 48 hours! A momentous achievement that wouldn't have been possible without the passion of the Stronghold community. We've been investigating every report you send us, and our first Patch is now live, with more updates and fixes to come.[/p][p][/p][h3]Stronghold Crusader: Definitive Edition v1.02 Patch Notes:[/h3][h3]ADDITIONS[/h3][p]- Extended the tutorial[/p][p]- Added an extra window to the Keep[/p][p]- Added idle animation for the archers/bows when on towers[/p][p]- Unlocking all missions in the cheat menu will now unlock all co-op missions also[/p][p]- Added the Delete Building cursor when Windows Cursor is selected[/p][p]- Added missing Arabic Swordsman attack speech[/p][p]- Added drag-drawing of rocks in the Map Editor[/p][p][/p][h3]CHANGES[/h3][p]- Updated many AI Castle Designs to place the appropriate number of hovels[/p][p]- Change Tunnelers guild default hotkey to alt-G[/p][p]- Changed visual of Stockpile Walkways to improve visibility[/p][p]- Changed Trail of the Falcon missions 2 & 8 target times[/p][p]- Improved Iron Mine Placement for Richard, and in the Classic Trail (Mission 14 & 15)[/p][p]- Stopped the music restarting when entering/leaving the briefing screen at mission start [/p][p]- Updated Enter-Your-Name Screen[/p][p]- Updated some French Localisation[/p][p]- Updated some German Localisation[/p][p][/p][h3]BUG FIXES[/h3][p]- No More Wood Needed Achievement should now trigger properly[/p][p]- Skirmishers and Tunnelers now make noise when attacking structures[/p][p]- Skirmishers no longer use Arrow SFX when attacking buildings[/p][p]- Monks & Temple Guards could get stuck at the campfire after being recruited, this is now fixed[/p][p]- Fixed "troop disbandment during pause to make infinite peasants" exploit[/p][p]- Leaderboard entries occasionally wouldn't display, this is now fixed[/p][p]- Fixed Leaderboard issue where Page Display wouldn't match the Rank[/p][p]- Stopped "Stockpile is Full" Prompt on Call to Arms Mission 1[/p][p]- Quitting the Warchest Trail no longer takes you to the main menu[/p][p]- Removed the extra signpost in Seventh Crusade Mission 1[/p][p]- When clicking on an enemy building, the healthbar couldn't be removed by clicking elsewhere. This is now fixed.[/p][p]- Invisible shrubs were causing untraversable terrain, this is now fixed (goodbye, shrubs!) [/p][p]- Fixed visual bug with Ravine Placement in Map Editor[/p][p]- Can no longer accidentally create terrain that cannot be edited ("dead tiles") in Map Editor[/p][p]- Fixed the trees on Inches Apart map - they will no longer appear and disappear when moving the camera[/p][p]- Fixed Keep Positions on the Distant Encounters Map[/p][p]- Fixed misplaced water tile on Crater Lake Map[/p][p]- Added missing Starting Resources to The Great River Map[/p][p]- Removed placeholder temple guard voiceline [/p][p]- For Spanish: Kāhinah's speech is now fixed, she is now speaking the correct Spanish lines at the proper volumes[/p][p]- For Spanish: Fixed the corrupted Assassin speech lines[/p][p]- For Dutch: Fixed auto trade text overrun[/p][p][/p][p]Please note that you will only see Multiplayer lobbies of other players on the exact same version of the game as you. People make sure you're on the latest version if you'd like to play Multiplayer.[/p][p][/p]
Thank you for playing Stronghold Crusader: Definitive Edition!