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Stronghold Crusader: Definitive Edition News

Stronghold Crusader: Definitive Edition Autumn Update Coming Soon!

Autumn Update Countdown Begins!
[p][/p][p]Greetings Sire! The much anticipated free Autumn Update & paid DLC for Stronghold Crusader: Definitive Edition will be coming on October 14th! [/p][p]
Prepare to march with your brethren in arms against with the brutal Crocodile as well as the cunning Canary and the tricky Trader in ONE WEEK. [/p][h3][/h3][p][/p][p]The Crocodile arrives part of the free update, with the Canary and the Trader being part of the separate DLC. Each brings their own distinctive playstyle and unique characteristics to the battlefront.[/p][p][/p][p][/p][h3]The Autumn Update launches in one week. Wishlist it today to be the first to know![/h3][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p]

Stronghold Crusader: Definitive Edition v1.05 Patch Notes

[p]Well met, my Liege! A huge thank you to everyone who helped to test the Multiplayer Improvements in our Public Beta. Today we are happy to bring these Improvements to the full game in v1.05, alongside other fixes and changes.[/p][p][/p][p]Date: 4th September 2025[/p][p]- Update Size: 180MB -
[/p][h3]Stronghold Crusader: Definitive Edition v1.05 Patch Notes[/h3][p][/p][h3]MULTIPLAYER IMPROVEMENTS[/h3]
  • [p]Reduced lag between clicking and seeing your action take effect[/p]
  • [p]Fewer resyncs[/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][h3]ADDITIONS[/h3]
  • [p]Added 77 new “Place Building” Hotkeys[/p]
  • [p]Added a setting to disable any time-based functionality (timers, leaderboards, etc)  in Sands of Time, so you can play it like a regular trail if desired[/p]
  • [p] Upgraded the Portcullis visual in the Skirmish Teams Table Screen
    [/p]
[h3]CHANGES[/h3]
  • [p]Healers and Slaves now show no-attack symbol when targeting walls[/p]
  • [p]Improved the Healer's animations when running and healing[/p]
  • [p]Increased Arabic Swordsmen damage against buildings/walls to the correct values[/p]
  • [p]Updated loading screen[/p]
  • [p]Reworked the look of the Stockpile[/p]
  • [p]Removed uncoloured gap between coloured team chunks in the Team Table screen in Custom Skirmish[/p]
  • [p]Updated Keep and Stockpile UI Sprites to match the new in-game visuals[/p]
[p] [/p][h3]BUG FIXES[/h3]
  • [p]Fixed the cause of an issue causing big FPS drops and 'Rubberbanding Units', which would persist in the save file[/p]
  • [p]Fixed issue where changed Autotrade values would sometimes revert to a previously set value[/p]
  • [p]The CPU Lords would get stuck in a loop of buying and selling the same resources in quick succession, with big negative effects on their economy. This has now been fixed.[/p]
  • [p]Fixed issue where CPU Lords would overbuild Siege Engines, causing them to continuously place new siege tents[/p]
  • [p]Fixes to some CPU Castles (Based on the issues listed in Evrey's Modded Stronghold Crusader AIVs)[/p]
  • [p]The Abbot would sometimes place double Ballistas in his towers, this is now fixed[/p]
  • [p]The Abbot could hire Monks from the Barracks, this is now fixed[/p]
  • [p]Fixed issue where Tunneler Troops would be visible and targetable aboveground when they should be in tunnels[/p]
  • [p]Fixed issue where a CPUs attacking Siege Engines would move too close to enemy Castles[/p]
  • [p]Mounted units should no longer get stuck on walls[/p]
  • [p]Fixed issue where you could only send the Assassins short distances[/p]
  • [p]Fixed issue where assassins were trying to travel through Gatehouses rather than take a direct route (over walls)[/p]
  • [p]Fixed issue with CPU Unit behaviour when trying to route through Gatehouse[/p]
  • [p]Fixed issue where Lancer Knights would (visually) become Swordsman Knights when galloping[/p]
  • [p]Fixed issue where the animations of Mounted Archers would get stuck when targeting troops on walls[/p]
  • [p]Temple Guard Rally Point Flag now no longer displays Monks[/p]
  • [p]During Skirmish Setup, it was possible to place a player in an invalid player slot in the very top left of maps, which would result in the player dying instantly at the start of the game. This has now been fixed.[/p]
  • [p]Fixed issue where if a keep was too close to the edge of the map, the player positioning selection would break[/p]
  • [p]Fixed issue where if two Keeps were too close together, the CPUs could build over a player’s Keep, destroying it[/p]
  • [p]The Genie speech now does not interfere with the Lord speech when adding a CPU Lord in Skirmish Setup[/p]
  • [p]Fixed issue where a Custom Skirmish would not end, even after all CPU Lords had been defeated[/p]
  • [p]Fixed issue where the Stockpile’s deletion cursor trigger zone[/p]
  • [p]Fixed visual bug which would occur for a few seconds when placing gatehouses[/p]
  • [p]Fixed CPU Lords spamming goods requests after you deny them[/p]
  • [p]The in-game timer now starts after exiting the briefing screen, time spent in the briefing screen is no longer counted on the timer[/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]
[h3]Map and Mission Specific Fixes:[/h3]
  • [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]Fixed a crash that could be experienced when loading a save of First Edition Trail, Mission 3: This Dusty Land [/p]
  • [p]Fixed an issue where the game would freeze when playing Mission 49, The Mother of All Wars
    [/p]
[h3]Map Editor Fixes:[/h3]
  • [p]In the map editor when playing at low FPS, terrain would sometimes be placed automatically over the button area when placing terrain elsewhere. This has now been fixed.[/p]
  • [p]Removed buildings present in Stronghold: Definitive Edition, but not Stronghold Crusader: Definitive Edition, from the Buildings Availability list in the Scenario Editor[/p]
  • [p]Fixed the cutoff Ruins Icons in the UI[/p]
[p][/p][h3]Localisation Fixes:[/h3]
  • [p]Updates to Polish, Simplified Chinese, Arabic, Hungarian and German Localisations
    [/p]
[h2]As always, thank you for playing Stronghold Crusader: Definitive Edition![/h2][p]
[/p]

📢 Multiplayer System Improvements - Public Beta Extended & Updated! ⚔️

[p][/p][h2]📢 Multiplayer System Improvements - Public Beta Now Live! ⚔️[/h2][p][/p][p]We have been testing Multiplayer System Improvements in a Public Beta over the last week. This has been successful in reducing lag/action delay, but we have decided to extend this Beta to September 4th, to test the further improvements brought to you in today's update.[/p][p][/p][p]A big thank you to everyone who has helped us to test these improvements to the Multiplayer System! Without your help we would not have been able to discover the causes of Resyncs that we have now been able to fix with this update.[/p][p][/p][p]The final day for the Beta Test will be the 4th September, with the improvements released to the full game shortly afterwards.[/p][p][/p][h2]The Improvements in this Update:[/h2][h3]- Fewer Resyncs, while still retaining the lower lag between clicking and seeing your action take affect[/h3][p][/p][p]In this update, your system will generate an "internal log" during Multiplayer Games. This can be found in the settings folder, and is simply called "internal". [/p][p]If you and other players experience significant resyncs during a Multiplayer game, it would be incredibly helpful if you could send these logs to us.[/p][p] Please try and coordinate to include some kind of common title, such as "Logs from x_TheRat_x game" when sending these, so that we can tell which game different logs from different players are from. The more of you that send your logs during a game, the higher chance we can identify the cause of resyncs.[/p][p][/p][h3]Where to send Internal Logs:[/h3][p]This is a temporary measure to aid testing. Internal Logs will be disabled when we update the full game with the contents of this Beta Test.[/p][p][/p][p]Please Note: Outside of this Beta (in the regular game) 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 to make it easier to identify what is lag, and what is a resync.[/p][p][/p][hr][/hr][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]

📢 Multiplayer System Improvements - Public Beta Now Live! ⚔️

[h2]📢 Multiplayer System Improvements - Public Beta Now Live! ⚔️[/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 “load save” 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 “Harass Mode”, 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 ‘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 ‘Lord v. Food’, ‘Calm down, Rambo!’ and ‘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 moving [/p]
  • [p]Knight’s horses no longer appear as though they are moving slowly when galloping [/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] 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 “Saladin’s Conquest”, 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 ‘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]“Arabic”, “Arabian” and “Arab” should now be consistent across text and speech
    [/p]
[h3]FEATURE IN PROGRESS [/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. [/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]