Full notes
Full Broken Crown update
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Repeated intro
Hello everyone,
What changed
- Gameplay
- Performance
- Maps
- Balance
- UI and audio
a new update for Broken Crown is now available.
After the previous changelog, development has focused mainly on combat behavior, Fog of War, performance optimization, save system improvements, UI clarity, and progression support.
This update makes battles more readable, improves unit responsiveness, strengthens map management, and prepares the game for a more complete and stable release.
Combat System
The combat system has received several important improvements.
A new internal order system has been introduced for combat units, with clearer handling of movement, targeted attacks, combat reset, and manual commands.
Troops now respond more consistently when receiving orders, moving, engaging enemies, or chasing targets. Unit behavior during large engagements has also been refined to reduce passive states and outdated targeting.
This update also improves:
Manual unit orders
Combat reset behavior
Target selection and retargeting
Group movement
Formation handling
Unit activation during nearby threats
Inactive units can now react more reliably when enemies enter their area, making battles feel more responsive and less passive.
Fortifications and Defensive Structures
A new system has been added to better detect fortifications, walls, and gates that block the path toward a target.
Units can now better recognize when a defensive structure prevents movement and react accordingly.
This improves interactions with:
Walls
Gates
Fortified segments
Defensive structures
Blocked paths during attacks
This is an important step toward more reliable siege and base assault behavior.
Damaged Building Fire Effects
Damaged buildings now include fire effects, adding clearer visual feedback during attacks and making base destruction more readable during battles.
This helps players quickly understand when a structure is under heavy pressure or close to collapse.
Fog of War
The Fog of War system has been updated and refined.
Object visibility is now handled more consistently based on exploration and line of sight, with better control over elements that should appear or disappear during gameplay.
The fog material has also been updated to provide a more coherent visual result in-game.
Economy and Workers
Worker and resource systems have received several optimizations and stability improvements.
Resource node colliders are now activated dynamically only when relevant, reducing unnecessary checks and improving runtime efficiency.
Worker behavior has also been refined during:
Resource gathering
Resource assignment
Deposit interaction
Resource node detection
Warehouse interactions
These changes improve both stability and performance during longer matches.
Steam Achievements
An internal achievement system has been added.
The first achievement groups are now connected to unit recruitment and resource gathering, including:
Infantry recruitment
Archer recruitment
Cavalry recruitment
Worker recruitment
Wood gathering
Gold gathering
Food gathering
Iron gathering
A Steamworks bridge has also been added to synchronize unlocked achievements with Steam when the integration is active.
Save System
The Save/Load system has been expanded to include more match data.
Saves now track additional gameplay information, including:
Fog of War state
Research progress
Population
Buildings
Units
Workers
Caravans
Victory objectives
Endless mode state
Prefab validation during loading has also been improved, with clearer logs when references are missing.
Save slots now support richer metadata and screenshots, making saved games easier to identify.
UI and Controls
The game interface has received several improvements.
The selected unit panel has been updated to display clearer information, including icons, names, levels, and health bars.
Several quick commands have also been connected or refined:
Formation commands
Hold Position
Exploration commands
Minimap navigation
Camera focus through minimap click and drag
Game notifications have also been refined for better readability during gameplay.
Improved GUI
The overall GUI has been improved to make gameplay information clearer and easier to read during matches.
This includes refinements to selected unit display, command interaction, visual feedback, and general interface usability.
Level Runtime and Scene Setup
A centralized runtime configuration system has been added for several level-related components.
This improves the setup and stability of:
Terrain
Camera
Canvas
NavMesh
Layers
Map bounds
Fortifications
Local faction and team resolution
This makes scene configuration more stable and helps reduce setup issues across different maps and game modes.
Performance Optimization
Several runtime systems have been optimized to reduce unnecessary PC resource usage.
Continuous checks on resources and inactive units have been reduced through progressive scanning systems. Collider management, pathfinding, and unit brain activation have also been refined.
Additional optimizations were applied to:
Camera systems
Minimap logic
Building spawner
Victory manager
Game manager
Resource handling
Unit runtime behavior
These improvements help the game run more efficiently, especially during large-scale battles with many active units.
Final Notes
This update is another major step toward making Broken Crown more stable, readable, and responsive.
The goal remains the same: build a real-time strategy experience focused on base building, tactical control, large-scale battles, and meaningful strategic decisions.
Thank you for playing and following the development of Broken Crown.
More updates are coming soon.
Source
Changelog.gg summarizes and formats this update. How we read updates.
