Full notes
Full Voor De Kroon update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone,
What changed
- Performance
- Balance
- Gameplay
- UI and audio
- Compatibility
- Maps
Voor De Kroon changes
This update took a bit longer than normal, it became a 2 week update instead of a normal weekly.
First up: It adds officer attributes. Every time an officer gains a veterancy level you will be able to allocate an attribute point. They have a variety of effects that influence campaign gameplay and one unit type specific stat that infleunces their performance in battle.
Most of these effects were already in the game, but tied to unit level. Now they are presented in a clear deterministic way. No more: 'Why are my units breaking so easily'. Instead you can verifiy that the officer has a low command level. Or 'Why are my units not aligned properly in formation': Low tactics stat.
Full list of officer attributes Tactics - Improves formation stability and cohesion. Command - Increases unit amount in formation and improves resistance to fear. Grants a Fear Resistance Bonus at 6+. Stewardship - Reduces monthly upkeep. Logistics - Reduces food action cost.
Unit type Specific Attributes Fortitude (Infantry/Melee) - Units hold formation tighter while engaged. Ranged (Archers/Mounted Ranged) - Increases volley cohesion and accuracy. Horsemanship (Cavalry) - Increases charge impact and cavalry speed.
The update also takes on the campaign with a new sector system that replaces the old supply lines. The campaign now revolves more around maintaining your front line and contains easy hover effects to see what settlements can attack and move where. Units can now move across touching borders and also jump small water bodies like rivers to cross territory.
You can switch map modes like normal on the paper map and the button to switch to the paper map has been reassigned to change border modes on the campaign map. You can still access the paper map by simply zooming out or pressing TAB.
Sectors are generated automatically around settlements and are backwards compatible with any custom campaign. The new campaign changes also don't influence save game compatibility. More tools to manage the behavior of the sectors are added soon to the campaign editor.
Hovering a friendly settlement
Paper map: land holdings view
Paper map: town heraldry view
It also adds new armor pieces, a new visored great helmet and early bascinet models. New damage calculations for transitional half plate armors should ensure plated parts actually give a defense bonus during battle.
New visored great helmet
The next focus is going to be improving the way you move officers between settlements.
You can read the full changelog below including all fixes and changes.
Thank you all for the continued support!
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/MQXFbqpWpW
Full Changelog
Add new sector based campaign system: supply lines are replaced with border based movement and gameplay
Add officer attribute system: distribute attribute points on level up affecting officer campaign performance
Add campaign modifier to disable officer attributes
Add new logic to hiring defeated officers: will be placed in the settlement you captured by default except if you razed their settlement
Add new functionality to faction leader portrait: select current settlement faction leader is in
Add logic to make AI formations more reactive to failed actions such as failed charges and missed formation targets
Add sector preview tools to campaign editor
Add default campaign with new objectives
Add damage logic for half plate armor
Add cog ship icon for units traveling on water
Add fallback for town heraldry: if faction uses global heraldry, show global heraldry on location selector
Add visored great helmet 04
Add early 14th late 13th proto bascinet with decorated, painted and padded hood variant
Add another plated chainmail early 14th with hand guards
Add covered mouth chainmail armor variation
Add swamp stamp for the campaign editor
Improve recruited unit heraldry logic: will assume heraldry of vassal owning settlement if applicable
Improve click responsiveness of campaign settlements
Improve performance of officer head models
Tweak global game speed logic
Fix crash related to vassal settlements
Fix FX on campaign death scene
Fix cheat activated message
Fix campaign landscape stamps coloring props
Fix surcoat materials on new transitional armor
Fix inconsistency in sieged settlement check with attack garrison status
Fix cheat unlocks
Fix picking up custom swords during battle
Fix level up message not clearing after spending stat points
Fix spear brace animation persisting on fleeing units
Fix possible crash related to campaign battles
Fix potential crashes related to level transition code
Fix location name in AI officer capture logs
Fix officers getting cloned and captured when retreating from attack battle
Fix crash related to weapon pickups when leaving battle early
Fix faction leader placement in full castle garrisons
Fix supply carts moving into settlements under siege
Fix famine icon when under siege
Fix rare condition causing units to show stale animation while getting finished
Fix possible crash related to eye color
Fix crash related to stale arrow reference
Source
Changelog.gg summarizes and formats this update. How we read updates.
