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
- Gameplay
- UI and audio
- Balance
- Performance
- Maps
Voor De Kroon changes
This update aims to tackle the first batch of all the feedback I have been receiving in the past week. I want to thank you all for taking the time to respond to the game and help improve it!
As always, thank you for all the 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
Changelog
Add late 14th century units to 14th century armory pack
Add better unit tooltips to customization and quick battle menu
Add missing taunt animation to pollaxe animation set
Add true persistence to formation units: units are truly persistent, same person equals same gear and look every battle
Add new auto resolve system: system accounts for all units equipment including anti cavalry spear bracing and tries to calculate as accurate as possible how the fight would go
Add ability to use any unit during quick battles, will show faction units first and then categories with all other units
- Add logic to quick battlesif playing as a different era unit it will try to match officer equipment to unit era if available and if the unit is not in original faction pool
Add some plate armor related special effects to finisher moves
Weigh all unit equipment in total strength calculations instead of legacy unit tier
Make AI produce more varied units and produce elite units more aggressively in castle settlements
Make AI more aggressive with elite units during campaing gameplay
Make unit icons smaller on quick battle menu
Remove elite unit cooldown from conquer all campaign
Give player a tiny defense bonus for auto resolve to balance harder (but technically correct) auto resolve calculations
Change way archer morale works during battle: archers only auto-flee when they are the only remaining formation, two archer formations will still fight, archers now fully count as remaining battle morale instead of being weighted at 0
Disable dismemberment completely for plate armor units
Texture optimizations
Some general small optimizations
Improve AI recruitment logic during campaign
Improve autoresolve calculations during campaign
Tweak stamina use of primary attack
Fix crash related to stale data
Fix crash related to invalid Steam faction import
Fix crash related to unit logic
Fix crash related to custom faction loading with corrupt data
Fix crash related to custom unit loading with corrupt data
Fix crash related to siege water effects
Fix logic error resulting in officers without helmets when they should have a helmet
Fix heraldry on campaign editor settlements breaking when changing heraldry backgrounds
Fix leftover legacy unit tier calculations: replace with proper unit evaluation based on unit type, equipment and lords versus militia
Fix flee threshold calculations on campaign map, prevent unfair forced surrender logic
Fix physics on early 14th century unit bodies
Fix floating helmet bug happening in rare cases on dismemberment, related to missing physics
Fix tactical tutorial using data from the previous campaign instead of default campaign data
Source
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