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Steam News4 April 20263mo ago

Voor de Kroon Update - April 4th 2026

Hello everyone! This update brings new campaign mechanics and brings several improvements to overall gameplay. You can now host tournaments to improve relations with feudal factions.

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

15 fixes27 additions6 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
  • Performance
addedThis update brings new campaign mechanics and brings several improvements to overall gameplay.
addedYou can now host tournaments to improve relations with feudal factions. You can do this by clicking on a owned settlement and pressing the new host tournament button. This will present the host interface which let's you decide how the tournament will be held.
changedSiege gameplay has also been extended. It is now possible to relieve besieged allied or owned sectors. This triggers a field battle outside the castle, where you fight the besieger directly and attempt to break the siege. Relieving allied settlements will improve your relation with them and they will refer to it in their dialogue.
changedOn the systems side, AI faction behavior has been improved, especially around elite unit production and overall army effectiveness. Campaign customization has also been expanded with more control over unit restrictions, sector connections and combat behavior.
changedThis update also starts with weapon range adjustments, I have heard all your feedback. Unfortunately it's not a single fix as every tweak requires checking the AI and overall battle balance. But I will be improving this over time over the next few updates.
addedAlongside these changes, this update includes a large set of new armor pieces, quality of life improvements and stability fixes.

Voor De Kroon changes

addedThis update brings new campaign mechanics and brings several improvements to overall gameplay.
addedYou can now host tournaments to improve relations with feudal factions. You can do this by clicking on a owned settlement and pressing the new host tournament button. This will present the host interface which let's you decide how the tournament will be held.
changedSiege gameplay has also been extended. It is now possible to relieve besieged allied or owned sectors. This triggers a field battle outside the castle, where you fight the besieger directly and attempt to break the siege. Relieving allied settlements will improve your relation with them and they will refer to it in their dialogue.
changedOn the systems side, AI faction behavior has been improved, especially around elite unit production and overall army effectiveness. Campaign customization has also been expanded with more control over unit restrictions, sector connections and combat behavior.
changedThis update also starts with weapon range adjustments, I have heard all your feedback. Unfortunately it's not a single fix as every tweak requires checking the AI and overall battle balance. But I will be improving this over time over the next few updates.

This update brings new campaign mechanics and brings several improvements to overall gameplay.

You can now host tournaments to improve relations with feudal factions. You can do this by clicking on a owned settlement and pressing the new host tournament button. This will present the host interface which let's you decide how the tournament will be held.

Siege gameplay has also been extended. It is now possible to relieve besieged allied or owned sectors. This triggers a field battle outside the castle, where you fight the besieger directly and attempt to break the siege. Relieving allied settlements will improve your relation with them and they will refer to it in their dialogue.

On the systems side, AI faction behavior has been improved, especially around elite unit production and overall army effectiveness. Campaign customization has also been expanded with more control over unit restrictions, sector connections and combat behavior.

This update also starts with weapon range adjustments, I have heard all your feedback. Unfortunately it's not a single fix as every tweak requires checking the AI and overall battle balance. But I will be improving this over time over the next few updates.

Alongside these changes, this update includes a large set of new armor pieces, quality of life improvements and stability fixes.

Happy easter everyone!

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

  • 14th Century Armory Pack: Add German style bascinet with visor variation

  • 14th Century Armory Pack: Add late 14th century proto frogmouth helmet

  • 14th Century Armory Pack: Add hounskull helmet variation

  • 14th Century Armory Pack: Add bascinet visor variation

  • Add ability to host tournaments

  • Add siege relief battles: Can attack own or allied sector with friendly units to relieve an ongoing siege

  • Add logic to manage amount of elite units produced by AI factions, tied to campaign difficulty

  • Add loading screen tips related to officer deaths

  • Add better start campagin controls for unit and equipment restrictions

  • Add faction leader personality tooltips

  • Add custom unit support to custom campaign garrison settings

  • Add Iberian neck armor as shoulder armor item (Customization Only)

  • Add long surcoat elbow armor body armor variation

  • Add chainmail leg armor with prick spurs and poleyns

  • Add support for equipment that blocks head rotation

  • Add tournament invite and win image

  • Add no sector jump distance property for custom campaigns

  • Add missing logic to place hired officers after winning defense battle

  • Add game setting for single combat accept chance: Simulation (current default based on diplomacy and societal ranks), Medium (30% flat rate), Easy (always accept)

  • Add custom campaign control for max sector water jump: controls how far connections with no man's land between them will still connect

  • Add tooltips to quick battle location and castle selection

  • Add some safety to instancing on custom units

  • Add custom faction property: use uniform surcoat colors, will prevent randomizing surcoat colors on units

  • Add show custom sword on campaign death screen

  • Start polearm weapon reach adjustment

  • Refine AI unit production logic

  • Improve army effectiveness calculation

  • Increase chance officer is only wounded and not dead after battle

  • Internal code optimizations and future proofing

  • Reorder quick battle location and castle selection

  • Fix possible crash related to auto resolve

  • Fix allied reinforcement heraldry with global heraldry enabled

  • Fix weapon animation data always getting initialized with same finisher index

  • Fix start siege not counted as war move against player

  • Fix potential crash related to unit data

  • Fix level up message remaining on formations with a dead officer

  • Fix unit roster naming issue

  • Fix outlaw factions doing diplomacy with non player factions

  • Fix dry climate formation dust showing during winter weather

  • Fix crash when loading savegame from custom campaign that has lower amount of factions than before

  • Fix being able to perform finisher on trebuchet unit

  • Fix general trebuchet behavior during sally out battles

  • Fix being able to kick artillery

  • Fix crash related to fleeing trebuchet units

  • Fix crash related to formation distance detection

Source

Steam News / 4 April 2026

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