In this update6
Full notes
Full Voor De Kroon update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- UI and audio
- Gameplay
- Balance
- Fixes
- Performance
Voor De Kroon changes
Hello everyone!
Big day today. After a week of internal testing on the Discord I'm proud to announce the second native Voor de Kroon campaign: The Early Hundred Years' War.
The campaign is set in 1345, just as hostilities between England and France are picking up again after a short truce. It's the year leading up to the famous Battle of Crécy. You can play as England and try to invade over the sea or defend as France and keep your territories intact.
I wanted to release the campaign a bit earlier than I anticipated to be able to look at the game from a different angle, which should hopefully result in a more polished 1.0.
Alongside the new campaign, this update introduces major battlefield mechanics, new historical armies, improved AI, expanded campaign systems, 87 new battle locations, 17 new factions and 19 new units.
Welcome to the Mid-14th Century
The new campaign map counts 86 settlements across England, France and the surrounding regions, fought over by 17 factions, each with their own historical armies, heraldry and language sets.
Small slice of the 86 settlement counting campaign map
All 17 new campaign factions
Steam post imageSteam post imageSteam post image
Battle Improvements
Genoese mercenary crossbowmen with deployed pavise shields
Battle Stances. Infantry formations can now switch between two stances through the Unit Detail Panel:
Hold the Line instructs soldiers to preserve their formation and position. This makes it useful for blocking enemy formations, protecting supporting troops and resisting cavalry.
Loose Formation gives individual soldiers more freedom to move and fight. Better when maneuverability and close combat matter more than keeping a rigid line.
Schiltrons. Multiple formations using Circle Formation can now be combined into a single large schiltron. Select several circle formations and drag them together to merge them into one big defensive position.
Cavalry under fire. Cavalry is now more vulnerable when charging through sustained missile fire. Mounted units lose speed while under fire and certain projectiles have a chance to unhorse riders entirely.
Deployable pavise shields. Pavise shields can now be planted on the battlefield, giving the troops wielding them protection against incoming projectiles.
Smarter loadouts. Mounted troops can now use different equipment depending on whether they fight on horseback or on foot. Ranged units also automatically receive an appropriate quiver when one isn't already part of their body equipment.
On top of that, archers in free-fire mode now properly lead their shots, ranged units hold a tighter stance in circle formation and multi-select dragging automatically orders formations front to back (ranged in front, melee behind). The RTS UI now also displays the player's morale radius, which has been reduced by 40%.
New Items and Units
Willem IV waving a big Hollant banner
The Early Hundred Years' War campaign is supported by a large expansion of units and equipment:
Weapons: the longbow, heavy crossbow, billhooks and late Danish axe.
- Helmetsthe Pembridge helmet with crown, 14th-century kettle helmets with padded or chainmail aventails and orles, new bascinet models and improved aventails for existing bascinets.
- Armor11 new mid-14th-century body armors, new gold-decorated leg armors and new mid-14th-century unit bodies.
- Visualsnew heraldry patterns and emblems, historical banner models, new horse saddles and textures and new surcoat textures.
In addition the update contains a variety of non-related equipment for editor use such as the Palazzo Ducale great bascinet (with a decorated variation) and two French great bascinets
Campaign and AI Improvements
AI armies can now manage artillery, shields, mounted troops, reserve formations and anti-cavalry tactics more effectively. AI-controlled cavalry can decide when it is advantageous to dismount, shield-equipped formations make better use of their protection against incoming projectiles and brace-capable infantry has improved anti-cavalry behavior on Tactician difficulty.
On the campaign map, AI factions can now pursue wider campaign goals in a manner much closer to the player. They make more purposeful decisions about expansion, defense, territorial objectives and enemy targets.
Editor Expansion
The Editors have received substantial expansions for creators:
Support for multiple currencies (including the new French currency)
Starting truces and alliances
Campaign-specific historical language sets
Port connections: settlements can connect across nearby water, letting creators represent islands, overseas territories, coastal routes and conflicts across the Channel
Placing specific officers in settlements and marking officers as vassals at campaign start
faction categories and a heraldry emblem outline setting in the Faction Editor
The Castle Creator also gets French castle parts and a new sandstone wall with dark roof material set.
Fixes and Polish
Beyond the headline features, this update includes a long list of fixes and quality of life changes: smoother formation dragging and multi-select, fixed campaign camera stutter and scroll-wheel zoom, corrected auto-resolve logic, many heraldry and loadout fixes, a crash fix for the tournament host widget and much more. The full changelog is below.
Because this update contains so much new content, there is bound to be some bugs in them, always feel free to report them! It helps a lot.
Thank you all for the continued support! as always!
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 Early Hundred Years' War Campaign
Add Battle Stance Toggle to the Unit Detail Panel for Infantry: Hold the Line or Loose Formation. Units in Hold the Line stance maintain formation, making it useful for blocking enemy formations and countering cavalry tactics
Add Schiltron Mechanic: Drag while multiple formations are selected in Circle Formation to merge them into one large schiltron formation
Add mounted pinning mechanic: under fire, cavalry moves slower
Add AI Artillery Management Logic
Add Deployable Shield Mechanic for Pavise Shields
Add Currency Selection Support to the Campaign Editor
Add 87 New Battle Locations
Add Mid-14th-Century Unit Types
Add Ability to Toggle Starting Truces and Alliances in the Campaign Editor
Add Support for Multiple Campaign Currencies to the Campaign Editor
Add French Currency
Add New Horse Saddles
Add Historical Banner Models
Add Settlement Port Logic to the Campaign Editor: Settlements Can Connect Through Nearby Water
Add Ability to Place Specific Officers in Settlements in the Campaign Editor
Add Ability to Mark Officers as Vassals at Start of Campaign in the Campaign Editor
Add Support for Campaign-Specific Historical Language Sets
Add More Heraldry Patterns
Add New Heraldry Emblems
Add Aventail Support to Early Bascinets
Add AI Shield Management Logic
Add AI Dismount Logic
Add Unhorse Chance Property to Projectiles
Add Outline Setting for Heraldry Emblems in the Faction Editor
Add French Castle Parts for the Castle Editor
Add Late Danish Axe
Add Infantry Billhook
Add Late Billhook Weapon
Add Polehammer Weapon
Add Longbow Weapon
Add Heavy Crossbow Weapon
Add Sandstone Wall with Dark Roof Material Set for the Castle Creator
Add AI Logic for AI Factions to Pursue Their Campaign Goals Like a Player
Add Palazzo Ducale Great Bascinet with Decorated Variation
Add French Great Bascinet with Visor Variation
Add Pembridge Helmet with Crown
Add 14th-Century Kettle Helmets with Padded or Chainmail Aventails and Orles
Add Blind Officer Head
Add Bascinet Model 4
Add Mid-14th-Century Unit Bodies
Add 11 Mid-14th-Century Body Armors
Add New Gold-Decorated Leg Armors
Add Player Morale Radius Display to the RTS UI
Add Categories to Factions
Add Proper Shot Leading to Archer Free-Fire Mode
Add Perk Listings for Arrow-Protecting Shields, Cavalry-Crippling Projectiles and Deployable Shields
Add Support for Mixed Lord Unit Heraldry with Global Heraldry Enabled: will mix with allied faction heraldry during campaign
Add Quiver Mesh Logic to Ranged Weapons: if no quiver is present on the unit body, spawn one
Add Scroll Buttons to the Diplomacy UI
Add New Horse Textures
Add New Surcoat Textures
Add Front-to-Back Ordering for Formations When Multi-Select Dragging (ranged front, melee back)
Add Ability to Create a New Noble House When Making a Lord a Vassal
Add New Church Campaign Props
Add Procedural Settlement Icons on the Campaign Map: every town looks unique on the map, also showing churches and gallows built in the settlement
Improve AI Anti-Cavalry Management on Tactician Difficulty for Brace-Capable Formations
Improve Bascinet Aventails
Improve Various Helmet and Equipment Textures
Improve How Vassal and Heraldry Logic Works: only lords get vassal heraldry as a continuation of the noble house when recruiting; town militia keeps town heraldry
Improve Castle Spawning Logic
Alter Settlement Start Garrisons When Not Bordering Enemy Sectors
Update Existing Banner Textures
Alter Mounted Unit Loadouts Based on Mount and Dismount State
Change How the Number of Banners in a Formation Is Calculated
Tweak Look of White Plaster Material Set for the Castle Editor
Tweak Shield Spacing on the Diplomacy Screen
Make Small Improvements to AI Tactical Decisions
Update Main Menu Videos
Remove Lance Crossbars
Update Loadouts for Friso-Hollandic Wars Factions with New Items
Tighten the Stance of Ranged Units in Circle Formation
Reduce Player Morale Radius by 40%
Retexture Various Helmets
Various Texture Optimizations
Change Tooltip Text on Unit Heraldry Shield
Fix Camera Trace Issue
Fix Signal Units Using Hold-Up-Shield Animations
Fix Crash Related to the Tournament Host Widget
Fix Player Heraldry Color Assignment in Battle
Fix AI Issue with Reserve Units
Fix Command Range Decal When Entering Tactical View
Fix Campaign Map Scroll-Wheel Zoom
Fix Mounted Respawn During Sally-Out Battles When the Player Dies for the First Time
Fix Officers Not Being Dismounted When Their Unit Dismounts
Fix Hoods Combined with Aventails
Fix Head and Neck Lock Issues in Loadouts
Fix Faction Leaders Potentially Receiving Mercenary Units When Assigned the Most Elite Unit
Fix Breathing Holes on the Back of the Mid Bascinet
Fix Officer Loadout Generation
Fix Officer Heraldry Inconsistencies
Fix Custom Campaign Factions in the Campaign Editor
Fix Lance Couching When Ordering a Formation to Move
Fix Auto-Resolve Logic
Fix Own Cavalry Dying on Stakes After the Battle Ends
Fix Issue with Signal Units Riding Around Bald in Closed-Helmet Aventail Units
Fix Faction Name Saving Bug in the Faction Editor
Fix Ailette Heraldry
Fix Unique Building Check in Campaign Gameplay
Fix Reinforcement Unit Max Ammo Count
Fix Messy Formation Drag Logic Feeling Jumpy
Fix Bug Related to Settlement Building Start Slots
Fix Various Heraldry-Related Bugs During Battle
Fix Bug Related to Formation Multi-Select
Fix Campaign Camera Movement Stutter
Fix Bug Related to Formation Pathfinding
Fix Multi-Select Siege Orders
Source
Changelog.gg summarizes and formats this update. How we read updates.
