Next week marks another milestone in the project as it integrates melee and jousting tournaments into the game.
Watch some gameplay below of the upcoming update featuring tournaments, updated landscape weather effects and more!
If you have comments or suggestions always feel free to leave a comment!
Thank you for the support!
Patch Notes - July 18th 2023 - Campaign Update pt. 3
Hello everyone,
This update contains a big campaign expansion with 7 new settlements, Brabant is added to the campaign map and cinematics are added for assassinations and peaceful annexation. Ofcourse this patch also contains a lot of small fixes and a new menu scene depicting the death of Willem II at the hand of the West-Frisians.
Unfortunately savegames from previous game versions are incompatible due to the expanded campaign map.
I hope you enjoy it.
Full Changelog:
Fix blood texture on arming sword
If you press F5 with no formation selected you will possess a random ranged unit if available
Fix stormram floating through water during schagen siege
Tweak campaign map lighting and clarity
Tweak campaign landscape add landmass south of the the map
Add Brabant as playable faction for conquer all campaign
Add Brabant to campaign map
Tweak campaign map out of bounds textures to be almost seamless
Add new settlements to map: Die Haghe, Niemeghen, Tordrecht, Tiel, Ten Bosche, Wyck and Breda
Add region based map for Brabant
Add region based map for Die Haghe, Tordrecht, Wyck and Tiel
Fix assassination logic
Add animation scene for peaceful annex
Add animation scene for assassination
Fix Frisian militie units missing animations
Fix commander not being able to dismount when starting mounted
Fix custom lord weapon not cycling
Fix initial custom lord model being a militia model
Fix reinforcements sometimes being displayed on the wrong side of the battle dialog
Fix firemode icon showing on routed formation card
Fix delay before you can press accept on game event dialog
Fix spy and envoy diplomacy chance calculations
Update main menu with small scene depicting the death of Willem II during a campaign in Western Frisia
Patch Notes - July 12th 2023 - Campaign Update pt. 2
Hello everyone!
First of all, this is the last day you can save 20% on Voor de Kroon during the steam summer sale!
This update contains a complete overhaul of the campaign diplomacy and interaction with other factions. The decree screen and throneroom are completely removed and you will stay on the campaign map after every turn.
Diplomacy is now based on bargaining resources and success percentages. There is also a persistant stat that keeps track of positive interactions that will help in the bargaining process.
You can now also send envoys to a friendly faction and peacefully annexate them when you have stationed enough envoys. On the other side you can send spies to hostile factions, when caught the enemy faction will turn permanently hostile preventing you from doing any diplomatic deals with them. When you have succesfully infiltrated you can attempt to assasinate the enemy lord. Each spy increases the chance of a succesful assassination.
If the assasination attempt fails all factions will cut off diplomatic relations with you. So it's a high risk, high reward manoeuvre.
There are also a variety of fixes and improvements and I hope you will enjoy the new update.
Thank you for all the support!
Kevin
Full Changelog:
Show dialog when campaign savegame is incompatible with new game version
Change campaign faction difficulty text to starting conditions
Fix some game variable declaration values related errors
Write new system for save incompatibility
Allow player to select location for quick battles
Fix defensive formations sometimes falling through floor during siege battles
Add peacefull annexation mechanic
Add assassinate mechanic
Fix bug causing completed buildings to sometimes not show up
Add university building, needed to send spies and envoys
Add send spies mechanic
Add send envoy mechanic
Diplomacy bias normalizes by 1 point every turn
Add diplomacy bias factor, this bias decreases with failed diplomacy attempts, annexation, razing and declaring war prematurely on a faction. When this bias is too high an enemy faction can permanently break off relations.
You can ask an ally to give you resources
Improve some game event sounds
Fix AI garrison management
Add cheat codes activated by inputting specific custom lord names and playing as them
Tweak West Frisia map
Tweak veluwe area map
Make directional combat on foot smoother
Remove heraldry from swords and sword scabbards
Fix custom faction editor color mode shading
Fix campaign map color mode shading
Some small Battle AI balance fixes
Replace weapon names with english variants
Add arming sword and 1.5 hand seperately to custom faction editors
Add campaign difficulty option, this affect public order, diplomacy chances and player income
Player can only possess ranged units
Sound war horn on siege charge when in cinematic mode
Fix mounted sword animations rotating the spine too much
Fix player controlled icon not showing in battle dialog
Tweak cinematic color mode look to be more desaturated and foggy
Correctly switch commander portrait when cycling attack from settlement
Implement new diplomacy screen
Implement barter based diplomacy
Completely remove decree system
Start main campaign with 6 wood
Player can always attack fortified settlements, even when no engineers guild is built
Ladders for sieges can now always be built but will cost double if you don't have an engineers guild
Show faction overview in diplomacy screen
Improve campaign UI Animation smoothness
Move game events widget to campaign map controller
Stay on campaign map on turn end
Add falling leaves during autumn in campaign
Also hide archery UI when gameplay UI is toggled off
Patch Notes - June 26th 2023
Hello everyone,
This is the first of several updates that overhaul the campaign mechanics. The game will move away from the decrees mechanic into a more natural integration of situational management.
Starting with this update you will have to fight rebels by clicking on the rebelious settlement and attacking them. If you win you can choose to burn down the settlement in retaliation, which will give a public order boost to all your other settlements, or leave them which will give the settlement a public order boost but the public order in all your other settlements will drop.
All campaign portraits are now dynamic and animated. They will show the current commander of the settlement instead of always the faction leader.
This update also allows you to toggle off the gameplay UI and hit markers and contains several fixes.
Thank you for all the support!
Full Changelog:
Set portrait and info from settlement commander on settlement selection UI
Fix commander unit names to correct middle dutch
Set protraits from settlement commanders in battle screen
Add campaign difficulty indicator to faction info
After winning rebellion fight you can raze the settlement for global public order bonus or leave the settlement for local public order bonus and global public order hit.
You now fight rebels by clicking the settlement and then attack.
Remove civil decree category
Fix crash occuring when selecting a melee ritter unit as commander
Fix formations getting stuck in charge end loop
Add dynamic lord portraits to campaign
Fix shield blocking hit registration calculation
Fix on ground state being activated too long for downed units
Add show gameplay UI toggle, also add to realism mode selector options. This affects attack direction markers, healthbar and action text.
Add toggle to disable hitmarkers, also add to realism mode selector options
Improve balance bar appearance
Fix non combat ready units dissapearing after battle
Fix non combat ready units costing food when attacking
Fix bug causing campaign possible reinforcements to stick when playing quick battles
Tweak AI Cavalry formation charge behavior
Fix being able to select non combat ready units as reinforcements
Militia Armor Update part 1 - June 20th 2023
Hello Everyone!
This is a big one, the first of two armor updates that replace all models in the game. This update replaces all militia models with era approriate outfits inspired by and created directly from historical references. I hired the help of the talented Roy Douglas to create new armor for my game.
Armor
All militia units are now wearing new armor, there are still some updates coming up to the models with some cool archeological findings from the low countries.
Gameplay
This update also contains a lot of gameplay changes. Formation charge behavior has been revampled completley and now connects correctly from all angles. Formations spacing has been revamped: low level units now have a bigger spacing than before and high level units a tighter spacing greatly increasing cohesion and combat effectiveness. Fighting now takes into account a height advantage giving a damage bonus to units on higher ground.
Polearm units are now far more deadly against cavalry making them a viable option in your army. This goes along with the removal of the overpowered chainmail based polearm units that feudal factions had.
Ranged Units
The frisians have a new skirmisher unit that uses throwing spears and operates at close distance. Spears can penetrate shields and can be thrown in rapid succession at the enemy. When drawn into melee or out of projectiles they can stand their ground very well in combat with a spear and shield combination. Watch out for these guys!
Ranged units now have limited ammo and a revamped set of firing modes. When ammo is depleted the archer formation will behave as a melee formation. Ranged formations start in a new selective fire mode that only targets formations that are not near friendly units preventing friendly fire. You can cycle through fire modes to set them to forced fire, this will make them target enemy formations even when close to friendly formations or hold fire.
Cinematic and Realism mode
When starting up the game you will be presented with a choice between two gameplay modes. These are a certain combination of gameplay settings also accessible through the options menu that allow you to shape the gameplay to your liking. You can always select a new mode through the options menu.
Thank you for all the support so far, stay tuned for more updates. Next up are the armors of the knights!
If you have bugs, questions, complaints or anything, let me know in the discussions!
Full Changelog:
Only show two handed stance text when actually switching to two handed stance
Update game credits
Fix player weapon initialization logic
Remove redundant controls from input config
Fix bug of commander spawning mounted in a siege battle
Change hold fire command to cycle fire mode
Add selective fire mode for archers: only target free standing enemy formations. This is the new default fire mode. Can override to always fire using the cycle fire mode command.
Bind possessing formations to the top face button for gamepad
Fix jittery injured crawl animation
Rename Horichede with shield to Keerlen, implying free farmers
Update unit descriptions
Add penetrate armor flag for missiles: instant kill on chainmail units
Throwing spears and crossbow bolts penetrate armor
Add base class savegame to check save versions without crashing
Add screen to select cinematic or realistic mode on first game load: this automatically sets up gameplay settings for an optimal experience.
Add show enemy formation markers toggle: show kill markers on enemy formations
Add toggle for friendly unit health bonus: Friendly units get 1.5x health
Add directional combat to player on foot: move mouse or gamepad right stick to determine attack direction
Add toggle for sunny weather frequency
Arrow hit to the player is now instant kill on realistic player damage
A lance hit to the player is now an instant kill on realistic player damage
If an army only fields ranged units they will count towards morale balance
Add toggle for slowmotion effects
Slightly increase knockdown sound volume
Tweak snow footstep volumes
Fix archer hand animation
Tweak gamepad controls on foot
Fix mounted gamepad controls
Increase mounted camera distance 1.5x
Retexture first person crossbow
Retexture high res crossbow bolt
Retexture crossbow to be completely wood
Fix anti cavalry stake damage direction calculation
Change default infantry formation size to 75 (from 60)
Prevent AI from breaking formation to run after player
The minimal food cost of all units is now 1
Refactor gamepad controls to virtual cursor in campaign
Add some new deployment strategies for AI Commander
Prevent AI commander from setting up a static defense position when attacking
Fix dismounted cavalry making horse noises during siege battles
Tweak unit weapons
Various code optimizations
Add stakes support to Frisian fanatics unit
Remove support for fire bolts for crossbows, now only archers support fire arrows
Reduce formation skirmish run cooldown time
Add spear throwing skirmisher unit for Frisia, is ranged unit but can stand their ground as a melee unit
Add first person character for skirmisher unit
Unify Unit icon logic
Tweak arrow death reactions
Add a limited amount of arrows to archer and crossbow formations, if out of arrows they will draw their sidearm
Siege defenders have triple the amount of arrows
Replace first person meshes
Replace fire arrow model
Add new Frisian militia unit models
Add new Feudal militia unit models
Knocking down a unit on horse does some damage
Ranged units spawn in loose formation
Add new kletsie model
Remove polearm sergeants unit
Fix cavalry reporting cavalry charge
Replace bow with more historical representative version
Decrease formation spacing for infantry
Low level units now have bigger spacing than before, high level units less
Speed up unit targeting when first starting fighting
Prevent AI from using battle addons before building engineers guild
Implement officer weapon system, add weapon data for officer weapons
Unit targeting optimizations
Increase unit targeting range
Greatly improve formation charge behavior and angle calculations
Optimize hit detection code
Add small chance of polearm unit rearing enemy horse and killing the rider
Add damage bonus to cavalry for polearm militia
Polearm militia can now brace against cavalry
Add new militia weapon models
Refactored shield bash: When hitting a blocking unit they will only stagger, when the victim is not blocking they will fall down
Units on higher ground deal more damage to units on lower ground
Tweak AI Cavalry behavior
Player only takes damage from enemy horse knockdowns
Lower player finisher chance
Fix bug causing player to own more food than the stockpile allows
Fix beard surcoats of Frisian commanders
Voor de kroon - The history - Episode 01
Hello Everyone!
I made a video together with a Historian that has recently been helping me get the details right on the game.
The video outlines the general context of the conflict and tells a little about what Kerkhof has done for the project.
Thank you for all the support so far!
Hotfix - May 23rd 2023
Changelog:
Fix Jan van Brabant having non helmet voice
Fix game crash related to footsteps on ice during winter
Patch Notes - May 21st 2023
Changelog:
Add watchtower building: Can see enemy units during deployment while defending settlement.
Simplify tree colision, prevent units from getting stuck under branches
Fix start battle button not clickable with too many reinforcements
Fix brederode starting conditions
Rename trading post to traders guild
Rename forestry hut to foresters guild
Rename engineers quarters to engineers guild
Prevent famine making your ruler desert
When a settlement is attacked it loses a fixed 10 points of public order
Fix public order downward spiral when public order is low
Commander Update - May 18th 2023
Hello everyone,
This update adds the ability to designate a garrison commander which you will play as in battle and the on foot controls for the player are greatly improved.
Commander System Each garrison now has a designated commander which you will play as in battle. You can appoint an officer as commander through their unit detail screen and choose wether you will spawn mounted or on foot.
On foot controls Out of combat you can now freely look around your player. Only in combat you will switch to fixed strafing movement. In addition the player now has different footsteps based on the surface type and has gotten some overall improvements to the movement feeling.
Full Changelog:
Player can designate a garrison commander
Player will play as garrison commander in battle
If the garrison contains a ruler he will always be the commander
Player can toggle if garrison commander will start mounted in unit detail screen
Show player indicator on commanded formation icon in battle
Player spawns near commanded formation
Add new animations to player on foot when not in active combat, improve overall feel on foot
Add freelook controls to player on foot when not in combat
Add falling animations to player on foot when in air
Player will start on foot in siege battles
Add different footstep sounds for surface types
Add snow footsteps for units in winter
Spawn siege camp in siege battles
Add move priority to open gate when gate is breached
fix unit info being scrambled after occupying an empty settlement
Fix ruler lance being lost forever when routed, ruler lance now stays in a defended settlement with 10 units or returns to a remaining settlement when settlement is lost
Fix first person footstep sounds
Fix unit rotation after climbing up ladder
Fix tree collisions, units navigate around them
Being in water now gives 7x penalty to cavalry and 2x penalty to infantry for damage taken
Fix night battle not setting wall defender slots
Destroy trees around siege camp
Destroy trees where castle spawns
Destroy trees and objects where trebuchet spawns
Tweak player realistic damage values: Melee strikes take 1/4 health, arrow hits and cavalry knockdowns take 1/2 health
Improve execution die animations
Prevent units on ladder from becoming injured and trying to crawl away in the air
Remove starting cavalry unit from vroenle
Disable reinforcements for siege battles completely
Fix defensive siege archers shooting at direct targets in a high arc
Fix some pathfinding bugs on palisade walkways
Fix player being able to bash with first person bow/crossbow
Hotfix - May 15th 2023
Changelog:
Fix game crashing when constructing a building
Fix ladder units still placing ladders after sallying out
Fix being able to sally out before nav mesh finishes generating