Voor de Kroon cover
Voor de Kroon screenshot
Genre: Simulator, Strategy, Indie

Voor de Kroon

Upcoming tournament update!

Hello everyone!

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.

Introducing dr. P.A. Kerkhof, medievalist and language historian. You might have seen him on 'Het verhaal van Vlaanderen' or have read the coverage on his article about medieval pigs.

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
  • Fix units getting stuck in gate when sallying out