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

Voor de Kroon

Siege battle campaign integration update - May 15th 2023

Hello everyone!

There are a lot of big changes in this exciting new update! Among the visible updates are a lot of under the hood mechanical changes that open up the game to exciting new possibilites and more dynamic battle landscapes.

Hotfix incoming for campaign building crashes and some other small things. Thank you for your patience!

Siege battles

This updates integrates a first iteration of siege battles into the campaign gameplay loop. You can build two tiers of fortifications: A wooden tower and a stone tower. These will spawn fortifications in battle when attacked.

You can storm the fortifications using storm ladders and a storm ram and try to gain entry inside. The AI is adjusted specifically for the siege battles and will try to move towards interest points when charging rather than a specific formation. You will need to build an engineers quarter or siege workshop before you can siege a fortified settlement.

Combined battle maps

All battle maps are now directly based on the campaign map and contain multiple settlements per map. So instead of a seperate map for each settlement you fight in large scale environments, there is always something on the horizon if not sea.

Wood resource
During the campaign you will use a different resource for siege engines. You can produce wood by building forestry huts and lumberyards.

Each ladder costs 1 wood
Stormram costs 12 wood
Trebuchet costs 15 wood
Stakes cost 2 wood
Archer defenses cost 2 wood
Fire arrows cost 1 wood

Your ruler is also a unit
You ruler is now also a unit in a garrison. You can now keep him safe while fighting with a lower level officer in battles. You can also send him to the front lines for 'high risk, high reward' gameplay.

The future of the game
There is a lot of cool stuff in development right now including a historically accurate armor set which is well underway and more historical architecture. Stone castles are coming to the siege battles and expect a lot of fixes and optimizations to the general gameplay loop.



Thank you for playing!

If you encounter issues, bugs or don't like new features. Let me know in the steam discussions or on discord!

https://discord.gg/Sd3XF8nq2h


Full changelog:

  • Add siege battles to campaigns
  • Add historically accurate wooden tower
  • Add wood resource to campaign
  • Add new dunes biome
  • Add under construction stats prop to buildings: Propagate replaced buildings stats when under construction
  • Add special castle garrison compositions for campaign ai >> Only infantry and archers
  • AI only builds advanced siege engines when they have a siege workshop built
  • Add under construction campaign map icons for fortifications
  • Tweak AI campaign building behavior
  • Player can only attack fortified settlements if they have an engineers quarter
  • Update some building icons
  • Decrease unit pathfinding collision radius
  • Fix stormram teleporting all over the place
  • Reenable skirmish siege battles
  • Add forestry hut to west frisia for standard wood production
  • Add missing farm to frisia for food income at beginning of campaign
  • Remove infantry unit from Gelre capital
  • Lower gallows income penalty to -150
  • You also earn wood and food when razing and plundering a settlement
  • Fix player accidentally executing friendly units
  • If a unit is stuck/floating for too long, knock it down to reset it's pathfinding
  • add siege AI that targets interest points around the fortifications
  • Add platform to defense catapults
  • Add campaign advisor that gives gameplay tips, can be turned off in settings
  • Food production halts in summer due to harvest seasons
  • decrease random reaction time to improve formation thightness
  • Add new check to see if targeted enemy is in view
  • Change sector policy names to middle dutch
  • Fix floating fire arrow braiziers
  • If formation is changing shape when charging give formation enough time to reform before charging
  • Fix settlements winding up in rebellion loop on low public order by resetting public order to around 50 when rebellion has ended
  • Fix AI Reinforcement related crash
  • Add palisade gate
  • Add new palisade model with walkway
  • Make campaign ai more aggressive
  • Fix units not attacking new reinforced units
  • Optimize unit targeting
  • Engineers Quarters is now the basic building for constructing wooden contraptions, upgrades to siege workshop
  • Forestry hut now only generates wood, Lumber yard generates 2 wood
  • Change navmesh generation to dynamic
  • Optimize AI navigation performance
  • Tweak fog values
  • Fix blurry chainmail on player
  • Change start siege sound
  • Improve visibility of cursor and some UX elements in winter
  • Add ladder unit that tries to place a ladder at the designated location
  • Fix units trying to execute grounded friendlies
  • Increase time reinforcements take to arrive in battle
  • Spawn attacker archer defenses dynamically from castle
  • Make siege defense AI more reactive
  • Notify siege ram of battle ended
  • Unit AI Tweaks
  • Add number to formation icons for better controls clarity
  • Spawn castles dynamically in battle when settlement has one built
  • Improve siege defense AI
  • Lower unit step height
  • Tweak battle temperature values
  • Basic training fixes
  • Tweak unit prices
  • Refactor garrison public order bonus, you get +1 per turn when having at least 3 units in garrison and another +1 when having a full garrison
  • Lower public order hit to -2 from -3 when settlement has bordering enemy settlements
  • Fix full garrison public order bonus being lower than displayed value
  • Lower public order at high populations
  • Lower settlement base taxes
  • Limit max food stockpile to 45
  • Decline settlement population when public order is really low
  • Fix units sometimes not engaging in combat
  • Increase low public order rebellion chance
  • Fix army icons being stretched in battle dialog when no reinforcements are available
  • If enemy ruler dies in battle his army will flee and his faction will be lost
  • If main lord is not in battle play as generic officer
  • Main lord is also a unit
  • Lower general disease chance
  • Lower general rebellion chance
  • add region based map for oversticht
  • add region based map for zuid holland
  • Add region based map for muiden utrecht
  • add region based map for kennemerland
  • add region based map for frisia
  • add region based map for veluwe area
  • Add region based map for west friesland
  • Refactor gamemode, spawn and map travel logic
  • Add 13th century english heraldry
  • add one headed eagle heraldry
  • add Castille heraldry
  • add brabant lion heraldry
  • Remove siege ramp
  • Add storm ladders
  • Implement ladder placement system

Reinforcements and Tactics Update - April 21st 2023

Hello all,

This update adds the ability to select renforcements to come to your aid from neighbouring settlements. You can now also choose what to do with surviving enemy officers after a battle. You can hire, release or execute them.



This update also implement deployment tactics for AI armies. The enemy will deploy his army in a way to makes sense to his army composition. This system will be refined over the coming period. The enemy army is now hidden until you have finished deploying.

The siege battle test has been disabled in preparation for the full scale rollout. More on this soon!

Full Changelog

  • Add pre battle deployment strategies to NPC armies
  • Hide enemy army until player finishes deploying
  • Add prebattle screen to select reinforcements for upcoming battle
  • Surviving enemy officers can be hired, executed or released after winning a battle
  • Fix enemy lord run speed
  • Remove test siege battles in preparation for campaign implementation
  • Fix mouse focus after selecting what to do with conquered settlement
  • Add external game credits to main menu
  • Add screen blood for executions
  • Add better crawl animation for injured units
  • Show unit type and officer name in battle status report
  • Add afterbattle officer status screen to quickbattles
  • Make smoke softer and more realistic
  • Add tooltip to english unit names option to restart game
  • Show holding fire icon on archer formations that have drawn their sidearm
  • Rename campaign to conquest
  • Fix AI Excessively retreating broken formations
  • Add slightly different movement speeds to units
  • Add different reaction times to units for movement orders
  • Slightly lower chance of sunny weather
  • Add historical naming to faction overview categories
  • Add Middelzee to campaign landscape
  • Tweak Campaign landscape
  • Increase food cost of all cavalry units

Patch Notes 30th March 2023

Changelog

  • Finetune pushing friendly units
  • Fix finish move victim animation ending too soon
  • Add Wieringen Island
  • Fix dummies in training area being killable
  • Change keep to dutch stone tower in combat tutorial
  • Add Brederode to packaging config
  • Rename Coevorden to geographically more correct Swolle
  • Rename Groningen to geographically more correct Dockum (middle Dutch spelling)
  • Add some missing water bodies to campaign map
  • Fix Horichede unit attack stats: unit without shield has 2 attack, unit with shield has 1 attack
  • Historical naming fixes
  • Fix brabant surcoat color / change char model
  • Fix floating/in ground execution animations
  • Fix kennemers middle dutch naming
  • Fix frisian lords naming
  • Rename Fulnaho to Vollenho
  • Replace Her with Here
  • Various Naming fixes

Patch Notes March 29th 2023

A more detailed blog post outlining some of the biggest changes is coming soon!
This is not yet 'the big siege update' you probably have been waiting for, but it's coming soon!

Thank you for your support so far!

Battle Changes

  • Implement fall from horse mechanic. Units can get dehorsed by hard impacts while having speed and wearing chainmail or getting hit by a lance while blocking.
  • Implement finish mechanic for knocked down and injured enemies
  • Slightly push friendly infantry away with player unit while on foot
  • Add Iframes to player dodge
  • Add Iframes to player attacks
  • Reset on foot camera distance to correct length
  • Use static death pose on executed enemies instead of ragdoll
  • Fix player earning XP for friendly kills
  • Remove negotiation during siege battles
  • Fix attacking archers always staying low during siege when not in cover
  • Only fire arrows can damage siege equipment
  • Add proper stormram strike animation
  • Optimize melee trace methods
  • Set the right footstep sounds for each type of armor
  • Add specific executions for each weapon, no more stabbing with axes
  • Only do dismemberment with strong impacts
  • General Unit AI improvements
  • Add snow to tree trunks in winter
  • Optimized bush mesh lods
  • Fix knocked down or injured characters playing animation on arrow kill
  • Cavalry bumps now use the right velocity to calculate wether the unit needs to fall on the ground or just get pushed back


Campaign Changes

  • Add upgrade button to building detail screen
  • Adjust razed settlement text
  • Adjust settlement disease text
  • Slightly increase chance of AI player razing settlement instead of occupying it
  • Razed settlements now stay razed for an entire year (4 turns)
  • Fix AI not using advanced selection of sector policies
  • Fix AI being too passive during campaigns
  • Tune AI building construction
  • Rebalance unit cost
  • Update settlement names to middle dutch variant
  • Change campaign map to a more accurate representation of the 13th century low countries
  • Add cloud shadows to campaign map
  • Campaign unit type optimizations
  • Simplify faction cultures to Frisian and feudal


Misc Changes

  • Fix Custom Faction save behavior
  • Historical naming changes, implement middle dutch naming
  • Update weapon names to middle dutch variant
  • Update lord titles to middle dutch variant
  • Update lord names to middle dutch variant
  • Fix game crash when staying in the mainmenu too long
  • Change skirmish button graphics
  • Showcase new dutch tower castle in menu
  • Add historically accurate stone tower
  • Fixed vsync menu option not showing correct value
  • Add Duchy of Brabant as playable faction in quick battles

Save game crash hotfix March 12 2023

Unfortunately the last patch broke savegames again. I need to find a better solution for this, but in the meantime I made a hotfix that clears your savedata to prevent the game from crashing.

Changelog

  • Increase save file version, this clears your save data on launch of the game.

Patch Notes March 11th, 2023

Hello everyone!

This update revamps unit movement allowing infantry a far wider moveset in battle. This makes battles feel more dynamic. The health and armor of units is also updated to better reflect differences between armored and non armored units. These changes make infantry battles drastically more fun to participate in and make the battlefield feel more realistic and alive. I also tweaked some attack distances to make formations wrap around and properly engage eachother.



Units now also utilize their polearms better against cavalry. A dedicated spear bracing mechanic has been implemented. If a formation is left idle with enemy cavalry near they will assume a spear brace pose. When fighting or not in a spear brace pose spear units are just as effective against cavalry as normal infantry. This nerfs spearmen while at the same time making them more deadly when used correctly.

There is also a lot of stuff being worked on behind the scenes and I can't wait to tell you more about it! I am spending a lot of time working on getting the siege battles ready for a campaign rollout.

Thank you!

Changelog

  • Implement proper spear bracing for two handed spear units. Units now brace spears when cavalry is near and the formation is left idle.
  • Tweak infantry formation behavior in battle
  • Implement advanced infantry movement during combat
  • simplify health/armor model: Universal health for all units. Armor value based on armor type: Light, medium, heavy. Being Mounted gives a small aditional bonus to health.
  • Fix elite units not being recruitable while having a stone tower
  • Tweak landscape flowers, increase variety
  • Improve sharpening of landscape textures
  • Optimize animation class methods
  • Lower amount of NPC peasant recruitment during early game
  • Fix dropped arrows floating
  • Increase crossbow volley interval with 2 seconds, Crossbow units now shoot slower than archers
  • Optimized some wood and weapon textures
  • Tweak heraldic bridle color
  • Implement basic weapon selection for custom lord
  • Add support for different lord weapons
  • Tweak materials for mace, sword, lance and axe
  • Fix non player owned forestry huts and siege workshops unlocking things for player
  • Change Holland heraldry colors
  • Change polearm sergeants weapon to a lance
  • Add heraldic weapons to chivalric units
  • Add heraldic generic bastard sword
  • add heraldic scabbard
  • Add heraldic Axe
  • Add heraldic mace
  • Add heraldic lance
  • Add heraldry support to weapons
  • Add assorted helmets to knights

Patch Notes March 4th, 2023

Changelog

  • Add rain drop effects to water when it's raining
  • Tweak autumn dead grass color
  • Make unit AI more aggressive
  • Raise unit melee distance slightly
  • Lower Run speed of infantry units by ~30%
  • Add idle animations to units in fighting formations when not fighting
  • Slightly increase trebuchet fire fog intensity
  • Fix frisian knights having a beard as surcoat
  • Increase unit target range during sieges
  • update buildings when demolishing building, add sound
  • Fix game battle data persisting after dying in campaign
  • Add performance option for smoke effects to main menu
  • Slightly lower image sharpening

Patch Notes 28 Februari 2023

Changelog

  • Allow player to rotate formations during deployment by holding the left mouse button
  • Fix battle balance bar color interpolation
  • Tweak archer skirmish distance
  • Show unit positions in deployment phase
  • Add smoke to fire arrow braizier
  • Trebuchet fire presistance is now based on arrow lifetime setting
  • Add fog to trebuchet fires
  • Add smoke effect to trebuchet fires
  • Add siege workshop, allows player to build advanced wooden contraptions like trebuchets
  • Add forestry hut, allows for archer stakes and needed to build siege workshop
  • Remove economic decrees
  • Add upgradeable stockpile building to store surplus food
  • Fix first person archery camera shake
  • Fix giant wood splinters flying off siege engine when hit by rocks
  • Slightly tweak melee distance
  • Fix formation units staying in idle pose when attacked

Building & Campaign update 27 February 2023

Hello everyone,

This update adds the construction of buildings to settlement management, visual improvements to the campaign map and UX improvements.

Full Changelog

  • Create new settlement flag widget displaying important stats for player settlements
  • Left click now opens unit details, right click moves the unit
  • Add modifier to public order stat
  • Change some loading screen tips
  • Remove staff tab
  • Lower archer and crossbow melee attack damage
  • Fix custom faction only selectable once you have created one
  • Fix custom faction default color
  • Fix possessed player spawn position
  • Slightly increase distance player is allowed from formations
  • Building a port creates supply lines across water
  • Remove vague sector policies
  • Simplify sector income calculation
  • Make public order modifiers easy to understand and point based
  • Make food production easy to understand and directly related to the construction of farms
  • Settlements show important constructed buildings on map
  • Add more data to settlement UI
  • Make battle balance bar based on battle status instead of heraldry, show lose margin
  • Add coat of arms to faction decree target select
  • Add selectable color modes in gameplay settings: Colorful (Standard), cinematic and black and white
  • Refactor settlement upgrade logic to building based approach
  • Improve some sounds
  • Update tutorial scene with new assets
  • Fix a couple of locomotion animations playing too slowly
  • Fix player locomotion jitter when walking back
  • Merchants use new roads on campaign map
  • Add roads to campaign map
  • add new trees to campaign map
  • Fix defending catapult not fleeing when walls are breached
  • Add icons to supply lines indicating invasion routes
  • Prevent archers from moving during shooting
  • Fix two handed stance sword clipping player head
  • Improve crossbow locomotion animations
  • Improve stability of on foot animations for player
  • Lower player run speed on foot
  • Add small camera shake to player running
  • Tweak player input and camera
  • Change cursor when hovering over settlements
  • Add boundaries to limit player camera movement during campaign
  • Slightly increase unit attack distance
  • Player can now click all settlements
  • Settlements show supply lines when hovering over them
  • Change 'Player controlled' icon to green dot
  • Add new settlement icons for campaign map
  • Add new main theme music
  • Streamline all surcoat styles to lord
  • Implement multiple save slots for custom factions
  • Prevent possessed player from dismembering enemies with non fitting attacks
  • Add a small chance of injury that sends the unit crawling out of battle
  • Add more colors to custom faction screen
  • Fix gamemode checking game balance before battle start causing victories while in prebattle

Heraldry and visual update 12 February 2023

Hello everyone,

This update contains visual enhancements further pushing the game towards a brighter and more detailed look. The game is sharper, has less fog and more colors. I also adjusted the lighting to be a bit brighter during bad weather. It also contains new house models and a swamp siege test battle that can randomly occur when playing a siege quick battle.

The biggest change is the heraldry system. You can now manually choose 3 colors and build up your heraldry using 3 layers. This allows for more creativity and allows a more historical representation.

Full changelog:

  • Rework heraldry system: support for 3 colored layers
  • allow player to select specific heraldry colors
  • Reduce game fog / Tweak lighting
  • Increase default game TAA sharpening
  • Add new village models
  • Add new tree models
  • Add swamp siege test level
  • Fix siege projectiles not killing units
  • Add stones and shrubs to dirt
  • Add pebbles to sand
  • Fix AI formations making constant move noises during sieges
  • Defending siege player can sally out, rush out of gate and start battle
  • Fix defensive catapult flee distance, should now flee when enemy breaches the walls
  • Remove middle mouse button zoom
  • Remove slowmotion effects except a subtle effect during executions
  • Prevent AI from selecting non playable lords in quick battle
  • Further optimize save files
  • Add new scene for main menu
  • Add new Scene and UI for customization
  • Fix archer stakes not deploying for defending players outside of siege battles
  • Fix loading screen from afterbattle screen to campaign map
  • Implement more historically accurate maces
  • Add new heraldry for Brederode
  • Add new heraldry for Amstel
  • Rework Utrecht heraldry to be more historically accurate
  • Set Archer draw sidearm animation to only affect upperbody
  • Fix one handed no shield animations
  • set correct heraldry color for simpler horse saddles
  • Fix officers unit classes to be compatible with their portrait
  • Only show order controls when you can use them during siege
  • Fix Saddle rigging
  • fix no saddle horse material show AO lines from saddle
  • Rotate west friesland heraldry the right way
  • Fix enemy lord not dying
  • Fix siege night battles ending battle


If you have questions, suggestions and bugs to report. Feel free to open a topic in the discussions or join the discord at: https://discord.gg/Ucm4fCDwz3

Thank you for all the support so far!