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

Voor de Kroon

Siege Battle Test update 30 January 2023

Hello everyone!

Sorry for the long wait! To make siege battles possible I had to rewrite how units collide and move around, but you can expect more regular updates again.

This updates include a tier 1 fortification siege battle in the skirmish mode. You can access it from the skirmish menu. It also includes, among other things, a level system, stat tracking and more permanence for lance sergeants. It also implements the first of many historically accurate assets to come, a 13th century romanesque church made by a talented 3d modeler.

Some heraldry emblems have, in advance to a big heraldry update, received a new look. A heraldic artist, that knows a lot about the 13th century low countries, has created new emblems for Holland and Gelre that are more in line with heraldry that was used during this era.

The tutorial campaign is disabled for now as the information given was starting to get behind pretty far on the actual developments on the game. I need to find a way to distribute gameplay information to new players in a way that grows more organically with the game.



Siege battles


This update lays the foundations for siege battles. You can create siege engines and attach formations to them to assault enemy castles and fortifications. When in a siege you win by eliminating all enemy formations. Damaging the castle itself will still give a morale penalty to the defenders.

Expect this to be a experimental gamemode for now. You will encounter bugs and odd behavior. Reporting this will always be appreciated!

Unit level system


Units now earn experience for kills and battles fought. When recruiting new units their placement will be sloppy and they won't fight optimally. When progressing towards level 5 they will start holding a tigther formation and fight better. Units now also save the amount of deaths they have suffered and will muster 10% of new recruits per season.

You can access unit details along with their level progress by right clicking a unit and selecting unit details. You can still transfer units from the unit detail screen.

Ranged unit sidearms
Instead of fleeing, Ranged units will now draw a sidearm and stand their ground. When a ranged unit has their sidearm drawn they will behave as a melee formation.



Full changelog:

  • Implement fortified keep siege alpha
  • Disabled tutorial campaign
  • Show weather unit effects in prebattle interface
  • add triangular shield to chivalric units
  • Fix one handed melee stance
  • disable non chivalric sergeant models for custom factions
  • add court staff tab to throne room screen
  • scale unit minimum location disorganisation against unit level
  • Add Formation health info to unit details
  • Formations heal 10% every season
  • Formations retain their deaths after battle
  • scale food cost along with money cost modifier
  • Set formation sergeant as correct sergeant model
  • can disband and view unit details when unit is busy
  • Add historically accurate romanesque church
  • Show sergeants experience and level in afterbattle screen
  • Sergeant xp needed scales directly against monthly cost scaling
  • Change transfer unit to unit details screen with unit experience and commander info
  • Sergeants keep track of kills
  • Add level system to sergeants
  • Tweak mounted player animations
  • Fix some options not being saved properly
  • set new icon and description for trebuchet when siege defender
  • Formations now only make volley start sounds when actually targeting a formation
  • Fix player getting knocked down after dismounting horse
  • Fixed possession of melee units
  • Tweak formation charge behavior
  • add new saddle to horses
  • Fix bug causing player to be stuck when spawning a formation proxy fails
  • Add kletsies to Frisian troops
  • Add siege weapon for siege defenders
  • Fix arrow rotation on shields
  • Allow player to pick battle side, season, year and weather when starting skirmish battle
  • Only charge into other formation when direction to other formation is smaller than 50 degrees from the direction the formation was charging to another formation
  • Cycle formation shape during deployment with spacebar/left trigger
  • Prevent player from being thrown out of the level when dismounting horse
  • Fix proxy player spawning
  • Fix shield in hand placement for frisians
  • Fix spears clipping shields for all militia units
  • Fix hand placement of cavalry melee weapons on new unit models
  • Fix unique unit ID not generating from hired sergeants
  • Give ranged units a sidearm. They will draw a secondary weapon when attacked in melee. The formation will behave as a melee formation after this.
  • Add heraldry for Herman
  • Add new Heraldry for Holland
  • Add new Heraldry for Gelre
  • Fix prebattle unit placement bounds
  • Show a red area to indicate where you can't place formations
  • Can't place units in deep water during prebattle deployment
  • Fix bug causing archer stakes to float when placed on top of eachother
  • Set default screenmode to fullscreen
  • Fix bug causing saved movement mappings to not load on game startup
  • Optimise landscape grass
  • Add wheat in spring and summer to farmlands
  • Improve snow horse footstep particles
  • Rename and rebalance chivalric units
  • Remove elite crossbow unit
  • Add crowned helmet to custom lord options
  • add mitre to custom lord options
  • Add formationshape command, cycle between line, square and ranks
  • Add flank command, send unit to flank
  • Optimize unit pathfinding
  • Extend unit melee collision
  • Fix crashes when playing certain animations

Siege Battle Test update 30 January 2022

Hello everyone!

Sorry for the long wait! To make siege battles possible I had to rewrite how units collide and move around, but you can expect more regular updates again.

This updates include a tier 1 fortification siege battle in the skirmish mode. You can access it from the skirmish menu. It also includes, among other things, a level system, stat tracking and more permanence for lance sergeants. It also implements the first of many historically accurate assets to come, a 13th century romanesque church made by a talented 3d modeler.

Some heraldry emblems have, in advance to a big heraldry update, received a new look. A heraldic artist, that knows a lot about the 13th century low countries, has created new emblems for Holland and Gelre that are more in line with heraldry that was used during this era.

The tutorial campaign is disabled for now as the information given was starting to get behind pretty far on the actual developments on the game. I need to find a way to distribute gameplay information to new players in a way that grows more organically with the game.



Siege battles


This update lays the foundations for siege battles. You can create siege engines and attach formations to them to assault enemy castles and fortifications. When in a siege you win by eliminating all enemy formations. Damaging the castle itself will still give a morale penalty to the defenders.

Expect this to be a experimental gamemode for now. You will encounter bugs and odd behavior. Reporting this will always be appreciated!

Unit level system


Units now earn experience for kills and battles fought. When recruiting new units their placement will be sloppy and they won't fight optimally. When progressing towards level 5 they will start holding a tigther formation and fight better. Units now also save the amount of deaths they have suffered and will muster 10% of new recruits per season.

You can access unit details along with their level progress by right clicking a unit and selecting unit details. You can still transfer units from the unit detail screen.

Ranged unit sidearms
Instead of fleeing, Ranged units will now draw a sidearm and stand their ground. When a ranged unit has their sidearm drawn they will behave as a melee formation.



Full changelog:

  • Implement fortified keep siege alpha
  • Disabled tutorial campaign
  • Show weather unit effects in prebattle interface
  • add triangular shield to chivalric units
  • Fix one handed melee stance
  • disable non chivalric sergeant models for custom factions
  • add court staff tab to throne room screen
  • scale unit minimum location disorganisation against unit level
  • Add Formation health info to unit details
  • Formations heal 10% every season
  • Formations retain their deaths after battle
  • scale food cost along with money cost modifier
  • Set formation sergeant as correct sergeant model
  • can disband and view unit details when unit is busy
  • Add historically accurate romanesque church
  • Show sergeants experience and level in afterbattle screen
  • Sergeant xp needed scales directly against monthly cost scaling
  • Change transfer unit to unit details screen with unit experience and commander info
  • Sergeants keep track of kills
  • Add level system to sergeants
  • Tweak mounted player animations
  • Fix some options not being saved properly
  • set new icon and description for trebuchet when siege defender
  • Formations now only make volley start sounds when actually targeting a formation
  • Fix player getting knocked down after dismounting horse
  • Fixed possession of melee units
  • Tweak formation charge behavior
  • add new saddle to horses
  • Fix bug causing player to be stuck when spawning a formation proxy fails
  • Add kletsies to Frisian troops
  • Add siege weapon for siege defenders
  • Fix arrow rotation on shields
  • Allow player to pick battle side, season, year and weather when starting skirmish battle
  • Only charge into other formation when direction to other formation is smaller than 50 degrees from the direction the formation was charging to another formation
  • Cycle formation shape during deployment with spacebar/left trigger
  • Prevent player from being thrown out of the level when dismounting horse
  • Fix proxy player spawning
  • Fix shield in hand placement for frisians
  • Fix spears clipping shields for all militia units
  • Fix hand placement of cavalry melee weapons on new unit models
  • Fix unique unit ID not generating from hired sergeants
  • Give ranged units a sidearm. They will draw a secondary weapon when attacked in melee. The formation will behave as a melee formation after this.
  • Add heraldry for Herman
  • Add new Heraldry for Holland
  • Add new Heraldry for Gelre
  • Fix prebattle unit placement bounds
  • Show a red area to indicate where you can't place formations
  • Can't place units in deep water during prebattle deployment
  • Fix bug causing archer stakes to float when placed on top of eachother
  • Set default screenmode to fullscreen
  • Fix bug causing saved movement mappings to not load on game startup
  • Optimise landscape grass
  • Add wheat in spring and summer to farmlands
  • Improve snow horse footstep particles
  • Rename and rebalance chivalric units
  • Remove elite crossbow unit
  • Add crowned helmet to custom lord options
  • add mitre to custom lord options
  • Add formationshape command, cycle between line, square and ranks
  • Add flank command, send unit to flank
  • Optimize unit pathfinding
  • Extend unit melee collision
  • Fix crashes when playing certain animations

Patch notes 8 January 2023

In this patch I added the movement controls to the keybindings options, added a conquer all campaign and fixed some issues.

Changelog

  • Add movement controls to keybindings
  • Add conquer all campaign, play as any faction and conquer the entire map
  • Improve shield position on horseback, fix clipping
  • Fix persistance of last battle data in the next campaign when player died
  • Add Brederode and kennemers as a playable faction to conquer all campaign
  • Set unit possession cooldown time to 15 seconds (Was 20)
  • Fix pavise shield clipping unit helmet
  • Fix shield clipping ministerials hood
  • Fix issue prevent campaign data from saving correctly

Hotfix deluxe - 6 January 2023

This is a hotfix that unfortunately wipes your save one more time. I messed up with the save versioning system causing crashes related to custom factions being incompatible with previous versions.

Changelog

  • Add save versioning for level data and usersettings
  • Add save versioning for custom lords
  • Improve bardice textures
  • Improve infantry spear textures
  • Weapon texture optimization
  • Fix first person mesh for frisian and chivalric militia
  • Actually specify how long the campaign lasts and when the st lucia flood is
  • Fix low pitch slowmotion sound staying if giving orders while it ends
  • Scale move marker attack distance against distance from player
  • Fix move marker only displaying the first hovered enemy
  • Fix cavalry moving too far when charging other cavalry
  • Increase timeout of charge yelling
  • Fix bug causing victory screen to show all battles ever won by the player instead of this campaign
  • Change some frisian troop flags
  • Tick infantry fighting stamina drain slightly faster
  • Change spearmen banner unit to correct model
  • Add back colored hoods for archers / Light militia
  • Fix unit catching on to other formation when charging specific formation


Cosmetic and command update 4 January 2022

Hello everyone!

This time a rather big update again. First of all I hope that this update fixes the biggest battle issues that were present including vague or missing UI elements and morale not working correctly. Secondly this update features a host of cosmetic changes including new unit models and more natural animations.

The bad news:
Save games and settings are unfortunately incompatible due to the volume of unit changes so your user settings will be reset completely when starting the game with the new update.


The new units


I was not happy with the way units looked until now and I wanted to get rid of them as soon as possible. I choose to dig in and create a 'between step' for the cosmetic side of the game to atleast give the units the right clothing for the era and take a step into the right direction of what I am aiming for with the game.


Animations
Crossbows and archer units have received the biggest update. Crossbow now actually reload their crossbow and archers actually fire arrows and actually draw their bows.



I also updated the stance and locomotion animations of all melee units making them look way more natural. The last traces of the spinning sword attacks are also out.


Battle updates
This update contains lots of fixes regarding the battle flow and commanding. Units now actually listen when you tell them to charge and morale is now more balanced fixing issues with instantly routing armies. The enemy lord will now only be wounded and flee the battlefield when enough damage is done, it was a bit strange decapitating a lord several times over several battles.

The interface now shows the unit positions when moving a unit and the unit you are about to attack when the marker is near an enemy formation. I also added a balance bar to the bottom of the screen indicating the general morale balance between the two armies.



For the next update I will focus on campaign mechanics, especially the sergeant/lance system.

Thank you for playing and all the support!


Full changelog:

  • Fix crossbow walk animation
  • Show the formation you are attacking when hovering over enemy formation
  • Lower attack distance when moving formations
  • Fix formations not charging when given orders
  • Fix archers sometimes not firing when not in view
  • Change supply route boat to realistic sail Ship
  • Add 1.5 handers to knights
  • Add 1.5 hander to enemy lord
  • Implement accurate frisian flag
  • Add new sound for buckler blocked hits
  • Implement blocking for two handed player
  • Set correct throne room unit from player army culture
  • Fix archers blocking infantry from moving past
  • Raise morale balance threshold to win battle to 10%
  • Fix bug causing infantry to drain morale stamina outside of battle
  • Balance infantry stamina behavior, drain morale slower while fighting
  • Move archer formation slightly out of the way when too close to eachother
  • Show unit markers when moving formation
  • Fix infantry wandering too far when formation broken
  • add disorganization modifier for unit positions for fanatics and conscripts
  • Increase ranged unit route and skirmish distance
  • Add tooltips specifying why sergeants can't be hired
  • add new unit icons for knights
  • Make enemy lord flee when health depleted instead of die
  • Tweak formation morale balance - start morale now purely based on unit count
  • Implement new frisian unit models
  • Correctly set unit animations when under fire at start of battle
  • Optimize unit asset loading
  • Fix misclassification of peasants as polearm infantry
  • Fix being able to send endless amount of units to settlement
  • Fix castle giving morale when no formations are present
  • Implement new militia unit models
  • Add realistic animation to archers
  • Add realistic movement for melee units
  • Add reload animation for crossbows
  • Fix control list in pause menu
  • Change default shieldbash/rear horse binding to left control instead of shift click
  • Increase arrows to 15 when possessing a ranged unit

Combat control update

Hello everyone!

The latest update revamps player movement. One of the most common heard complaints was a lot of players finding it difficult to control the player.



Player Control
This new update contains massive control and gameplay improments both on horse and on foot. You now control your horse with your keyboard allowing you to freely look around with the mouse. Combat on foot is more tight but also more claustrophobic giving a tense feeling of close combat.

It's now also possible to switch to a two handed stance(1.5 handed technically) by pressing draw secondary while on foot. I increased the size of the hilt of the standard sword for now, but when the sword customization is implemented this will only be possible with 1.5 handed hilts.



Flags
This update adds in a new 'extreme' flags option. It's heavy on the CPU, but it gives all knights flags.



Campaign
All settlements now have a 3d mesh representing their fortification level. It's pretty basic for now, but it feels better than only having a floating shield.

It's now only possible to transfer units to connected settlements or through friendly territory. This changes the way you can move your army across the map.



The patch notes of 28 December contain the full list of changes from this update.

I hope you all had a good week! And I will see you next year.

Thank you for all the support so far!

Patch Notes 28 December 2022

This is a big update! A more detailed post is coming soon detailing all the changes.


  • Implement new realistic fighting for player on foot
  • Implement two handed stance for player on foot - Access by pressing draw secondary
  • Add temporary graphics to settlements
  • Implement alternate player horse movement scheme - Move with keyboard, look with mouse
  • Only transfer units to connected sectors or through friendly territory
  • Implement new max flags option: give all knights flags like in the trailer. - WARNING: CPU intensive
  • Fix player formations not charging when giving direct order
  • Implement random chance of AI doing a skirmishing phase when they have enough archers
  • Implement Player movement becoming sloppy when health is low. The lower your health, the more your character will slouch.
  • Fix player formations not charging when giving direct order
  • Increase fanatic infantry health
  • Fix formation status not showing breaking formations correctly
  • Melee infantry increase formation spacing when fighting
  • Increase target distance when specific moving formation
  • Give accurate helmet to Willem II
  • Lower Order camera
  • Fix clipping helmet on mounted player
  • Improve AI Infantry formation charge behavior
  • Set new camera position for player on foot
  • Slow down game when giving orders
  • Boost archer morale
  • Add camera swing to melee attacks
  • Add Camera swing while executing
  • zoom in camera while executing
  • Fix correct keybindings to order cards
  • change keybinding name for 'order wheel' to 'formation status'
  • Add new order controls to gamepad scheme
  • Port New controls to gamepad >> left stick movement >> right stick look
  • Give nearby snow a more detailed texture
  • Fix enemy lord walk speed
  • Improve reigns location in hand
  • Increase Frisian infantry base morale
  • Slightly lower trebuchet aim
  • Archers aim directly at enemies when they have a clear fire angle
  • Fix some AI formations staying idle
  • Add on screen controls to formation interface
  • Fix custom lord staying selected when selecting other lord for quick battle
  • Slightly increase AI pike hold distance

Hotfix 24 December 2022

Hotfix:

  • Fix savegames not saving new save version, this caused all savegames to be inaccessible

Patch Notes 23 December 2022 - Big user feedback update

Hello everyone!

This patch contains updated in game post processing (More colors!), Better unit control and Graafschap Gelre is now a playable lord in the campaign. First the bad news, your key bindings will be reset and your campaign save is incompatible, now onto the good news!

I got a lot of feedback on the gray filter and the army command controls with keyboard an mouse. I have put a lot of work into fixing these and I think it's coming along nicely.

First up, the unit control interface:


With this new update you can control your army by directly selecting units with the 1 - 5 number keys and issue orders with the F1 to F6 keys. The TAB button now functions as a formation status lookup and shows all unit cards with their status when held.

This new system also brings the added benefit of greatly enhanced battlefield clarity. You can now see the type of unit, the amount of units alive, the morale status and what the formation is doing in real time. This way you can easily see if your plan is working out!

Second, the colors

This is what an overcast day looks like in the new patch!


Second showcase shot, also showcasing the new mercenary units for Bisdom Utrecht.


Sunny day in autumn. (Ugh the clipping on the hoods :(, don't worry guys, the game isn't finished yet)


Graaf Reinoud I in his new outfit.

The light level is also boosted on rainy days providing more visual clarity. On top of this all I increased the chance of clear weather with 15%, because apparently some people can't get used to the dutch climate. ;)

Oh and I almost forgot. I started working on the tutorials, right now I've added a basic training tutorial. It's a short and sweet tutorial on how to operate your lord on the battlefield. An army commanding tutorial will be coming too.

Full change log:

  • Add 15% extra chance of clear weather
  • Fix typo in loading screen
  • Fix floating house in Alkmaar
  • Increase Frisian infantry strength against cavalry (now at 2.5x, was 1.5x, more on faction balance later! Tip for now, frisians are best at fighting on foot, you need to reverse the logic for their unit types)
  • Raise base flee threshold for fanatic cavalry
  • Change Kennemer army culture
  • add savefile versioning to check compatibility with new patches
  • Remove old global hold fire command
  • Fix unit rotation while issueing orders: units now maintain rotation except when charging and moving directly
  • Fix water plants dissapearing in winter
  • Fix crash notifying dead unit to non existing formation
  • Add basic training
  • Increase size of horses by ~5%
  • Enable arrow trails by standard
  • Fix player blood resetting on dismount
  • Fix scabbard staying on horse on dismount
  • Make post processing less desatured
  • Boost light levels
  • Add Brederode specific heraldry
  • Add Gelre specific heraldry
  • Add new lord model for Gelre
  • Fix player dismounting when issueing orders
  • Add decal to trebuchet impact
  • Fix rippling water on mounted attack
  • Add water ripple to arrow impact
  • Implement custom faction culture for Utrecht
  • Improve LOD's across all characters (CPU perf increase)
  • Add Gelre to playable lords in Campaign
  • Fix trebuchet water impact


For now, happy holidays everyone, see you next year!

Thank you for all the support so far.

Patch Notes 17 December 2022

This patch addresses various issues and adds in a hardcore mode, input remapping and water fixes.


  • Implement hardcore mode (Savefile will be deleted if you die.)
  • Implement basic input remapping
  • Fix player leaving battlefield didn't kill player
  • Fix trebuchet impact on water only triggering in winter
  • Fix game crash when player camera component can't be found
  • Fix water ripple effects
  • Add minimum hold time to Mounted attack
  • Add mounted attack progress bar
  • Add timeout of 20 seconds to possession mechanic
  • Player has limited arrows when possessing
  • Fix tooltips for disabled buttons
  • Fix battle deployables costing money after exiting campaign
  • Add obvious warning sign to enemy lords doing hostile things to you dialog in throne screen
  • fix player death related crashes
  • Fix campaign weather persisting from skirmish
  • Fix sword being stuck in character on spawn
  • Fix formations reinitializing on dismount
  • Deploy archer stakes further away from formation
  • Set correct retreat position for moved formations
  • Fix selection getting stuck when switching to night
  • Also add move markers to hold and advance


Keep in mind that due to the water ripples being fixed that toggling 'high quality water effects' on will have a greater performance impact than before.

Have fun!