- Small Update / Roadmap remainder of Summer - August 6th 2026 - 6 August 2026
Hello everyone, Small update focusing on the new campaign with balancing changes. It also contains a couple of small additions. I also want to present the updated roadmap for the remainder of the summer: The roadmap is not in order of appearance but provides a general outline of what you can expect in the coming 2 months. Thank you all for the continued support! https://discord.com/invite/MQXFbqpWpW Changelog Add portraits to the muster screen Add the ability to rename anyone on the unit roster Add kill tracking at individual unit level Add rebellion logic: A settlement under 30 public order has a chance to split off into a separate hostile faction Add rebellion chance % line to public order tooltip Add another button to the unit count display on the unit detail screen that opens the muster screen Add new vassal logic: Vassals can travel freely Add several new cheats Add missing buildin…
- Small Update - August 1st 2026 - 1 August 2026
Hello Everyone, Small update again with iterative fixes and additions. Also the first set of balance changes to the new campaign attempting to decrease the snowball of larger factions while keeping it playable for smaller factions. Fixes and balance changes will continue while I start working on the next bigger additions: Cannons and new campaign mechanics. Thank you for all the support! Love the reception of the new campaign 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 Changelog Add tactical pause button to RTS UI Add new dagger kill system: Earn a stored dagger kill by perfect blocking. Spend it on a wounded, fleeing or disorganized heavy armor unit Add ability to import HYW campaign into the campaign editor Add dagger model se…
- Small Hotfix - July 30th 2026 - 30 July 2026
Changelog Add legacy bridge for heater shield masks: Can be enabled in faction editor, enabled by default for old saved factions Add a little bit of destruction to houses of very low public order settlements Add sorting to afterbattle casualty list Tweak unit balance Fix project data structure Fix small UI issues Fix royal guard unit appearing on friso-hollandic wars factions
- Voor de Kroon - The Hundred Years' War - 29 July 2026
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 set…
- Small Update - July 5th 2026 - 5 July 2026
Changelog Add specific arrow block property for AI units to shields Improvements to formation stability Fix rotation drag controls on wedge formations Fix bug related to formation logic Fix bug causing units to show idle animation when getting executed Fix bug related to formation dragging Fix bug with era-matched equipment shield loadout Fix bug related to garrison size with castle under construction Fix ranged units getting stuck in place after a draw melee order Fix visual bug with unit level in unit detail screen Fix several sally out bugs Fix sally out siege attacker AI Fix late medieval shield clipping
- Voor de Kroon Update - July 2nd 2026 - 1 July 2026
Changelog Add multi formation select to RTS mode Add multi select to deployment Add new AI battle setup logic Add early 15th Italian great bascinet Add mid 14th century bascinet Add early 15th century shield Add 12th century kite shield Improve and update the tactical battle tutorial Tweak tactical AI Reorganize shield item order Small improvements to the initial performance calibration screen Fix defeated factions joining tournaments during campaign Fix defeated factions showing up in diplomacy conversations Fix unit outline bug when going into battle from the deployment phase Fix siege stalemate when the enemy only has ranged units remaining Fix issue with loader during battle tutorial Fix issue with mouse cursor in RTS / deployment UI Fix deployment zone visual when the player is the siege defender Fix battle overview camera height when defending a castle Fix siege rock throwing Fix…
- Voor de Kroon Update - June 26th 2026 - 26 June 2026
Changelog Add featured workshop items section to main menu Add AI resource cheating flag to campaign editor Fix Morgan kettle helmet century info Fix drag functionality activating when placing waypoints Fix mirrored heraldry on emblem surcoat Fix issues with waypoint visuals Fix bug with custom units not getting refreshed when deleting a unit
- The future of Voor de Kroon - 24 June 2026
Hello everyone!The game has been going strong this year and I want to thank you for all the support! I truly appreciate all your interest in historical medieval warfare and there's a lot more to come. Some things you might notice in the near futureThe store page copy has been updated to reflect the current state of the game with a focus on a broader scope beyond just the Friso-Hollandic WarsThe Early Access disclaimer has finally been updatedThe second native campaign will soon drop, but more on that later!A new free DLC will be released, introducing an entirely new century of armor Work on the previously released summer roadmap has been steady and even running ahead of my planned timeframe.I want to thank you again for all the support, stay tuned for more!
- Small Update - June 23th 2026 - 22 June 2026
Changelog Fix breastplate gambeson clipping Fix feudal infantry neck clipping through tunic Fix infantry brace logic Fix legacy formation shape widget interfering with new deploy interface Fix AI cavalry logic bug Fix reinforcement unit card not appearing properly if reinforcement spawns with RTS UI open
- Voor de Kroon Update - June 22th 2026 - 21 June 2026
Hello everyone! This update significantly expands the tactical side of battles with a new AI difficulty system, improved delegated command behavior and more intelligent formation movement. You can now choose between Cinematic, Normal and Tactician AI for both enemy formations and formations under delegated officer control. The new Tactician setting gives ranged and cavalry formations more advanced manoeuvring behavior, while the broader AI improvements also bring better pathfinding, order handling and formation movement across battles. You can also prepare your army more effectively before battle begins. Formations can now be set to delegate or manual command during deployment, and mounted units can be ordered to begin battles mounted or dismounted. This update also adds a new dynamic action camera option, improved reinforcement feedback and several new equipment pieces, including a cro…
- Voor de Kroon Update - June 7th 2026 - 7 June 2026
Changelog Add improved UI to rest of deployment interface Add 7 new shield items Improve look of 'forbidden' cursor in RTS mode Change look of reinforcement cards Fix reinforcement cards Fix issue when switching player and artillery selection in RTS mode Fix top of English enclosed helmet Fix ladder enable widgets being visible during deployment Fix tactical tutorial bug with new RTS camera Fix bugs related to tactical tutorial Fix issue with controller focus after playing campaign
- Voor de Kroon Update - May 30th 2026 - 30 May 2026
Changelog Add waypoint movement system to RTS UI (shift + right click) Add improved controls and UI to unit deploy phase mirroring the RTS camera controls Add realism option for RTS camera mode to option menu: disables RTS mode option and uses paper map mode Improve way move speed gets altered from RTS UI Fix small optimization related issues Fix camera issue Fix issue with fleeing units counting as valid when targeting through the RTS camera Fix issue with persistent stormram icon
- Small update - May 28th 2026 - 28 May 2026
Changelog Add selection of artillery type units to RTS UI: cycle fire at will / hold fire, projectile type and manually set targets Add little zoom level indicator on RTS UI Fix RTS UI unit card heraldry shield when global heraldry is enabled Fix physics problems with dropped items when in RTS camera mode Fix crash / issues related to commander portrait in RTS mode Fix invalid UI state when selecting non present formation while in tactical camera mode Fix RTS UI not using updated key bindings on order buttons Fix pause key behavior in tactical map
- The RTS tactical camera update - May 27th 2026 - 27 May 2026
Hello everyone! I think this is the most requested feature to date and it's finally here. This update adds a RTS camera mode you can easily access by either pressing F7 (old paper map mode) or simply scroll out with your mouse wheel to seamlessly enter the new tactical camera mode. You can issue move and charge orders from the RTS view and you can now drag shape formations for easy control. There are also some new commands for your formations including being able to toggle skirmish behavior on ranged units, free fire / volley fire and draw secondary to make your ranged units go into melee. A new delegate command feature lets you hand off the control to your officers for any formation allowing you to focus on fighting or movements on the other side of the field. Unfortunately this does not yet contain the smart formation movement and tactical AI updates I have planned. I hope to add thes…
- Small Update - May 11th 2026 - 11 May 2026
Changelog Tweak player combat flow logic related to knockdowns Reclassify some equipment to correct eras Fix pin-cushion officers happening on edge cases Fix allied reinforcement logic with large armies mode enabled Fix on foot javelin unit visual Fix officer era matching logic with various century equipment Fix transparent leg issue on some 14th century unit bodies
- Voor de Kroon Update - May 10th 2026 - 9 May 2026
Hello everyone, This update adds new equipment, mounted unit support for all ranged weapons and several general improvements to the game. The game now contains 111 helmets and 189 pieces of armor in total with a lot more on the way this year. Mounted ranged units now look and feel better than before. You can now create mounted skirmishers and mounted crossbow units in addition to mounted archers. Thank you, as always, for all the continued support! 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 Changelog Add mounted unit support for all ranged weapons Add English enclosed helmet Add German enclosed helmet Add French enclosed helmet Add snow stamp to campaign editor Add more shades of purple to heraldry colors Add surcoat emblem ove…
- The jousting update - May 3rd 2026 - 3 May 2026
Hello everyone! This update introduces a new historically based jousting tournament game mode, giving tournaments a more complete and structured format with point based scoring, a leaderboard and a proper tournament setup. (No more killing horses!) Quick battle tournaments now support manual faction selection for all participants, making it easier to create specific matchups instead of always being matched against the default factions. The tournament equipment era matching is now disabled by default for fresh installs, if you want to play quick battle tournamnets with your custom factions I recommend disabling this setting in the realism options. The update also expands equipment available in the editors, including new jousting lances that can be setup in the faction editor, new unit bodies and a helmet set inspired by 12th century manuscripts. It also contains a surcoat that displays y…
- Hotfix - April 16th 2026 - 16 April 2026
Hello Everyone, This hotfix fixes a major crash introduced in the last update, sorry for that! Changelog Add unit editor setting, use heraldry color usage with options: none, mixed, all Fix uniform surcoat colors faction setting Fix major crash
- Voor de Kroon Update - April 14th 2026 - 14 April 2026
Hello everyone! Another smaller incremental update while I am working on bigger features. I expect a bigger update to be finished soon, hopefully next week. Thank you for the continued support! 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 Changelog Add logic to sync random quick battle and tournament dates to faction and unit choices; will use latest relevant era Add multiple trebuchet projectile types and ability to switch between them during battle: Default bindings - F9 on keyboard, LB + R3 on a controller Add falchion blade to sword editor Add 3 morgan bible falchion cleaver weapons Add nasal cerveliere variant Add single color round shield variant Add fluted nasal and helmet variant Add performance warning to officer loadout…
- Voor de Kroon Update - April 4th 2026 - 4 April 2026
Hello everyone! This update brings new campaign mechanics and brings several improvements to overall gameplay. You can now host tournaments to improve relations with feudal factions. You can do this by clicking on a owned settlement and pressing the new host tournament button. This will present the host interface which let's you decide how the tournament will be held. Siege gameplay has also been extended. It is now possible to relieve besieged allied or owned sectors. This triggers a field battle outside the castle, where you fight the besieger directly and attempt to break the siege. Relieving allied settlements will improve your relation with them and they will refer to it in their dialogue. On the systems side, AI faction behavior has been improved, especially around elite unit production and overall army effectiveness. Campaign customization has also been expanded with more control…