Crown Wars: The Black Prince
by Artefacts Studio · 23 May, 2024
9 downloads
About the Game




Screenshots
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Version Information
Steam Patch Notes
Official update history
Patch Notes Update
Greatings, Lords and Ladies of the Real!
Here are the latest changes and fixes introduced to the game by our 13th (technically 15th!) patch today:
BALANCING
Game Mode: Hold Position
Adjustments have been made to the spawn logic for reinforcements to prevent players from being overwhelmed by too many enemies.
Reinforcements will spawn after checking this:
- The current score on the map (total combat points of all enemy units present).
- The mission level, which increases over time on the macro map (ranging from 1 to 10).
- The max limit (variable depending on the mission level), which defines whether reinforcements can spawn.
SKILL
- Alchemical Stimulant: Fixed an issue where the visual effects (VFX) would not trigger properly when using the skill.
MAP OF FRANCE
- Added a message to inform players that the "Skip Time" button is unavailable due to an active mission (usually because a squad arrived at a mission marker).
PERFORMANCE
- A message will now appear when a PC configuration is detected to be too weak to run the game properly.
We hope that you will appreciate these improvements. Don't hesitate to report any issues or suggestions on the forums or through our support channels.
We’ve just rolled out Patch 12 for CW, and here’s what’s new and improved in the game. We’ve got some exciting content for you and a bunch of fixes to make your experience even smoother. Let’s dive in!
What's New?
New Customization Options:
- Helmet: Add some flair to your character with a brand new helmet. This Helmet is our token of gratitude for being part of the community.
- Emblem: Show off your style with a fresh emblem for your profile.
Bug Fixes and Improvements
Domain Fixes:
- Help Button Issue: We fixed an issue where clicking the Help button could cause the game to freeze, preventing you from progressing. This is now resolved!
- Companion Display Issue: Sometimes, companion models were not showing up on the squad preparation screen. They should now be back in action!
- Companion Stats Issue: There was a bug where companion stats weren’t displaying correctly. This has been fixed, so you can plan your strategies with accurate info.
Combat Fixes:
- Trebuchet and Ballista Targeting: These powerful weapons could previously target enemies hidden in the fog of war. That’s been adjusted—they can still target zones within range, but hidden enemies are safe from direct hits.
- Tutorial Map Camera Bug: If the last enemy was taken out by Burning Affliction in the tutorial, the camera would focus on their remains instead of your team’s dialogue. This has been corrected.
- Capture Chance Display: The tooltip for improving capture chances was showing incorrect conditions. It’s now fixed, so the info you see is accurate.
- Alchemical Stimulant Update: The description for Alchemical Stimulant has been updated. The skill no longer grants the Adrenaline status, and the tooltip now reflects this change.
Thanks for your continued support! We hope you enjoy the new content and the smoother gameplay experience. As always, we’re listening to your feedback, so keep it coming.
Happy gaming!
Hi everyone,
Please find below the list of changes applied in today's patch.
Fixes
Crashes & Blocking Issues
- Fixed a memory crash on the mission « A Great Peril ».
- Memory optimization that prevents crashes to occur on the loading screen when loading a mission save.
- Fixed a crash when the Alchemist was selected in the Barracks after completing a mission.
Domain
- Fixed a memory crash on the mission « A Great Peril ».
- Memory optimization that prevents crashes to occur on the loading screen when loading a mission save.
- Fixed a crash when the Alchemist was selected in the Barracks after completing a mission.
Combat
- The unique weapon reward is now displayed in the reward section of the preparation squad screen.
- UI elements should not be displayed anymore in the spotted cameras when an enemy group is triggered by an overwatch attack.
- Holy retribution Skill :A superfluous skill was displayed in the skill interface when the skill performed multiple attacks.
- Hamstrung Skill : the amount of damage is now correctly displayed in the battle log.
- Sometimes, clicking on the lower part of an enemy’s bear would not trigger the attack despite the damage preview displayed, it is now fixed.
Options
- Added an option to disable subtitles.
Hi everyone,
Please find below the list of changes applied in today's patch.
Fixes
Crashes & Blocking Issues
- Fixed a crash that occurred when facing the Archpriest. If the stone turn was triggered without any tainted souls on the battlefield, the game crashed after the user played their squad and then hit the end turn button.
Domain
- In the barracks, you can now view the help screen directly when choosing skills.
- Fixed an issue that was reducing characters' HP after releasing a prisoner.
- Fixed navigation in the Chapel and the prison; the "Free Prisoner" and "Rehabilitation" buttons are now accessible.
Combat
- Added a pop-up explaining waypoints in the first map played post-tutorial (or in the first map for ongoing walkthroughs).
- Wounds are now displayed on portraits during combat.
- Fixed several issues with the gate blocking progression in Kingdom’s Equipment (mainly hitbox issues).
- Previews (movement and detection) were sometimes visible through walls; this is now fixed.
- Applied several fixes to animations and character orientations.
Crashes Fixed:
- Fixed a crash in secondary missions when selecting a ranged weapon skill just before a camera movement.
- Fixed a crash when overwriting a domain save while on the map of France.
- Fixed a crash when a Tainted Soul appeared in the mission "The Archpriest."
- Fixed a crash when using the Halberd's "Mighty Thrust" skill on two enemies at the same time.
- Fixed a blocker issue when navigating the companion's loadout in the Squad preparation screen.
- Fixed a crash when moving a companion right after the Navarese's messenger dialogue during the mission "War Plans."
- Fixed a crash when selecting the "Head Shot" skill at the beginning of a turn.
Domain:
- In Squad preparation, a feedback indicator now shows the number of available slots for sending a companion.
- A pop-up now appears on the Map of France when enemies become stronger.
- A pop-up now informs players when they can send more squads into battle while passing time on the Map of France.
- The squad pawn now correctly returns to the domain and no longer moves back onto the faction pawn.
- It's now possible to scroll through battle objectives in the squad preparation screen when using a controller.
- The input to scroll through the codex in the Lordhall is now always displayed when using a controller.
Combat:
- The initial capture chance percentage for enemy units is now correctly displayed in the detailed action preview and no longer always shows 100%.
- The roadblock in the mission "Kingdoms Equipment" no longer displays action and movement points when using the "Show details" feature.
- Assets in the mission "War Plans" are no longer obscured when loading a save.
- On Baron difficulty, enemy units now start missions with the correct amount of health.
- The damage dealt by the Arcanist of the Order's "Bloody Embrace" skill is now displayed in the battle log and floating text.
- Winning purge missions now grants the correct amount of experience.
- Enemies' health bars are now correctly removed when killed by a Fatality.
- Enemies will now correctly animate when using the "Barbed Shot" skill while crouched.
Options:
- If the floating health bar option is unchecked, the health bar of the selected companion now disappears immediately.
- If the floating health bar option is checked, the health bars now display immediately.
- The controller binding menu now correctly shows bindings when using a PS5 controller on PC.
- The button to change difficulty is now visible even in battle, with a message stating it can only be changed in the Domain. It's still not usable in battle, but this is now clearer.
Greetings, Lords and Ladies of the Realm,
Please find below the list of improvements applied during today's patch:
Balancing Settings
As mentioned in a previous news update, we've added sliders that allow you to customize specific enemy statistics and some general game settings. Here's the current list of customizable settings:
- Secondary Battle Timer
- Maximum Number of Wounds for Your Companions
- Enemy Health
- Enemy Power
- Enemy Accuracy
- Enemy Reflexes
- Enemy Critical Hit Chance
- Enemy Willpower
These values can range from easier than Squire difficulty to harder than Baron difficulty. For example, the Secondary Battle Timer can be set to Default, +5 turns, +10 turns, or Disabled.
Since these settings are in the difficulty menu, you can change them at any time in your domain, even during your current game, and continue with your new difficulty.
To change your difficulty in your current game, go to the options menu in your domain. There, you'll find the difficulty option and the new customizable settings.
Balancing
In addition to allowing you to tailor your experience, we've made some balancing changes that apply to every difficulty setting.
Here are the issues we wanted to address first:
-The enemies’ tankiness
-The enemies’ numbers
-The feeling of being out-leveled by the enemies
Changes include:
- Removed groups of six human enemies in secondary missions from most of the game. They can still appear but only late in the end-game when you’ll have plenty of tools to deal with them. We specified “human enemies” because beastmasters still bring their beasts.
- Removed some enemies from the initial groups in early “Capture the Target” missions.
- Adjusted enemy scaling so they get harder every 70 days instead of 56, affecting their statistics and group compositions in secondary missions.
- Fixed an issue with difficulty scaling that only affected the base HP of enemies and ignored the HP gained by leveling up. This fix makes Squire difficulty easier and Baron difficulty harder.
- Reduced the upgrade cost of Unique Weapons.
- Reduced the HP of a majority of enemies, depending on the type of enemy and when they appear. Some enemies also had too much HP relative to their armor points.
- These changes aim to reduce the feeling of being overwhelmed by too many, too tanky enemies, which created a snowball effect.
These changes will take effect in your next battle. If you load a game in the middle of a battle, you’ll see the changes in your next one.
Fixes
Crashes & Blocking Issues:
- Fixed a crash that could occur after completing a Purge mission.
- Fixed a crash that could occur when recruiting a companion.
- Fixed multiple cases where enemies would spawn in unattainable places in procedural missions and in the Last Hope mission, leading to uncompletable missions.
Domain:
- It is now impossible to send a squad to a purge mission through the faction panel when a squad has already been sent to the faction.
- When completing a purge mission on a faction, the squad will no longer return to the faction after arriving at the domain.
- The time required for a companion to heal in the Domain is now correctly displayed in the Barracks upon arrival from a mission instead of appearing after one day.
- The sparkles displayed when buying consumables in the laboratory are now correctly removed when you quit the menu.
- The details tab of the domain is now readable when the player is hovering over the prison, which would display the prison tooltip.
Combat:
- Added an option to quit the battle in the pause menu. Using this will result in a defeat, and all your companions will return to the domain with the health they had in the battle.
- The attack tooltip will now display the correct skill when you target an enemy with a different skill than the one used during the attack.
- The battle log will now correctly display the damage dealt when the Mace skill “Concussive Strike” is used twice in a row.
- Inputs for “pause menu,” “battle log,” and “end turn” are now correctly displayed after a fatality when playing with a controller.
- Tooltips that display a unit name and class are now correctly removed when the unit is no longer hovered over.
- Damage dealt with the “Caltrops” skill of the Flayer is now correctly displayed in the battle log.
- Health bars of enemies are now correctly removed when they die.
- The critical hit feedback is now correctly displayed when killing an enemy with a critical hit.
- The animation of the skill “Heavy Charge” should now play correctly when the unit is affected by an opportunity attack during its movement.
Options:
- Auto-saves are now displayed in the Save Game menu.
We hope these changes greatly improve your experience with Crown Wars. We will continue to read all your feedback. Thank you for your support!
Hi everyone,
Please find below the list of changes applied with today's patch:
Crashes
- Fixed a crash that could occur when navigating the Map of France.
- Fixed a crash that could occur when selecting a companion during Squad preparation.
- Fixed a crash that could occur when targeting an enemy with a skill.
- Fixed a crash that could occur when hovering over a substance on the ground.
- Fixed a crash that could occur when switching companions immediately after attacking with a Beastmaster.
Domain
- Reduced the delay that occurred when the Tithe feedback appeared on the Map of France.
- Saves with Beastmasters that had an invisible beast will now correctly display the beast.
- It is now impossible to remove consumables from a squad already on its way to a mission.
- The Hammer upgrade’s name is now correctly displayed on the character sheet.
Combat
- The Beastmaster skill “Coordinated Strike” will now work correctly when used with a bear on all fours.
- Fixed an issue that could occur if you killed the last enemy of the tutorial with an area of effect that also killed one of your companions. Taunted enemies will now always move towards the companion that taunted them, even if it leads to their death.
- Fixed an issue that could affect the damage calculation in some cases.
- Guisarmier enemies will now take less time to act during their turn.
- In the Black Monday mission, bears could visually pass through some pillars.
- In the Black Monday mission, enemy dogs now correctly play their dodge animation.
- In the Archpriest mission, Tainted Souls are now correctly displayed when playing in Low quality.
- Fixed an issue where companions could remain in Overwatch animation after performing their Overwatch attacks.
Graphics
- Fixed an issue where some blason patterns were pixelated.
- Added missing blood effects in the tutorial cinematics.
- Water puddles are now correctly displayed in the Autumn season at night.
- Added more variety to grass generation.
Options
- The frame rate limit is now set to 60 FPS by default.
- Graphics option presets will now be set based on your GPU memory. Pressing the default button in the video options will set the graphics options to the recommended settings.
- Added Overwatch and Defensive Stance to the bindings options.
- These changes should make the patch notes clearer and more polished.
We have just released a balancing patch based on your feedback regarding difficulty and turn limits. Please find the changelog below.
General Balancing
- We’ve added 5 turns to the timer before defeat for the Skirmish and Capture Target game modes.
- Early Game: The number of enemies has been reduced in the first Skirmish and the first Assassination mission.
- More powerful enemies in secondary missions now only appear later in the game.
We introduced these timers because, in some cases, the most efficient tactic was to skip turns and wait for cooldowns. However, we were overly cautious, leading to an unintended rush through missions. Adding turns is a temporary solution to alleviate frustration for those struggling with the time limit.
We are currently working on a way for you to add more turns to these timers or remove them entirely through the difficulty settings. We also plan to open other parameters in these settings to allow you to customize your experience for a more enjoyable gameplay. While this is not ready yet, we wanted to reduce the pressure in Skirmishes and Capture Target modes, which seem to be the most problematic.
The early game balancing changes are designed to give players more time to familiarize themselves with the game, train their companions and acquire the basic tools needed to handle more difficult situations.
Fixes
- Fixed multiple occurrences of crashes when using the companions auto-switch feature.
- Fixed an issue in the Domain where squads would disappear when paying to purge a Faction while a squad had already been sent to purge that Faction. Players in this situation will see their squad return to their Domain, and it is now impossible to pay to purge a Faction if a squad has already been sent.
Thank you for all your feedback, which helps us improve Crown Wars. We are actively monitoring other balancing concerns that we have identified.
To keep track, we have updated the known issues. You can see them in the pinned topic: Known Issues
Have a great journey in Crown Wars,
The Dev Team
Today is patchnote day for Crown Wars. You can read the full changelog here:
Crashes
- Fixed a crash that would occur while validating the victory screen when the companions auto-switch feature was activated.
- Fixed a crash that would occur when going back to the domain after a mission
- Fixed a crash that would occur with a controller while targeting an enemy during a companion movement.
- Fixed a crash that could sometimes occur when using the crossbow in the The Sack of Saint Martin mission.
- Fixed a crash that could happen while overriding a save, using the forge and immediately going back to the map of France.
- Fixed a bug that could happen when saving a new appearance for the Beastmaster that would make the beast invisible. Please note that the beast will still be invisible as of now. We are working on a fix to make them visible again.
- Fixed a crash that would happen when trying to launch a mission with a Beastmaster that has an invisible beast from the bug above.
- Fixed a soft-lock when the last enemy of the tutorial died at the same time as a companion.
Domain
- Notification chips are now correctly removed on the Casern when a companion skill was chosen in the Squad Screen after a battle.
- Unique weapons rewards are now correctly displayed in the battle pawn’s tooltip.
- Squad pawns are now correctly disappearing when returning to the domain. This would previously need to stop skipping days.
- Companions skills are now always properly assignable on the Squad Screen after a battle. This bug would happen when a cinematic was played right after the mission.
- It is now impossible to train a weapon mastery already at max level.
- Removed a brief appearance of the “Recruit” button that could occur when performing a training on a companion.
- Added a customization color slot that was missing in the Fabric color of the Alchemist.
Combat
- It should now be impossible for players to taunt their companions.
- In Escort or Rescue Missions the target is now always classless instead of sometimes being considered a Duellist with an unusable weapon Set.
- Removed a wrongfully walkable tile in the mission “An Intoxicating Outbreak”.
- Removed some occurrences where the “Enemy Turn” UI could sometimes be visible during cinematics.
- The damage from the skill Deft Hands are now properly displayed in the combat log.
- The FX of enemy’s healing consumable is now properly displayed on the target instead of the user.
- Prisoners’ effect that only affects a specific class now gives their bonus to every companion of the class. This previously worked only for the first companion of this class. This modification works for previously captured prisoners.
- In the “Redemption” mission, IA now takes less time to act.
- The “Enemy Turn” UI is now correctly displayed when an enemy uses an interactive object.
- The number of health points recovered when using a healing ability is now correctly displayed above the target.
- Damages done by afflictions are now properly displayed in the combat log. They were sometimes not showing if they killed the target.
- The skills "Rampage" and "Invigorating" of the Double-Headed axe now have the right healing percentage displayed in their descriptions.
- Fixed some cases where the targeting tooltips didn't appear correctly.
- The "Rings of Death" now display it's skills description when hovered in the combat log.
- The Order Emissaries now always have the Order colors instead of the color of another Faction
- When loading a mission, destroyed half-covers should stay destroyed instead of reappearing and slowly going through the ground.
- The exclamation mark above the head of the enemy that spotted a companion should now always be removed.
- Fixed some instances where the movement range preview was inaccurate, resulting in some tiles being displayed as reachable when they were not.
- Removed a wrong movement path displayed when targeting an enemy in diagonal below the companion.
- Removed the possibility to hover an interactive object in the fog of war.
Options
- Removed a default text that could be displayed on an overwritten save.
- Improved the screen resolutions options.
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Uploaded May 25, 2024
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System Requirements
How to Install
CrownWars.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
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5.5 GB
14471393
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