About the Game

Fight for control during the Friso-Hollandic Wars. Set in the medieval 13th century, the game features a strategy campaign and historical battles. Fight with your army in 3rd person battles and command your troops.
Voor de kroon is a medieval wargame.
The game uses Unreal Engine and Metahuman technology to make the historically researched characters come alive.
Fight in medieval battles: participate in 13th century skirmishes or play intense siege battles.
Conquer a historical recreation of the 13th century low countries. Manage settlements and eliminate your enemies.
Dive into rich customization options which allow you to create your own factions, swords and campaigns and share them in the Steam workshop.
Solo developed with ♥ in The Netherlands
Screenshots
20 images
Version Information
Steam Patch Notes
Official update history
- 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
- 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
- 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
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 override to heraldry backgrounds
- Add covered mouth tunic variations to officer body selection
- Add early 14th century jousting lance
- Add proper tips to new jousting lances
- Add can be used with shield flag to one handed morgan bible cleaver
- Improve AI use of mounted ranged weapons
- Improve jousting difficulty
- Improve look of covered mouth chainmail variations
- Fix possible crash related to battle logic
- Fix export settlements as image function in campaign editor
- Fix crash related to setup logic
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
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 units
- Add tooltips to campaign difficulty settings with information about their effects
- Add tooltips to new campaign unit and equipment settings
- Accessibility: add screen shake setting to option menu
- Improve game log entries related to campaign sieges
- Improve order of helmet entries
- Fix helmet and shoulder custom unit override behavior
- Fix tooltip source for signal instruments
- Fix crash related to engine bloat
- Fix various small campaign gameplay errors
- Fix neck and head bone locking based on equipment for unit helmets and shoulder equipment
- Fix controller input on sword editor
- Fix oathbreaker diplomacy line appearing when player has not broken any oaths
- Fix diplomacy reputation calculation
- Fix single combat weapon animations
- Fix shield issues during single combat
- Fix double holster spawning in some cases
- Fix several rare crashes
- Dark Fantasy Pack: Fix dragon rider player spawning logic
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 over unit restrictions, sector connections and combat behavior.
This update also starts with weapon range adjustments, I have heard all your feedback. Unfortunately it's not a single fix as every tweak requires checking the AI and overall battle balance. But I will be improving this over time over the next few updates.
Alongside these changes, this update includes a large set of new armor pieces, quality of life improvements and stability fixes.
Happy easter everyone!
As always, thank you for all the 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
- 14th Century Armory Pack: Add German style bascinet with visor variation
- 14th Century Armory Pack: Add late 14th century proto frogmouth helmet
- 14th Century Armory Pack: Add hounskull helmet variation
- 14th Century Armory Pack: Add bascinet visor variation
- Add ability to host tournaments
- Add siege relief battles: Can attack own or allied sector with friendly units to relieve an ongoing siege
- Add logic to manage amount of elite units produced by AI factions, tied to campaign difficulty
- Add loading screen tips related to officer deaths
- Add better start campagin controls for unit and equipment restrictions
- Add faction leader personality tooltips
- Add custom unit support to custom campaign garrison settings
- Add Iberian neck armor as shoulder armor item (Customization Only)
- Add long surcoat elbow armor body armor variation
- Add chainmail leg armor with prick spurs and poleyns
- Add support for equipment that blocks head rotation
- Add tournament invite and win image
- Add no sector jump distance property for custom campaigns
- Add missing logic to place hired officers after winning defense battle
- Add game setting for single combat accept chance: Simulation (current default based on diplomacy and societal ranks), Medium (30% flat rate), Easy (always accept)
- Add custom campaign control for max sector water jump: controls how far connections with no man's land between them will still connect
- Add tooltips to quick battle location and castle selection
- Add some safety to instancing on custom units
- Add custom faction property: use uniform surcoat colors, will prevent randomizing surcoat colors on units
- Add show custom sword on campaign death screen
- Start polearm weapon reach adjustment
- Refine AI unit production logic
- Improve army effectiveness calculation
- Increase chance officer is only wounded and not dead after battle
- Internal code optimizations and future proofing
- Reorder quick battle location and castle selection
- Fix possible crash related to auto resolve
- Fix allied reinforcement heraldry with global heraldry enabled
- Fix weapon animation data always getting initialized with same finisher index
- Fix start siege not counted as war move against player
- Fix potential crash related to unit data
- Fix level up message remaining on formations with a dead officer
- Fix unit roster naming issue
- Fix outlaw factions doing diplomacy with non player factions
- Fix dry climate formation dust showing during winter weather
- Fix crash when loading savegame from custom campaign that has lower amount of factions than before
- Fix being able to perform finisher on trebuchet unit
- Fix general trebuchet behavior during sally out battles
- Fix being able to kick artillery
- Fix crash related to fleeing trebuchet units
- Fix crash related to formation distance detection
Small update again, getting smaller fixes and features out of the way while working on a couple of upcoming bigger features!
This update adds a custom music system:
If you add .wav files to a folder the game will load them and randomly play them in order. You can add specific music for the battles, campaign and the main menu allowing you to add immersive music for any setting you are playing.
You can find the folders at after starting the game at least once with this update:
C:\Users\\AppData\Local\FormationSystem\Saved\UserMusic
You need to restart the game after adding music to these folders.
Thank you for all the 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 custom music system: can add wav files to folders to play user music during gameplay
- Add chance allied factions will supply reinforcements for your battles
- Improve data structure used for battle logic
- Slightly lower stamina regen while running
- Small optimizations to officer equipment logic
- Fix tooltip of new buttons in faction editor
- Fix player physics when killed by ranged while mounted
- Fix invalid person data on dismounted units
- Fix player stuck in battle if dying split second after winning battle
- Fix error in siege flee logic
- Fix excessive foot clipping on castle landscape
- Fix error related to GPU processing
- Fix bug related to helmet visors
- Fix crash related to battle gamemode
Changelog
- Add specific lord charging logic for siege battles if player is militia commander
- Add logic: if starting battle in campaign with militia commander and a lord is present in the garrison, the lord will take command before the battle preventing command block.
- Add seperate gameplay option for single combat indicator (Was previously including in the 'battle UI' setting)
- Add siege ram, siege ladder, siege mantlets, and siege tower style to faction editor
- Add allowed sword parts to faction editor that will be used for random officer sword generation
- Alter campaign editor camera speed based on height
- Slightly increase allowed texture VRAM budget on epic texture settings
- Fix siege archer range
- Fix spawning logic for special formations
- Fix portcullis attack logic for AI units
- Fix siege gate defender collision
- Fix bug causing lords not responding to the player during the battle tutorial because the player is not registered as lord
- Fix helmet visors during tournaments
- Fix roof fires not despawning when created by campaign map castles
- Fix faction editor heraldry not working with global heraldry enabled
- Fix border interaction in campaign editor: Only make it clickable when editing settlements or props
- Fix possible crash related to factions without land
- Fix crash related to player indexing
- Fix crash related to player movement reset
- Add align era setting for tournaments: will align all quick battle tournament equipment to the player faction; if turned off will use default faction pools for NPC factions
- Fix bug causing player unit to get stuck in blocking animation after exchanging shield
- Fix commander formation walking back to their original location after moving them during deployment
- Fix crash related to npc unit production if not enough unit types are present
This update aims to tackle the first batch of all the feedback I have been receiving in the past week. I want to thank you all for taking the time to respond to the game and help improve it!
As always, thank you for all the 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 late 14th century units to 14th century armory pack
- Add better unit tooltips to customization and quick battle menu
- Add missing taunt animation to pollaxe animation set
- Add true persistence to formation units: units are truly persistent, same person equals same gear and look every battle
- Add new auto resolve system: system accounts for all units equipment including anti cavalry spear bracing and tries to calculate as accurate as possible how the fight would go
- Add ability to use any unit during quick battles, will show faction units first and then categories with all other units
- Add logic to quick battles: if playing as a different era unit it will try to match officer equipment to unit era if available and if the unit is not in original faction pool
- Add some plate armor related special effects to finisher moves
- Weigh all unit equipment in total strength calculations instead of legacy unit tier
- Make AI produce more varied units and produce elite units more aggressively in castle settlements
- Make AI more aggressive with elite units during campaing gameplay
- Make unit icons smaller on quick battle menu
- Remove elite unit cooldown from conquer all campaign
- Give player a tiny defense bonus for auto resolve to balance harder (but technically correct) auto resolve calculations
- Change way archer morale works during battle: archers only auto-flee when they are the only remaining formation, two archer formations will still fight, archers now fully count as remaining battle morale instead of being weighted at 0
- Disable dismemberment completely for plate armor units
- Texture optimizations
- Some general small optimizations
- Improve AI recruitment logic during campaign
- Improve autoresolve calculations during campaign
- Tweak stamina use of primary attack
- Fix crash related to stale data
- Fix crash related to invalid Steam faction import
- Fix crash related to unit logic
- Fix crash related to custom faction loading with corrupt data
- Fix crash related to custom unit loading with corrupt data
- Fix crash related to siege water effects
- Fix logic error resulting in officers without helmets when they should have a helmet
- Fix heraldry on campaign editor settlements breaking when changing heraldry backgrounds
- Fix leftover legacy unit tier calculations: replace with proper unit evaluation based on unit type, equipment and lords versus militia
- Fix flee threshold calculations on campaign map, prevent unfair forced surrender logic
- Fix physics on early 14th century unit bodies
- Fix floating helmet bug happening in rare cases on dismemberment, related to missing physics
- Fix tactical tutorial using data from the previous campaign instead of default campaign data
Current Release
Not available
System Requirements
How to Install
FormationSystem.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
4.0 GB
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