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Veil of Crows

 
Version 1.1.0 Is up on the testing branch!Apr 30, 2019 - Community AnnouncementsAfter a long delay, the next update is finally on its way. The 1.1.0 update will bring a major optimization to how most in-game assets are handled. This has seen a reduction in ram used and helped improve loading times. This update has had me refactor a whole bunch of the core functionality with how assets are handled, so it is taken me quite a lot of time to put this update together, not to mention having significantly less time to do so than I have had previously. So far results have been promising, so I am excited to finally bring it forward for testing. Now that assets are handled in a much more optimized way, it will allow me to focus on creating more units and equipment for the later stages of the game. Thank you for your patience, I hope to have this next update out soon. To access the testing branch: Right click on VOC in your steam library => Properties => BETAS => Select the testing branch in the dropdown. Cheers for your support! - Kerry Version 1.0.3 Now live. Further optimization inside!Nov 26, 2018 - Community AnnouncementsHello all! It has now been just over a month since release and I am here with the next update. I have been spending a lot of time digging deep and finding where I can improve performance before setting my sights on further updates in the future. Version 1.0.3 continues my quest to root out issues with memory management and bringing more stability to the game. Enjoy! Campaign map - Quests will auto-complete if hometown is owned by the player. - Quick save added to campaign map F5. - Quick load added to campaign map F9. - More code optimization and cleanup. - Hero army cost reduction now correctly working in armies involved in castle sieges. - Amount of scouts sent from AI towns reduced. - Mouse screen edge scroll now working as intended. - Further material memory optimization. - Towns no longer generate faction flags. Town faction is displayed on the sprite and is no longer needed. - Helper text adjusted for Attack and defense. - Closing events panel now resets game speed to the previous setting. - You can now close all full-screen panels with the Esc key. - Stability increase, inputs disabled during saving/loading/scene transition. Battle scene - Right ALT now toggles first person view. - Scripting optimization. - Further material memory optimization. - Stability increase, inputs disabled during the scene transition. Cheers!! Week one updates us to version 1.0.2 - Optimization included!Oct 29, 2018 - Community AnnouncementsHello all!! Its been a wild week, but that doesn't mean we stop improving Veil of Crows! Your feedback has been more than valuable, so we will keep pushing and polishing to make this game even better! Today's update not only fixes a few bugs, but it also brings quite a nice optimization. Details inside! Campaign map - Barracks final upgrade now properly recognized. - Bribing an army to join forces will now update the quest tracker arrow. - Prevention in place to prevent an extremely rare bug with merging parties duplicating. - Siege force factions are now displayed above the siege camp. - Building upgrades red & green crosses now update based on available resources without the need to click away first. - Peasant attrition rates now scale depending on population up to 25% for large peasant populations. The scale can depend on how much food is needed to feed the remaining peasants. - A bribed king will lose their king title if they desert or join forces. - Peasants in armies now incur a daily payment per 5 peasants in the army. This is to balance out massive peasant army exploits. - Player income is now updated when an army is created. - Fixed issue where villages would replenish hired units after saving the game. - An issue with hero vassal being disconnected from towns resolved. - Issues with final upgrades unable to be completed have been fixed. All final upgrades now work properly, and the upgrade button is disabled. - Town extortion max gold value lowered. - Player hero's diplomacy now increases the max gold value of the extortion, instead of decreasing it. - You can now train multiple peasants at once using a slider, or manually inserting the amount into the text fields. - Texture Material optimization Battle scene - Controls menu scroll sensitivity increased. - Pressing 'F' will focus on selected units. - Zoom movement is now reset when exiting the menu, preventing the camera flying away when the panel closes. - All used resources are now cleared before quitting to the menu or quitting the game from a battle. - Should no longer get the loss of general message every time a hero is killed. Only the general. - Texture Material Optimization. - Improved load times after the battle. Main menu - Change to main menu text - W A S D added to key bindings. - Fixed issue where some key bindings weren't finding the correct binding to save. - Added the ability to map the W A S D keys to other keys for non-QWERTY keyboards. - Unit stats added to the game index. - Max battle size text now turns red if set over 350 units as previous warning doesn't seem enough. Armory - Recurve Bowman now showing bow in the armory. - Downgrading or selling items no longer costs the player but should increase player gold. Thank you all for your support and feedback! Enjoy! - Kerry Fawdray Edit: Update! Just added a small update that will improve load times for battles with many hero units. The next patch is in the works but it may need some time. I am processing a lot of grea...Armory Crash "band-aid" patch 20/10/2018Oct 19, 2018 - Community AnnouncementsQuick patch Hello everyone! Massive apologies to anyone who has been experiencing crashes during the armory scene. Some users were experiencing crashes scrolling through the units, and it seems to have been caused by excessive geometry & shadows in the background. I have temporarily removed these, simplified some of the lighting, and made sure to clear system memory whenever relevant. I have had positive results from some users, so I hope this fixes the issue for everyone. Band-aid This is not a permanent solution, but more to alleviate the problem while I can work out something long term. Other small fixes Campaign map - Town interaction text now reset after the player goes back to the towns menu. - Factions will no longer be randomized if continuing a sandbox when starting a new faction. - An issue where armies that rob player trade caravans don't receive resources resolved. - Transferring all resources should now include all prisoners. Cheers! Thank you so much for your patience. I am here to support the game, so if you are having any issues, or have any feedback I would love to hear about it on the forums. Cheers! - KerryVeil of Crows has left early access! Welcome to Version 1.0 18/10/2018Oct 18, 2018 - Community AnnouncementsWe did it!! We made it! We did what so many other games never get to do. We smashed our way out of the early access prison! This could not have happened without your massive support. Thank you for believing in me! How far have we come? Well, see for yourself... https://www.youtube.com/watch?v=MIxgw4v5Psw Patch notes! But really, this is what you are here for... Campaign map - Attacking a quest party over water no-longer loads a battle in the battle map and treats it as an auto-battle situation. - Quest tracker arrow now updates correctly when a quest step is completed using an auto-resolve battle. - Fix for party panel closing when other panels close. - Prisoner transfer All & None buttons now work. - An issue where ship sails wouldn't generate their material resolved. - Newly taken towns will now show when showing village destination. - Newly taken towns properly have hero units removed. - Gerr reference no longer being saved as Tegn (Viking units). - Fixed issue where sometimes a selected party would become unselected (Even though the party is showing as selected). - Armies now show other hero units in the army. - Horde invasion no longer triggered as soon as the player has conquered the world. Invasions are set as active and will happen at the appropriate season, or after the world has been played for 150 days. - Hero agility cap added. - Small UI glitches fixed. - At the start of every new campaign, all factions are completely randomized, including unit equipment, names & coat of arms. Battle scene - When selecting starting units, peasants are automatically prioritized last. - Female unarmoured hair/helmet position fixed. - Holding shift while selecting unit cards won't deselect previously selected units. - Floating tree removed from the Wolfshall map. - Heavy axe weakness correctly set to bludgeon instead of arrows. - Town reinforcement positions updated in lumber town scene. - Minimum units amount set to 1 (To prevent no units spawning) Main menu - Starting condition starting horses updated with new horse types. - Two new worlds to choose from! Armoury - Topless male unit skin now showing correctly. - Heavy leather legging material replaced. - Horse price increased. - Every unit default agility is now the same. Armory items including horses will add or reduce this stat. - 70 Horse types added. WHAAT!!?? - The ability to upgrade the weapons and equipment of all of your units has been unlocked! Once again, I am humbled by your support over the last year and a half. You made this happen. I hope you enjoy the release features as much as I enjoyed making them. - Kerry FawdrayVersion 0.9.9 is here!Oct 7, 2018 - Community AnnouncementsBut first! Check out how far we have come! https://www.youtube.com/watch?v=MIxgw4v5Psw Overview Today's patch really pulls the straps tight, and readies us for the coming charge! I have managed to fit in many bug fixes and even some user-requested features. We are in the home stretch and I cannot wait to unleash the release version upon you! But until then, we march! Campaign map - Fixed issue with pooled event messages not being set active after being re-used. - Hero portraits now display on player owned town and village info panels. - "Training Complete" text fixed. - Increase relations with bandit camps price fixed. - Faction logos now displayed next to town and village names. - Player faction logo now displayed above owned armies without heroes. - Village resources displayed now shows total number of resources in town. - Split army screen improved. Now all units and resources will scroll on the same panel. Hero units portraits are now shown. - Selected siege towns now display both factions colours. - Ability to save custom games now available. - Safety put into place to prevent armies being deleted after siege battle (Army enters town before units are loaded). - Loading bar size unified throughout the game. - Can now use text box to input amounts instead of sliders in most cases hero units who join your forces through an army bribe will no longer keep their vassal. - Campaign map battles now have an icon indication of battle and who is involved. - Campfires now have a floating icon. - Hero portraits now shown with a border. - Town armourys will now start at level 1 in Veil of Crows game mode so they can always be accesed. - Save crash caught when saving a game straight after a new game has been created. - When selecting hero units to purchase from the town tavern, this window should no longer close randomly. - Sellsword UI text name fixed. - Last barracks upgrade building time fixed . - Green or Red cross on upgradeable building should now show correctly if the playert can upgrade. - fixed issue with bribes & tributes where you cant succees without a hero unit present. - Clicking on a siege army in the armys panel now correctly selects the siege, and not the non-existant army. Battle scene - Generating unit faction colours highly optimised - no longer rebuilds every texture on unit. - Castle gate materials replaced. Main menu - Ability to delete saved games in the save game menu now available. - fixed issue where cancelling out of resetting game world would disable the option the next time it is shown. - Custom battle army limit set to amount of start positions per map preventing error when loading battle if above 8. - More detail added to the main menu screen. - Custom battle player faction roerly set. Was preventing player from using siege equipment if faction wasn't set the the default faction. - Save games now display in the order they were last written. - Unit amounts can now be entered into a bext box when transfering to an army. - Rand...Veil of Crows is leaving early access on the 18th of October!Oct 2, 2018 - Community Announcementshttps://www.youtube.com/watch?v=oGdxRCztI6k Veil of Crows is leaving early access on the 18th of October Veil of crows is breaking free of its shackles, and charging forth into battle! This has been a long time coming, but I am extremely excited to finally share the release features with you. This is huge for me on a personal level, so I would like to thank each and every one of you for your continued support! Without your input, the game would have never come this far. You can read more about the release features here Completely custom forces On launch day, you will be able to enter the armory and completely customize your units. From weapons & armour, to how your coat of arms is displayed, to the breed of horse. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28437563/09d290bbad3c8570de08b0f9a8bbe1675fe70eda.jpg New realms to conquer Veil of Crows will launch with two new worlds. Each with its own climate, resource restrictions & impacts, and frequency of Viking raiders. No two maps play exactly the same. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/28437563/3e4605ccdd8af04002674b5ba30246c1be576867.jpg Completely randomized AI factions Not only faction name and coat of arms will be randomized, but each unit's weapons and armour will also be different. No two factions will look the same. Thank you! Once again, a massive thank you to everyone who has supported me in this amazing journey. The next update will drop in a few days, and then we are on the home stretch. VOC will continue to be supported and updated post-release, so this is not the end. I have been blessed with such an amazing and supportive community and I am excited to continue this relationship. Thank you all! Kerry FawdrayA whole new world! Latest update brings us to version 0.9.8.aSep 17, 2018 - Community AnnouncementsSummary Today's update brings some massive changes and additions to Veil of Crows. Polish and optimization is my current goal, and I feel this update brings the bacon! Some of the major improvements New campaign map The campaign map has had a major upgrade! I built a new procedural system to aid in creating new world maps, and not only does it make it a lot faster, but the maps produced are also much nicer to look at and feel more varied and natural. It is recommended to start a new game, however, your old savegames & maps still work. When we leave early access two new world maps will become available, these will have a unique climate, with varying effects on village production and raider factions. More on that at a later date. Custom unit grouping You may now group units with one of your heroes for additional combat bonuses. Unit limits are now impacted by the heroes management skill, and these preferred groups will be remembered between battles so you don't need to keep re-arranging your heroes into groups. The hero units leadership skill will add additional bonuses to your units on top of the general's leadership skill. Tutorial voiceover added The very talented folks at Humble Sage games have written, recorded, and mastered a voiceover for the tutorial. Expect a snarky adviser with the personality traits of Snape meets Jaffar to help you along your way until you have him executed. The voiceover is voiced by the talented Marc Dubois. New battle music Composed by yours truly, and re-sampled and mastered by Dean Watkin (Humble sage games), the battle music has been completely replaced. I am super pumped as it needed a serious upgrade. Major bug fixed This could be a major cause of a CTD (Crash to desktop) bug that has been plaguing VOC for the last few months. Fingers crossed for some promising results. The bug consisted of a continuous loop (In a Coroutine for any of your programmers out there) in the resource cart code. In the editor it was causing some serious slowdown, but this would absolutely cause a CTD on a build version. Fingers crossed we have caught the bugger! On with the patch notes! Campaign map - Tutorial text updated. - Fixed issue where Norse camps are saved and loaded as Barbarian camps. - Rebalanced how engineers are purchased by AI (And player Ai) to prevent disproportionate amounts. - Party resources no longer scroll horizontally. - Buildings displayed in the buildings panel will now display if you can afford the upgrade before clicking. - The player is now warned when their actions have been noticed by other factions. - Village upgrades now display the current upgrade level. - Bribing an army to join forces will now detect if the faction has been defeated when successful. - Hero units will now join the player's army after a successful bribe. - Building descriptions have been updated. - Invasions will now also target villages, not just towns. - Heroes created now have faction appropriate equipment - Heroes the player may hir...Latest Update! New Factions, Units, equipment, and a massive optimization!Aug 19, 2018 - Community AnnouncementsSummary Hello all! The last month and a bit have been quite a ride for myself and my family. We welcomed a new Son into the world! This has taken some time away, as I have officially been on leave for the last 4 weeks, but that doesn't mean I haven't been finding time to push VOC to the final stretch. Today's update brings new raider events, where at certain points in time new factions will invade the world and attack towns. These factions will try to establish a foothold on the world and must be stopped. Vikings will attack in the spring, bringing with them Tier 4 infantry units. Supported by the new 'Norse' camps, this faction hits hard and fast. Try to take them out before they spread. The Horde - This faction becomes active once you have conquered the world. Massive armies of barbarian units will descend upon the land, attacking you from all sides. Try and hold them off until they attack again in the Autumn. On with the patch details! Campaign map - Mouse and keyboard control sensitivity sliders show again. - Clicking on farm SFX volume reduced to be less jarring. - Productivity renamed: Management. - Authority renamed: Accounting. - Hero stat bonuses clamped preventing any negative costs. - The issue with loading looted resources after battle resolved. - Failing to destroy a bandit camp will correctly load the camps remaining units. - Extortion amount lowered. - Minimum bandit camp size before the player can purchase units lowered. - Bandit camps now generate gold by selling captured resources. - LOD state set correctly when quest army generates - preventing invisible armies. - Visiting a bandit or deserter campfire as a neutral or allied faction will no longer force you to attack, and gives the option to purchase units. - Berserker renamed Heavy Axemen. - Ulfhednar Unit (Tier 4 bludgeon). - Huscarls Unit (Tier 4 Spear). - Beserkers Unit (Tier 4 Axe ). - Ulfberht Unit (Tier 4 Sword). - Valkyrie Unit (Tier 3 Archer). - Norseman Unit (Tier 3 sword). - Thegn Unit (Tier 3 Bludgeon). - Geirr Unit (Tier 3 Spear). - Viking unit (Tier 3 axe). - Barbarian camps will now produce maulers. - Viking invaders will begin raiding the mainland during the 'middle' period of the game every spring. They will attempt to take towns and villages. Norse camps will also begin to appear at this time. - The Horde (Barbarian invaders) Will attack immediately after the player destroys all other factions. The Horde will continue to invade each Autumn once activated. - Barbarians now more likely to produce cavalry archers as their main unit type. - Heavy nomad added. Available at Barbarian camps and Horde invasions. - Popup alerting the player of a town under siege now shows. - Quests are now more readily available at game start. - Can now hire as many units as needed from bandit camps until they only have one unit remaining. - If only peasants remain in an auto-battle, peasants have a 100% percent chance of retreating. - Upgrade button no longer active if the building is...Visual Improvements, optimization, and major bug fix patch, oh my!Jul 10, 2018 - Community AnnouncementsOverview Hello all! Today's patch brings us multiple visual improvements, extra LOD (Level of detail) levels, optimizations, stability, and a fix to a strange load game bug that may have left a few of you confused. The game not only runs better, it looks better while doing it. I have also brought back the old campfire scene at the beginning of the game for those of you who joined early access at the beginning. It has now been optimized as to prevent the crash to the desktop bug that caused it to be removed. Prettier than ever it is! In the last update, I had improved my terrain texture generator tools to give much more detailed battle levels. This update improves upon that with better grass detail placement and slope detection. Each terrain type (Grass, snow, sand, rock) etc now comes with unique tree and grass textures, as to match the terrain and season. Snow levels now have snowy trees, and sand & dry grass areas have dry dead trees. Snow during battles makes a comeback and is now heavily optimized as to prevent the game slowing down to a chug, and now runs in local screen space as opposed to world space, so it should be a lot more consistent. There was an odd bug to do with loading the campaign map that may have left a few of you confused. Basically, whenever you begin a siege battle the game saves to a temporary location just in case you decide to quit half-way through, this prevents the siege from disappearing when loading your game. The trouble is, under certain circumstances, it wasn't saved before the battle loaded, so after the end of the battle, it would load everything from your previous manual (or automatic) savegame. You would still have taken or defended that castle, but, the world could have been in the place it was 5 minutes prior. It took a lot of confusion and "wait, no, that doesn't look right" moments for me to even realize it was happening. As for the rest of the updates..... Campaign map - An issue with your hero's hair not showing, or disappearing resolved. - Issues with incorrect text loaded into some UI slots have been cleaned up. - Hero stats properly loaded after the battle. - All building upgrade costs have increased. - Mint produced coins amount adjusted (decreased) per level. - Tavern hero's price increased. - Selected unit resource amounts will update when trade cart enters the town. - Quest tier enemy army population increased (except easy level). - Hero army cost reduction clamped - removing any 'positive' income influence if over cost amount. - Fog reduced for each weather state. - Hero rank title level needed has been lowered. I.E, level 8 to become lord instead of 12 (If they have a castle as a vassal). - Chance of peace button should now always be interactive unless chance is 0%. - Chance of peace 'Chance' now influenced by hero diplomacy level. - Failing to kill a hero during assassination battle that was won should now properly load the quest details to its new retreated army. - Unit cost displayed and actu...Happy summer sale super polish and optimisation update!Jun 25, 2018 - Community AnnouncementsOverview Hey all! Today's patch brings not only a tonne of polish, but much-needed updates to the UI, and terrain changes. We are getting closer and closer to our ultimate goal! Hope you enjoy! Campaign map - Town total population (In town info panel) now displays whole population, not just peasants. - Beards now always show on the campaign map if the character has one. - Depth of field removed, as no longer necessary. - 'Unit Cards' now display what each unit type is when transferring and hiring. - Fixed army rep hair popping through the helmet. - LODS now used in campaign map. Controlled by Armoury so no longer loaded in each battle scene. - Can now transfer resources between your owned towns by using the trade panel. - Town lord now displayed in town info panel. - Town split forces panel disabled if a town is under siege. - Checking for needed steel for siege equipment now working properly. - More chance of hero's in taverns after scene load. - Only one trade caravan should be sent at once. - Light levels adjusted - should avoid blinding snow in the daytime. - Some grammar issues fixed. - Town/village/Markets etc trade scroll bars enlarged. - hero purchase panel will now close when clicked off-screen. - Player town Ai should now be more likely to upgrade villages. - Hero level cap removed - points needed are now calculated based on hero level. - More hero stats added - Keep track of their kills! - Auto battle panel now shows if a battle is over the sea. - Battle unit text now uses proper localization names. - Merging armies walk animation should correctly play. - AI village upgrade improved. - Resources are correctly removed from origin town when using the trade panel. - Button properties take off town automation options - only toggle is interactive. - Expenses ledger now take into account the town tax setting. - Keep upgrade gold cost increased massively. - Ai will upgrade towns slower while the player has no towns. - Stables final upgrade resource cost slightly reduced. - The hair on units is now removed and pooled properly, preventing hair sticking through helmets. - Ending war with a faction now resets your faction relation to 0 as opposed to just adding 10 relation (War could soon be declared if it was below -20). - The player can now interact with camps with only 1 population. - Heavily optimized army navigation - improvement to game FPS included. - All party gold is now available, Negative faction gold is no longer included when checking. - Game quests are more available when a new game is started. - Hunt Deserters quest available. - Quest armies faction is now set depending on quest type. I.e Hunt barbarians quest faction is now set as barbarians. - Rescue prisoners quest added. Armies have a high amount of prisoners to rescue that will be added to your army as peasants. - Campfire interaction now depends on your relation to the camps faction. - Rank needed to declare king has been raised to 13. - Fixed issue when taking control of que...Massive Update! 28/05/2018 - Better AI, New Units, Town management AI, and more!May 27, 2018 - Community AnnouncementsOverview Welcome to today's massive update, I do hope you all had a wonderful weekend and are ready for a bit of reading. Today's update brings better AI, tonnes of new unit types, tonnes of new equipment types, UI improvements, new game text (written by a writer), many users requested features, and much much more. I will go into further details with some important updates towards the end of this article. Muster your troops, because barbarians have landed! New faction specific units Barbarians - Tier 3 - Nomads - Horse archers (light armour). - Horse lords - heavy horse (Sword). - Banshees - Horse axe units (Axe). - Raiders - (Spear). - Marauders - Mounted bludgeon. - Cannibals - Swords. - Hunters - Spear. - Trackers - Archer unit. - Barbarians - light axe. - Maulers - Bludgeon Maul. Bandits - Tier 2 - Bandits (Mounted swords). - Poachers (Archers). - Brigands - Axe. - Outlaws - Swords. - Bastards - Spears. - Hooligans - bludgeon. Campaign map - The player is now alerted when a faction has been destroyed. - Defeated factions no longer show on the factions ledger, and the player is alerted once all factions have been defeated. - AI factions will now begin siege if the player owns the town (Bug created by the previous patch). - Hero rank now showing in hero overview panel. - Automatic town management added! Providing the town has a lord/baron/duke assigned, you can now automate most town functions - All building icons replaced. - Siege equipment icons replaced. - Expense ledger added. Can now see where your money is going - More accurate up to date income representation. Includes market/mint profits, and Hero authority adjustments. - Certain villages types will have increased productivity with certain unit types. Miners in mines, serfs in farms, hatchetmen in lumber mills, peasants in ranch. - Building upgrades resources amount will now update when resources enter the town. - Resource cost for all buildings increased. - Faction name properly displayed in trade towns panel. - All side panels no longer scroll horizontally. - Trade resources panel should no longer scroll horizontally when sliding sliders. - Roaming deserter armies will now combine if they discover each other. Snowballing into larger threats, or returning to a deserted camp. - Resource carts should only show resources when resources are present. - Major optimisation to how resource carts pathfind. All paths are pre-calculated, and are no longer calculated each time a cart leaves a village or reaches town. This will improve path response time with regular armies. - Send and return cart buttons now play a click sound when pressed. - Fixed issue with caravans not being sent because they weren't set to 'Idle' state when disabling. - Max required gold tribute clamped. - Armies with 0 population should no longer be created after losing a siege. - Armies defending village battle will now re-enter village after a successful defense. - Auto-resolve sally fourth battles when Player is attacking ...Polish and balance patch mach 2! 30/04/2018Apr 29, 2018 - Community AnnouncementsOverview Another polish and balance patch you say? Heck yes! As we get closer to our goals, I intend on releasing a bunch of smaller updates so we can get to the real meat & cheese of this polishing sandwich. I must say, after playing VOC with completely custom and unique units in each faction makes the non-version seem like a mere demo, so get ready for your world to be blown right open once we reveal our release date. Now to the update... Campaign map - If a player is involved in a siege, the siege will never start without the player's input unless the defender decides to sally forth. - Dismiss unit buttons disabled during the tutorial. This has been the cause of the infamous "Can't create an army tutorial" bug because of accidental clicking on the dismiss unit button. Only took me a year to figure this one out. - Mercenaries are now a lot more fleshed out, common, and an Inn is no longer required. - Ability to bank gold in town (when visiting towns) is no longer restricted by the towns treasury level. - Town prisoner exchange option (when visiting towns) no longer requires the prison to be built. - Quest tracker should find the correct town when objective it to return home. - Quest tracker arrow should now update position after completing quests. - Army size indicator now based on army strength instead of population. - An issue with deserters being loaded as a regular faction has been resolved. They should no longer take villages. - Quest options to be reset when clicking on village leader option when speaking to the village elder. - Hero units actual loadout added to army strength calculation during all encounters. - Tribute chance is now impacted by how much gold the player has and their current relationship, and not the receiving factions gold. So it should be a lot cheaper and reasonable. - Merchant unit carry weight increased. - Merchant unit movement speed reduced (Because they carry lots of stuff... duh). - Loading screen should now say 'Loading' instead of 'Accept'. - You can now store more resources in a village than its capacity from armies that enter the village, but it will not produce more resources while it is above capacity. This should prevent the player from losing resources when they enter an owned village. - Quitting a siege halfway through a battle and then reloading your game should no longer result in your siege being broken. A temporary save is now created before a siege battle and is loaded once the siege is over. - AI will now build engineers even after they are building higher tier bludgeon units. - Ability to sort unit purchases by Tier. - Confirm armory panel should appear on top of other town panels. - Later stage building upgrades building time increased dramatically. Armoury - Scale surcoat colour variations added + 9 Battle scene - Army power bar should properly reflect military might on the battlefield compared to the campaign map. - Weird archer arrow scale issue should be fixed. - Added a friendly fire damage...Experiencing crashes since the latest update?Apr 26, 2018 - Community AnnouncementsHello all! It seems crashes have started to appear since the latest update, and it seems it may come down to the new post effects. If you are experiencing crashes since the last patch I recommend going into the performance section and turning off... Antialiasing Motion Blur Depth of field My greatest suspicion is the new Antialiasing, so the next patch will include an option to use the old version. Keeping your drivers up to date can also help with these issues, but I have also put together a handy guide here to help narrow down the cause. I will have another patch soon with an option to go back to the old antialiasing system. All the best! - Kerry Super mega polish update 24 / 04 / 2018Apr 23, 2018 - Community AnnouncementsSummary Hello all! Today's patch brings us some much needed polish and bug fixing. I have been playing the campaign of VOC a lot lately, something that I don't often get to do because of how long a playthrough takes. You would be pleased to know that I have found and fixed SOOOO many freaking bugs and polish issues, that I already have the next patch ready. So.. without further ado, here is the summary. Campaign map - Many spelling issues have been addressed. (Much of the text is being re-written, more on that later) - Resources not displaying when interacting with village markets issue fixed. - Trading in towns now shows trade on the correct side and is consistent with all trade interactions. - Rain volume adjusted. (Lowered) - Farm output increased per upgrade level. - Defeated factions should no longer show in the factions screen. - Siege workshop description changed. - Siege workshop no longer needs to be upgraded as it doesn't do anything other than unlocking engineer units. - The elasticity of Building and Unit training panels have been fixed. No longer moves horizontally. - Auto-resolve battle button now disabled at abandoned campfires. - Trade caravans should no longer spawn as ships. - Armies should no longer spawn with general stars, or king icon unless required. - An issue where AI towns could generate armies beyond their population has been resolved. This could have been perceived as AI cheating, was not intentional :) I will likely need to keep balancing as fixing this issue has weakened the AI. - Routing a quest army that does not involve killing the hero will no longer create a quest object on the retreating army. - Easy and medium quest gold reward has been increased. - Prisoners needed for medium - hard quests increased slightly. - Dismissing unit will now revert all units back to the army, avoiding the perception of disappearing units (Units were still there, but only once you load the window again). - Auto-resolving quest battles would add quest component twice if the army retreated, resulting in un-completable quests. This has been resolved. - Purchasing peasants in villages will properly reset the slider panel after purchase. - Rank needed for the hero to be declared king has been lowered to 12. - Camp map battle drone SFX changed and mixed. - Tutorial panel to sit on top of events panel. - Leadership bonus now added during internal calculation of an armies strength. This should give more accurate indications before the battle. - Hero productivity now increases siege equipment production speed. - You can now build siege equipment using gold carried by your army as opposed to just faction gold. - Carried resources now properly added to combatants from bandit camps and campfires during auto-resolve battles. - Hero leadership bonus now added to the auto-resolve balance of power. - Bandit camp unit training increased. - Game loading issue caused by General stars amount fixed. Battle scene - Audio rolls off nicer, improving audio ...Latest update 03/04/2018 - Happy Easter!Apr 2, 2018 - Community AnnouncementsCampaign map - 3d sound setting fixed for battle SFX - should no longer hear constantly. - Can no longer auto-resolve when your army consists of only hero units. - Game over properly triggered after losing last hero during camp map battle - Army aggression level indicators now properly display after restarting a new game on an existing world. - Construction SFX added. - Enter town SFX added. - Enter Mine SFX. - Enter Farm SFX. - Enter Tannery SFX. - Enter Lumberyard SFX. - Trade bug fixed - Clicking on trade resources after moving sliders no-longer doubles resource amounts. - New cursors. - Added Depth of field visual improvements. - Hero units sometimes not keeping experience after a battle issue has been resolved. - Hero units now attack in auto-resolve battles. - Now a chance a players hero will retreat from an auto-resolve battle when left alone. - Clicking on hero unit will place the camera at the hero units location. - Footman army rep helmet replaced. - Game over from losing all hero units should only occur in Veil of Crows game mode. - Button click added when upgrading hero skills. - Battle sound no-longer plays loudly after clicking on campaign map battle. - Adjusted Fog height/density. - Button click now heard when pressing forced march. - Added general strength indications to armies. - Added King indication to armies. - Improved fog effect on water. No longer cuts around the world map. - Improved Antialiasing - Graphics update. - Prisoners needed issue fixed. No longer generates quests with 0 needed prisoners. - Scene fade-in effect. - Income prediction fixed when peasant class enters and exit villages. Armoury - Blacksmith hammering in background SFX. - Scene fade-in effect. Battle scene - Hero units new display properly on the battle map. - Scene fade-in effect. - New cursors. - Optimisation to shadows, this will be more noticeable a full release. - Tutorial now has a controls overlay showing specific controls. - Improved battle scene texture blending based on strength of campaign map terrain types. - Improved Antialiasing. - Added motion blur. - Archer projectile improved. Main Menu - Scene fade-in effect. - New cursors. - Cursor force software toggle added - this will make the cursor bigger, and is useful for 4k monitors. It does add a slight bit of drag on the mouse. - A depth of field toggle has been added to the performance menu. - Improved Antialiasing. - Resized grinding stone in armoury scene.. seriously though, how did no-one notice it was HUGE? - Motion blur toggle added. - More custom battle environment options. Mod Support - Fixed issue with loading armory items with mod support enabled. Players can now add their own equipment types using current equipment. - Access to items king restriction - can now edit if the item can only be used by king or not. - Fixed issue loading item agility bonus incorrectly. I hope you all had a happy easter!! This patch includes quite a few visual updates, however, most of these are optional,...Latest update 03/04/2018 - Happy Easter!Apr 2, 2018 - Community AnnouncementsCampaign map - 3d sound setting fixed for battle SFX - should no longer hear constantly. - Can no longer auto-resolve when your army consists of only hero units. - Game over properly triggered after losing last hero during camp map battle - Army aggression level indicators now properly display after restarting a new game on an existing world. - Construction SFX added. - Enter town SFX added. - Enter Mine SFX. - Enter Farm SFX. - Enter Tannery SFX. - Enter Lumberyard SFX. - Trade bug fixed - Clicking on trade resources after moving sliders no-longer doubles resource amounts. - New cursors. - Added Depth of field visual improvements. - Hero units sometimes not keeping experience after a battle issue has been resolved. - Hero units now attack in auto-resolve battles. - Now a chance a players hero will retreat from an auto-resolve battle when left alone. - Clicking on hero unit will place the camera at the hero units location. - Footman army rep helmet replaced. - Game over from losing all hero units should only occur in Veil of Crows game mode. - Button click added when upgrading hero skills. - Battle sound no-longer plays loudly after clicking on campaign map battle. - Adjusted Fog height/density. - Button click now heard when pressing forced march. - Added general strength indications to armies. - Added King indication to armies. - Improved fog effect on water. No longer cuts around the world map. - Improved Antialiasing - Graphics update. - Prisoners needed issue fixed. No longer generates quests with 0 needed prisoners. - Scene fade-in effect. - Income prediction fixed when peasant class enters and exit villages. Armoury - Blacksmith hammering in background SFX. - Scene fade-in effect. Battle scene - Hero units new display properly on the battle map. - Scene fade-in effect. - New cursors. - Optimisation to shadows, this will be more noticeable a full release. - Tutorial now has a controls overlay showing specific controls. - Improved battle scene texture blending based on strength of campaign map terrain types. - Improved Antialiasing. - Added motion blur. - Archer projectile improved. Main Menu - Scene fade-in effect. - New cursors. - Cursor force software toggle added - this will make the cursor bigger, and is useful for 4k monitors. It does add a slight bit of drag on the mouse. - A depth of field toggle has been added to the performance menu. - Improved Antialiasing. - Resized grinding stone in armoury scene.. seriously though, how did no-one notice it was HUGE? - Motion blur toggle added. - More custom battle environment options. Mod Support - Fixed issue with loading armory items with mod support enabled. Players can now add their own equipment types using current equipment. - Access to items king restriction - can now edit if the item can only be used by king or not. - Fixed issue loading item agility bonus incorrectly. I hope you all had a happy easter!! This patch includes quite a few visual updates, however, most of these are optional,...Testing branch Update - 20 / 03 / 2018Mar 19, 2018 - Community AnnouncementsA new update has been uploaded to the testing branch! I am testing out a few of the updates for the next patch and would love your input. Main features: Updated post effects These are all optional in performance options. I am mostly interested in how these are looking, and how they run on your system. If you have any issues let me know! New SFX We are still mixing these. Let me know how they sound. New Cursors We have updated the cursors! I am interested in how they look in your resolution. Results may vary. There are also many other bug fixes and updates in this build but I will announce them in more detail when the next patch officially launches! If you would like to opt into the testing branch please follow these instructions: Right-click VOC in your steam library->SelectProperties->Select BETAS-> Select testingBranch in the drop-down. Badda bing, badda boom. I am looking to get the next patch officially out within the next two weeks. Thank you for your patience! Enjoy! - KerryTesting branch Update - 20 / 03 / 2018Mar 19, 2018 - Community AnnouncementsA new update has been uploaded to the testing branch! I am testing out a few of the updates for the next patch and would love your input. Main features: Updated post effects These are all optional in performance options. I am mostly interested in how these are looking, and how they run on your system. If you have any issues let me know! New SFX We are still mixing these. Let me know how they sound. New Cursors We have updated the cursors! I am interested in how they look in your resolution. Results may vary. There are also many other bug fixes and updates in this build but I will announce them in more detail when the next patch officially launches! If you would like to opt into the testing branch please follow these instructions: Right-click VOC in your steam library->SelectProperties->Select BETAS-> Select testingBranch in the drop-down. Badda bing, badda boom. I am looking to get the next patch officially out within the next two weeks. Thank you for your patience! Enjoy! - KerryLatest update 29/01/2018 - Its a biggie!Jan 28, 2018 - Community AnnouncementsCampaign map - Trade buy/sell error when selling has been fixed. - Hero portraits will now display a crown when representing a king. - Movement acknowledgment animation is now shown. - Move to target animation now shown to confirm orders. - Acknowledgement sound after giving orders. - New unit! Merchant. Peasant cavalry with a high carry capacity. - New quest complete SFX. - New quest added SFX. - Faction info buttons fixed when viewing faction details. Armoury - Padded Gambeson price adjusted. - Crown your king! Crown now available for purchase in the Armory. Only your king can wear the crown. - Pickaxe model replaced. - Woolen gambeson added x 7. - Studded gambeson added x 9. Battle scene - Resources properly added to combatants before the battle in open battles & bandit camp battles. - Mounted units pivot point adjusted, mounted hero units shouldn't swing around as much. - Units will not chase an opponent on a ladder, hoping to prevent units stuck in a loop. - Mounted hero units health and experience will display properly when attacked. - Carried resources now show properly at the battle summary. - Bounds limit adjusted to prevent units spawning outside castle walls during a siege. - Peasants are now classed as sword units, to avoid lost all units message during battle. - The battle balance of power is now based on actual attack and defense skill instead of numbers. This is now the same as the campaign map. - Click acknowledgment now shown when giving an attack order. - Attack animation shows the point of click. - Movement position animation now plays instead of just showing a cube. - New victory SFX. - New defeat SFX. - Added charge SFX when army gives attack orders with a large number of units. Main Menu - Main menu localization text will now be outdated as more text has been added - so if you have any issues please feel free to message me and we can work through it. - You may now choose to start a new faction in an existing sandbox game, similar to VOC mode. - Option to select world available (This is a release feature and is still in development), and has been disabled. - Reset game text has been updated. - Players steam name added to the first scene. - The game version now displayed - This will be more accurate upon full release, and reflects content amount more than overall polish. - Added a loading scene to avoid totally black screen when loading the game. - Added a quitting scene to try and manually clear loaded assets and clear memory before application quit. This is to try and stop the common crash upon game exit. Results have been promising. - Music now starts playing after the sound setting has been loaded to. - Improved armory loading speed - At the expense of install size. UI - Scrolling panel scale is now adjusted at runtime - this may fix some scaling issues with some scroll panels. Enjoy!! - Kerry