
Select version for changelog:
Sentinels and Units
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Sentinel Upgrades Path: Upgrade Warders into Sentinels by crouching and interacting with a crossbow.
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Dressed for Battle: Sentinel Falconers and Chevaliers can now wear armor (Chevaliers are restricted to helmets and chestplates).
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Chevalier Animation: Added a new attack animation for the Chevalier when swinging their weapon.
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New Unit (Javelier): A special entity that only spawns on Greek Ships, armed with a javelin and shield. Hit them 6 times to break their shield and open an attack window.
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Ocean Variants: Added medieval Greek-inspired ocean and beach variants for the Ransacker, Vanquisher, Executioner, and Lancer.
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Pathfinding Improvements: Improved pathfinding mechanics for both Warders and Templars and Chevaliers.
Mechanics, Settings, and Commands
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Surrender System: Trigger a Surrender Flag interaction during PvP or PvE sieges. Losing players choose between daily or one-time payment expense options alongside other victor requirements. A messenger will arrive at the player to collect payments; killing the messenger triggers an immediate raid or war.
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Advanced Formations: Introduced stationary defensive Phalanx and Turtle formations inside the Banner Guard menu (restricted to Warders only).
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Formation March: Added a formation march button to the Banner Guard menu (Note: currently experimental, improvements coming in the future).
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Improved "Follow Me" Command: Added new options to individually command Infantry, Cavalry, Ranged, All Units, or Banner Guards to follow you.
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Ambush Modifications:
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Ambushes no longer trigger within Kingdom territory.
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Reduced the ceiling spawn rate for ambushes, making them rarer.
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Dev & Base Settings: Added a Creative-only Dev Setting item to manually trigger script events, alongside a mass-equip weapon function for nearby units. The Base Settings item now includes ambush frequency options (Off, 20%, 50%, 75%, Default).
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Logistics Ledger: Updated the ledger. The "Cart" purchase is renamed to Transport, which now unlocks both the Vassal Ship and the Siege Cart.
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Catalog Adjustments: Moved specific items over to the Sieged Catalog.
Naval Warfare and Sieges
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Vassal Ships & Fleet Drums: Command fleets by claiming a ship with a named banner, then use Fleet Drums to issue commands (Follow, Stop, Embark, Disembark).
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Ship Upgrades: Permanent buffs can be applied by interacting with a ship using one of three items (Limit: 1 per ship):
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Goat Horn: Grants Strength to onboard units.
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Shield: Increases vassal ship durability.
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Ballista: Summons two Warders to auto-fire a ballista at nearby enemies.
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Naval Battles: When near water, naval battles will trigger instead of field battles, spawning 2 to 4 opposing Illager and Villager ships. (Tip: Increase simulation distance if spawning issues occur).
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Field Battles: Field battles can now successfully spawn on sand blocks.
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The Greek Ship: A new siegeable structure. Using a Goat Horn nearby summons ground units and enemy Illager ships. This function also triggers if a standard castle siege happens near an ocean.
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Field Repairs: Repair built siege weapons and Wooden Gates using planks and logs by crouching and interacting with them.
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Battering Rams: Edited the underlying code for more consistency during operation.
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Ballista Tuning:
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Improved target firing logic; ballistas will no longer fire if they lack a direct line of sight.
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Ballistas now fire javelin entities, though they remain loaded with arrows to keep ammunition costs balanced.
Gear, Blocks, and Cosmetics
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New Weapons: Javelin, Throwing Axe, Throwing Dagger, Billhook, Greatsword, Sabre, Gladius, Flail, Wooden Pike, Long Bow, Heavy Crossbow, and Repeating Crossbow.
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New Armor: Added the Seafarer armor set.
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Wooden Pike Mechanics: Can be placed on a surface by crouching and interacting. You can stack up to 3 pikes on a single block. Entities standing on them take damage (more pikes equal higher damage). Over time, the pikes degrade and the block self-destructs after dealing enough damage.
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Defensive Blocks: Added Arrow Slit T, Arrow Slit I, and the Arrow Barrel.
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Tip: Interact with arrows to stock the barrel. Barrels automatically reload nearby Sentinel Armed Ballistas and refill Falconer arrow counts.
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Banners & Customization:
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Added the Wayfinder castle banner style option.
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Added a cosmetic banner flag item that changes colors upon interaction. Units are able to hold these colored flags.
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There is new Cosmetic castle banner styles to choose from when defeating bosses Peace, Redemption, and Victory
Bosses, Balance, and Mythic Loot
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The Tyrant:
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Features fixed animations, new chat lines, and upgraded combat maneuvers.
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Loot Balance Change: Now explicitly drops two special items along with crests and standard loot. The Summoning Bell (summons 4 Templars every 60 seconds) and the Repeating Crossbow are guaranteed drops, while the Crown of Domination now has a 50/50 drop chance.
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War Grace Period: Added a delayed letter mechanic after completing the Tyrant threshold, granting the player a brief window of preparation before war is officially declared.
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Invasion Logic: The Tyrant's invasion must now explicitly trigger at the player's castle.
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Illager King Boss Battle & Invasion:
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Increased overall difficulty by adding Javeliers and Ransackers to the fight.
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During Phase 2 at 10% health, the Chieftain mini-boss will be summoned.
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Late into the health pool, the Tyrant will summon the Chieftain to act as a personal guard for the King while his shield is active.
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War Ravager: Now drops the Ravager Flail and a reworked War Horn that buffs surrounding units.
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Forsaken Knight: Fixed animations. Drops his signature armor set featuring a unique ability: crouch and jump to convert select enemy mobs into Villager counterparts (e.g., Vanquishers turn into Templars). This ability includes a balance cooldown.
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Finishing Blows: Custom death animations added for all bosses.
Fixes and Tweaks
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Fixed a bug allowing the Castle Gate to link to any new horn; it is now strictly locked to a single designated horn.
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Fixed a placement bug associated with the Tower Shield.
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Fixed missing enchantments on specific loot items.
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Distributed additional loot to special chests found within castles.
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General performance improvements and various minor bug fixes.
Added morale penalty mechanics if morale is less than 30% theres a chance villagers and units might disband your kingdom if morale is critical 10% units have a chance to have a rebellion event converting a select # of units into their illager counterpart
Music disks for in game music drops off bosses on a 50% chance



For further discussion, feel free to contact me on Discord: cheng_ai. Your support would be greatly appreciated.