Reviewed release notes are published here after a Crownlands deployment, followed by detailed articles explaining larger systems and balance changes.
By the Crownlands Development TeamOfficial release notesLatest reviewed release snapshot
Current direction
What is live and what is still taking shape
These summaries describe direction, not release-date promises.
Realm overview
The playable foundation spans the permanent Core and growing New Lands with cities, marches, reports, clans, camps, Strongholds, and the Crown Citadel. Capacity is managed per region and can change as testing shows where the world needs room.
Recent work focuses on battle clarity, responsive profiles, compact Daily Rewards, accessible controls, and navigation that stays understandable on phones and short landscape screens.
Equipment now spans Common through Legendary, with five levels per rarity and fixed Gold crafting fees. Daily Login has a new 30-day cycle and an Uncommon chest; existing saved tracks finish first. New Lands expansion is active.
The dated August articles below are historical release notes. Their original skill caps, wall formula and reward-cycle descriptions have since changed. Follow the current guides for today’s rules.
Latest patch notes
Latest reviewed web release
Web release: Training Grounds and Infirmary keep their artwork and completed levels. New upgrades are paused and they grant no new attack or recovery bonuses; already-paid projects and launched attack snapshots retain their rules.
Clan Shop and Engineers’ Workshop mechanics remain active. Replacement combat-building mechanics have not been selected.
Optional game screens load when opened, and cached assets recover from slow or temporary failed network responses.
Clan power updates use current member stats and membership. September 30 mobile fixes also refresh the clock after returning to the game and preserve City List scrolling during updates.
Previous patch notes
Earlier release notes
Defending soldiers now use a universal 1.30 base power instead of gaining troop defense from city level.
The new Shieldwall Discipline skill adds 2% soldier defense per level, up to 60%, while Stoneworks remains exclusive to walls.
Defense Stronghold and Crown Citadel support now strengthens soldiers only and never increases wall power.
Existing rulers receive one permanent free skill reset for the new defense build; new rulers begin without the legacy credit.
Scouting, forecasts, battle reports, the Economy editor, and the Battle & Economy Guide now separate soldier, Shieldwall, objective, wall, and Stoneworks power.
Armies already marching keep their original defense forecast, while new city and objective attacks use the Version 1 soldier-defense model.
Previous patch notes
Earlier release notes
Google login now recovers when a browser hides or blocks the sign-in window, with a visible option to continue securely in the current tab.
Redirected Google sessions are now completed explicitly after returning to Crownlands, and login errors explain the recovery needed instead of leaving the button disabled.
Previous patch notes
Earlier release notes
Base troop attack power is now 1.25, with maximum Swordmastery raising it to 2 power per troop.
City walls now rise in a steady straight line at every level, reaching about 5 million power at Level 100 with maximum Stoneworks.
City and objective battles now resolve through one physical wall before remaining attack power reaches the garrison.
Wall strength now follows one smooth formula at every level, while repairs take 15 minutes plus 0.3 minutes per city level with no gameplay cap.
Damaged-wall timers now follow the city through captures and ownership changes instead of resetting for the new owner.
Forecasts, scout reports, and battle reports now explain wall absorption, garrison power, and why a holding was or was not captured.
Attack forecasts now reserve Overwhelming for at least three times the resolved defense and show projected losses, capture thresholds, shortfalls, and meaningful wall-damage requirements.
Daily login rewards now follow the UTC calendar month, with equal total value in 28-, 29-, 30-, and 31-day months and up to two earned rewards waiting for collection.
A season economy audit now protects the intended Level 150 siege and 30-city production benchmarks whenever economy values change.
A new public Battle & Economy Guide explains city growth, production, skills, siege phases, capture thresholds, wall repairs, and special combat rules with interactive calculators.
Previous patch notes
Earlier release notes
Attack forecasts now use the full scouted defense total, including walls, bonuses, and allied reinforcement packages.
Forecasts distinguish captures, wall breaches, protected raids, and defeats, and battle reports explain changes between launch and arrival.
Army attack power is locked at launch while defending troops, reinforcements, bonuses, and ownership remain live until arrival.
Previous patch notes
Earlier release notes
Patch notes are now available from the main menu.
Updates released on the same UTC day are consolidated into one post.
Systems and interface ·
Common Gear and faster kingdom management
Crownlands now includes a Common Gear system with illustrated equipment and a Gear Box price designed for the live economy. Character and Shop layouts were tightened so equipment, inventory decisions, and the next available action are easier to read on smaller screens.
Added illustrated Common Gear and equipment slots.
Set the Gear Box price and aligned its artwork with the Shop presentation.
Improved Character and Shop layouts across desktop and landscape mobile.
Continued the instant economy work so eligible actions resolve without unnecessary interface delay.
This release expands character progression without replacing the strategic value of cities, armies, skills, and map objectives. More equipment tiers can now be built on a visible, testable foundation.
Seasonal achievements, daily missions, and smoother rewards
The daily loop now communicates progress more clearly while keeping mission generation and claiming authoritative on the server. Seasonal achievements add longer goals; daily missions remain the practical list of actions a ruler can complete within one UTC day.
Added seasonal achievements and rebalanced daily mission targets.
Refreshed the Daily Rewards presentation and cleaned up profile interactions.
Moved Daily Missions into a clearer reward flow with server-validated progress.
Made skill upgrades immediate in the interface while preserving validated saves.
Added direct economy actions for faster routine kingdom management.
Daily targets are locked from a kingdom snapshot so they do not move during the day. One reroll can replace an unfinished mission, but the discarded mission's progress is not carried into its replacement.
Attack versus defense reports show how every battle was decided
The report system was rebuilt around a side-by-side attacker and defender comparison. Instead of presenting a final result alone, it separates base troop power, hero skills, objective support, wall strength, reinforcements, losses, survivors, experience, and returned troops.
Attack and defense reports remain available for 24 hours.
Successful scout intelligence lasts ten minutes and refreshes only after a newer success.
Wall integrity before and after battle is shown with repair timing.
Stronghold and Citadel defense support applies to soldiers, not walls.
Field Medics returns are listed separately from battle survivors.
The current game interface is shown above with a simulated battle. It illustrates the report system introduced in this release; names, forces and ownership are fictional.
Every defending soldier now begins with 1.30 defense power. Shieldwall Discipline adds two percent per level, up to sixty percent. Stronghold and Crown Citadel support adds against the same soldier base. City level no longer increases soldier defense, while Stoneworks remains the only skill that strengthens walls.
This separation makes a report easier to audit. A ruler can now ask two different questions: how much power is required to breach the physical wall, and how much remaining attack is required to defeat the live garrison behind it?
The official server now provides dedicated places for announcements, patch notes, strategy, clan recruitment, bug reports, and suggestions. The permanent invitation is also available beside the audio control on the game login page and on the public website.
Discord is optional. Important rules and guides remain readable here without joining a third-party community or signing into the game.
City walls now follow one linear formula at every level. A meaningful hit persists damage and adds only its proportional share of the full-breach repair window. Captures and ownership changes preserve the wall's current integrity and deadline rather than granting the new owner an instant repair.
Every troop starts at 1.25 attack power; maximum Swordmastery raises it to 2.
Attack power damages one physical wall before it reaches the garrison.