These notes explain what changed, why it matters in play, and where to find the related guide. They are maintained on the same domain as the game so players and search visitors can follow Crownlands without needing an account.
By the Crownlands Development TeamOriginal release notesLast updated August 12, 2026
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 screenshot above comes from the live build and documents a real loss, including the defending garrison's survival and the attacker's power shortfall.
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.