Royal dispatches

This week in Crownlands

Our September 29–October 6 dispatch covers troop-based King Power, combat preparation, permanent city skins, and improvements to the map and mobile interface.

By the Crownlands Development TeamOfficial release notesWeekly dispatch published
September 20 Crownlands battle report with fictional demonstration values

The latest weekly dispatch

Read the September 29–October 6 roundup for the new King Power rule, four knight-order city skins, and the week’s combat and interface changes.

The October dispatch

What changed for your next campaign

Web build reviewed .

The October 4 field manual

The articles below reflect the web build inspected on October 4. Start with the feature directory, the current wall table, Camp rewards or Crowns and city skins. Play on this website for the current release; the itch.io client was behind at review.

These are dated reviews, not a promise that every distribution channel has the same build. The dated August articles below are historical release notes; follow the reviewed guides for current rules. Individual season payouts were not audited in this content review.

Weekly dispatch ·

Weekly Dispatch: King Power, Combat & Halloween — September 29–October 6

This week's updates bring a simpler King Power rule, changes to combat preparation and clan timing, permanent city skins, and improvements to the map and mobile interface. This roundup covers September 29–October 6, 2026.

King Power now means troops × 2

Your King Power is now exactly twice your total controlled troop count. If you control 10,000 troops, you have 20,000 King Power.

Troops still belong to your total while marching, reinforcing another ruler, holding an objective, or gathering for a Rally. Moving the same troops does not count them twice. City levels, walls, production, and equipment no longer add separate King Power.

This makes Kingdom rankings and combined Clan strength easier to understand. Rules that use King Power, including protection comparisons and Gold/Warband Camp reward tiers, now use this troop-based score. Existing Camp thresholds remain in place, so your reward tier may change with your new score. Attack and defense still use their own skills, gear, and battle rules.

The score updates through normal game actions and resource updates, without adding an every-second scoring check.

Prepare your army before departure

New attacks carry the skills and equipped gear they had when they departed, including casualty recovery. Changing gear or resetting skills while an army travels will not rewrite that army's preparation. Rally contributors lock their preparation when the assembled force launches. Defenders continue to use their eligible bonuses at arrival.

Standard city troop production increased by 25% over the preceding base rate before rounding. City walls now use the revised five-stage curve, balanced between the previous stronger curve and the initial staged revision. Existing wall damage and repair timing carry forward.

Player-held Reward Camps now apply each troop owner's eligible soldier-defense bonuses. Neutral Camps retain their neutral defense, and Camps still have no city wall. Gold and Warband Camp rewards also scale their production-hour payout by current King Power at resolution: smaller kingdoms receive three times the base hours, the middle tier receives the base hours, and the largest tier receives half. Minimum rewards, hold times, and daily limits remain unchanged.

Clearer protection and Rally decisions

  • Using a Royal Peace Shield now asks for confirmation before consuming or queueing the item.
  • Orders that would remove an active Shield warn you before sending, showing the destination, troops, and remaining protection.
  • A qualifying city retaliation gives you 24 hours for one launch against that exact city. Sending consumes the opportunity; recalling or losing does not restore it. Other protection rules still apply.
  • Normal clan departure now starts a one-hour wait before joining, applying to, or creating another clan. Joining also starts a separate one-hour Tower probation.
  • Former clanmates present when you leave cannot capture your regular cities for 24 hours. They can still fight you and cause losses or wall damage.
  • Arrived Rally troops defend the assembly while it forms. Leaders can launch once the required Ready contributors are present, with extra inbound troops turning back as explained in the confirmation.

October scenery and a city of your own

Halloween decorations, seasonal map transitions, and flapping bats bring October to the realm. The Halloween City skin includes all five city stages and costs 600 Crowns. It is available to purchase during October; once owned, it remains yours across seasons.

Four year-round knight-order city skins have also arrived, each costing 600 Crowns: Templar Dawnwatch, Hospitaller Night Sanctuary, Teutonic Frost Citadel, and Santiago Emberward. Each includes all five growth stages, with details such as standards, patrols, campfires, smoke, birds, and Teutonic snow.

Purchasing unlocks a skin. To equip it, select it in Profile → Skins and press Apply. You can switch owned skins freely, and your regular cities follow your chosen appearance. Cosmetics do not add combat strength.

The permanent Crowns wallet is now visible beneath Gold, and purple Crown pickups join the map pickup rotation. Each Crown pickup grants one Crown, with a limit of 20 per account per UTC day. The Shop also has a dedicated Buy Crowns tab, with pack and checkout availability controlled by the server.

A smoother daily campaign

We improved map loading, retry recovery, crowded-map rendering, and zoom behavior on slower devices. Decorative motion pauses during camera movement and follows reduced-motion settings. Incoming attack alerts remain visible when their city map is not loaded.

Mobile march controls and city scrolling received fixes, selected UI choices survive live refreshes, Shop cooldowns and daily resets are clearer, and returning players can still find their earned season rewards. Field of Glory identity loading was corrected. New Gold coin and troop helmet artwork appears throughout the interface, while Shop sections now share a consistent frame.

Play Crownlands. Tell us what feels clearer, where the new troop-based King Power changes your decisions, and how the map performs on your device.

This dispatch covers the October 6 release. Play on this website or follow Crownlands on itch.io.

Read this dispatch on itch.io · Link to this dispatch

October field notes / Combat ·

Your army’s preparation travels with it

New attacks now carry the skills and equipped gear they had at departure, including casualty recovery. Prepare Swordmastery, March Orders and Field Medics before sending: a gear swap or skill reset during travel will not rewrite that army. For a Rally, each contributor’s preparation locks when the combined army leaves its assembly.

City defenses still respond to the state at arrival. The current regular-city wall curve reaches 85,279 base power at Level 25, 853,335 at Level 50 and 1,614,168 at Level 75. These values sit between the earlier stronger curve and the brief five-stage revision. Old damage and repair deadlines carry forward; existing reports remain historical records.

Troop production also increased by 25% over the preceding rate before rounding. A standard Level 100 city now produces 19,034 base troops per hour before bonuses or account-specific adjustments. More production helps replace losses, but does not add attack power to troops already marching.

Compare the current city values · Prepare your officers

October field notes / Protection & clans ·

One retaliation launch. A full day to plan it.

A qualifying loss to a ruler protected by King Power rules now gives you 24 hours to launch one retaliation against that exact city. Sending consumes the opportunity immediately. A loss, recall or forced return does not restore it, while a rejected dispatch consumes nothing. Older grants keep their recorded deadlines.

The right lifts the relevant King Power limit for that target. It does not bypass a Peace Shield, Main City protection or other restrictions. Orders that remove your active Peace Shield now show a confirmation with the destination, troop count and remaining protection time. Cancel preserves the Shield and sends no troops.

Clan changes have two different clocks. Leaving normally starts a one-hour wait before joining, applying to or creating another clan; joining starts a separate one-hour Tower probation. The former clanmates present at departure can fight the departing ruler for the following 24 hours, but cannot capture that ruler’s regular cities while the protection is active. Battles can still cause losses and wall damage.

Read retaliation and Shield rules · Understand clan departure

October field notes / Camps & rallies ·

Reconsider the ground you hold and the force you launch

Player-held Reward Camps now use each army owner’s live soldier-defense package: the 1.30 player base plus eligible skills, equipped gear and objective support. Neutral Camp troops keep their 1.00 base. Camps still have no wall, so Stoneworks and wall gear cannot create one.

Gold and Warband Camp rewards scale with current King Power at resolution. The smaller tier receives three times the base production hours, the middle tier receives the base hours, and the largest tier receives half. Guaranteed minimums, hold times and daily claim limits remain unchanged. Check the current tier before assuming a capture-time estimate will be the final payout.

Rallies also give leaders a clearer timing decision. Once the required Ready contributors are present, the force can launch while extra contributions are still inbound. Those inbound troops turn back, as listed in the launch confirmation. Arrived troops defend the assembly while forming, and battle losses reduce the real force available to launch.

Compare Camp tiers · Work through the rally checklist

October field notes / Crowns & cosmetics ·

Bring Halloween home to your cities

Official Halloween City castle artwork with autumn decorations

Purple Crown pickups join the map’s Gold and troop rewards. Each gives one Crown, up to 20 per UTC day. Crowns stay with your account through seasons and buy cosmetics without changing combat, production or travel.

Halloween City costs 600 Crowns during the October sale and includes five appearances as your cities grow. Ownership is permanent. Buying unlocks the skin; select it in Profile → Skins → Cities and press Apply to equip it. Default City remains available for a free switch back.

The collection is city skins only. Your regular cities, including newly captured ones, follow your equipped choice; objectives keep their own artwork. Bats and seasonal map scenery respect the game’s motion and performance settings. The illustration here is official game artwork, not a screenshot of a player’s city.

Real-money Crown packs have no announced live offer or prices. Our new guide explains earning, saving and applying the current collection.

Explore all five city stages and the Crown guide
Latest patch notes

Latest reviewed web release

  • Midpoint city walls; 25% higher base troop production. Existing repairs persist.
  • New attacks lock skills and gear, including recovery, at departure.
  • One retaliation launch within 24 hours. Confirm Shield removal. One-hour clan/Tower waits; 24-hour former-clan capture protection.
  • Player Camp defense bonuses; Gold/Warband reward hours follow King Power tiers.
  • Ready Rally troops defend assembly; inbound troops return on launch.
  • 20 Crown pickups per UTC day. Halloween City: 600 Crowns in October, permanent ownership. Select, then Apply.
  • Fixes: Shop timers, season claims, map loading and zoom.
  • Web review; itch.io behind. Cash packs unconfirmed.
Build 25fe88c6ba10Reviewed
Previous patch notes

Earlier release notes

  • 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.
Build f12191d92286
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.
Build 20260808-sol
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.
Build 20260807-log
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.
Build 20260805-lin
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.
Build 20260804-com
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.

Review long-term kingdom specialization →
Progression ·

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.

Plan the daily reward cycle →
Combat ·

Attack versus defense reports show how every battle was decided

Actual Crownlands battle report for a simulated attack on Ravenwick

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.

Learn to read the complete report →
Combat balance ·

Soldier defense is now separate from city walls

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?

Review the siege decision guide →
Community ·

The official Crownlands Discord is live

Crownlands Discord community announcement

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.

Join the official Discord →
Sieges ·

Linear walls and clearer capture forecasts

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.
  • Forecasts identify wall holds, garrison holds, captures, projected losses, and shortfalls.
  • “Overwhelming” is reserved for at least three times the resolved defense.
Use forecasts without mistaking them for guarantees →