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Update Notes - v1.5.22007 (27 July 2021)

(currently Galaxy only)

n.B. The summer/autumn roadmap video has been released here

Wall Bug Fixes

- Wall attachments (Arrow Turret, Ballista Tower etc) now have their full build cost refunded if removed by deleting/placing adjacent walls.
- Fix for troops dropping down inside walls after gates or towers were destroyed.
- Fixed engine tower healthbars not decreasing when taking damage.
- Fixed a rare issue where areas of the player estate would stop the player from building after a section of walls were destroyed.
- Walls attached to towers now take damage as normal instead of passing all damage to the tower.
- Walls attached to towers can now be deleted as normal.
- Fixed an issue where repairing damaged walls around towers made them unpathable.
- Fixed an issue where damaged but still pathable walls would become unpathable after loading a save game.
- Fixed troops getting stuck in unpathable positions on walls after a repair.
- Fixed damaged walls attached to stairs creating a path through walls.
- Fixed troops sometimes walking off damaged walls at tower exits onto the ground.
- Fixed wall attachments clipping through gates and towers when placed adjacent on diagonal walls.
- Fix for troops falling down into walls attached to the barracks.
- Laddermen in formations will now spread out more evenly on walls.

General Fixes

- Fixed an issue where Crossbowmen would fire at troops at the edge of their range but do no damage.
- Fixed formatting in Warlord edict tooltips.
- Fixed an issue where housing would rotate extremely fast when clicking and holding the mouse button during placement.
- Fixed an issue where the edge of the map would tear due to rivers.
- Fixed rocket launchers playing the audio of siege equipment wheels after being fired.
- Fixed an issue where units could not be selected/deselected on the HUD in certain positions.
- Stopped unit selection circles persisting after troops were disbanded.
- Stopped the audio of thunder playing indefinitely after a lightning event.
- Fixed the Made Per Day reporting for Clothes.
- Fixed incorrect audio being played when using archer’s volley fire.
- Stopped the Allies/Greatest Lord Panel staying open after changing the map.
- ESC Button no longer functions when viewing the mission briefing screen.
- Fixed incorrect mission briefing being shown after loading a save.
- Buy/sell button now shows the correct gold deducted when holding the SHIFT key to buy/sell more goods.
- Border of goods summary panel fixed.
- Added a scrollbar to the Freebuild map listing.
- Stopped water from rice farms appearing through flames.
- Fixed Greatest Lord panel showing the incorrect player avatar with certain avatars selected.
- Fixed the Warlord selection wheel in the skirmish lobby being empty after loading a save.
- Fixed Ninjas having no burn animation.
- Fixed an issue where Ninjas would gracefully slide along the floor after throwing shurikens.
- Stopped progress circles still showing after cancelling edicts.
- Stopped walls clipping through stairs after a repair.
- Fix for player name text highlighting.
- Fixed influence panel help tooltip and text.
- Fixed mission narration sometimes playing during loading when restarting a mission.
- Various stability improvements.
- Some minor optimisations.

Map Editor

- Fixed the Map Editor freezing and becoming unresponsive when closing.
- Fixed some textures in the scenario editor not appearing.
- Updated some resource icons.
- Stopped troop bounding boxes becoming misaligned when placing/deleting walls and buildings.
Post edited July 27, 2021 by Plokite_Wolf
As of today, the v1.5.22007.5 patch is available in offline installers.
Post edited July 29, 2021 by Plokite_Wolf
Update Notes - v1.6.22350 (1 September 2021; Kublai Khan Update)

These changes are unrelated to The Mongol Empire DLC and apply to all owners!

Updates

- Added Kublai Khan AI Lord
- Added 3 new Skirmish maps:
--- Kings and Mountains - Any king may rule from the safety of their throne. Will you be bold enough to venture forth and hold dominion over your enemies?
--- Distributary - Open grounds are separated by three river crossings. Each player will need to manage large sections of walls to defend their space, while being wary of attacks from two fronts.
--- Entrenched - Land and resources are plentiful for each player, but the map position can be key. Battle from the high ground on two fronts or stay grounded and defend one side. The choice is yours.
- Horse Archers now speak Mongolian.
--- Note: This only happens with the game set to English. All other languages use localised voicelines.

General Fixes

- Fixed a crash that could occur when updating pathing for tunnels that no longer exist
- Fix for Clothes as Starting Goods being set incorrectly in custom maps
- Stopped Custom Missions having different starting goods based on previously selected difficulty in campaign missions
- Stopped Traps and Castle defences from being placeable on tiles with walls
- Fixed Tigers that would displace outside of cages when placed adjacent to other tiger cages
- Fix for pathability of walkable but damaged walls frequently becoming unwalkable after saving and reloading the map
- Fixed Edict tooltip formatting to be more readable
- Optimisations to how grass and fire particles are handled
- Optimisations for pathfinding through tunnels
- Optimisation for town builds/path regeneration
- Fixed emigrating peasants sometimes lingering indefinitely after their owning player died and the keep was destroyed
- Fixes for certain scenarios where the AI could block their work buildings with too many silk workshops
Post edited September 01, 2021 by Plokite_Wolf
Update Notes - v1.7.22922 (12 October 2021)

Currently Galaxy only

Updates
- Added new Skirmish Trail, ‘The Trail of the Tactician’
- Added 3 Classic Skirmish maps, recreated from Stronghold Crusader
--- The River - A mighty river courses through the desert on The River, attracting many who would wish to control its bounty.
--- Tyre - Venture too far south on this map and you may get your fingers burnt!
--- Border Patrol - This is a four-player map with a large border stopping each player moving troops over to the other side. The access point is through the center of this border and if a player manages to patrol the center they will be able to control the game.
- Added new unit, the Thunderbomb Thrower
--- A lightly armoured unit that throws explosive bombs, setting fire to troops, land and buildings caught in its blast radius.
- Added new Warlord, the Wolf Warlord
--- The Wolf specialises in heavy weaponry, providing cheap siege equipment to his allies. He attacks with ferocity, using strong armies to overwhelm his enemies and builds a heavily fortified castle to form a well defended lair on the battlefield.

Balance Changes - All Game Modes

- Gunpowder workshop worker dropoff: 1 > 4
- Gunpowder buy/sell: 40/80 for 5 > 30/60 for 5
- Saltpetre buy/sell: 20/40 for 10 > 30/120 for 10
- Reduced the speed of crossbowmen bolts from 85 to 80
- Fire lancers that are standing on keep stairs can no longer fire at enemies standing on the keep roof
- Actors which are knocked straight down (e.g. by a monk attack or samurai charge) now stay on the ground for just 0.8 seconds, down from 2 seconds

Balance Changes - Skirmish/Multiplayer Only

- Increased fire armour from 2.0 to 0.5x for imperial guardsmen, imp warrior, imp cavalry, imp bannerman, general, samurai
- Increased gunpowder cost for fire oxen from 1 to 2
- Increased warrior monk cost from 30 to 40 gold
- Increased hoarding health by 50%
- Increased rice given for starting food settings:
--- Very Low: 50 -> 75
--- Low: 50 -> 100
--- Medium: 100 -> 150

Multithreaded Optimisations

- Moved the bulk of troop pathfinding and formation movement calculations from the main thread to a secondary pathfinding thread. This permits these calculations to be done during the rendering phase, smoothing out a major source of stalled frames in large games, and generally improving frame rates.
- Moved troop displacement and pushing logic to the pathfinding thread, speeding up all game logic frames, especially with many active troops.

General Fixes

- Fixes for desyncs that could happen during saving in Multiplayer games
- Fixed AI castle building getting stuck when trying to place turrets
- Fixed bug where the cursor suggested arrow carts could attack buildings
- Stopped players from being able to type in the name of the Skirmish Trail
- Fixes for selecting engine towers
- Walls built on unpathable tiles now show a barricade on top of the wall
- Ninjas now decloak when in range of enemy tigers
- Fix for some range units being able to continue to firing at targets that had left their effective range
- Siege weapons can no longer spawn from the siege camp on tiles with walls on them
- Melee troops can no longer be ordered to attack arrow turrets
- Fire lancers now stop attacking when their target goes out of range, instead of attacking but doing no damage
- Fixed siege weapons and ranged units not attacking turrets when ordered to attack them from out of range
- Healthbars now appear over hoardings and turrets when they are damaged

Map Editor

- Re-added the ‘Purge Entities at Origin’ command to the Map Editor
- Field Hospitals can now be placed in the Map Editor
The v1.7.22922 update is already available in offline installers.
Update Notes - v1.8.23206 (26 October 2021; Halloween Update)

Currently Galaxy only

Note that the freebuild invasions are not timed, and will remain playable after 2 November

Updates

- Added new Halloween mission ‘The Dark Mist’
-- Halloween mission is playable from 26 October through 2 November
- Added 2 new Freebuild invasions
-- ‘Terracotta Army’ - Made up of new special unit (Terracotta Warriors)
-- ‘Ghosts’ - Made up of new special unit (Jiangshi)

General Fixes

- Optimised stalls created by path distances being calculated through long maze like structures
- Optimised AI troop tile-based pathfinding from main thread to pathfinding thread
- Fixed AI clan attacks becoming interrupted when encountering barricades
- Fixed a bug where players could receive infinite food if food is delivered via stashes or events with no granary placed
- Fixed an issue with the way buildings would stamp their height layers when on raised terrain.
- Fixed a crash that could sometimes occur when farms are destroyed
v1.8.23206 is now available in offline installers.
v1.9 Update (24 November 2021)

Updates

- Added Minamoto no Yoritomo AI Lord
- Added 3 new Skirmish maps
--- Forest Clearing - Rival lords peer through the thick trees to see the clearing in front of them, only to discover the dangers they must prepare for.
--- Winding Path - Three lords battle to hold strategic positions. Who will make the right calls at the right times and emerge victorious?
--- Open Borders - Each Lord will need to build their castle well, as the lack of hard borders will require a fully fortified defense. Two Lords sit above the other four, but fate will decide if this is an advantage or not.
- Added option to Have ‘No Warlord’ in Skirmish/Multiplayer games
- Click on a Warlord on the minimap and select the ‘No Warlord’ option to not spawn a Warlord in that estate
- Added Custom Troop limit in Skirmish lobby
- In Advanced Options, users can now select a total troop limit of 500, 600, 800 or 1000.

General Fixes

- Fixed an issue where a Warlord relief force could cause a crash in specific circumstances
- Fixed Spirit tooltips to report information in a more understandable manner
- Prevented Ninjas displacing each other when climbing up or down walls
- Improved Laddermen groups' wall edge selection and distribution when docking. They can now be commanded to dock along walls even if individual segments of wall are broken.
- Fixed a crash relating to tunnel components tracked by paths
- Changed lantern particles to be more lightweight/performant

AI Changes

- Fixed a bug with AI clans which could cause them to move very far around obstacles to reach a target
- Reduced the distance AI clans are willing to walk around obstacles to reach a target, so they are less prone to winding through maze-like castles
- AI melee troops are now much harder to distract when attacking walls
- AI melee troops are less susceptible to being drawn a long way off their intended target by kiting enemy troops
- Skirmish AI will now sell surplus gunpowder and build more gunpowder workshops
- Stopped AI ninjas from attacking walls
- Stopped AI laddermen from attempting to dock at walls which already have a ladder on them.
- Fixed an issue where AI would delete all wood camps once a single woodcutter could not find a tree to cut down, even if there were other trees still available
- Fixed a bug where ninja invasions could get stuck near their formup target
- Fixed a bug that could prevent AI Gatehouses being placed if they were right on the edge of the estate
- Fixed an issue where AI would not place new mines/quarries/ox tethers when they ran out of space for other buildings
- Improved the pathing of AI armies travelling long distances, making siege weapons in particular less susceptible to falling behind the rest of the army.

Map Editor

- Warlords can now be set to level 6 in the map editor



v1.9 Hotfix (20 December 2021)

General Fixes

- Fixed a multiplayer desync that could occur when Ninjas are initialized
- Fixed an issue where walls would sometimes be floating after loading a save game made during AI/Warlord wall build. (Note: applies only to new saves)



Stronghold: Warlords v1.10 Update Fu Hao Update - 25 January 2022
Build Number: 1.10.23892
Update Size: 326.4 MB

Updates

- Added Fu Hao AI Lord
- Added 3 new Skirmish maps
--- Windy Plains - Ideal for allied Lords to face off against another team, this tightly fit battleground atop the steppe will prove challenging for some players more than others.
--- Muddy Route - 4 players will find themselves stuck fast in the deep muds, with little space to build their economy but plenty of open ground for fighting.
--- Island Tensions - There's no respite from warmongering neighbours in this highly unequal island. Grab a warlord if you can and be prepared to defend them.
- Added New Skirmish Trail ‘The Trail of the Tyrant’
- Added The Lion Warlord
--- The Lion Warlord exudes strength and leadership. Harnessing the power of the Lion will bolster your sieges, sending shivers down the spine of your enemies.

Balance Changes

- Re-balanced all Warlord Shipment edicts for consistency
- Re-balance all Warlord attack and relief force edicts for consistency

General Fixes

- Fix for Campaigns screen showing Difficulty screen and placeholder UI text if the last campaign played is no longer available
- Fixed floating walls that could result when loading a save game made during AI/Warlord wall build
- Fixed the scribe sending “A message from” before all campaign overlord messages
- Fixed an issue where dead players are selectable in the diplomacy map
- Fixed crash when exiting the score screen after multiplayer games
- Fixed warlord workers getting stuck when spawning from a wooden warlord keep
- Siege towers as well as ladders now teleport troops to safe positions after docking
- Fix for ranged units sometimes losing their attack targets if they didn't have LOS once having moved into range.

AI Changes

- AI clans will now always move to targets within short distances, even if the target requires a roundabout route which is longer than that normally allowed.
- Skirmish AI no longer build woodcamps next to workshops, to avoid blocking off worker access to the workshops
- Fixed some cases where AI buildings could block off worker access:
--- Weapons workshops no longer place to the right of the military academy
--- Gunpowder workshops no longer place in front of walls
--- Woodcamps no longer place in front of walls
--- Woodcamps no longer place next to workshops
- Fix for AI siege weapons sometimes getting stuck when the rest of the invasion they're in has been killed.
- Improved AI for moving over walls
- The AI now checks an extra tile north (and on each outer access tile) when designing gates in its castles, to fix cases where the AI thought it could place a vertical gate whose outer access tiles were actually blocked off.
- Fix for AI rocket launcher clusters getting stuck if they don't have a free space to move away from the rest of the clan to

Map Editor

- ‘Suppress Scribe’ now works to stop the Scribe saying “A message from” before campaign overlord messages
- Added a new scenario event trigger, which detects whether a building exists at a given marker position