King's Reign

King's Reign 1.1.1

Version
1.1.1
Version Date
April 28, 2026
Links

Patch Notes

Hotfix 1.1.1

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Greetings, Rulers!

[p]Update 1.1.1 is now rolling out across Rodovia! This patch brings a massive wave of bug fixes, addressing numerous community reports regarding scenario progression, AI behavior, and save/load stability. [/p][p][/p]

Hotfix 1.1.1 Notes

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AI & Hero Behavior
  • [p]Party Attack Flags: Fixed a major AI issue where only the party leader would respond to Attack Flags. [/p]
  • [p]City Loop Fix: Fixed an issue where party members would wander into the city while the party leader remained permanently stuck waiting for them to return.[/p]
  • [p]Skill Purchasing: Fixed a bug where Druids would completely ignore the Tornado skill and fail to purchase it despite having enough gold and experience.[/p]
  • [p]Guards: Fixed an issue where a guard would remain permanently frozen in place if their Guard Tower was destroyed.[/p]
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Gameplay, Buildings & Balance
  • [p]Spawners: Fixed a critical bug where certain enemy spawners would fail to summon any units.[/p]
  • [p]Marketplace Workers: Fixed an issue where some worker points around the Marketplace were inaccessible, causing workers to fail their tasks.[/p]
  • [p]Sewers: Fixed a bug that allowed Sewer entrances to be improperly built and stacked on top of one another.[/p]
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Save/Load Stability
  • [p]Critical Soft Locks: Fixed a major save/load soft lock that caused a wall of internal errors and incorrectly triggered the tutorial (even if it was disabled).[/p]
  • [p]Missing Building Errors: Fixed internal errors related to object IDs occurring upon loading saves (frequently encountered in Burning Grove).[/p]
  • [p]Untargetable Monsters: Fixed a rare bug where saving and loading at the exact moment a monster died would leave it stuck in an untargetable idle animation.[/p]
  • [p]Sewers: Fixed a bug where saving and loading the game would alter rat nest positions and drastically (and incorrectly) increase rat respawn rates.[/p]
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Audio & Visuals
  • [p]Added missing damage and impact visual effects (VFX) to several newly added buildings.[/p]
  • [p]Fixed some visual effects not disappearing properly[/p]
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Scenario-Specific Fixes
[p]\[Price of Gold][/p]
  • [p]Fixed an issue where completing part of a quest before officially unlocking it would fail to register retroactively.[/p]
  • [p]Fixed a save/load issue causing already defeated enemies to respawn.[/p]
[p]\[Night of the Fangs][/p]
  • [p]Mercenary Mission Balance: Significantly improved the mercenary side quest to make it more rewarding.[/p]
  • [p]Fixed an issue where saving and loading during the "Defeat the pack" phase caused the Lord of Fangs to lose his damage resistance on subsequent spawns.[/p]
  • [p]Fixed the invulnerability visual effect incorrectly remaining on the Lord of Fangs after the silver caravan arrives.[/p]
  • [p]Fixed an issue where the dialog regarding the swamp artifact played its audio, but the text box failed to appear.[/p]
[p]\[Lost in the Fog][/p]
  • [p]Fixed an issue where the vampire attack timer displayed placeholder text values after a save/load.[/p]
[p]\[Burning Grove][/p]
  • [p]Fixed the final enemy waves spawning from only one location instead of the intended four indicated by map pings.[/p]
  • [p]Fixed an issue where enemies would ignore and not attack the player's Dryad towers.[/p]
  • [p]Fixed a save/load issue occurring after destroying swamp habitats that resulted in console errors and respawning already defeated enemies.[/p]
[p]\[Sins of the Ancestors][/p]
  • [p]Fixed an issue where the Advisor would incorrectly speak the Berserker's lines if the game was saved and loaded at the very beginning of the scenario.[/p]
  • [p]Removed an incorrect undead counter from the "Light the ritual bonfire" objective UI.[/p]
  • [p]Fixed internal errors occurring when the player's castle is destroyed.[/p]
[p]\[The Creaking Hut][/p]
  • [p]Fixed an issue where performing a save/load at the start of the scenario caused Baba Yaga's house to lose its buffs.[/p]
[p]\[Cult of Shadows][/p]
  • [p]Fixed an issue where the "Forbidden Forest" quest remained in the quest log after completion and failed to register in the meta-progression upon finishing the scenario.[/p]
[p]\[Gates of Hell][/p]
  • [p]Fixed the trigger size and position for the southern Obsidian Apex[/p]
  • [p]Corrected a side quest description to clarify that destroying enemy habitats is required, not just killing the enemies.[/p]
  • [p]Fixed a bug where demons retained the "War of Destruction" buff even after all Obsidian Spires were successfully destroyed.[/p]
  • [p]Fixed the Scavenger's Spire failing to spawn Chomoks when attacked.[/p]
  • [p]Fixed an enemy habitat that was spawning units in unreachable locations.[/p]
  • [p]Fixed an issue where saving and loading before the Overlord's spawn caused him and his wave to appear without their intended buffs.[/p]
  • [p]Fixed a side quest dialogue near the altar that incorrectly referred to the surrounding hostile spirits as "neutral".[/p]
[p]\[Lord of Greed][/p]
  • [p]Ending Fix: Fixed an issue where completing the final scenario failed to trigger the end credits.[/p]
  • [p]Fixed multiple script errors, NullReference exceptions, and incorrect defense flags on enemy habitats upon first loading into the scenario.[/p]
  • [p]Fixed a critical soft lock and console error spam caused by saving and loading before the first attack.[/p]
  • [p]Fixed a critical soft lock caused by Dargrothan's fire breath hitting the sewers after a save/load.[/p]
  • [p]Fixed a bug where the objective to destroy Dargrothan's lair would incorrectly reappear after the dragon spawns.[/p]
  • [p]Fixed an issue where Dargrothan's AoE attack could damage invincible Sewers, prompting missing-icon notifications and causing peasants to attempt impossible repairs.[/p]
  • [p]Fixed a bug where saving and loading before the first attack permanently removed Dragrothan's invulnerability.[/p]
  • [p]Fixed a bug where heroes recruited after completing side quests would not receive scenario-specific buffs if a save/load was performed.[/p]
  • [p]Fixed missing sound effects (SFX) for Dargrothan’s attacks and impacts.[/p]
  • [p]Fixed an issue where the narrator would still prompt the player to gather gold even after successfully delivering the tribute caravan.[/p]
  • [p]Fixed an issue where Dargrothan's voice lines would incorrectly play while he was asleep.[/p]
  • [p]Fixed dialogue issues where Dargrothan's lines were incorrectly displaying the Advisor as the speaker (and vice versa).[/p]
  • [p]Fixed a visual bug where some Royal Guards would turn blue after completing the Guardian side quest.[/p]
  • [p]Adjusted small tree assets near the castle that were blocking building placement and trapping heroes.[/p]
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How to Report a Bug

[p]To help us investigate and fix issues as quickly as possible, please provide the following on our Discord or Steam forums:[/p][*][p]Detailed Description: Explain exactly what happened, including the mission name and the steps leading up to the bug. Screenshots or videos are highly appreciated![/p]
[*][p]Log Files: Attach your [c]Player.log[/c] and [c]Player-prev.log[/c] files.[/p]
[*][p]Save Files: Include your entire campaign profile folder or the specific saves folder.[/p]
[p]You can find both your logs and save files at this location: [c]C:\\Users\\\[username]\\AppData\\LocalLow\\BLUM Entertainment\\Crown of Greed[/c][/p][p][/p][p]You can send an email:[/p][p]support@blumentmt.com[/p][p][/p][p]Or join our Discord and create a post:[/p][p]https://discord.gg/bkxN5f6hwp[/p][p][/p][p]If you are enjoying your time in Rodovia despite the initial hiccups, please consider leaving your Steam review. It helps us immensely as we continue to polish and expand the game.[/p][p][/p][p]Thank you for being part of this journey. Now, go and claim your crown![/p][p][/p][p]Thank you, Kings[/p][p]Blum Entertainment Team[/p]