Source: Steam Community (opens in a new tab)
Demo 0.3.9
New
- Rebuilt looting and inventory as one two-panel screen: category filter, sort by name, slider or Shift/Ctrl to move stacks, "Take all", and item tooltips. Added a Drop action to the Inventory tab.
- Added the ability to take a cart or wagon straight from the loot screen, with its carrying capacity applied immediately.
- Added a category filter to market screens and made columns sortable (name, price, and demand in towns).
- Added tooltips to carts, wagons, horses and livestock.
- Reworked the party-speed readout to list every factor affecting your pace. Spare pack horses now speed the army up; large surplus herds slow it down.
- Added road travel bonuses and clearer distances: march time in the details panel, distance-in-days on settlement and army hovers, and a fastest-route option on Shift (rebindable).
- Added faction colours and hover info to caravans.
- Added Auto-resolve for field battles you badly outmatch. Settles the fight instantly with light losses and the full aftermath (results, prisoners, loot, silver, XP). Offered at 3-to-1 odds or better, versus a single enemy force, with no allied lords present.
Changes
- Bandit camp spoils now go through the loot screen with carry limits.
- Reduced the carts and wagons settlements stockpile, and aligned workshop cart/wagon recipe costs with town production.
- Added a crossbow reload animation between shots.
- Ranged units can no longer fire while being attacked in melee (each melee hit resets their shot).
- Loot rows now stay visible at zero once taken, keeping their slider, and the slider now fills as goods move into your pack (matching the marketplace).
- Town market columns (town stock and your inventory) now scroll independently.
- Outnumbered enemies that can't form a proper shield wall now attack instead of standing still, committing forward or hooking a flank toward your archers rather than waiting to be ground down; outnumbered archers kite and shoot instead of holding. Forces that can actually make a stand still hold.
Balance
- Reduced crossbow rate of fire to one bolt every 2.7s (was 1.8s).
- Reduced shield-wall damage reduction: ranged 80% to 60%, melee 60% to 40%.
- Added armour piercing to knight lances (still glances off skeletons).
- Increased prisoner ransoms. Commoners now ransom for 60% of their recruit cost; junior lord base 300 to 1,000, lord base 1,200 to 2,000 (before wealth and Ransom Broker).
Fixes
- Fixed armies pathing across lakes and open water; they now route around water or stop at the shore.
- Fixed a city's Economy tab showing every building producing Grain after loading a save.
- Fixed turning off Tactical Pause mid-battle leaving the fight frozen.
- Fixed leaving a paused battle leaving health bars and range rings stuck on afterward.
- Fixed an abandoned quest from a previous game progressing invisibly in a new one; new games now start with a clean quest slate.
- Fixed "Take all" stuttering on very large loot piles.
- Fixed the map scrolling behind the loot screen while sacking a town.
- Fixed a slain vassal still holding its settlement and blocking a replacement; the seat now frees up and stops counting against your vassal limit.
- Fixed AI-vs-AI battles progressing while the game was paused (time pause or pause menu).
- Fixed towns and lords offering no quests after loading a save (the day counter reset to zero on load, leaving every quest on cooldown).
- Fixed a robbed caravan sometimes remaining on the map with its goods after you won the fight.
Notes for old saves
- Saves from 0.3.8 load and carry on. Visited towns keep their current stockpiles; the new cart/wagon limits apply as their economies settle.