Version 0.5 is finally here! Key additions include recruitable heroes, a visual day/night cycle on the map, improved background bonuses, rebindable controls, an updated combat deployment system, tailors, feature unlock changes, fighter management improvements, animated combat elements, storage in guild houses and a scenario system.
Please note: Saves from previous versions of the game will not work at all with this new version.

Systems
- Added a visual day/night cycle on the map.
- Added merchant speech bubble when the player has the caravan sidepanel up.
- Added ability to autopay and to fire caravan guards
- Scenario system implemented. The scenario changes randomly over time and affects the game world. Potential scenarios are: normal, rain, unrest, fog, festival, cold, heatwave.
- Each player background now starts one specific town off at 20 reputation and one specific trait off at 5
- Each player background now confers the player one or two unique bonuses
- Total number of items in cart (weight) now affects the cart speed over certain thresholds - indicated on UI element alongside target rating in Caravan sidepanel
- Player can now store up to 25 goods in each guild house they have built and retrieve them whenever they visit
- Added a new location type; tailors. Found in a few towns throughought the kingdom, these locations allow you to change your character's starting outfit for a small fee.
- Sidebar tabs now unlocked gradually by player level
- Main game unlocks have been moved from a month by month system to the charters sidebar, where sets of two become available at set player levels and can be unlocked with gold. The old requirement to make a payment per month attached to the old unlock system has been removed for now, although it will eventually return as its own game mode.

Balance
- Paying employed mercenaries now increases morale by 50 rather than 30
- Reduced fighter morale degredation per hour (1 > 0.75)
- Increased fighter costs by 50%
- Act Nonchalant skill now increases Conceal by 2 rather than 1
- Tavern Trawler and Leader skills now increase hire slots by 2 each rather than 3
- Double Down skill changed to 'Appear Competent'. Skill previously doubled starting career bonuses, skill now adds two mission slots.
- Guild house in Mandrake now provides +2 fighter slots rather than +2 mission slots
- Management Training skill now adds +1 mission slots, rather than increasing fighter morale by 1
- Reduced starting Mission Slots from 3 to 2
- Added a modifier so you are a little less likely to get attacked on the road in Month 2
- Upped the event chance calculations x10 to allow for more fine control, and reduced the baseline chance of road events by 25%
Content
- Fighters now have idle animations in combat and on the tavern screen
- Enemies now have idle animations in combat
- Added 8 new road events
UI
- Added character portraits, career icons, region and town images to load and new game screens
- Added ranged indicator arrows and ranged combat strength icon
- Added animated effect for fighter being healed during combat
- Replaced basic combat hex glow effect with security icon shine effect when security score has been buffed due to traits
- Added mouseover to show what is causing fighter security score to be increased during battle
- Added randomise options for character name creation and character appearance creation
- Updated caravan stat bar maximums to reflect potential hero bonuses plus updated player skill effects
- Quiting from options menu during the game takes you back to the title menu rather than quitting the game back to desktop
- Option to choose between two hero portrait types added to the options menu
- Added graphical settings to ingame options menu
- Added Preview Upgrades option to the cart upgrade screen
- Added expanded mouseovers for the resources on the caravan sidebar
- Added tutorial panes for Charters, Reputation and Profile sidebars

General
- Game settings now persist across sessions
- Added controls screen to title menu, control keys can be rebound
- Combat wounds for fighters and enemies now properly randomised among each quadrant
- Added zoom in/out functionality on the map (mouse wheel up/down)
- Added a timer that prevents an event occuring shortly after another one on the road (works the same as the system for combat events)
- Time to next location preview is now based on actual distance of road rather than rough estimate from distance between settlements
- Tavern now unlocked at player level 2
- Buildings now unlocked at player level 3
- Escort missions set every time player arrives at town rather than for every settlement in game every week, should improve performance and fix a few minor escort mission issues
Fixes
- Combat music volume now correctly changed with other music volume
- Swapped the text for skills Basic Swordplay and Thunk! so that they match up with their icons
- Fixed the Hard Bargain skill (20% Hire Costs) not working
- Skill Complimentary now correctly reduces initial hero hire costs as well as their pay costs
- Updated Complimentary skill text to reflect that it also reduces hero pay costs
- Fixed an issue with the Act Nonchelant skill not adding to the caravan conceal score correctly
- Can no longer go over cart capacity through crafting
- Fixed game speed showing FF when leaving a town, when it is actually back to normal speed
Notes
- Hiring heroes with mission related bonus immediately resets all available game missions (as normally occurs every week)