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Sword & Banner PlaytestEventsDemo 0.3.4 - Patch Notes
Game update

Demo 0.3.4 - Patch Notes

Sword & Banner Playtest · published 28 Aug 2026, 17:00 UTC

All eventsPlayers around this dateRead on Steam

New

  • The economy is rebuilt. Every settlement grows food, works its industries, eats, builds and trades in one simulation. Prices track real scarcity and shortages pull caravans.
  • Every town has a speciality: farming, fishing, forestry, mining, smithing, stonecutting, horses, weaving, brewing, or a guild seat that works every craft. It shows on the map label, the town screen and the tooltip, and shapes what the town builds and trains.
  • Settlement sizes follow the land. The two faction capitals are the largest cities, farming and fishing towns come next, then craft towns, down to proper villages in the hills and woods.
  • The Production tab is now the Economy tab. Each building shows its workers, output over the last 30 days, and whether it is working, including why not: no workers, demand met, or short of a named material. Below that, the town's imports and exports over the same 30 days. The books persist through save and load.
  • Make your own portrait at new game.

Balance

  • Settlement size tiers rescaled for the new world. Capital now means the faction seat, not a population bracket.
  • Battle kill bounties tripled. A fallen knight is worth 66 silver, a levy spearman 24.
  • New and resettled towns get a grace period before bandit raids. A muster called against a raid loses at most a quarter of the men who turned out.
  • Sharing loot with the warband now builds cohesion based on silver per man, not a flat boost.

Interface

  • The market demand column reads Low, Normal, High or Extreme, with a gauge bar beside it: full when the town is short of the good, half at healthy stock, empty at a glut.
  • Price colours show whether a trade is worth it: green when buying below or selling above fair value, red the other way.
  • Settlement tooltips are shorter: speciality and known-for up top, then owner, siege, population and garrison. The full building list is gone.
  • Tooltips on hostile parties show a strength read against your warband: Weaker, Even or Stronger.
  • The Prisoners tab in settlements shows a "!" badge when you hold prisoners to ransom.

Battles

  • Health bars and cooldown slivers no longer cover the field. A unit under a quarter health shows a small chevron in its faction colour, and that is all the default view draws.
  • A new Healthbars setting picks the style: pips near death, bars for wounded units, bars on damage, always, or never.
  • Wounds show on the men: blood on the body, cracks in the shield, and units near death drip blood that stains the ground.
  • A small dial beside the cursor fills as your selection's charge or ability recovers. A gold glint flashes over a unit the moment it comes ready.
  • Hovering a unit shows a compact info card in the bottom right. Hold Space for the full card.
  • Space is now the battle info key, replacing the zoom-out peek. Hold it for full health bars and every standing order, drawn as destination dots and an arrow per group, coloured by order type.

Fixes

  • Losing your whole warband no longer traps you on the death page. The ledger scrolls, the button stays reachable and the rout banner clears.
  • Bandits who take a town now sack it and move on, instead of the siege resetting and replaying at full strength.
  • Bounty targets that die to someone else now settle the job instead of leaving it stuck. Also frees jobs already stuck in old saves.
  • Winning an ambush on a letter job no longer blocks the delivery. Stuck deliveries in old saves free themselves when you visit the destination.
  • Soldiers no longer squash into a pile under pressure. Bodies hold their ground and lines stay lines.
  • Quest parties no longer show through unexplored fog on the overworld.
  • ALT-dragging a formation to a new position keeps shield walls intact instead of disbanding them.
  • Saving right after the peasant rescue no longer leaves the opening ambush unable to attack after loading.
  • Pausing the overworld no longer clears your destination. Your party resumes its march when time resumes.

Notes for old saves

  • Saves from 0.3.3 load and carry on. The new economy takes over from there: towns drift toward their new sizes over the following weeks, and the Economy tab's 30-day books start counting from the day you load.
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