Dead units now fall like bodies instead of playing one canned collapse. Knees buckle, the body topples and thumps down, and momentum carries a charging victim into a skid. Every corpse settles into its own pose
The fallen keep their kit. Corpses now drop the correct shield shape and weapon for their unit, sized to the body that carried them, with helmets, plumes, tabards and pauldrons matching the living soldier
Economy
Taking a settlement no longer pulls a third of your army into its garrison. A conquered fief starts undefended: staff it yourself from the Garrison tab, or let free militia trickle in toward the cap over the following days
Garrison caps raised for smaller settlements: hamlets up to 24 (was 15), villages up to 75 (was 40), towns up to about 135 (was 100)
Marketplace prices now move with the trade itself. Each unit you sell pays a little less as the town's need fills, and each unit you buy costs a little more as the shelf empties. Dumping a wagon of swords on one starved town no longer clears its treasury at the full scarcity price. Merchant caravans trade on the same curve
The marketplace town panel gains a demand column: a labelled strength bar beside each price showing how badly the town wants that good. It and the price both move live as you stage a trade, and the price column shows your staged trade's average per unit
The two marketplace panels now list shared goods in the same order, so a good on the town side sits level with the same good in your inventory
The flat sell haircut eased from 15% to 10%: everyday trading pays better, bulk dumping pays worse
Haggler reworked: rank I discounts buys by 5%, rank II raises sell prices by 5% (each rank previously did both)
Town demand is now driven by a more sophisticated system. Demand labels and prices now move over ranges that fit the size of the settlement instead of flipping between extremes over a couple of units
Hungry towns put their silver into food first: fuel, wares and luxury buying winds down while the larder runs low
Horse herds recover after being drained by cavalry recruitment (pasture settlements pick up strays), so the horse market works again: cheap near pasture, dear at trade hubs, instead of scarce everywhere at one flat price
Merchant caravans can no longer hoard unsellable cargo forever. Wagons hold what their capacity allows and offload the excess at the next stop, which removes the handful of absurdly rich caravans that slowly accumulated over a campaign
Interface
A day and night dial now sits in the overworld top bar where the season icon was: a sphere that turns through the day, gold sun face at noon, silver moon face at midnight. Hover it for the exact time of day
Unit icons across the game now show the unit facing south-east, so you see their face and kit instead of a side profile
Unit upgrade trees (encyclopedia and the Warband popup) now flow top to bottom instead of left to right
Two new toggles under Settings, Gameplay: the white damage flash and the hit flinch can each be switched off
The raise-your-banner screen has been rebuilt. Nothing overflows the frame any more, the faction name field is full width, and the styling matches the rest of the game
Settlement overview now shows the garrison headcount. Hover it for the full composition
The troops tooltip in the warband screen now breaks down ready and wounded soldiers and itemises where your party capacity comes from
The overworld camera now stops at the edge of the world instead of scrolling into the void
Fixes
Goblin raiding parties now replenish their ranks with goblins. Previously a mauled goblin warband returning to camp would hire human recruits and march back out as a mixed mob
The logo splash on first launch no longer stutters. Shader compiling now waits until the video finishes, and the video itself is a quarter of its old size
Fresh corpses no longer slip underneath older ones a moment after settling. Bodies now stack in the order they fell
Unit tooltips in the Warband upgrade tree popup now show properly. They were rendering hidden behind the popup
Long keyword lines in unit tooltips (race, tier, roles) now wrap instead of running off the edge of the frame
Overworld clouds no longer drift slowly off the map with the wind, baring the north-west corners and overhanging the south-east over a long session
The victory panel no longer grows wider while you drag the share-loot slider
Fixed sieges of small walled settlements starting as an open field battle with no walls. The battle map judged the settlement by its current population, so a walled village starved below hamlet size (often by your own siege) generated no walls at all
Fixed the long-standing bug where a group move order on a bunched-up army left some units standing at the start or stopping after a single step. Units regrouped at one point were still being judged by their previous order for one frame, which instantly cancelled the new one