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Sword & Banner PlaytestNewsDemo 0.3.9 - Patch Notes
Game update

Demo 0.3.9 - Patch Notes

Sword & Banner Playtest · published 20 Sep 2026, 20:41 UTC

All newsPlayers around this dateRead on Steam

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.
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