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.