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Sword & Banner PlaytestNewsDemo 0.1.5 - Patch Notes
Game update

Demo 0.1.5 - Patch Notes

Sword & Banner Playtest · published 22 Jul 2026, 22:14 UTC

All newsPlayers around this dateRead on Steam

Battles

  • Cavalry no longer jitter back and forth when attacking. They brake into melee against standing enemies, and match pace behind fleeing ones to cut them down mid-chase
  • Your army starts the battle ready to fight: units engage enemies that come into range instead of standing passively until ordered. Shield walls still hold fast
  • Formation moves no longer secretly change your units' behaviour. A unit told to hold position keeps holding after you move it, an aggressive one stays aggressive
  • Order markers now show your units' stance: green for aggressive, steel blue for holding. Mixed groups show both, dot by dot, in the formation preview

Deployment

  • The deploy panel is now a compact sidebar on the left with unit portraits, live counts and full stat tooltips, so it no longer covers the battlefield or the HUD
  • Units can no longer be deployed into the sea on coastal maps, or placed outside the deployment zone with formation drags, right-click moves or shield wall placement. Invalid placements show red and are refused
  • Fully deployed unit types clear off the panel so you can see what is left to place
  • Scrolling the deploy panel no longer zooms the camera

Recruiting

  • The town Recruit screen is rebuilt in the marketplace style: available recruits on the left, your warband on the right, prices front and centre
  • Stage your hires, review the silver and party size costs in the sticky header, then Confirm or Reset the whole batch

Fixes

  • Fixed a big lag spike when taking all loot or prisoners after a large battle
  • Fixed the pause button doing nothing after leaving a settlement, and pause now stops a marching army just like spacebar
  • Fixed the days-of-food readout not updating when buying food in a marketplace
  • Fixed the silver readout going stale after ransoming prisoners
  • Potentially fixed unit portraits sometimes rendering as flat red silhouettes on the prisoner screen
  • Captive portraits now use a neutral colour instead of enemy red
  • Battering ram crews and other large units reach gates reliably

Interface

  • Overworld speed buttons are labelled x1, x2, x3 and show their hotkeys in a tooltip
  • The destination marker on the overworld is bigger and easier to spot
  • The intro splash is a touch quieter
More from Sword & Banner Playtest

Other announcements

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