Demo 0.1.4 - Patch Notes

Sword & Banner Playtest · published

Combat Pacing

  • New "Combat Lethality" setting under Gameplay: Low, Medium or High. It controls how much damage units deal
  • The default is Low so battles run considerably longer, giving you time to manoeuvre, commit reserves and react to threats. Formations and flanking matter more when the line holds
  • 'High' is the same damage dealt as in the last version, more arcade-like.

Sieges

  • Battering rams you build in the siege camp now appear in battle as real, controllable units. Drive one at a gate and it will get to work. Previously a built ram just quietly weakened the gate with nothing to show for it
  • Fixed rams (and other large units) being unable to reach gates to attack them
  • With a ladder carrier selected, hovering a wall now shows a preview of the ladder and highlights the wall section it will lean on
  • Hovering an enemy gate with units selected highlights the gate, so it is clear you can attack it
  • Fixed ladder placement landing one cell off from where you aimed, or on the far side of the wall
  • Fixed ladders placed on corner towers ending up beside the tower, sending climbers up and off into thin air

Interface

  • Fixed the cursor reverting to default while an attack move or charge order was armed
  • Fixed the cursor occasionally getting stuck as the sword outside of battle orders
  • Settings menu tooltips now use the same parchment style as the rest of the game