Minor changes:
Weekly wages in the party screen includes troops in garrison too, and is accurate to what the player will owe.
A game setting switch has been added to allow the player to turn off lords asking for fiefs.
There is now a dialog option when you talk to a captured lord in your dungeon that you can simply let them go.
Caravans should reroute to new destinations if their target town comes under siege.
Increased how much surrounding villages affect the prosperity of castles and towns. This means every 2 weeks you might see some spam messages about prosperity changes.
A new trade good, lumber, was added. It might be needed for something in the future, maybe not.
Party morale penalties and sizes have been adjusted to allow for larger player parties. If the player becomes monarch of their own kingdom the limits jump a LOT.
Player kingdom patrols are now based on the original faction of the capital.
59 - Many battles will now continue even after the player is knocked out. Hit the jump key to start moving the camera around the map to get a better look at what's happening. Use tab to leave the mission when you want to end it. Attack and defend change the height of the camera, and the forward, back, left, right keys control it's position and look angle. Hold shift to move faster.
60 - There is a possibility (based on the lord's personality) that the player will be allowed to go after being defeated, rather than taken prisoner.
61 - Lords of any faction can upgrade their own fiefs. No longer will the player be the only person who actually begins construction projects. They cannot build the special recruitment buildings nor the university.
62 - The troop trees have been juggled considerably. All top tier troops cannot be upgraded to. You must recruit them directly from special buildings. The amount recruited is refreshed every week. At the start of the game each faction's capital has one of these buildings and will supply troops to the lord that owns the town as well as the town garrison. If a town has one of the special recruiting buildings another cannot be built there, it is limited to only one per town. Each faction's type of building is limited to only 2 in the entire game. This means the player can build ONE additional recruitment building in the town of their choice, but they are expensive and take a long time to build.
63 - Nobles have their own troop upgrade paths and can be recruited from towns if the player is a noble themself. Nobles can only be recruited if the player is either a monarch or a vassal. If you are a mercenary or unaligned you cannot recruit them.
64 - If you are a vassal of an existing kingdom and you take a town or castle you will receive a relation bonus with that faction now.
65 - If you are a vassal of an existing kingdom and you get a 50 or higher relation with them the monarch will reward you with a special item.
66 - If you are a monarch of your own kingdom and you own a town with a blacksmith forge, there is a good chance the blacksmiths will decide to forge a crown for you.
67 - Events are being added to the game for when the player is a monarch of their own kingdom. Currently, rather than simply declaring war, a faction leader might instead decide to threaten the player with war if the player does not relinquish a town to them. More events will be added in the future.
68 - A new food type has been added called hardtack. It gives 0 morale boost, but it lasts a VERY long time.
69 - Similar factions can now group up in combat on the map screen. But only units that makes sense to fight. Passing villagers and caravans will not join most battles unless they are forced to.
70 - The player should now be able to give troops to the garrisons of towns and castles in their kingdom that they have awarded to their lords. But you will not be able to take troops out of the garrisons.
71 - The player can now create customizable sparring matches between their own troops by visiting the arena master of any town.
72 - Long term wounding has been added. If the player or a companion is knocked out in combat they will suffer a wound (-2) to one of their physical stats. The wound will heal, but it will take time. The player's wounds are listed in the player report, and the companion wounds are listed in the party morale report screen. The wounding system can be turned off from the game settings menu (accessed by camping.)
73 - MAJOR CHANGE: After 75 days in game, a mysterious faction with incredibly powerful troops will invade Calradia from a random direction. At first, only the kingdoms closest to them will bother to fight, but after a while, as their foothold grows, all kingdoms will come to realize this threat for what it is. You can change when they will begin their invasion (including never) in the game settings menu (accessed by camping.)
74 - A road system has been half implemented. I say half implemented because it is unfinished and will likely never BE finished. It is off by default and can be turned on from the game settings menu. If you decide to turn it on, you are in no danger of generating errors that will break your game. However, as more and more roads are built your game may become so slow as to be unplayable. Roads double the speed of all units on them. To build a road you need to talk to your advisers in your capital and you can build roads between towns based on their trade routes. Feel free to use it if you want, but please do not report any bugs with this system as it will never be finished due to the limitations of the game. I just put enough effort into it I couldn't bring myself to remove what I had done.