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Manor Lords

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Manor Lords is a medieval strategy game featuring in-depth city building, large-scale tactical battles, and complex economic and…

Latest · by Slavic MagicWebsite

Changelog

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Added
  • Divide Structures into Basic and Advanced categories, with Advanced Structures requiring skilled builders employed at Construction Yards
  • Skilled builders have faster construction speed on basic structures
  • Construction Yards have multiple Handcarts for faster transportation of construction resources
  • Construction Yards can utilize Oxen with Ox Carts to bring multiple Timber logs in a single trip
  • Large Stone Church upgrade for end game cityscape
  • Advanced construction sites feature workers bringing Water from Wells and mixing Mortar as visual elements
  • Different stages of construction include extra flavor, scaffolds, cranes based on historical examples
  • Players can now import and breed Cows on Pastures
  • Cows can be butchered to get Beef
  • Winter shelters added to Pastures based on manuscript examples
  • New artisan Cheesemonger makes Cheese from Milk
  • New crop Oats that is easy to grow and can be threshed into Oat Sheaves
  • Animal Feed produced by Livestock Farm workers from Oats to feed Pasture animals
  • Seasonal Assignment feature allows setting workplace assignments per Season
Changed
  • Guides must now actually load the Ox Cart
  • Construction process for Advanced Structures now takes much longer
  • Livestock Farm workers formerly Sheep Farm now collect Milk from Cows
  • Pastures now require Planks for construction and cost scales dynamically with size
  • Livestock flocking behavior on Pastures slightly improved
  • Pasture animals must be fed or risk starving in Winter

Hey hey,

Let me yap a little bit about what's coming to Manor Lords soon. Since we pushed our technical refactors to main, we are now ready to start pushing new features to beta.

Construction Yard

We divided Structures into Basic and Advanced. Advanced Structures will require skilled builders employed at the Construction Yard. Those builders have faster construction speed on basic structures too.

The yard has multiple Handcarts for faster transportation of construction resources. It can also utilize Oxen with Ox Carts to bring multiple Timber logs in a single trip. Additionally, the Guides now have to actually load the Ox Cart.

**Large Stone Church **

The new Church upgrade makes the end game cityscape look even more realistic.

We wanted to make the construction sites more lively as the process for Advanced Structures now takes much longer, so you'll see for instance workers bringing Water from the nearby Wells and mixing Mortar.

Different stages of construction have extra flavor, scaffolds, cranes, and we've based all the designs on actual historical examples.

Cow herding

Players will now be able to import and breed Cows. Cows live on the Pastures and Livestock Farm workers (formerly Sheep Farm) collect Milk. Cows can also be butchered to get Beef.

To balance it all out we made Pastures cost Planks and they will no longer just pop into existance. Their construction cost scales dynamically with their size. We also added winter shelters on the Pastures, which we also based on examples from manuscripts. There are also slight improvements to the flocking behavior of livestock on Pastures.

New artisan: Cheesemonger

Makes Cheese from Milk. Pretty straightforwad, but hopefully enhances Cow Herding by providing a more refined end product and gives us a cool base of a future Perk, since as we know regions are often famous for their Cheeses. ** New crop: Oats**

Oats is a new easy to grow crop. Oat Sheaves are threshed into Oats, which can be consumed by Families or made into...

Animal feed

You now must feed your Pasture animals or they risk them starving in the Winter. Livestock Farm workers produce Animal Feed from Oats.

Seasonal Assignment

You can now set the assingment per Season in every workplace, which should make micromanagement much less busy. Additionally, cows and sheep now breed and produce more seasonally to add a bit of realism.

Storage Filters for Trading Posts

You can now limit Trading Posts to handle specific types of Goods.

**A new map: Wide Valley

**

** The Beta is aimed to be ready by the end of July, and main branch by the end of August. **After that we'll start releasing new Development Perks.

Thank you for the patience,**

Greg and the team. **

Major Update #7: Technical overhauls

Added
  • Added a proper island system that quickly rejects paths between different enclosed zones
  • Added Gamepad controls
Changed
  • Major updates to the pathfinding system to reduce time spent waiting for a path
  • Refactored character locomotion and collision to use proper substeps to reduce differences between different game speeds
  • Refactored Squad move commands to form a wide line in open fields, a 3 column line on roads, and scattered formation over building areas, with ALT key to preserve previous behavior
  • Refactored the group pathfinding algorithm
  • Overhauled the Game Setup screen's aesthetic
  • Squads try to align their combat formation to their shape when fighting on roads
  • Made it possible to select buildings that have ended up inside the Manor area
  • Church Lv1 & Lv2 boundary has been increased to make space for future levels
  • Increased Quarry bounds to fix ground clipping issues when multiple are placed next to each other
  • Changed menu buttons to act as not clicked if released while the cursor was outside button borders
  • Wild Animal resource nodes will try to move to a forest edge position if no suitable forest position exists
  • Ale is no longer consumed by Lv1 Families
  • Ale crafting output reduced from 2 to 1
  • Threshing Priority default is now Low when constructing a Farmhouse
  • Threshing Priority at Medium now uses 25% workforce, rather than 50%
  • Changed Pasture Space to be based on area instead of border length
  • Families become homeless only when their home burns down instead of when it catches fire
Fixed
  • Small improvements on collision avoidance around carts so that characters bump into them less often

Hi everyone,

Thank you for the support and the kind words after the last post, means a lot to us!

The beta is now ready to be moved to the main branch.

Next stop: More content.

Here's a summary of all the combined changes from all the previous beta versions:

Steam Reviews: Your Feedback Matters

We'd really appreciate it if you could take a moment to leave a Steam review. As we're working hard on the next update, fixing bugs, and adding new features, we'd love to hear what you think about Manor Lords. Your feedback, opinions, and support all help us know what to focus on, improve, and add to Manor Lords. Even if it's a few sentences about how you feel about the latest update, it'd be a great help to the team and me.


Patch Notes — Version 0.8.065–0.8.090 (Main)
Major Changes
  • Major updates to the pathfinding system to reduce time spent waiting for a path.

  • Added a proper “island” system that quickly rejects paths between different enclosed zones (Manor Castles, riversides with no bridge connection and so on).

  • Further refactored character locomotion and collision to use proper substeps in order to reduce differences between different game speeds.

  • Refactored Squad move commands: When moving multiple Squads by short RMB release, it defaults to forming a wide line when commanded in an open field, a 3 column line when commanded on a road and a scattered formation if commanded over a building area. To use the previous behavior (keeping relative Squad offsets), the player has to hold the ALT key when giving commands.

  • Refactored the group pathfinding algorithm.

  • Overhauled the Game Setup screen’s aesthetic.

  • Added Gamepad controls.

Minor Changes

General

  • Made it possible to select buildings that have ended up inside the Manor area. (temporary change until town walls are ready - it's still not intended to place normal town buildings inside the castle area and castles are still intended to get more of their own modules later in development).

  • When fighting on roads, Squads try to align their combat formation to their shape.

  • Straight army paths are now saved and will be restored when loading. Multi-waypoint paths (Ctrl+RMB+drag) are currently not supported.

  • Sightings of neutral Squads happen less frequently and their messages are grouped together.

  • Neutral Squads no longer stop or slow down game speed.

  • Disabled the “always show region border under cursor location” functionality since it obstructed the view of the combat sometimes.

  • Church Lv1 & Lv2 boundary has been increased to make space for future levels.

  • Increased Quarry bounds to fix ground clipping issues when multiple are placed next to each other.

  • Changed menu buttons to act as “not clicked” if released while the cursor was outside button borders.

  • Wild Animal resource nodes will try to move to a forest edge position if no suitable forest position exists.

Collision & Pathfinding

  • Small improvements on collision avoidance around carts so that characters bump into them less often.

  • Further improved collision avoidance, especially when someone is performing an action and blocking the way, or walking in front while diseased.

  • For characters that are large and it’s hard for them to turn in place, we added a minor preference to follow path points that don’t require extreme turning early on.

Balance

General

  • Ale is no longer consumed by Lv1 Families.

  • Ale crafting output reduced from 2 to 1.

  • Threshing Priority default is now Low when constructing a Farmhouse.

  • Threshing Priority at Medium now uses 25% workforce, rather than 50%.

  • Raiders will attempt to fill up their inventory when looting, but will leave if 50% of the settlement’s loot has already been taken or 40% of the settlement has been torched.

  • Reduced the startle distance for Wild Animals.

  • Hunters and Hunting Hounds are less likely to startle Wild Animals.

  • Changed Pasture Space to be based on area instead of border length.

Tasks & Behaviour

  • Families become homeless only when their home burns down instead of when it catches fire.

  • Unemployed husbands can help fetch fuel or water.

  • Employed sons skip fetching fuel or water if there is an available woman in the same household.

  • Trading Post Families husbands can stock the Trading Post if no one else can.

  • Added Granary, Storehouse, Trading Post, Homeless Tents, and Bridges to locations to avoid doing idle tasks around.

  • Added a simple queue system for when multiple workers try to access the same exact task spot, for example when dropping resources.

  • Workers will return handcarts to the cart shed when available and when there’s no urgent other task (eg. rallying).

  • Workers harvesting vegetables at home will now walk back to their shed to drop off the produce.

  • Idle foragers may wait inside the Forager’s Hut during Spring and Summer instead of going home.

  • Tuned construction worker behavior to focus more on the building parts that are currently progressing.

  • Ungarrisoning is now forced when demolishing to prevent “asking person inside to leave”.

  • Increased garrisoning speed into the Deep Mine.

Cosmetics
  • Dirt cliff adjustments on Devil’s Hill Map.

  • Environmental touch ups on various maps.

  • Tuned the fog on High Peaks to fix overly brightly lit background mountains.

  • Replaced the placeholder wallpaper in the main menu with a higher res texture asset.

  • Added diversity to food assets in market stalls.

  • Reworked models for food resources being transported.

  • Switched cart loading animation to use the same good visualization that is later used on the carts.

  • Added handcart good transform overrides so that we can fine tune the goods position in the carts and avoid clipping in the future. Experimentally added a small rocking effect when placing down items into carts, too.

  • Items from the Construction category, as well as Leather, Hides, Shoes, Charcoal, and Clothes have had locations adjusted so they sit more naturally in a handcart.

  • Added clay tile basket carried visualization. \

  • Added a new “passing through” locomotion animation variation to handcart carriers.

  • Fences now appear as intended for bigger Lv4 Burgage Plots.

  • Refined edges between the buildings and the ground in a few spots.

  • Adjusted Stone Gatehouse and Tower entrances to better fit the platforms.

  • Lv2 Church Upgrade now displays scaffolding and ladders during the build process.

  • Added more construction resources assets to Burgage Plots and Church.

UI & Text

Styling & Quality of Life

  • Load screen styling adjusted to match the revised Game Setup screen.

  • Updated Building Panel opening animation.

  • Transition of the Building Panel categories are smoother.

  • Ale consumption is now displayed in the Family Consumption UI in the People Tab.

  • Added info about permanently assigned animals to building floaters (TAB key).

  • Styling adjustments to Squad Tooltip to prevent stat text-cut off and improve consistency.

  • Improved tooltip when the player does not have enough resources during Burgage Plot placement.

  • Trade Category icons updated to be consistent with Resource Bar UI.

  • Squad icons move more smoothly when distant character movement is optimized.

  • Opening castle planner closes pinned building tabs, this prevents some potential bugs with demolishing manor.

  • Popups for “Hunger” etc. will not appear while the player is holding LMB, to avoid interfering with some game mechanics.

Text

  • Localization updated.

  • Added missing strings for squad stances that may be prevented (can’t run because using Shieldwall etc.).

  • Added new tooltips to Threshing Priority levels.

  • Collapse chance tooltip updated to reflect daily chance and give more accurate info.

  • Added logistics tutorial and shortened some early tutorials to prevent overbearing info.

  • Reduced text for Market Supply Capacity and improved visibility on when it appears.

Bugfixes

General

  • Fixed reentering into the Main Menu not spawning already enabled AI Lords.

  • Fixed coat textures being broken after reentering the Main Menu.

  • Fixed random starting season not working correctly on returning to the Main Menu and selecting a new game again.

  • Fixed map edges not counting as any region when detecting region swaps.

  • Fixed cross regional roads exclusively reading the starting regions obstacle data, ignoring obstacles in the connected regions.

  • Fixed the ability to place a building in an adjacent region and skip construction requirements by holding the right mouse button.

  • Fixed being able to place buildings with flexible borders on top of Wild Animal resource nodes without triggering migration.

  • Fixed ALT+LMB not removing buildings in castle planner.

  • Fixed game freezing during Cinematic Mode (Ctrl+C) after blocking popup appears.

  • Fixed game freezing when popup appears while rotating building.

  • Fixed issue with duplicated animation actions upon pause/resume leading to various issues.

  • Fixed possibility of “Hunger” appearing while there is some food left due to transport tasks reserving food.

  • Fixed Families not moving into a Burgage Plot if its construction process was paused right before completion.

  • Fixed Homeless Tents not being removed if the last accommodated family died or migrated.

  • Fixed fruit trees not being planted when the sown vegetable garden was replaced by an orchard.

  • Fixed ox not abandoning their plowing task if the field switches to Fallow.

  • Fixed pasture road snap points leading inward, depending on creation direction (clockwise vs counter clockwise).

  • Fixed wrong logic of unmaintained building collapsing, that could potentially lead to collapsed building being in invalid state, without possibility to be rebuilt.

  • Fixed broken task processing in AI lord regions captured by the player, leading to bugs such as demolished buildings occupying space - disallowing placing other buildings in their position.

  • Fixed animals killed by arrows emitting human death sounds.

  • Fixed animals and civilians counting towards “Enemies killed”/”Soldiers Lost” for achievements.

  • Fixed animals dying affecting "Lost Villagers" for achievements.

  • Fixed workers not aborting their “pet” tasks when the animal stopped being idle.

  • Fixed targeting animals to pet that aren't from the same region, are a mount, or are moving.

  • Fixed characters sometimes not triggering actions after reaching their destination.

  • Various character collision fixes.

  • Fix peace option from second tab in letter creator not removing current claim while declaring peace.

  • Fixed characters sometimes not waiting until another character finishes action, for example at the well, and trying to force their way through.

Production

  • Fixed destroyed or unoccupied Burgage Plots still producing eggs and similar passive products.

  • Fixed buildings with more than one upgrade not being properly refunded when demolished.

  • Fixed Hunting Camp not reporting "storage full" for its generic storage.

  • Fixed Hunting Camp not processing the last carcass when storage is full.

  • Fixed faulty logic for Hunters that prevented the placement of animal traps.

  • Fixed warning for no resources to harvest not disappearing when Berries/Mushrooms regrow.

  • Fixed foragers going to get a basket even when there were no resources to harvest.

  • Fixed Stone Gatherer Camp not logging its yield in the production tracker.

  • Fixed Stone Gatherer Camp completely ignoring storage capacity.

  • Fixed workers from Stone Gatherer Camp unequipping baskets upon starting to gather Rubble.

  • Fixed production buildings not adjusting their initial reserve based on if a deposit is Rich.

  • Fixed wrong amounts of food being added to the production log when taking food from a unit carrying food.

  • Fixed Collapse Chance due to proximity of mines for Mining Pit and Deep Mine not triggering unless they were missing Maintenance resources.

  • Fixed Livestock Trader abandoning the animal they are importing if reassigned to another job.

  • Fixed Sheep Herders leaving their home region to herd sheep that are being imported.

  • Fixed sheep being targeted for shearing while being transported.

  • Fixed sheep shearing being possible in Winter.

  • Fixed workers fighting for the same crafting spot, e.g. in the Clay Furnace.

  • Fixed Artisan Tailors not respecting production limits on Clothes.

  • Fixed workers sometimes visiting a distant Church rather than the one closest to them.

Logistics

  • Fixed incorrect calculation of how many more goods can be transported to a Granary or Storehouse.

  • Fixed Granary and Storehouse workers not picking up unwanted goods from market stalls.

  • Fixed Granary and Storehouse workers not prioritizing supply dumps enough.

  • Fixed workers with handcarts walking slower on roads.

  • Fixed Trading Post not respecting reservation and surplus limits.

  • Fixed several instances of incorrect trading decisions when no target inventory has been set.

  • Fixed some imported and exported goods not being taken into account when calculating available surplus.

  • Fixed Trade Route Merchants only buying from a region once.

  • Fixed wrong retinue armor price if plate armor is added to ignored goods in Trading Post.

  • Fixed workers abandoning import livestock tasks when being reassigned to another building.

Military

  • Fixed raiders being able to loot Timber logs.

  • Fixed raiders not picking a random good in inventory to loot.

  • Fixed raiders going after enemies outside the target region.

  • Fixed raiders forgetting they were going home and starting to raid again.

  • Fixed nearby squads outside the battlefield registering as part of the battle even while moving away.

  • Fixed battles not ending when the last enemy unit left the battlefield.

  • Fixed squads not tactically retreating when breaking off engagement if the enemy squad wasn’t previously targeted.

  • Fixed AI squads sometimes “dancing around in place” during their attack instead of charging forward.

  • Fixed formations sometimes reversing direction when sent to road locations.

  • Fixed soldiers sometimes still ignoring building collision when moving in formation.

  • Fixed polling of fighting skill availability (such as shieldwall in forest).

  • Fixed squads recovering fully from fatigue when disbanding and rallying in quick succession.

  • Fixed inability to place rally points on roads.

  • Fixed villagers coming out of hiding during attacks to guide animals.

  • Fixed presence of troops (such as retinues) preventing game over if every citizen dies.

Pathfinding

  • Fixed collision logic sometimes treats streams as impassable obstacles.

  • Fixed mismatch between pathfinding and collision logic that could cause workers to get stuck.

  • Fixed collision logic not being able to handle a worker being stuck against an impassable obstacle like a bridge or cliff.

  • Added an emergency push out if a character ends up inside an impassable obstacle, for instance after a castle wall section finishes construction.

  • Fixed one more instance of characters being able to force their way through building collision.

  • Fixed characters sometimes walking through walls after a failed task.

  • Fixed characters not being able to connect to pathfinding even though they may stand right on top of a path point, due to the path point not having enough free space around it.

  • Fixed one instance of an obstacle being missed by pathfinding.

  • Fixed pathfinding links not always regenerating after demolishing a building, including when the Castle/Manor gets reconstructed.

  • Fixed a problematic area on the Jagged Cliffs that caused pathfinding to fail sometimes.

  • Fixed traders getting stuck on the Devil’s Hill map due to generated paths hitting the safety limits too early.

  • Adjusted Lime Kiln layout to fix pathfinding issues.

  • Fixed Manor Castle platform path points spawning on the wrong floor.

  • Fixed Manor Castle not marking its obstacles as “impassable”.

  • Fixed collision model for Manor LV1 Gatehouse.

  • Fixed missing pathfinding links in the Stone Manor module, leading to workers getting stuck during construction resource transport.

  • Fixed builders getting stuck in walls during Stone Wall construction.

  • Fixed the castle construction being stuck if a module gets placed in the exact spot where the ox is expected to drop a log.

  • Fixed workers stuck trying to exit Deep Mines continuing to extract more resources.

  • Fixed one more case of characters stuck when facing each other perfectly en face.

  • Fixed Task queue getting clogged on lower framerates, possibly leading to workers getting stuck.

  • Fixed another instance of handcart workers being stuck.

  • Fixed Free Merchants making additional stops and aborting going to their original target Trading Post.

  • Fixed Free Merchants not going home if there is no Trading Post to visit.

  • Fixed Free Merchants not stopping at Trading Posts along the way.

  • Fixed traders not being able to dismount, making other workers at the Trading Post stuck.

  • Fixed startled Wild Animals not returning to their Resource Node.

  • Fixed bandits constantly getting stuck or failing pathfinding while being at camp.

  • Fixed raiders moving erratically due to constantly picking a new location outside the map to return to.

  • Fixed soldiers facing the enemy even when they are extremely far away.

  • Fixed workers forever stuck drinking at the tavern.

  • Fixed Gatehouse being opened and closed not relinking pathfinding properly, leading to soldiers getting stuck inside the castle.

  • Fixed pathfinding sometimes returning an invalid path when selecting a target inside up on the walls while Gatehouse was opening.

  • Fixed pathfin

Small Beta Hotfix 0.8.090

Fixed
  • Saving and loading the game while a tree is falling no longer causes woodcutters to become stuck
  • Pigs no longer freeze after a few seconds
Few quick words

For those who worry, even if technical issues are distracting us, we are constantly working on new content and features. It's just things aren't ready to be published yet. And if our comittment to some bugs seems baffling to you, please also remember that the game has a relatively large audience which makes even quite obscure bugs ruin people's playthroughs on daily basis, in other words if it wasn't important, we wouldn't prioritize it.

I wish, more than anyone, that progress on content was quicker, but we're doing everything we can, and I truly think that the team can't grow any larger without introducing risk.

Finally, if I ever make a vote on Twitter or Discord about some potential refactor, I think some people assume this is our main concern at the moment and nothing gets worked on besides that particular issue. The case is very opposite - the votes are usually about low priority improvements that we're considering.

But if you expressed your negative sentiment in the reviews please know that you're not being ignored. And for those who support with patience - thank you.

How to Access the Beta


Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.

Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.


Patch notes: Version 0.8.089 -> 0.8.090 (Beta)

Bugfixes:

  • Fixed saving & loading the game while a tree is falling leading to woodcutters being stuck (Beta).

  • Fixed Pigs freezing after a few seconds (Beta).

Thanks,

Greg

New BETA version is available for testing (0.8.089)

Changed
  • Significantly improved performance when constructing manor with stone walls
Fixed
  • Fixed characters sometimes not waiting until another character finishes action, for example at the well, and trying to force their way through
  • Fixed rare case of an ox guide getting stuck in an infinite loop due to not being able to decide which side of the ox is closer to get to
  • Fixed workers forever stuck drinking at the tavern
  • Fixed Gatehouse being opened and closed not relinking pathfinding properly, leading to soldiers getting stuck inside the castle
  • Fixed pathfinding sometimes returning an invalid path when selecting a target inside up on the walls while Gatehouse was opening
  • Fixed pathfinding points not getting recreated after rebuilding a Residential Plot, possibly leading to workers getting stuck during construction
  • Tuned lake collision in the Mandlach region on Lake Lemm to prevent fishermen going underwater
  • Fixed dead characters looping into animation after loading
  • Fixed handcart goods sometimes floating at the world center
  • Fixed tree falling logic always executing at x1 speed
  • Fixed blacksmith extension gable levitating after fire
  • Fixed another case of Ox Guides limping
  • Fixed looping pig death animation
  • Fixed building parts sometimes becoming invisible upon finishing construction

How to Access the Beta


Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.

Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.


Patch Notes — Version 0.8.086–0.8.089 (Beta)
Bugfixes

General

  • Fixed characters sometimes not waiting until another character finishes action, for example at the well, and trying to force their way through.

Pathfinding

  • Fix attempt for another rare case of an ox guide getting stuck in an infinite loop due to not being able to decide which side of the ox is closer to get to.

  • Fixed workers forever stuck drinking at the tavern.

  • Fixed Gatehouse being opened and closed not relinking pathfinding properly, leading to soldiers getting stuck inside the castle.

  • Fixed pathfinding sometimes returning an invalid path when selecting a target inside up on the walls while Gatehouse was opening.

  • Fixed pathfinding points not getting recreated after rebuilding a Residential Plot, possibly leading to workers getting stuck during construction.

Cosmetic/Visuals

  • Tuned lake collision in the Mandlach region on Lake Lemm to prevent fishermen going underwater.

  • Fixed dead characters looping into animation after loading (Beta).

  • Fixed handcart goods sometimes floating at the world center (Beta).

  • Fixed tree falling logic always executing at x1 speed.

  • Fixed blacksmith extension gable levitating after fire.

  • Fixed another case of Ox Guides limping (Beta).

  • Fixed looping pig death animation.

  • Fixed building parts sometimes becoming invisible upon finishing construction.

Optimization
  • Significantly improved performance when constructing manor with stone walls.

Thank you for playing, work continues. Greg and Slavic Magic team

New BETA version is available for testing (0.8.086)

Added
  • Unemployed husbands can now help fetch fuel or water
  • Added more construction resources assets to Houses and Church
Changed
  • Made it possible to select buildings that have ended up inside the Manor area
  • Reworked all characters to use capsules that combine their collision into one to prevent workers getting stuck
  • Made small improvements on collision avoidance around carts so that characters bump into them less often
  • Workers harvesting vegetables will now walk back to the shed to drop off the produce
  • Employed sons skip fetching fuel or water if there is an available woman in the same household
  • Reworked models for food resources being transported
  • Adjusted item locations for Construction, Leather, Hides, Shoes, Charcoal, and Clothes so they sit more naturally in a handcart
Fixed
  • Task to pet animal not aborting if target animal starts moving
  • Targeting animals to pet that aren't from the same region, are a mount, or are moving
  • Alt+click not removing buildings in castle planner
  • Only a few workers being able to thresh at the Farmhouse
  • Only a few workers being able to craft at the Clay Furnace
  • Workers sometimes visiting a distant Church rather than the one closest to them
  • Workers from Stone Gatherer Camp unequipping baskets upon starting to gather Rubble
  • Artisan Tailors not respecting production limits on Clothes
  • Sheep shearing being possible in Winter
  • Workers abandoning import livestock tasks when being reassigned to another building
How to Access the Beta

Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.

Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.

Steam Reviews: Your Feedback Matters

We'd really appreciate it if you could take a moment to leave a Steam review. As we're working hard on the next update, fixing bugs, and adding new features, we'd love to hear what you think about Manor Lords. Your feedback, opinions, and support all help us know what to focus on, improve, and add to Manor Lords. Even if it's a few sentences about how you feel about the latest update, it'd be a great help to the team and me.


Patch Notes — Version 0.8.083–0.8.086 (Beta)
Minor Changes

General

  • Made it possible to select buildings that have ended up inside the Manor area (temporary change until town walls are ready - it's still not intended to place normal town buildings inside the castle area and castles are still intended to get more of their own modules later in development).

  • Further changes to unit collision: Because treating handcarts and characters separately caused extremely rare but fatal cases of workers getting stuck, we reworked all characters to use capsules that combine their collision into one.

  • Small improvements on collision avoidance around carts so that characters bump into them less often.

  • Unemployed husbands can help fetch fuel or water.

  • Workers harvesting vegetables will now walk back to the shed to drop off the produce.

  • Employed sons skip fetching fuel or water if there is an available woman in the same household.

Cosmetics
  • Reworked models for food resources being transported.

  • Items from the Construction category, as well as Leather, Hides, Shoes, Charcoal, and Clothes have had locations adjusted so they sit more naturally in a handcart.

  • Added more construction resources assets to Houses and Church

Bugfixes

General

  • Fixed task to pet animal not aborting if target animal starts moving.

  • Fixed targeting animals to pet that aren't from the same region, are a mount, or are moving.

  • Fixed alt+click not removing buildings in castle planner.

Production

  • Fixed only a few workers being able to thresh at the Farmhouse.

  • Fixed only a few workers being able to craft at the Clay Furnace.

  • Fixed workers sometimes visiting a distant Church rather than the one closest to them.

  • Fixed workers from Stone Gatherer Camp unequipping baskets upon starting to gather Rubble.

  • Fixed Artisan Tailors not respecting production limits on Clothes.

  • Fixed sheep shearing being possible in Winter.

Logistics

  • Fixed workers abandoning import livestock tasks when being reassigned to another building.

  • Fixed Granary and Storehouse workers not prioritizing supply dumps enough.

  • Fixed several instances of incorrect trading decisions when no target inventory has been set.

Military

  • Fixed nearby squads outside the battlefield registering as part of the battle even while moving away.

  • Fixed battles not ending when the last enemy unit left the battlefield.

  • Fixed stutters during battles caused by archer AI

Pathfinding

  • Fixed one more case of characters stuck when facing each other perfectly en face.

  • Fixed character not being able to exit a house due to another character waiting on something in proximity.

  • Fixed another instance of workers stuck after completing stone walls.

  • Fixed the castle construction being stuck if a module gets placed in the exact spot where the ox is expected to drop a log.

  • Fixed workers being unable to leave the home if any unit within a very large radius was stuck.

  • Fixed traders getting stuck on the Devil’s Hill map due to generated paths hitting the safety limits too early.

  • Fixed collision model for Manor LV1 Gatehouse.

  • Fixed Task queue getting clogged on lower framerates, possibly leading to workers getting stuck.

  • Fixed missing pathfinding links in the Stone Manor module, leading to workers getting stuck during construction resource transport.

  • Fixed traders not being able to dismount, making other workers at the Trading Post stuck.

  • Fixed another instance of handcart workers being stuck.

  • Adjusted Lime Kiln layout to fix pathfinding issues.

Cosmetic/Visuals

  • Fixed a rare occurrence of characters being stuck in endless animation loops.

  • Fixed Blacksmiths holding tools while going to collect goods.

  • Fixed female Blacksmiths not having proper attire and not holding a hammer when crafting.

  • Fixed buildings missing stairs on game loading.

Text/UI

  • Fixed squished stance icons.

  • Fixed Artisan produced goods being shown during construction of the workplace.

  • Fixed fertility percentage not updating in field UI.

  • Removed redundant linen, leather and yarn filters in the marketplace.

  • Fixed transactions view not refreshing data automatically under normal circumstances after being opened for the first time.

  • Fixed building storage UI data not refreshing immediately on state change.

Crashfixes
  • Fixed crash on pressing wall building button in castle planner while already in progress of building a wall.

Thank you for playing!

Greg and Slavic Magic team

New BETA version is available for testing (0.8.083)

Added
  • Add handcart good transform overrides to fine tune the goods position in the carts and avoid clipping
  • Add a small rocking effect when placing down items into carts
  • Add another failsafe for when a wall finishes construction and locks characters inside
  • Add a simple queue system for when multiple workers try to access the same exact task spot
  • Add a new passing through locomotion animation variation to handcart carriers
Changed
  • Improve collision avoidance, especially when someone is performing an action and blocking the way, or walking in front while diseased
  • Make workers return handcarts to the cart shed when available and when there's no urgent other task
  • Switch cart loading animation to use the same good visualization that is later used on the carts
  • Allow idle foragers to wait inside Forager's Hut during Spring and Summer instead of going home
  • Tune construction worker behavior to focus more on the building parts that are currently progressing
  • Change Pasture Space to be based on area instead of border length
  • Change menu buttons to act as not clicked if released while the cursor was outside button borders
  • Make Wild Animal resource nodes try to move to a forest edge position if no suitable forest position exists
  • Replace the placeholder wallpaper in the main menu with a higher res texture asset
  • Tune the fog on High Peaks to fix overly brightly lit background mountains
Fixed
  • Increase Quarry bounds to fix ground clipping issues when multiple are placed next to each other
  • Fix broken task processing in AI lord regions captured by the player, leading to bugs such as demolished buildings occupying space
  • Fix Homeless Tents not being removed if the last accommodated family died or migrated
  • Fix characters sometimes not triggering actions after reaching their destination
  • Fix issue with duplicated animation actions upon pause/resume leading to various issues
How to Access the Beta

Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.

Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.


Patch Notes — Version 0.8.077–0.8.083 (Beta)
Minor Changes

General

  • Further improved collision avoidance, especially when someone is performing an action and blocking the way, or walking in front while diseased.

  • Added handcart good transform overrides so that we can fine tune the goods position in the carts and avoid clipping in the future. Experimentally added a small rocking effect when placing down items into carts, too.

  • Made workers return handcarts to the cart shed when available and when there’s no urgent other task (eg. rallying).

  • Switched cart loading animation to use the same good visualization that is later used on the carts.

  • Made it possible for idle foragers to wait inside Forager’s Hut during Spring and Summer instead of going home.

  • Increased Quarry bounds to fix ground clipping issues when multiple are placed next to each other.

  • Tuned construction worker behavior to focus more on the building parts that are currently progressing.

  • Changed Pasture Space to be based on area instead of border length.

  • Changed menu buttons to act as “not clicked” if released while the cursor was outside button borders.

  • Added another failsafe for when a wall finishes construction and locks characters inside.

  • Wild Animal resource nodes will try to move to a forest edge position if no suitable forest position exists.

  • Added a simple queue system for when multiple workers try to access the same exact task spot, for example when dropping resources.

  • Minor tweaks for unit formation assignment.

Cosmetics
  • Replaced the placeholder wallpaper in the main menu with a higher res texture asset.

  • Added a new “passing through” locomotion animation variation to handcart carriers.

  • Tuned the fog on High Peaks to fix overly brightly lit background mountains.

  • Refined edges between the buildings and the ground in a few spots.

UI & Text
  • Localization updated.

  • Squad icons move more smoothly when distant character movement is optimized.

  • Added missing string for log entry “deposit exhausted”. \

Bugfixes

General

  • Fixed broken task processing in AI lord regions captured by the player, leading to bugs such as demolished buildings occupying space - disallowing placing other buildings in their position.

  • Fixed Homeless Tents not being removed if the last accommodated family died or migrated.

  • Fixed characters sometimes not triggering actions after reaching their destination.

  • Fixed issue with duplicated animation actions upon pause/resume leading to various issues.

  • Fixed pasture road snap points leading inward, depending on creation direction (clockwise vs counter clockwise).

  • Fixed character height not updating when they unhide after previously being hidden due to camera distance.

  • Fix peace option from 2nd tab in letter creator not removing current claim while declaring peace.

  • Various character collision fixes.

Production

  • Fixed Livestock Trader abandoning the animal they are importing if reassigned to another job.

  • Fixed Sheep Herders leaving their home region to herd sheep that are being imported.

  • Fixed buildings with more than one upgrade not being properly refunded when demolished.

  • Fixed Ox Plows trying to plow into a building.

  • Fixed sheep being targeted for shearing while being transported.

  • Fixed warning for no resources to harvest not disappearing when Berries/Mushrooms regrow.

  • Fixed foragers going to get a basket even when there were no resources to harvest.

  • Fixed workers fighting for the same crafting spot, e.g. in the Clay Furnace.

Logistics

  • Fixed some imported and exported goods not being taken into account when calculating available surplus.

  • Fixed Trade Route Merchants only buying from a region once.

  • Fixed wrong retinue armor price if plate armor is added to ignored goods in Trading Post.

Military

  • Fixed soldiers sometimes still ignoring building collision when moving in formation.

Pathfinding

  • Fixed unit pathfinding sometimes breaking when a unit is already on a wall.

  • Fixed one more instance of characters being able to force their way through building collision.

  • Fixed characters sometimes walking through walls after a failed task.

  • Fixed characters not being able to connect to pathfinding even though they may stand right on top of a path point, due to the path point not having enough free space around it.

  • Fix attempt for builders getting stuck in walls during Stone Wall construction.

  • Fixed Wild Animals constantly being startled.

  • Fixed workers with tasks sometimes standing still for a long time.

  • Fixed one instance of an Obstacle being missed by pathfinding.

  • Fixed invalid Obstacle bounds after deleting burgage plot fences.

Save/Load

  • Fixed ongoing constructions losing some progress during save-load operations.

  • Opening and closing pause menu while letter/quest is opened should no longer unpause days passing in game.

  • Fixed characters sometimes teleporting after loading a saved game.

  • Units no longer run off from the rest of their squad on load from save if some are unsafe to move.

Cosmetic/Visuals

  • Fixed Artisan store fronts showing goods other than those the Artisan produce or produced.

  • Fixed missing texture on some helmets in Armorer’s Workshop.

  • Fixed burgage plot side shed spawning underground.

  • Fixed wheel rotation rates.

  • Another fix attempt for the house interior material not rendering.

  • Fixed fences not properly following slopes in Weaver's Workshop, Fisherman’s Hut, Livestock Trading Post.

  • Fixed stone walls with wooden platforms taking a ridiculous amount of time to be built.

  • Fixed Church preview model displaying a too small plot.

  • Fix attempt for characters sometimes levitating over unconstructed buildings.

  • Fixed Wooden Sheds spawning underground in place of Stone Walls during the construction process.

  • Fixed Stone Wall pieces not appearing during Castle reconstruction.

  • Fixed dead characters sometimes stuck in a walking cycle.

  • Fixed characters visually still overlapping even though their positions were internally properly separated by dynamic unit collision due to a mistimed update.

  • Fixed horses sometimes having extremely wrong upper body rotations.

  • Fixed floating cobblestone in one of the narrow townhouses.

  • Fixed several floating resource visualization meshes, for example in the artisans shop windows.

Text/UI

  • Fixed missing icon for scenario-specific buildings (windmill ruins etc.) after pressing TAB button.

  • Fixed flickering animal entries in building livestock UI tab.

  • Fixed “not enough pasture space” warning never disappearing.

  • Fixed unit selection circles not moving if the selected soldiers are very far from the camera.

Crashfixes
  • Fixed crash from save game descriptor file missing.

  • Fixed crash from following unit that gets killed.

  • Fixed uncommon crash related to workers returning handcarts to the shed.

  • Fixed stall when fighting near cliffs.

Optimization
  • Fixed redundant data copy in the unit pathfinder.

  • Optimized AI looking for a spacious enough location to move its armies to.

  • Optimized locomotion animation update frequency for civilians and animals.

  • Improved performance of unscheduling events on animation changes.

  • Fixed performance degradation after buildings had been burnt down to rubble.

Thank you for playing!

Greg and Slavic Magic team

New BETA version is available for testing (0.8.078)

Added
  • Added island system that quickly rejects paths between different enclosed zones
  • Added Gamepad controls
  • Straight army paths are now saved and restored when loading
  • Added info about permanently assigned animals to building floaters
Changed
  • Refactored pathfinding system to reduce time spent waiting for a path
  • Refactored character locomotion and collision to use proper substeps to reduce differences between different game speeds
  • Refactored Squad move commands to form wide line in open field, 3 column line on roads, and scattered formation over buildings, with ALT key to preserve previous relative Squad offsets
  • Refactored group pathfinding algorithm
  • Overhauled Game Setup screen aesthetic
  • Added Granary, Storehouse, Trading Post, Homeless Tents, and Bridges to locations to avoid idle tasks
  • Squads try to align combat formation to their shape when fighting on roads
  • Sightings of neutral Squads happen less frequently and messages are grouped together
  • Families become homeless only when their home burns down instead of when it catches fire
  • Church Lv1 & Lv2 boundary increased to make space for future levels
  • Improved tooltip when player does not have enough resources during Burgage Plot placement
  • Ungarrisoning is now forced when demolishing to prevent asking person inside to leave
  • Increased garrisoning speed into Deep Mine
  • Ale is no longer consumed by Lv1 Families
  • Ale crafting output reduced from 2 to 1
Fixed
  • Neutral Squads no longer stop or slow down game speed
  • Unread quests and letters are now properly displayed after loading a save

Hello everyone,

Finally, geez! If you look at the version numbers, we've had 13 internal versions since the last Beta dropped. Annoyingly, this update is mostly technical, plus some cosmetics and a lot of bugfixes. The new style of the GUI will be most noticable (main HUD will soon get a similar makeover), but you should also notice a large improvement in performance, pathfinding quality and unit collision quality. The trickiest bits were:

  • You don't want to get units stuck together, but you want units to get stuck _a little, _otherwise combat feels too weightless.

  • You want the same results while playing on 1x, 4x and 12x but you don't want to do 12x the work on the CPU. You need to somehow improve the simulation resolution on high game speeds but without sacrificing performance.

This causes a constant struggle, obviously we need the game to play smoothly and to be responsive, but a lot of the charm of ML is the details. Normally in games where you watch things up close (RPG let's say) you'd make the world near the camera detailed while far away you can tone things down, in ML, since the player is actually competing with other Lords, this would affect balance, so we can't do it too much, and the game speed multiplier makes things even trickier to solve. In any case, this is the sweet spot we landed on so far. Is it perfect? No. But it can still be pushed in various directions depending on feedback. For instance we're experimenting with Oxen having more detailed collision avoidance than other workers since there is fewer of them but you tend to notice it more when they bump. I also considered doing more refined collision avoidance during early game when there aren't thousands of characters to simulate yet, and when players tend to watch more closely. But maybe it's too much "cheating"?

To be honest. My bet is you guys will say "it's fine, where are the Perks????" :)

How to Access the Beta


Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version. Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.


Patch Notes — Version 0.8.065–0.8.078 (Beta)
Major Changes
  • Major updates to the pathfinding system to reduce time spent waiting for a path.

  • Added a proper “island” system that quickly rejects paths between different enclosed zones (Manor Castles, riversides with no bridge connection and so on).

  • Further refactored character locomotion and collision to use proper substeps in order to reduce differences between different game speeds.

  • Refactored Squad move commands: When moving multiple Squads by short RMB release, it defaults to forming a wide line when commanded in an open field, a 3 column line when commanded on a road and a scattered formation if commanded over a building area. To use the previous behavior (keeping relative Squad offsets), the player has to hold the ALT key when giving commands.

  • Refactored the group pathfinding algorithm.

  • Overhauled the Game Setup screen’s aesthetic.

  • Added Gamepad controls.

Minor Changes
  • Added Granary, Storehouse, Trading Post, Homeless Tents, and Bridges to locations to avoid doing idle tasks around.

  • When fighting on roads, Squads try to align their combat formation to their shape.

  • Straight army paths are now saved and will be restored when loading. Multi-waypoint paths (Ctrl+RMB+drag) are currently not supported.

  • Sightings of neutral Squads happen less frequently and their messages are grouped together.

  • Neutral Squads no longer stop or slow down game speed.

  • Families become homeless only when their home burns down instead of when it catches fire.

  • Church Lv1 & Lv2 boundary has been increased to make space for future levels.

  • Added info about permanently assigned animals to building floaters (TAB key).

  • Improved tooltip when the player does not have enough resources during Burgage Plot placement.

  • Ungarrisoning is now forced when demolishing to prevent “asking person inside to leave”.

  • Increased garrisoning speed into the Deep Mine.

  • Unread quests and letters are now properly displayed after loading a save.

  • Trading Post Families husbands can stock the Trading Post if no one else can.

  • \ For characters that are large and it’s hard for them to turn in place, we added a minor preference to follow path points that don’t require extreme turning early on.

  • \ Disabled the “always show region border under cursor location” functionality since it obstructed the view of the combat sometimes.

Balance
  • \ Ale is no longer consumed by Lv1 Families.

  • \ Ale crafting output reduced from 2 to 1.

  • Threshing Priority default is now Low when constructing a Farmhouse.

  • Threshing Priority at Medium now uses 25% workforce, rather than 50%.

  • Raiders will attempt to fill up their inventory when looting, but will leave if 50% of the settlement’s loot has already been taken or 40% of the settlement has been torched.

  • Reduced the startle distance for Wild Animals.

  • Hunters and Hunting Hounds are less likely to startle Wild Animals.

Cosmetics
  • Dirt cliff adjustments on Devil’s Hill Map.

  • Environmental touch ups on various maps.

  • Added diversity to food assets in market stalls.

  • Fences now appear as intended for bigger Lv4 Burgage Plots.

  • Adjusted Stone Gatehouse and Tower entrances to better fit the platforms.

  • Lv2 Church Upgrade now displays scaffolding and ladders during the build process.

UI & Text

Styling & Quality of Life

  • Load screen styling adjusted to match the revised Game Setup screen.

  • Updated Building Panel opening animation.

  • Transition of the Building Panel categories are smoother.

  • Ale consumption is now displayed in the Family Consumption UI in the People Tab.

  • Styling adjustments to Squad Tooltip to prevent stat text-cut off and improve consistency.

  • Trade Category icons updated to be consistent with Resource Bar UI.

  • Opening castle planner closes pinned building tabs, this prevents some potential bugs with demolishing manor.

  • Popups for “Hunger” etc. will not appear while the player is holding LMB, to avoid interfering with some game mechanics.

Text

  • Added missing strings for squad stances that may be prevented (can’t run because using Shieldwall etc.).

  • Added new tooltips to Threshing Priority levels.

  • Collapse chance tooltip updated to reflect daily chance and give more accurate info.

  • Added logistics tutorial and shortened some early tutorials to prevent overbearing info.

  • Reduced text for Market Supply Capacity and improved visibility on when it appears.

Bugfixes
  • Fixed reentering into the Main Menu not spawning already enabled AI Lords.

  • Fixed coat textures being broken after reentering the Main Menu.

  • Fixed random starting season not working correctly on returning to the Main Menu and selecting a new game again.

  • Fixed region panel data swap not working properly when another swap occurs during the animation of the first swap.

  • Fixed the ability to place a building in an adjacent region and skip construction requirements by holding the right mouse button.

  • Fixed map edges not counting as any region when detecting region swaps.

  • Fixed cross regional roads exclusively reading the starting regions obstacle data, ignoring obstacles in the connected regions.

  • Fixed game freezing during Cinematic Mode (Ctrl+C) after blocking popup appears.

  • Fixed game freezing when popup appears while rotating building.

  • Fixed possibility of “Hunger” appearing while there is some food left due to transport tasks reserving food.

  • Fixed Families not moving into a Burgage Plot if its construction process was paused right before completion.

  • Fixed fruit trees not being planted when the sown vegetable garden was replaced by an orchard.

  • Fixed wrong logic of unmaintained building collapsing, that could potentially lead to collapsed building being in invalid state, without possibility to be rebuilt.

  • Fixed animals killed by arrows emitting human death sounds.

  • Fixed animals and civilians counting towards “Enemies killed”/”Soldiers Lost” for achievements.

  • Fixed animals dying affecting "Lost Villagers" for achievements.

  • Fixed ox not abandoning their plowing task if the field switches to Fallow.

  • Fixed ox and guide having incorrect rotation on higher speeds when plowing.

  • Fixed being able to place buildings with flexible borders on top of Wild Animal resource nodes without triggering migration.

  • Fixed workers not aborting their “pet” tasks when the animal stopped being idle.

Production

  • Fixed destroyed or unoccupied Burgage Plots still producing eggs and similar passive products.

  • Fixed Hunting Camp not reporting "storage full" for its generic storage.

  • Fixed Hunting Camp not processing the last carcass when storage is full.

  • Fixed faulty logic for Hunters that prevented the placement of animal traps.

  • Fixed Stone Gatherer Camp not logging its yield in the production tracker.

  • Fixed Stone Gatherer Camp completely ignoring storage capacity.

  • Fixed production buildings not setting their reserve based on if a deposit is Rich or not.

  • Fixed wrong amounts of food being added to the production log when taking food from a unit carrying food.

  • Fixed Collapse Chance due to proximity of mines for Mining Pit and Deep Mine not triggering unless they were missing Maintenance resources.

Logistics

  • Fixed incorrect calculation of how many more goods can be transported to a Granary or Storehouse.

  • Fixed Trading Post not respecting reservation and surplus limits.

  • Fixed workers with handcarts walking slower on roads.

  • Fixed Granary and Storehouse workers not picking up unwanted goods from market stalls.

Military

  • Fixed raiders being able to loot Timber logs.

  • Fixed raiders not picking a random good in inventory to loot.

  • Fixed raiders going after enemies outside the target region.

  • Fixed raiders forgetting they were going home and starting to raid again.

  • Fixed squads not tactically retreating when breaking off engagement if the enemy squad wasn’t previously targeted.

  • Fixed AI squads sometimes “dancing around in place” during their attack instead of charging forward.

  • Fixed polling of fighting skill availability (such as shieldwall in forest).

  • Fixed formations sometimes reversing direction when sent to road locations.

  • Fixed squads recovering fully from fatigue when disbanding and rallying in quick succession.

  • Fixed villagers coming out of hiding during attacks to guide animals.

  • Fixed presence of troops (such as retinues) preventing game over if every citizen dies.

  • Fixed inability to place rally points on roads.

Pathfinding

  • Fixed collision logic sometimes treats streams as impassable obstacles.

  • Fixed mismatch between pathfinding and collision logic that could cause workers to get stuck.

  • Fixed collision logic not being able to handle a worker being stuck against an impassable obstacle like a bridge or cliff.

  • Added an emergency push out if a character ends up inside an impassable obstacle, for instance after a castle wall section finishes construction.

  • Fixed a problematic area on the Jagged Cliffs that caused pathfinding to fail sometimes.

  • Fixed pathfinding links not always regenerating after demolishing a building, including when the Castle/Manor gets reconstructed.

  • Fixed workers stuck trying to exit Deep Mines continuing to extract more resources.

  • Fixed startled Wild Animals not returning to their Resource Node.

  • Fixed Free Merchants making additional stops and aborting going to their original target Trading Post.

  • Fixed Free Merchants not going home if there is no Trading Post to visit.

  • Fixed Free Merchants not stopping at Trading Posts along the way.

  • Fixed Manor Castle platform path points spawning on the wrong floor.

  • Fixed Manor Castle not marking its obstacles as “impassable”.

  • Fixed bandits constantly getting stuck or failing pathfinding while being at camp.

  • Fixed raiders moving erratically due to constantly picking a new location outside the map to return to.

  • Fixed soldiers facing the enemy even when they are extremely far away.

Save/Load

  • Fixed unit stances and skills not being saved, always resulting in default values after loading the game.

  • Fixed retinue equipment not being worn for rallied retinues on game loading.

  • Fixed threshing priority not being saved properly.

  • Fixed “region under attack” and “squads present” not being recalculated after loading a save game.

  • Fixed wall gates open/closed states not being supported in game saves.

  • Fixed manor stone wall gates open/closed status not being restored on game loading.

  • Fixed Artisan shops in Lv4 Burgage Plots not persisting when loading.

  • Fences on Burgage Plots no longer disappear if loading from save during an upgrade.

  • Fixed crops deleted during the "Burn Field" action being restored on save/load.

Cosmetic/Visuals

  • Fixed wrong rotation of hunters during shooting animation.

  • Fixed bandits having wrong rotation while throwing torches.

  • Fixed the wrong position and rotation of workers during tanning.

  • Fixed invalid character rotation on bridges.

  • Fixed animals and workers with wagons being rotated incorrectly when traversing bridges.

  • Fixed Small Game carry animations.

  • Fixed animation loops occasionally getting stuck after specific combinations of zooming out, zooming in and pausing.

  • Fixed hunters glitching through the hunting camp table.

  • Fixed snow not appearing on rocks and cliffs in winter.

  • Fixed daytime visual state not resetting properly after disabling day/night feature.

  • Fixed interior shadows not rendering.

  • Fixed attack confirmation decals appearing in wrong locations.

  • Fixed surface type under workers not being updated, trigger incorrect walking sounds.

  • Burgage Plot fences now behave more consistently and don’t disappear when upgrading.

  • Fixed issue where front gate could appear twice when upgrading Burgage Plots.

  • Fixed building models disappearing temporarily at the start of the building upgrade process.

  • Fixed new construction models blinking for a short while under some circumstances (such as the Lv2 Church upgrade process).

  • Fixed Artisan shops not being added if Lv4 Plot upgrade was built before choosing Artisan upgrade.

  • Fixed some resource pickup locations spawning inside obstacles.

  • Fixed Farmhouse upgrade Ox cart spawning in the middle of the stable’s divider.

  • Fixed hovering fishes in Fisherman’s Hut.

  • Fixed a white square being visible after selecting Buildings from the Construction and Castle Planner tabs.

Text/UI

  • Fixed walk/run squad UI button not updating when triggering run command via doubleclick.

  • Fixed retinue customization button still being available after corresponding manor gets destroyed.

  • Fixed building UI being in a corrupted state when clicking the right mouse button immediately after releasing the left mouse button.

  • Fixed a white square being shown instead of a proper icon for rubble and shrine after pressing TAB.

  • Fixed game staying paused and edge panning not working after closing settlers camp UI.

  • Fixed confirmation windows remaining on-screen upon closing the pause menu.

  • Fixed game unpausing and map becoming scrollable on returning from “ESC menu” while blocking popup was present.

  • Fixed some Burgage Plot UI elements being excessively recreated on new day.

  • Fixed animals that ran away not being subtracted from regional livestock data.

  • Fixed lambs growing into sheep not being correctly updated in the regional livestock data.

  • Fixed exports of stable animals subtracting the count of the region's animals twice.

  • Fixed Trading Posts showing as not connected to the trade network.

  • Fixed Trade Rules sometimes being ignored when a Trader recalculated their shopping list.

  • Fixed Mortar missing from resources list while constructing.

  • Fixed wrong item categories for Flax, Wheat and Barley (Crops is now a subcategory of Crafting Materials).

  • Fixed missing tooltip warning when buildings with flexible borders overlap Wild Animal resource nodes.

  • Fixed corrupted resource counter updating after switching between owned regions.

  • Fixed translation issue with the Tannery description in Polish.

Crashfixes
  • Fixed crash on attempting to redistribute supplies while some Burgage Plot had corrupted memory state.

  • Fixed

Major Update #6: Battlefield Changes, New Map, and Family Based Progression

Hi everyone,

Localization was updated, and judging from reports from QA and Discord, the latest Beta looks stable enough to be brought to the Main branch. From the looks of things, the next update will come relatively soon and will contain a pathfinding refactor with multiple optimizations + multiple bugfixes and some balance tweaks. After that, the current plan is to do an update to the construction process (including a new church level), and then we're back to the development of Perks.

Steam Reviews: Your Feedback Matters

We'd really appreciate it if you could take a moment to leave a Steam review. As we're working hard on the next update, fixing bugs, and adding new features, we'd love to hear what you think about Manor Lords. Your feedback, opinions, and support all help us know what to focus on, improve, and add to Manor Lords. Even if it's a few sentences about how you feel about the latest update, it'd be a great help to the team and me.


Patch Notes — Version 0.8.050–0.8.065 (Main)

Major Changes
  • New Burgage Plot Level: Added a new Burgage Plot Level (now introduced as Level 3), complete with new models, requirements and effects.

  • Rearranged Order: Moved the previous Burgage Plot Level 3 aesthetic to Level 4, and updated requirements and effects.

  • Extension Requirements: Cobbler and Baker extension now require the Plot to be Level 3 to unlock.

  • Family Based Progression: Settlement Level progress now checks for Families of a certain level to be living in the region rather than Burgage Plots of a certain level to be built.

  • Living Space: Burgage Plot Upgrade: “Expansion” now gives +1 Living Space to the Plot regardless of Level.

  • New Map: Added a new map "Twin Lakes".

  • Battlefield Visibility: All squads inside an active Battlefield are now always visible.

  • Battlefield Proximity: After a battle starts, the area around the Battlefield where units are counted as participating gradually shrinks. (This is not the Battlefield zone itself).

Ox Guiding behaviour:

  • Only unassigned workers or workers from the Logging Camp can guide an Ox to a construction site.

  • Only unassigned workers or workers from the building an Ox delivers to can be assigned to guide the Ox.

Minor Changes

General:

  • Approval Tiers "Admired" and "Revered" now increase income for Level 3 and Level 4 Plots by 1.

  • Devil’s Hill: refreshed the trees, adjusted roads and spawn locations.

  • Devil's Hill: added dirt cliffs and dirt hills, added additional shrubbery.

  • Twin Lakes: replaced some of the rock cliffs with dirt cliffs, added dirt hills, lowered the height of the lake and adjusted the surrounding landscape.

  • Families are now allowed to plow their Backyard Vegetable Gardens in November.

  • Added Rough Stone and Rubble Stone pickup spots to the Quarry.

  • Idle Workers that can sit down to rest at the Workplace no longer go home.

  • Idle Workers closer to their Workplace than home will go inside the Workplace instead.

  • Only specified workplaces are allowed to be entered when idle.

  • Granary and Storehouse workers recalculate how much to collect when reaching a target building.

  • Increased the regional limit per good in the Trading Post.

  • Grave diggers now bring the corpse to the closest valid destination from the corpse position.

  • Dead enemy soldiers may be buried in a corpse pit if it is much closer than a Church or in the aftermath of a large battle.

  • Family members fetching water will pick the Well that gives the shortest round trip rather than the closest to their home.

  • Further refined unit collision and collision avoidance code.

  • Wild animals should avoid retreating into cliffs and ponds if possible.

  • Manor buildings/modules no longer have road snapping points while placing them.

  • Added a force correction when a character is pushed into an obstacle.

  • Reduced collision radius for all civilians.

  • Smoothed collision avoidance behaviour.

  • Added extra collision resolving fallback.

  • Since it's still WIP, the Siege Camp building option was hidden.

  • Hunter's traps are now checked every 90 days, and have a chance to yield based on the strength of the Teeming Affinity.

  • Armament Delivery adjusted to require 15 total population (5 housed families) and a storehouse to trigger delivery.

  • Refined how pathfinding emergency mode works (Emergency triggers when a character is in a spot they can't get out from, for instance they build a fence around themselves).

  • Battlefield placement will attempt to avoid overlapping Settlements.

AI:

  • Will now take the amount of military equipment into account before adding another Militia squad.

  • Will now take Artisans into consideration when calculating a region's input and output of Goods.

  • Will now export any excess military Goods not deemed necessary for current or future squads.

  • Will now raise all squads after pressing a Claim.

  • Will now raise all squads once a Challenge starts.

  • Fixed not defending owned but not settled regions.

  • Fixed building roads in a new region before it's been settled.

  • Fixed building other extensions on Residential plots designated for Artisan workshops.

  • Fixed building Stone Gatherer Camp when a Quarry is under construction or when no more surface Rubble remains.

  • Will no longer build a Stone Gatherer Camp for a rich Stone resource node.

  • Will no longer try to settle additional regions until that mechanic is properly implemented.

  • Added a temporary max cap to the number of families in AI regions.

  • Fixed disbanding squads before they have looted a defeated bandit camp.

  • Fixed being able to raise squads with less than five soldiers.

Balance

General:

  • Wild Animals breeding speed doubled to accommodate the recent breeding bugfix in 0.8.050.

  • Max Wild Animal Deposit size increased from 16 to 18 (normal) and 26 to 28 (rich).

  • Barley growth time adjusted from Winter Crop to Spring Crop.

  • Rye growth time adjusted from Spring Crop to Winter Crop.

  • Increased Food Spoilage values and made them more consistent relative to each other.

  • Increased the thresholds between Very Low, Low, Medium, High and Very High Food Spoilage.

  • Starting amount of a Shoal of Fish deposit is now 80% (was 66%) ensuring its above the default Reserve of the Fishing Hut on game start.

  • Taverns now have the same spoilage reduction as the Granaries.

  • Updated Generic and Pantry storage on Burgage Plots to be more consistent.

Trade:

  • Malt is now a Major Trade.
UI & Text

Styling & Quality of Life

  • Added logic to detect OS preferred language on first startup after update.

  • Added a preview of the existing limited Work Area when hovering the Work Area buttons.

  • When displaying TAB Building Floaters, they now center around the camera pivot, and not the camera location.

  • Added a short fade in when spawning TAB Building Floaters.

  • Updated Living Space details tooltip to include Lv4 families.

  • Improved wording on resource deposit tooltips.

  • Improved spacing for title on perk selection screen.

  • \ Added a notification log prompt when a Settlement that is owned by another Lord levels up.

  • Fishing Hut’s default Reserve is now relative to Rich or Normal deposit.

  • Tooltips and references to Honey/Apiary now use a consistent icon.

  • Wax is now displayed under Crafting Materials on the resource bar.

Text:

  • Updated localization.

  • Added "Deposits" to the Wiki with information about all natural resources.

  • A person who works a Small Holding is now considered a Smallholder as their job title.

  • Updated text for Burgage Plot upgrades to give more accurate info.

  • Added translation text for resource deposits names.

  • Added translation text for item categories in the family consumption tooltip.

  • Added translation text for victory screen.

  • Added translation text for dead hares.

  • Added translation text for fire started.

  • Added translation text for running from attackers task.

  • Added translation text for on fire.

  • Fixed missing translation string for all non-English languages adding a suffix to the letter creator’s first line.

  • Fixed missing translation for when a fire propagates to nearby structures.

  • Fixed translation for maintenance in Polish.

  • Fixed Apiary translation for Burgage Plot upgrades.

Bugfixes

Production

  • Fixed workers not being able to pick up goods from their own workplace if their work area did not include their workplace.

  • Fixed the chance of idle Workers going home or feeding chickens being twice as common as other idle tasks.

  • Fixed Logging Camp workers not using the building’s stumps to sit around when idle.

  • Fixed workers dropping transitionary items on “supplies” piles on the ground.

  • Fixed storage buildings calling cart destruction functions twice on demolish.

  • Fixed Millers not respecting the crafting Reserve of Grain.

  • Fixed Butcher ignoring Production Limits.

  • Fixed Wax carriers using the wrong walking animation.

  • Fixed Wax not being collected by Storehouse Workers.

Military

  • Fixed Battlefields drifting based on positions of units not actively involved in the combat.

  • Fixed Battlefields ending up outside the region actually targeted by the challenge.

  • Fixed enemy squads not being properly disbanded and removed when conquering another region.

  • Fixed empty squads counting as active when determining if a battle is still ongoing.

  • Fixed AI sending a peace offer, offering more treasury than they have.

  • Fixed non-Bandit AI being able to raid.

  • Fixed logic for when Challenge battles start and end.

  • Fixed logic for deciding who won and lost after a Challenge battle ends.

Pathfinding

  • Fixed people getting stuck during castle deconstruction due to the castle ladders being removed incorrectly.

  • Fixed soldiers getting stuck on, or walking into cliffs during fights.

  • Fixed characters getting stuck when they load within floating point error to a pathfinding obstacle.

  • Fixed another instance of workers clogging in a narrow doorway.

  • Fixed Ox guides running ahead of the Ox when at high game speeds.

  • Fixed Twin Lakes fishing spots spawning inside the lake area.

  • Fixed another instance of Retinue stuck in the Manor on rallying.

  • Fixed wrong collision shape generating for water bodies with sharp turns on the bank (Eg. Small lake).

  • Fixed ox guides sometimes abandoning ox when picking up last log from a supply dump.

  • Fixed mules not being led back to the Pack Station when the worker is reassigned to a different job.

  • Fixed workers just standing still due to not getting a path back from the pathfinder.

Save/Load

  • Fixed fence collision of buildings that are being upgraded creating pathfinding issues after loading a saved game.

  • Fixed Global Market Supply not resetting properly when starting a new game.

  • Fix attempt for the game crashing if the engine fails to load unit templates properly.

  • Fixed sowing task getting stuck during loading because of an invalid target building.

  • Fixed drought data not being saved and loaded correctly.

  • Fixed harvest prediction changing after save/load.

  • Fixed Ox carts not being loaded properly.

  • Fixed owner of Hunting Hounds not being saved and loaded.

  • Citizens no longer transport weapons from a Burgage Plot into a Storehouse after loading a save.

Manor

  • Increased the initial Manor palace bounds to cover the construction process timbers, otherwise they could spawn inside a cliff/lake and block construction.

  • Fixed inability to build additional Manor buildings within the Manor area after placing walls due to changing building bounds.

  • Fixed yet unbuilt Manor walls not updating cost in popup when modifying variant of stone walls.

  • Fixed Manor buildings level change buttons not updating cost properly in popup after building becomes fully built.

  • Fixed upgrading Manor modules for free if a second module of the upgraded type was already built.

  • Fixed manor "ghost buildings" missing ghost material unless manor was initialized by loading a save file.

  • Fixed invalid retinue ownership transfer when player or AI conquers region with Manor.

  • Fixed reserved resources being taken twice for Manor primary building.

  • Fixed stone Outer Tower pieces disappearing during reconstruction.

  • Fixed the Castle Planner allowing you to upgrade for free.

  • Fixed the unaffordable Manor exploit.

Miscelleanous

  • Fixed another possible memory leak with TAB Building Floaters not erasing properly.

  • Fixed issue with random camera shakes due to distant units not having their distance to the player updated yet.

  • Fixed another possible instance of camera shake setting not applying.

  • Fixed wrong Obstacle ID order after deleting an Obstacle, possibly leading to Obstacles being ignored during pathfinding or even crashing the game.

  • Fixed valid good type arrays appending on each session start, leading to excess livestock spawning at Tradepoints.

  • Fixed Market Stalls sometimes being overstocked by 1 good.

  • Fixed maintenance slider in buildings changing frequency values to 0.25 and 4 instead of 0.5 and 2.

  • Fixed Lv4 residential buildings sometimes pushing too deep into the plot area.

  • Fixed not getting back the construction cost of a Burgage Expansion when demolishing.

  • Fixed an instance of Ox stuck in collision with a Market Stall peddler.

  • Fixed weavers sometimes sitting the wrong way while crafting.

  • Fixed oversized Tier 4 Burgage Plots caused by using meters instead of centimeters in the scaling algorithm.

  • Fixed ability to scroll map by moving cursor to border of the game window while fullscreen UI is opened.

  • Fix attempt for people wearing plate armor during transport instead of carrying it.

  • Fixed Of the Vogtland perk doubling capacity resources other than Berries and Mushrooms.

  • Fixed pause or slowdown of game speed happening due to player continuously discovering encamped squads of bandits.

Text/UI

  • Fixed burgage plot extension for extra family not being shown in available space UI while its construction started but was not yet finished.

  • Fixed corrupted production building popup state that appears after assigning Family to workplace via Burgage Plot People UI.

  • Fixed map names staying in the previously selected language in the Game Setup screen.

  • Fixed the sidearms requirement displaying the incorrect icon in the Form Militia stats panel.

  • Fixed Market supply/demand tooltip being in a broken state after switching tabs.

  • Fixed tooltip for Berries deposit incorrectly displaying Pollination Affinity.

  • Fixed Approval tooltip sometimes only displaying data from the player's starting region.

  • Fixed player being able to see the Approval Rating of Regions they don't own.

  • Fixed misaligned text in Residential Requirements.

  • Fixed text error on Regensburg Guildmen perk that referenced a discount to Iron Ore instead of Iron Slab.

  • Fixed missing text on Eel resource deposit.

Crashfixes
  • Fixed crash on late game saves when season was updated and too many fields updated their plowing on the GPU at once.

  • Fixed bug in bandit camp initialization on game load, leading to crash on bandit camp removal.

  • Fixed a crash that could occur when a building was burned down but was in queue for distribution of goods.

  • Fixed crash on attempt to read family assigned to just abandoned stall (for example when removing multiple families from granary).

  • Fixed crash caused by missing "does this unit clog other units" invalidating when deleting unit.

  • Fixed crash often happening on mule animal appearance - trying to access an empty animation

  • Fixed a crash on loading when a save contains an invalid task target building.

  • Fixed crash related to idle units trying to find a conversation target outside of map.

  • Fixed crash when building a bridge in the same place as a demolished bridge.

  • Fixed crash on mercenaries disbanding after retreating out of map.

  • Fixed a crash that could occur when putting out fire on a building.

Cosmetics
  • To increase the visual variety of wide LV4 Burgage Plots, the game will sometimes leave a facade gap and pick smaller house varieties.

  • Fixed the Quarry rocks being covered in snow at the same time as the surrounding building area isn't.

  • Re-added some Urban environment grass patches.

  • Reduced grass pop in by adding a dithered fade in.

  • Added variable turning rate so that small animals like Hares can rotate faster.

  • Made Unit selection circles less distracting up close.

  • Added ground blenders for Burgage Plot lv1 and Church lv1

  • Tweaked behaviour of Hunting Hounds to look more responsive.

Optimization (up to 6x fps gain in very large cities)
  • Completely refactored the Event Notification system, for example to avoid Step FX events registering when the villager is far from the camera (where they can't be heard anyway).

  • Fixed a lag spike happening when pressing TAB on a large city and spawning hundreds of Building Floaters.

  • Implemented various building caches to greatly reduce worker task iteration times.

  • Added farming task check skipping if the field is fully plowed, sown and growing.

  • Fixed crop transform changes causing a lag spike on every "day passed" update on saves with huge fields.

  • Removed periodic hitch of 80ms that occurred on large saves when calculating resident market requirements.

  • Reduced spikes caused by problem banner updates happening all at once.

  • Prevented particle effects from playing that were too far away.

  • Reduced hitches wh

New BETA version is available for testing (0.8.065)

Hello everyone,

Phew! I'll admit something. I'm back from a 3-week vacation, first proper one since I started the game in 2017 (I did a few trips before but always worked from a laptop anyway - not this time). Of course in the meanwhile the team was working hard, main focus was a pathfinding refactor that's still ongoing, but also as usual, we prioritized bugfixes.

For now, a new BETA version is available as the priority was to stabilize the previous version into the main branch.

Steam Reviews: Your Feedback Matters

We'd really appreciate it if you could take a moment to leave a Steam review. As we're working hard on the next update, fixing bugs, and adding new features, we'd love to hear what you think about Manor Lords. Your feedback, opinions, and support all help us know what to focus on, improve, and add to Manor Lords. Even if it's a few sentences about how you feel about the latest update, it'd be a great help to the team and me.

How to Access the Beta

Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version. Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.


Patch Notes — Version 0.8.061–0.8.065 (Beta)

Balance

  • Spoilage on Sausages decreased 22%.

  • Taverns now have the same spoilage reduction as the Granaries.

Minor changes:

  • Generic and Pantry storage on Burgage Plots updated to be more consistent.

Text/UI:

  • Localization update.

  • Updated Wiki entry for Fish to give more accurate info.

Bugfixes:

  • Fixed workers getting stuck on obstacles at the start of pathfinding.

  • Fixed Regensburg Guildsmen tooltip and description not matching usage of Iron Slab.

  • Fixed collision mismatch in pathfinding and collision code that could lead to stuck workers (Beta).

  • Fixed "Fishing Limit reached" being shown on other workers than Fishermen (Beta).

  • Better implementation for map scrolling fix from previous version.

  • Fixed pause or slowdown of game speed happening due to player continuously discovering encamped squads of bandits.

  • Fixed ox guides sometimes abandoning ox when picking up last log from a supply dump.

  • Citizens no longer transport weapons from a Burgage Plot into a Storehouse after loading a save

  • Fixed mules not being led back to the Pack Station when the worker is reassigned to a different job.

  • Fixed invalid retinue ownership transfer when player or AI conquers region with manor.

  • Fixed workers just standing still due to not getting a path back from the pathfinder.

Pssst. A little bonus teaser, we're working on new church levels, but we also want to expand the construction system a bit so that it requires professional builders.

Join the Manor Lords Community

Join our community on (https://discord.com/invite/manorlords) and (https://www.reddit.com/r/ManorLords/) to ask questions, trade tips, and keep up with the game. There’s also a community-run wiki that covers the most common questions, and you can follow Slavic Magic on Twitter for more developer updates.

Thank you for playing!

Greg

New BETA version is available for testing (0.8.061)

Hello everyone,

New BETA version is available with some of the most requested bugfixes.

How to Access the Beta

Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version. Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.


Patch Notes — Version 0.8.059–0.8.061 (Beta)
Major Changes
  • Battlefield Visibility: All squads inside an active Battlefield are now always visible.

  • Battlefield Proximity: After a battle starts, the area around the Battlefield where units are counted as participating gradually shrinks. (This is not the Battlefield zone itself)

Minor Changes

General:

  • Hunter's traps are now checked every 90 days, and have a chance to yield based on the strength of the Teeming Affinity.

  • Armament Delivery adjusted to require 15 total population (5 housed families) and a storehouse to trigger delivery.

  • Refined how pathfinding emergency mode works (Emergency triggers when a character is in a spot they can't get out from, for instance they build a fence around themselves).

  • Battlefield placement will attempt to avoid overlapping Settlements.

  • Fishing Hut’s default Reserve is now relative to Rich or Normal deposit.

AI:

  • Fixed being able to raise squads with less than five soldiers.
Balance

General:

  • Starting amount of a Shoal of Fish deposit is now 80% (was 66%) ensuring its above the default Reserve of the Fishing Hut on game start.
UI & Text

Styling & Quality of Life

  • Tooltips and references to Honey/Apiary now use a consistent icon.

  • Wax is now displayed under Crafting Materials on the resource bar.

Text:

  • Added "Deposits" to the Wiki with information about all natural resources.

  • A person who works a Small Holding is now considered a Smallholder as their job title.

Bugfixes

Production

  • Fixed Wax not being collected by Storehouse Workers.

Military

  • Fixed logic for when Challenge battles start and end.

  • Fixed logic for deciding who won and lost after a Challenge battle ends.

Pathfinding

  • Fixed Twin Lakes fishing spots spawning inside the lake area.

  • Fixed another instance of Retinue stuck in the Manor on rallying.

  • Fixed wrong collision shape generating for water bodies with sharp turns on the bank (Eg. Small lake).

Save/Load

  • Fixed Ox carts not being loaded properly (Note: Ox carts are invisible, it's WIP).

  • Fixed owner of Hunting Hounds not being saved and loaded.

Manor

  • Fixed yet unbuilt Manor walls not updating cost in popup when modifying variant of stone walls.

  • Fixed Manor buildings level change buttons not updating cost properly in popup after building becomes fully built.

  • Fixed upgrading Manor modules for free if a second module of the upgraded type was already built.

  • Fixed manor "ghost buildings" missing ghost material unless manor was initialized by loading a save file.

Miscelleanous

  • Fixed oversized Tier 4 Burgage Plots caused by using meters instead of centimeters in the scaling algorithm.

  • Fixed ability to scroll map by moving cursor to border of the game window while fullscreen UI is opened.

  • Fix attempt for people wearing plate armor during transport instead of carrying it.

  • Fixed Of the Vogtland perk doubling capacity resources other than Berries and Mushrooms.

Text/UI

  • Fixed text error on Regensburg Guildmen perk that referenced a discount to Iron Ore instead of Iron Slab.

  • Fixed missing text on Eel resource deposit.

Crashfixes
  • Fixed a crash on loading when a save contains an invalid task target building.
Cosmetics
  • Tweaked behaviour of hunting hounds to look more responsive.
Optimization
  • Optimized water rendering on Twin Lakes.
Join the Manor Lords Community

Join our community on (https://discord.com/invite/manorlords) and (https://www.reddit.com/r/ManorLords/) to ask questions, trade tips, and keep up with the game. There’s also a community-run wiki that covers the most common questions, and you can follow Slavic Magic on Twitter for more developer updates.

New BETA version is available for testing (0.8.059)

Hello everyone,

A new beta update has been released on the Beta Branch. It adds a new Burgage Plot Level 3 with its own models, requirements, and effects, moves the previous Level 3 look to Level 4, and changes progression so Settlement Level now checks for Families rather than built plot levels.

Twin Lakes has also been added as a new map. Beyond that, this patch includes changes to Ox guiding rules, AI behavior, balance adjustments, UI and text updates, a large number of bug fixes across multiple systems, and performance gains that should be noticeable in larger cities.

The full list of changes in this update is below. As always, we’d appreciate hearing your thoughts in a Steam review. Whatever your experience has been, we’re glad to read it. Early Access depends on that back-and-forth, and your feedback plays a direct role in what we work on next.

How to Access the Beta

Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version. Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.


Patch Notes — Version 0.8.050–0.8.059 (Beta)
Major Changes
  • New Burgage Plot Level: Added a new Burgage Plot Level (now introduced as Level 3), complete with new models, requirements and effects.

  • Rearranged Order: Moved the previous Burgage Plot Level 3 aesthetic to Level 4, and updated requirements and effects.

  • Extension Requirements: Cobbler and Baker extension now require the Plot to be Level 3 to unlock.

  • Family Based Progression: Settlement Level progress now checks for Families of a certain level to be living in the region rather than Burgage Plots of a certain level to be built.

  • Living Space: Burgage Plot Upgrade: “Expansion” now gives +1 Living Space to the Plot regardless of Level.

  • New Map: Added a new map "Twin Lakes".

Ox Guiding behaviour:

  • Only unassigned workers or workers from the Logging Camp can guide an Ox to a construction site.

  • Only unassigned workers or workers from the building an Ox delivers to can be assigned to guide the Ox.

Minor Changes

General:

  • Approval Tiers "Admired" and "Revered" now increase income for Level 3 and Level 4 Plots by 1.

  • Devil’s Hill: refreshed the trees, adjusted roads and spawn locations.

  • Devil's Hill: added dirt cliffs and dirt hills, added additional shrubbery.

  • Twin Lakes: replaced some of the rock cliffs with dirt cliffs, added dirt hills, lowered the height of the lake and adjusted the surrounding landscape.

  • Families are now allowed to plow their Backyards in November.

  • Added Rough Stone and Rubble Stone pickup spots to the Quarry.

  • Idle Workers that can sit down to rest at the Workplace no longer go home.

  • Idle Workers closer to their Workplace than home will go inside the Workplace instead.

  • Only specified workplaces are allowed to be entered when idle.

  • Granary and Storehouse workers recalculate how much to collect when reaching a target building.

  • Increased the regional limit per good in the Trading Post.

  • Grave diggers now bring the corpse to the closest valid destination from the corpse position.

  • Dead enemy soldiers may be buried in a corpse pit if it is much closer than a Church or in the aftermath of a large battle.

  • Family members fetching water will pick the Well that gives the shortest round trip rather than the closest to their home.

  • Further refined unit collision and collision avoidance code.

  • Wild animals should avoid retreating into cliffs and ponds if possible.

  • Manor buildings/modules no longer have road snapping points while placing them.

  • Added a force correction when a character is pushed into an obstacle.

  • Reduced collision radius for all civilians.

  • Smoothed collision avoidance behaviour.

  • Added extra collision resolving fallback.

  • Since it's still WIP, the Siege Camp building option was hidden.

AI:

  • Will now take the amount of military equipment into account before adding another Militia squad.

  • Will now take Artisans into consideration when calculating a region's input and output of Goods.

  • Will now export any excess military Goods not deemed necessary for current or future squads.

  • Will now raise all squads after pressing a Claim.

  • Will now raise all squads once a Challenge starts.

  • Fixed not defending owned but not settled regions.

  • Fixed building roads in a new region before it's been settled.

  • Fixed building other extensions on Residential plots designated for Artisan workshops.

  • Fixed building Stone Gatherer Camp when a Quarry is under construction or when no more surface Rubble remains.

  • Will no longer build a Stone Gatherer Camp for a rich Stone resource node.

  • Will no longer try to settle additional regions until that mechanic is properly implemented.

  • Added a temporary max cap to number of families in AI regions.

  • Fixed disbanding squads before they have looted a defeated bandit camp.

Balance

General:

  • Wild Animals breeding speed doubled to accommodate the recent breeding bugfix in 0.8.050.

  • Max Wild Animal Deposit size increased from 16 to 18 (normal) and 26 to 28 (rich).

  • Barley growth time adjusted from Winter Crop to Spring Crop.

  • Rye growth time adjusted from Spring Crop to Winter Crop.

  • Increased Food Spoilage values and made them more consistent relative to each other.

  • Increased the thresholds between Very Low, Low, Medium, High and Very High Food Spoilage.

Trade:

  • Malt is now a Major Trade.
UI & Text

Styling & Quality of Life

  • Added logic to detect OS preferred language on first startup after update.

  • Added a preview of the existing limited Work Area when hovering the Work Area buttons.

  • When displaying TAB floaters, they now center around the camera pivot, and not the camera location.

  • Added a short fade in when spawning TAB Building Floaters.

  • Updated Living Space details tooltip to include Lv4 families.

  • Improved wording on resource deposit tooltips.

  • Improved spacing for title on perk selection screen.

  • \ Added a notification log prompt when a Settlement that is owned by another Lord levels up.

Text:

  • Updated text for Burgage Plot upgrades to give more accurate info.

  • Added translation text for resource deposits names.

  • Added translation text for item categories in the family consumption tooltip.

  • Added translation text for victory screen.

  • Added translation text for dead hares.

  • Added translation text for fire started.

  • Added translation text for running from attackers task.

  • Added translation text for on fire.

  • Fixed missing translation string for all non-English languages adding a suffix to the letter creator’s first line.

  • Fixed missing translation for when a fire propagates to nearby structures.

  • Fixed translation for maintenance in Polish.

  • Fixed Apiary translation for Burgage Plot upgrades.

Bugfixes

Production

  • Fixed workers not being able to pick up goods from their own workplace if their work area did not include their workplace.

  • Fixed the chance of idle Workers going home or feeding chickens being twice as common as other idle tasks.

  • Fixed Logging Camp workers not using the building’s stumps to sit around when idle.

  • Fixed workers dropping transitionary items on “supplies” piles on the ground.

  • Fixed storage buildings calling cart destruction functions twice on demolish.

  • Fixed Millers not respecting the crafting Reserve of Grain.

  • Fixed Butcher ignoring Production Limits.

  • Fixed Wax carriers using the wrong walking animation.

Military

  • Fixed Battlefields drifting based on positions of units not actively involved in the combat.

  • Fixed Battlefields ending up outside the region actually targeted by the challenge.

  • Fixed enemy squads not being properly disbanded and removed when conquering another region.

  • Fixed empty squads counting as active when determining if a battle is still ongoing.

  • Fixed AI sending a peace offer, offering more treasury than they have.

  • Fixed non-Bandit AI being able to raid.

Pathfinding

  • Fixed people getting stuck during castle deconstruction due to the castle ladders being removed incorrectly.

  • Fixed soldiers getting stuck on, or walking into cliffs during fights.

  • Fixed characters getting stuck when they load within floating point error to a pathfinding obstacle.

  • Fixed another instance of workers clogging in a narrow doorway.

  • Fixed Ox guides running ahead of the Ox when at high game speeds.

Save/Load

  • Fixed fence collision of buildings that are being upgraded creating pathfinding issues after loading a saved game.

  • Fixed Global Market Supply not resetting properly when starting a new game.

  • Fix attempt for the game crashing if the engine fails to load unit templates properly.

  • Fixed sowing task getting stuck during loading because of an invalid target building.

  • Fixed drought data not being saved and loaded correctly.

  • Fixed harvest prediction changing after save/load.

Manor

  • Increased the initial Manor palace bounds to cover the construction process timbers, otherwise they could spawn inside a cliff/lake and block construction.

  • Fixed inability to build additional Manor buildings within the Manor area after placing walls due to changing building bounds.

  • Fixed reserved resources being taken twice for Manor primary building.

  • Fixed stone Outer Tower pieces disappearing during reconstruction.

  • Fixed the Castle Planner allowing you to upgrade for free.

  • Fixed the unaffordable Manor exploit.

Miscelleanous

  • Fixed another possible memory leak with TAB Building Floaters not erasing properly.

  • Fixed issue with random camera shakes due to distant units not having their distance to the player updated yet.

  • Fixed another possible instance of camera shake setting not applying.

  • Fixed wrong Obstacle ID order after deleting an Obstacle, possibly leading to Obstacles being ignored during pathfinding or even crashing the game.

  • Fixed valid good type arrays appending on each session start, leading to excess livestock spawning at Tradepoints.

  • Fixed Market Stalls sometimes being overstocked by 1 good.

  • Fixed maintenance slider in buildings changing frequency values to 0.25 and 4 instead of 0.5 and 2.

  • Fixed Lv4 residential buildings sometimes pushing too deep into the plot area.

  • Fixed not getting back the construction cost of a Burgage Expansion when demolishing.

  • Fixed an instance of Ox stuck in collision with a Market Stall peddler.

  • Fixed weavers sometimes sitting the wrong way while crafting.

Text/UI

  • Fixed burgage plot extension for extra family not being shown in available space UI while its construction started but was not yet finished.

  • Fixed corrupted production building popup state that appears after assigning Family to workplace via Burgage Plot People UI.

  • Fixed map names staying in the previously selected language in the Game Setup screen.

  • Fixed the sidearms requirement displaying the incorrect icon in the Form Militia stats panel.

  • Fixed Market supply/demand tooltip being in a broken state after switching tabs.

  • Fixed tooltip for Berries deposit incorrectly displaying Pollination Affinity.

  • Fixed Approval tooltip sometimes only displaying data from the player's starting region.

  • Fixed player being able to see the Approval Rating of Regions they don't own.

  • Fixed misaligned text in Residential Requirements.

Crashfixes
  • Fixed crash on late game saves when season was updated and too many fields updated their plowing on the GPU at once.

  • Fixed bug in bandit camp initialization on game load, leading to crash on bandit camp removal.

  • Fixed a crash that could occur when a building was burned down but was in queue for distribution of goods.

  • Fixed crash on attempt to read family assigned to just abandoned stall (for example when removing multiple families from granary).

  • Fixed crash caused by missing "does this unit clog other units" invalidating when deleting unit.

  • Fixed crash often happening on mule animal appearance - trying to access an empty animation

  • Fixed crash related to idle units trying to find a conversation target outside of map.

  • Fixed crash when building a bridge in the same place as a demolished bridge.

  • Fixed crash on mercenaries disbanding after retreating out of map.

Cosmetics
  • To increase the visual variety of wide LV4 Burgage Plots, the game will sometimes leave a facade gap and pick smaller house varieties.

  • Fixed the Quarry rocks being covered in snow at the same time as the surrounding building area isn't.

  • Re-added some Urban environment grass patches.

  • Reduced grass pop in by adding a dithered fade in.

  • Added variable turning rate so that small animals like Hares can rotate faster.

  • Made Unit selection circles less distracting up close.

Optimization (up to 6x fps gain in very large cities)
  • Completely refactored the Event Notification system, for example to avoid Step FX events registering when the villager is far from the camera (where they can't be heard anyway).

  • Fixed a lag spike happening when pressing TAB on a large city and spawning hundreds of Building Floaters.

  • Implemented various building caches to greatly reduce worker task iteration times.

  • Added farming task check skipping if the field is fully plowed, sown and growing.

  • Fixed crop transform changes causing a lag spike on every "day passed" update on saves with huge fields.

  • Reduced spikes caused by problem banner updates happening all at once.

  • Improved the way idle villagers search for an animal to pet.

  • Made grass density to be variable on the camera angle.

  • Stabilized Task updates.

  • Greatly optimized the unit rendering system to avoid redundant transform updates.

  • Greatly optimized Regional Stock and Surplus recalculation.

  • Greatly optimized Regional Stock UI counter updates.

  • Greatly optimized field texture updates.

  • Reduced frequency of rotation updates to be in sync with location update frequency.

  • Optimized idle task generation checking if someone already targets the worker with their own tasks.

  • Optimized Farmers attempting to collect Crops for Threshing from buildings other than Fields.

  • Optimized unit location interpolation frequency.

  • Optimized the "find unit under cursor" function.

  • Optimized the Warehouse and Granary tasks.

  • Optimized searching for a conversation spot.

  • Optimized searches for the nearest Cart.

  • Optimized the "Get Resource" Task.

  • Further optimized market supply distribution.

Join the Manor Lords Community

Join our community on (https://discord.com/invite/manorlords) and (https://www.reddit.com/r/ManorLords/) to ask questions, trade tips, and keep up with the game. There’s also a community-run wiki that covers the most common questions, and you can follow Slavic Magic on Twitter for more developer updates.

Major Update #5 - Core Systems Rework, Castle Overhaul, and New Maps

Hello everyone,

This update is now live on the main branch after spending time on the Beta Branch. Over the past weeks, it focused on bug fixes, AI improvements, and balance and gameplay polish. Thank you to everyone who tested the beta and took the time to share feedback. It was a big help.

You’ll find the full list of changes included in this release below.

If you have a moment, a Steam review sharing your experience would be appreciated. Hearing what’s working and what still needs attention helps guide what we focus on next.

Important to Note

**Saves: **To avoid any potential issues, it’s recommended that you back up your saved files before switching to a new version.

Mods: Please remove any mods. They will most likely crash the game.

**Previous Version: **If for some reason you enjoyed the previous version more, it will be available on it's own Beta branch 0_8_029a password: ILikedItMoreBefore

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.

Patch Notes — Version 0.8.029–0.8.050

Major Changes
  • Starting Location Selection: Ability to select the starting location in the game setup screen for the player and adversaries.

  • New Maps: Devil's Hill, Jagged Cliffs, Divided and Lake Lemm.

  • New Game Modes: Duel (1 vs 1 with AI) and Fractured Realm (4 Lord free-for-all).

  • New Buildings, Jobs & Resources: Quarry, Stonemason, Lime Kiln, and their connected resources: Rough Stone, Dressed Stone, Mortar.

  • Wall Positioning: A new system for positioning units on walls.

  • Ladder Climbing: Units now climb ladders to access higher floors.

  • Hover Fortifications: The player can now hover the castle fortifications and see the soldiers inside.

  • Gate Control: Added the ability to open and close each castle gate individually.

Castle Upgrade System:

  • Module Upgrades: Every castle module, including walls and gates, can now be upgraded to lv2.

  • Placement Logic: Module placement is no longer restricted by distance to the nearest major module. The planner now displays the total Bailey Area. The Bailey area allowed for construction is limited by your lord's or lady's Rank (still WIP).

  • Wall Platforms: You can now attach platforms to the castle walls. The level of platforms is capped by the wall type.

Affinity System:

  • Environment Types: Each Region is divided by area into multiple Environment Types: (Meadow, Woodland, Farmland, Urban, Rural).

  • Building Affinities: Different buildings can have Affinities with different Environment Types, for instance, the Animal Pen has a "Pannage" Affinity which decreases the time to yield for Pig Pens relative to the Woodland area.

Maintenance System:

  • Workplace Maintenance: A lot of workplaces now must be maintained by delivering resources to function properly.

  • Failure Risks: Failure to maintain a building can result in various risks, such as collapse for mines, injury and even a minor death chance.

  • Rate Tuning: You can tune a workplace's level of maintenance, affecting Labor Speed.

Yield System:

  • Yield Definition: Yield is a measure of how much your workplace produces. Various buildings use different timespans and benchmark values depending on their nature.

  • Yield Influencers: Yield can be affected by Labor Speed, Efficiency, and Productivity.

  • Labor Speed: Labor Speed measures how fast your workers perform workplace related tasks.

  • Efficiency: Efficiency measures how much output you get per input when crafting, per plant when farming or per passive income cycle, depending on the production type. High Efficiency means your Gardens will produce more Vegetables and your Crafting tasks may produce extra items.

  • Productivity: Productivity is a measure of your logistics: transport and labor times vs idle times, sickness, extension work and militia assignments.

Approval Rework:

  • Memory Weight Shift: Approval memory weight was shifted to dramatically favor current events versus past events.

  • Approval Tiers: There are now 7 approval Tiers. Landing in a specific Approval Tier will give various penalties and bonuses to growth, influence, income among others.

Food Resource Rework:

  • Food Categories:All foods now fit within food categories; Foraged Goods, Meats, Fishes, Vegetables, Grains and Animal Produce.

  • Burgage Plot Requirement overhaul: Burgage Plots now require a variety of foods from different categories, encouraging more diverse variety as they upgrade.

  • Expanded Vegetables: Vegetables resource was split into Cabbages, Carrots and Beetroots.

  • Expanded Orchards: In addition to Apples, Pears and Quinces were added as new Orchard options.

  • Expanded Meats: Meat was divided into: Mutton, Chevon, Pork, Beef, Chicken, Small Game, and is produced by their respective animals accordingly.

  • Expanded Fish: Fish was divided into Carp (from ponds) and Eel (from rivers).

  • New Food: Milk is passively produced by Goats for the Animal Produce category.

  • Wild Animals: Deer were replaced by Small Game since it's more plausible in historical terms. Small Game also yields Pelts, which is an early trade commodity.

  • Foraged Goods: Alongside Berries, Mushrooms have been reintroduced as a Foraged Good.

  • Honey: Honey is no longer consumed. It is intended for use in a future update, but for now can be sold, while the Apiary Extension boosts the yield of Farms and Orchards through the Pollination Affinity.

Regional Development System Rework:

  • Development Perks: To a lot of players, the development tree was a weak point of the game and described as immersion breaking. Therefore, a new, more grounded system of Development Perks has been introduced. The player will now face more realistic choices at each settlement level and those choices reflect the settlement development stage.

  • Perk Design: The perks are also designed to be more nuanced from a game design perspective so that choices are less immediately obvious, but compound into strong specializations over time.

  • Rollout Status: Since it's still in progress, only the first batch of perks (Origins) is available.

  • Policies: Policies are temporarily removed (still undergoing rework).

Minor Changes

General:

  • Removed a lot of chance based mechanics in favor of more deterministic calculations to make yield balance more predictable (this includes farming and mining which used to be chance based).

  • Yields are more linear as Orchard Trees and Field Crops mature.

  • Moved consumption & approval data to the Family structure instead of storing it on husbands (this was a temporary workaround to represent per family consumption and approval effects).

  • Since individual villagers no longer have a consumption update, we also moved the disease data to the Family structure. As a side effect, whole families will now get sick together.

  • Fishing nodes often spawn in rivers now (allowing river fishing).

  • Streams now use the river system and therefore will spawn small bridges.

  • Added a new Elevation overlay for use with Farming and Livestock.

  • Replaced the Brewery extension placeholder.

  • Added an additional road to Wirnitz in Germanic Valley

  • Added an extra hard cap for storage distribution limits, eg. if a stall has 21 items for some reason but only 20 storage space, the extra item will not count as supply.

Quality of Life Improvements:

  • Added a "Protect Resource Area" checkbox for the Logging Camp and Firewood Cutter which makes workers automatically avoid deforestation near vulnerable resources.

  • Worker families assigned to a building being upgraded will now participate in the construction.

  • Oxen transporting Timber for construction will get the nearest log instead of nearest on the ground before from buildings.

  • Oxen transporting Timber will now prioritize delivering to a target near where the Timber is picked up.

  • Blocked sons with jobs from refueling the home if there is a female family member without any task that can do it instead.

  • Workplace animals will now be assigned a home as close as possible to the workplace.

  • When debranching a tree, Workers will always pick the one closest to them.

  • When cutting down a tree, Workers will pick the nearest one, unless too far away from the Logging Camp.

  • Changed order of goods produced for Blacksmith and Joiner to list Spears and Large shields first.

  • Artisans will start producing the first listed good when their workshop is built.

  • Trading Post Workers will now only use Horses that are assigned to their Trading Post (Horses are automatically assigned when they arrive).

  • Due to tester feedback, storage building workers supply their Stalls from their own Storehouse/Granary only.

  • When taking care of the dead, bodies will now be moved to the nearest Corpse Pit or Church.

Manor Specific:

  • Manors no longer have families living in them (since Manors aren't residential and can't fulfil requirements it was always a bit weird).

  • When castle modules are placed on a wall, they will split the wall and snap the walls to edges instead of clipping with the module.

  • Added an option to join 2 walls into 1 after you snap their ends together.

  • Added missing wall snapping points to the outer towers.

  • When rotating a module, the attached walls should now stay attached. The rotation is limited if a module has wall connections.

  • Castle modules now collide with each other when placing in order to avoid building areas impossible for pathfinding and reduce clipping.

Adjustments:

  • Deprecated some jobs since they no longer were fitting the game design: Removed Dye and Dyer in their previous implementation. Removed Firewood Cart and Food Cart.

  • Cloaks are removed, instead, there are two recipes for producing Clothes - either from Wool or from Linen.

  • Apiary is now a backyard extension. Wax is now produced every third cycle from an Apiary.

  • Removed the "Fence up" Upgrade from fields since it's a leftover of the previous development tree and doesn't quite fit anymore.

  • Temporary removal of the "Force Early Harvest" button in the Farmhouse.

  • Granary workers no longer supply Windmills since it was inconsistent with all the other workplaces needing to get their own crafting resources.

  • Pigs, Goats and hunting hounds no longer use the livestock order timer the Oxen/Mules/Horses do.

Technical:

  • Added global graphics presets.

  • \ Added new frame limit options (59.99 and 59.94) in an attempt to reduce VSync lag.

  • \ Increased house entering distance at high game speeds to reduce people clogging doorways.

  • Improved the camera collision with cliffs on High Peaks.

  • Tweaked the cliff pathfinding obstacle accuracy.

Balance

General:

  • Every newly settled region now gains +1 Growth for 1 year from the "Fresh Settlement" modifier.

  • Shortened the fadeout time of all Approval Memories from 365 to 90 days to make the mechanic feel slightly more responsive.

  • Destroying a Bandit Camp will net 33% less Regional Wealth/Treasury on average.

  • Manors/Castles are no longer flammable under the assumption that raiders shouldn't be able to easily light them on fire.

  • Fertility drain starts from 5% of growth so that yields don't drop while the crop is still being planted.

  • Rye fertility now is 1.5 * Wheat fertility, but no more than 100%.

  • Droughts are much less impactful, no longer sets crop yields to 1.

  • Granaries get a handcart shed. Handcarts slots changed to 2 (lv1) and 6 (lv2). Storehouse handcart slots are 2 (lv1) and 6 (lv2) as well.

  • Lightning should no longer start fires on "Weather Events: None" game setting.

  • Tithe gives 2 Influence for every 1 Food donated (was 1).

  • Sausages are made from Pork and Salt.

  • Shoes cost reduced from 2 Leather to 1 Leather.

  • Reduced sawpit max workers to 1.

  • Regional Wealth is no longer refunded when demolishing a building.

Resource Deposits:

  • Starting Resource Node balance changed: Players get either Fish or Small Game, either Berries or Mushrooms, either Iron or Salt, as well as Clay, Stone and Fertility. Two of those get boosted to a Region Strength (Rich Resource Node or a Rich Fertility).

  • Increased chance of fishing resource nodes on maps with many river regions. (Temporary)

  • Wild Animal reproduction is now dependent on their herd size. A minimum of 2 animals is required.

  • Tweaked resource regrowth rates and capacities for all resource deposits.

  • Rich Mining Deposits have larger mining range than normal ones, allowing you to potentially place more mines on a single deposit.

  • There is an increasing chance of collapse if the user places too many mines close to each other.

Burgage Plots & Families:

  • The cost of Vegetable Gardens and Orchards scale based on the size of the Extension Area. This can be viewed as the “Planting Cost” when placing the Burgage Plot.

  • Vegetable Gardens need to be replowed and replanted after harvest.

  • Chicken (meat) is now produced every fourth cycle from a Chicken Coop, while Milk is produced from Goats with Chevon and Hides every third cycle.

  • Families consume 1 Ale every 3 months.

  • Introduced a 30 day grace period when starting the game / settling a region before the homelessness approval factor kicks in.

  • Families now consume extra goods related to their Burgage Level, eg. Clothing for Lv2 and up.

  • Removed Tool cost from all Artisan Workshops as Maintenance replaces it.

  • Increased Blacksmith and Armorer Workshops Regional Wealth cost increased to 25.

Trade:

  • All values are now visible at the Trading Post, even without established routes, and a completely new balance has been introduced for all goods.

  • New values assigned to most Animals for orders and the Livestock Trading Post.

  • Increased the max number of assigned horses to 4 at the Trading Post.

  • Increased import tariff from 5 to 10 for all foreign trades.

UI & Text

Styling & Quality of Life:

  • UI styling overhaul with a more "medieval" and less modern feel.

  • Resource nodes will display as drawings instead of icons in the parchment (region) view and have more consistent icons in world view.

  • “Records” statistics screen where you can compare and contrast your regional production and consumption of all goods.

  • Hovering over Approval displays an overlay detailing missing Requirements and level of satisfaction on all Burgage Plots.

  • Improved Family list styling in the People Tab. Includes a new hoverable Family Consumption icon detailing what is consumed and how frequently.

  • Extensions will now display the icon of the chosen animal or crop in the building Residential panel and building floaters when pressing TAB.

  • Existing saves can now be renamed, and added an overwrite save confirmation check.

  • Tutorial styling improved, adding subsections for less pop-ups but with more clearly defined information overall.

  • Log notifications that trigger close to each other are now displayed for a few seconds instead of just the most recent one.

  • Regions can now be cycled through on the Region Screen.

  • Livestock Tooltip now displays Extension animals.

  • Living Space tooltip now includes Plot, Population and Migration details.

  • When a Burgage Plot is refueled, the cold warning should now instantly disappear.

  • Quest finished messages should no longer popup for Mercenary Company payments (a bit overkill).

  • Broken mercenary companies will no longer display in the Mercenary Company Panel.

  • Windmills now display their efficiency value in the General panel.

Text:

  • All tutorials rewritten and new tutorial pop-ups implemented.

  • All wiki entries in “Economy” category rewritten. “Tutorials” category added to allow reading of tutorials at your own pace.

  • Added a lot more character names.

  • Added weights to character names to control how likely they are to be picked.

  • All building descriptions rewritten to list less direct numbers, but be more generalized as yields can now vary.

  • All upgrades rewritten to be more thematic, consistent and to detail more information about how the upgrade works.

  • Updated text for establishing a trade route tooltip, delivering more information.

  • Updated Royal Tax setting description in the Main Menu, delivering more information.

Functionality:

  • Manor modules now also snap back to the original dragging start position to reduce accidental changes.

  • Alt-clicking to delete a castle module was replaced by a destroy button.

  • Improved accuracy when selecting wall points.

  • Road Snap Points no longer get distorted on the grass.

  • Removed the building placement front arrow since building entrances are displayed now.

  • Re-added the Sheen effect after creating or replanting a field/garden to give more visual feedback.

Sound
  • Drag Audio: Added sound effects when dragging castle modules.
Bugfixes
  • Fixed approval tooltip not displaying during the first in-game day in a session.

  • Fixed job assignment sometimes not correctly picking an unassigned family living nearest to the workplace.

  • Fixed the castle wall blueprints being less curved after committing to construction at least once.

  • Fixed the camera snapping above water level when moving over waterbodies.

  • Fixed an issue with the problem banner appearing when the trading post is connected to the trade network.

  • Fixed soldiers becoming immobile if all their squad members have died.

  • Fixed region data and problem banners displaying incorrectly after loading a save where the player has lost all region control.

  • Fixed felled trees sometimes loading with overly large scale.

  • Fixed certain pre-placed road pieces respawning when loading a saved game.

  • Fixed the Large Granary not upgrading sometimes.

  • Fixed villagers sometimes getting stuck inside their homes when loading a saved game.

  • Fixed Resource Clumps floating in the map view.

  • Fixed Burgage Plots not tinting red when hovering over any supply if the value is exactly 0%.

  • Fixed pathfinding ignoring the broken wagon next to the Trading Post.

  • Fixed the player being able to add militia units from non owned regions.

  • Fixed livestock orders failing due to the ox trying to navigate into the stable wall and failing.

  • Fixed resource nodes showing a partially filled icon after all resources have been gathered.

  • Fixed the "Cold" event text not displaying translation.

  • Fixed empty extension clutter levitating after loading a saved game.

  • Fixed flashing building widgets when pressing tab.

  • Fixed Livestock Merchant tooltip not showing correct translation.

  • Fixed Bandit Camps rewards triggering twice.

  • Fixed Rallying Point placement being blocked on Fields and Pastures.

  • Fixed Bandits cheering too much when killing civilians.

  • Fixed dying soldiers levitating over ground on slopes.

  • Fixed demolishing a building being upgraded not returning any construction go

New BETA hotfix (0.8.050 beta)

Hello everyone,

One more Beta hotfix...

How to Access the Beta

Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.

Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.


Patch Notes — Version 0.8.049–0.8.050 (Beta)

Minor changes:

  • End wall segments will now correctly snap to any planned Towers in the Castle Planner, instead of being considered overlapping.

Balance:

  • Increased Rooftiles value from 2 to 4.

  • Increased Salt value from 4 to 5.

  • Increased Charcoal value from 1 to 2.

  • Made Barley a Major Trade.

  • Removed Spices from Trade.

AI:

  • Will now stop producing Charcoal if storage of Charcoal reaches 1000.

  • Will now consider building another Granary or Storehouse when current ones reach 90% capacity.

  • Fixed potentially not being able to rally more than once.

  • Fixed not creating more than one Militia squad.

  • Fixed expecting double-sized orchard plots to build an expansion, thus not having enough living space to attract migration.

UI:

  • Updated Royal Tax setting description in the Main Menu.

  • Updated text on Royal Tax in-game tooltip to include iconography and fix errors.

Bugfixes:

  • Fixed the independent oxen bug that also sometimes made the guides stuck (added in 0.8.049 Beta).

  • Fixed wild animals breeding speed being tied to number of settled regions on the map.

  • Fixed Fish/Berries/Mushrooms Resource Node growing incorrectly and changing value upon save/load.

Crashfixes:

  • Fix for game crashing when building a Tower that overlaps 2 wall ends

Cosmetics:

  • Made oxen straighten their back when they wait for a guide so that they don't just stand there bent like a banana.

Text & Localization:

  • Fixed missing localization for Settlement Level changing

  • Fixed missing localization for Tutorials

Join the Manor Lords Community

Join our community on (https://discord.com/invite/manorlords) and (https://www.reddit.com/r/ManorLords/) to ask questions, trade tips, and keep up with the game. There’s also a community-run wiki that covers the most common questions, and you can follow Slavic Magic on Twitter for more developer updates.

New BETA is available (0.8.049 beta)

Hello everyone,

A new patch has been released on the Beta Branch. This beta is localized, but a few spots are still missing translation.

How to Access the Beta

Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.

Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.


Patch Notes — Version 0.8.048–0.8.049 (Beta)

Minor changes:

  • Added Salt and Clay resource spots to Deep Mine to reduce traffic jams in the mine entrance.

  • Further tweaks for resolving collision in tight spaces (like doorways).

Balance:

  • Reduced the max size of Rich Deposit Wild Animals by 18%.

  • Reduced Wheat yield -25%.

  • Reduced Barley yield -20%.

  • Increased Flax yield +50%.

  • Made Wheat / Rye fertility calculation more linear (Rye fertility now is 1.5 * Wheat fertility, but no more than 100%).

  • Dressed Stone value lowered from 7 to 5.

  • Rough Stone value lowered from 4 to 3.

  • Made Droughts much less impactful, but removed the clamp of a minimum 1 Yield per Field in all cases.

  • Granaries get a handcart shed. Handcarts slots changed to 2 (lv1) and 6 (lv2). Storehouse handcart slots are 2 (lv1) and 6 (lv2) as well.

AI:

  • Will now build a Corpse Pit if enough corpses are piling up in the Settlement.

  • Will now assign Workers to the Church and Corpse Pit to bury any corpses lying around.

  • Will now calculate what goods it can't produce in a Region.

  • Will now import goods needed to rebuild the Settlement or to satisfy Maintenance.

  • Will now try to rebuild a Settlement in better order to avoid dead-locks.

  • Will now wait a little longer before adding a third or fourth family to the Trading Post.

  • Will now stop cutting down trees if storage of Timber reaches 200.

  • Will now stop cutting down trees if storage of Firewood reaches 2000.

  • Will now destroy a Stonegatherer Camp if no longer useful.

  • Will now destroy and rebuild the Hunting Camp if the Wild Animal Resource Node have moved away.

  • Will now build the Hunter Camp close to the Wild Animal Resource Node even if it's far away.

  • Will now put higher priority on far away resource gathering buildings under construction.

  • Will now try to avoid constructing a Manor on top of trees.

  • Fixed a number of issues that could dead-lock the AI when trying to rebuild a Settlement.

  • Fixed Stonegatherer Camp sometimes being constructed on the Stone Resource Node.

  • Fixed not building Stonemason's Station or Lime Kiln when having a Quarry.

  • Fixed not being aware of that a rich Stone Resource Node also produces Rough Stone.

Bugfixes:

  • Fixed miners sometimes getting stuck in "equip pickaxe" animation while inside the Deep Mine.

  • Fixed the Ox being broken for 1 frame when spawning in a Settler's Camp in a new Region.

  • Fixed Peasants return all weapons/shields to the Storehouse on loading a save.

  • Fixed resources granted log prompts being added when workers drop resources on militia rally.

  • Fixed resources possibly being dropped to a Pond if there's no place for them in storage.

  • Fixed resource granting calling to redistribute militia recruits twice in a row if military resources were granted.

  • Added missing collision model for Charcoal Kiln.

  • Another fix attempt for Maintenance durability modifiers not getting applied properly.

  • Fixed issue with Residents/Workers being displayed on Building Floaters for Temporary buildings and Fields.

  • Fixed handcart slots not erasing while upgrading storage buildings to lv2, resulting in more carts being available than intended.

  • Fixed too many handcarts being spawned cause it would not account the ones actively in use.

  • Fixed Traders sometimes getting stuck when dismounting their horse wagons.

  • Fixed Fields floater UI not displaying correctly.

  • Fixed Ox Plows movement being choppy at high game speeds.

  • Fixed the Ń glyph missing in the italic font (Beta).

UI:

  • Changed thickness of lines in the "Resources" line graph.

  • Removed all caps from Region name in Log Notifications.

  • Improved tooltip info on Nuremberg Prospectors perk.

  • Updated tooltip icons for pasture space.

  • Tweaked alignment of text for pasture/stable space in general building panels.

  • Fixed localisation issue with perk card slot tooltip.

  • Fixed missing localisation for population details tooltip.

Cosmetics:

  • Added embers and smoke FX to the Smithy, Blacksmith and Armorer.

  • Ox plow will now align the rotation to ground slope.

Optimization:

  • Reduced cost of showing Building Floaters by 62%

  • Optimized door opening and closing.

Join the Manor Lords Community

Join our community on (https://discord.com/invite/manorlords) and (https://www.reddit.com/r/ManorLords/) to ask questions, trade tips, and keep up with the game. There’s also a community-run wiki that covers the most common questions, and you can follow Slavic Magic on Twitter for more developer updates.

New BETA ready for testing (0.8.048 beta)

Hello everyone,

A new patch has been released on the Beta Branch with several priority bugfixes. On Monday we're expecting the localization to come in and hopefully we're very close to a main branch push now (as a reminder, our Betas are never localized).

How to Access the Beta

Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.

Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.


Patch Notes — Version 0.8.046–0.8.048 (Beta)

Balance:

  • \ Durability is not consumed while the building is being upgraded.

  • \ Maintenance effects do not apply while a building is in construction.

  • Honey and Wax are no longer Major Trades.

Minor changes:

  • Husband Smallholders will no longer leave their backyard farming jobs to other family members.

  • Added collision data to Charcoal Kilns.

  • Increased the default protection radius against tree cutting around Resource Nodes from 500 to 750.

AI:

  • Fixed AI not differentiating between different rebuild commands and ending up in infinite loop of failing to rebuild the same building

  • Fixed problem with AI mistaking homeless people for artisans

  • Will now consider far off Iron, Salt, and Clay Resource Nodes over time as the number of worker families increase.

  • Will now value building mines on top of Iron Resource Nodes higher than other mines.

  • Will now import any needed Iron Tools if there is no Iron Resource Node in the region.

  • Fixed not counting families who becomes homeless by losing their home as available workforce.

  • Fixed Manors built by AI not being visible and not considered completed.

UI:

  • Removed the Yield widget from the Taverns since it doesn't apply.

Crashfixes:

  • Building roads near previously deleted snap points will no longer cause the game to crash.

  • Fix for crash when applying Restoring The Peace scenario during new game setup on the High Peaks map.

Bugfixes:

  • Fixed incorrect construction goods being returned for a building that's been turned to rubble

  • Fixed ability to build multiple garrison towers in packaged game versions.

  • Fixed hounds following units into battle.

  • Fixed the broken ox legs appearing on some specific PCs.

  • Fixed incorrect output showing on the Bakery Production Focus tooltip.

  • Fixed Herbs being registered twice in Records when consumed for healing.

  • Fixed the Garment and Footwear consumption timer counting as usual even though the previous consumption is still unsatisfied.

  • Fixed refueling logic.

  • Added the missing Ń and ń glyphs to the paragraph font.

  • Fix for Windmills failing to process stored grain when the quantity in circulation is very low

  • Fix for Pinned Supplies inventory panel persisting after being automatically demolished

  • Fixed distance error when calculating the default protection radius against tree cutting around Resource Nodes.

  • Fixed blacksmiths not maintaining their own shops when set to produce tools.

  • Fixed traders not using a Horse due to it being petted by another worker at the moment.

  • Fixed livestock orders sometimes not being delivered.

  • Fixed Traders sometimes going to trade despite nothing on their import and export list.

  • Fixed Traders not maximizing the amount of Goods they can bring when importing and exporting.

  • Fixed Goods with a low ID being favored when Traders pick Goods to import and export.

  • Fixed workers getting stuck on people who perform actions, e.g. waiting for the charcoal burner to get up so that they can pass through.

  • Fixed maintenance rate not working after unlocking Nuremberg Prospectors perk.

  • Fixed a number of issues with drop inventory tasks.

Cosmetics:

  • Homeless workers who get sick now also unequip all tools.

Optimization:

  • Optimized bee particle systems since they actually added up in large cities with many Apiaries.
Join the Manor Lords Community

Join our community on (https://discord.com/invite/manorlords) and (https://www.reddit.com/r/ManorLords/) to ask questions, trade tips, and keep up with the game. There’s also a community-run wiki that covers the most common questions, and you can follow Slavic Magic on Twitter for more developer updates.

New BETA ready for testing (0.8.046 beta)

Hello everyone,

A new patch has been released on the Beta Branch. As described in the development update post last week, this patch is focused on bug fixes, AI improvements, and balance and gameplay polish.

Thank you for all your feedback to help us improve the beta, your input has been invaluable. A full list of changes since the last Beta is included below, we're excited to get this into your hands to try out.

And if you have a moment, a Steam review sharing your experience would help us a lot. We’d love to hear your feedback because it helps us understand what needs attention, what’s working, and what should be adjusted.

How to Access the Beta

Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.

Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.


Patch Notes — Version 0.8.035–0.8.046 (Beta)

Gameplay:

  • Added a "Protect Resource Area" checkbox for the Logging Camp and Firewood Cutter, which makes workers automatically avoid deforestation near vulnerable resources.

  • Maintenance calculation changed from "Time since last maintenance" to a proper "Durability counter" to avoid some cheesing methods.

  • Tweaked the Granary and Warehouse worker behavior significantly.

  • Due to tester feedback, storage building workers can again supply their Stalls from storage buildings only.

  • Added injury and even a minor death chance as a possible effect of failing Maintenance of some buildings requiring Tools.

Minor changes:

  • Worker families assigned to a building being upgraded will now participate in the construction.

  • Communal ovens now flip-flop between wheat bread and rye bread.

  • Workplace animals will now be assigned a home as close as possible to the workplace.

  • When debranching a tree, Workers will always pick the one closest to them.

  • When cutting down a tree, Workers will pick the nearest one, unless it is too far away from the Logging Camp.

  • Changed overstock to increase amounts by item subcategory and not item type (eg, overstock 1 will bring 1 extra firewood OR 1 extra fuel, not both).

  • Oxen transporting Timber for construction will get the nearest log instead of the nearest on the ground before the buildings.

  • Maintenance resources are no longer required for construction. The building starts as Pending Maintenance instead.

  • Oxen transporting Timber for the Sawpit or Logging Camp will now pick the nearest Supply Dump and not the first one built.

  • Removed Tool cost from non-Artisanal Buildings.

  • Removed the "Fence up" Upgrade from fields since it's a leftover of the previous development tree and doesn't quite fit anymore.

  • Added an additional starting location on 'Lake Lemm'.

  • Refined trimming of platforms that clipped towers sometimes with railings blocking entrances.

  • Ensured Mercenary Companies will not take payment if all the units are broken.

  • Increased the precision of both the collision avoidance and the clogging system to reduce traffic jams.

  • Changed order of goods produced for Blacksmith and Joiner to list Spears and Large shields first.

  • Changed so the first artisan of each type will start producing the first listed good.

  • Fixed preview models for Stonemason's station, Lime Kiln

  • \ Added new frame limit options (59.99 and 59.94) in an attempt to reduce VSync lag.

  • Reduced the avoidance effect on handcarts and wagons since it looked a bit too wonky.

  • \ Increased house entering distance at high game speeds to reduce people clogging doorways.

  • Added an additional road to Wirnitz in Germanic Valley

  • Added separate entrances logic for retinue and commoners for the Palace to reduce jams on the narrow stairway.

  • Trading Post Workers will now only use the Horses assigned to their Trading Post.

  • Oxen transporting Timber will now prioritize delivering to a target near where the Timber is picked up.

  • Manor no longer houses servant families; it was creating a lot of unnecessary edge cases with them not having proper residential requirements.

  • Praying people can now visit tier 2 Churches as well, and will go to the nearest Church if full.

  • When taking care of the dead, the bodies will now be moved to the nearest Corpse Pit or Church.

  • When planting Orchard trees, villagers now use a kneel animation rather than a sowing animation.

  • Replaced the Brewery extension placeholder.

  • Blocked sons with jobs from refueling the home if there is a female family member without any task that can do it instead.

  • Extensions will now display the icon of the chosen animal or crop in the inventory panel.

  • Tavern Upgrade Text now accurately describes how many plots it supplies.

  • Animals no longer contribute to a Workplace's Waiting time in the Productivity Tracker.

  • Tweaked the cliff pathfinding obstacle accuracy.

  • Added a lot more character names.

  • Added weights to character names to control how likely they are to be picked.

  • AI lords will no longer be able to have the same name.

  • Added an extra hard cap for storage distribution limits, eg if a stall has 21 items for some reason but only 20 storage space, the extra item will not count as supply.

Balance:

  • Shortened the fadeout time of all Approval Memories from 365 to 90 days to make the mechanic feel slightly more responsive.

  • When a household requires Clothes or Shoes, and it are not available that day, they will keep trying to satisfy that need on a daily basis.

  • Made all level Families consume Ale only 1 every 3 months again.

  • Lighting should no longer start fires on "Weather Events: None" game setting.

  • Reduced sawpit max workers to 1.

  • Iteration on bonus yield for having hunting hounds on hunting camp, the hounds will now give 1+ small game and 1+ pelt when returning from a successful hunt.

  • Goats yield every 49 days (was 56).

  • Goats now produce Milk. Every third year, they produce 2 Chevon and 2 Hides.

  • Stone Gatherer's Camp costs 1 Log (was 1 Log, 4 Planks).

  • Quarry now costs 2 Logs, 6 Planks (was 1 Log, 6 Planks).

  • Forester Hut now costs 2 Logs (was 1 Log).

  • Burgage Plot (Lvl3) now requires 2 grains. (was 1).

  • Reduced Garment/Footwear consumption for T2 and T3 Residentials.

  • Urban environment is now triggered by T3 Burgages (it used to be triggered by Artisans). - Rebalanced Wood-based, Cloth-based, and Clay-based items in the Trading Post.

  • Pigs, Goats, and hunting hounds no longer use the livestock order timer; the Oxen/Mules/Horses do.

  • The AI will now get their armament shipment too, same as the human player.

  • Manors no longer have families living in them (since manors aren't residential and can't fulfil requirements, it was always a bit weird).

  • Communal Oven produces 2 Wheat Bread from 1 Wheat Flour, Bakery produces 4 Wheat Bread from 1 Wheat Flour.

  • Communal Oven produces 1 Rye Bread from 1 Rye Flour, Bakery produces 2 Rye Bread from 1 Rye Flour.

  • Rebalanced Orchard yields to improve relative balance: Apples -31%, Pear -52%, Quinces +5%, then increased Orchard Yields overall +120%.

  • Adjusted yields of Vegetables: Carrots -13%.

  • Adjusted costs of all Vegetables and Orchards to be more in line with their yields. The price gap between low-yield and high-yield is much wider.

  • Backyard Extensions now calculate their Planting Cost based on the Area of the Extension, rather than border length.

  • Increased minimum threshold before Planting Cost scaling is introduced.

  • Salt reduced from 8 export value to 4.

  • Destroying a Bandit Camp will net 33% less Regional Wealth/Treasury on average.

  • Fertility drain starts from 5% of growth so that yields don't drop while the crop is still being planted.

  • Approval Level "Admired" now gives +10 influence (was +1).

  • Approval Level "Revered" now gives +20 influence (was +5).

  • Tithe gives 2 Influence for every 1 Food donated (was 1).

  • Rye and Wheat crop yield is now the same, but Wheat Flour produces twice as much Bread.

  • Removed the Ox walking speed bonus from Strasburg Masons Perk.

  • Woodwright Journeymen export value buff increased from 20% to 30%.

  • Smiths of Passau export value buff increased from 20% to 30%.

  • Removed Tool cost from initial Artisan Workshop construction.

  • Increased Blacksmith and Armorer Artisan Regional Wealth cost to 25.

  • Removed Tool cost from Stonemason's Station.

  • Barley, Malt, and Ale adjusted prices, overall value increased.

  • Barley yields increased by 50%.

  • Crossbow export increased from 4 to 5.

  • Slowed growth rates of Orchards to be more accurate to their tooltip (they were maturing too quickly).

  • Trading Post: Increased the max number of assigned horses to 4.

  • Removed any Regional Wealth being refunded when demolishing a building.

  • Reimplemented 2 Ale from 1 Malt at the Brewer.

  • Tuned down the speed of horses and mules so that guides don't have to run after them (doesn't affect wagons).

  • Shoes cost has been reduced from 2 Leather to 1 Leather.

  • Reduced deep mine yields -50%.

AI:

  • AI will now build a Blacksmith extension even if it has no rich iron resource node.

  • AI will now always build a Joiner extension.

  • AI will now build a Bloomery if it has any iron resource node or if it has already built a Trading Post.

  • AI will no longer buy an Animal Pen, Vegetable Garden, or Orchard backyard extension unless it can afford the animal order och planting cost.

  • AI will no longer add a single household artisan workshop on double-sized plots.

  • AI will no longer add an artisan workshop on plots meant for vegetable gardens or orchards.

  • AI will no longer sell tools until it can properly estimate its own needs.

  • AI will try to demolish an existing building in order to get hold of any missing resources to build or rebuild the first Logging Camp.

  • AI will now try to rebuild buildings that have been turned into rubble.

  • AI now sets better limits regarding hunting and fishing.

  • Fixed worker placement not properly taking hunting and fishing limits into account.

  • Fixed worker placement not properly understanding if enough raw material was available for multi-good producing buildings. - AI will now be a little bit quicker to add more worker families to the Trading Post.

  • AI will now only export one good per family in the Trading Post unless they have access to a horse.

  • AI will no longer buy a major trade route before it has acquired a second ox and a horse.

  • AI will score constructing residential plots lower to avoid overtaking other buildings when rebuilding.

  • AI will score Hitching Posts and Stables much higher when needed to avoid having animals running away.

  • AI will now build Charcoal Kilns.

  • AI will now try to exploit pelts or firewood/charcoal for early game regional wealth.

  • AI will not focus a bit more on harvesting seasonal goods during their season.

  • AI will now ignore sick families when trying to redistribute worker families.

  • AI will now focus more on building and upgrading residential houses in order to meet immigration.

  • Fixed not rebuilding market stalls due to them not getting a score.

  • Fixed Vegetable Garden unintentionally being slightly favored over Orchard.

  • Fixed always trying to put a well on a water vein even if that game option was turned off.

  • Fixed a bug that would invalidate trying to build a road connection towards the settlement instead of the nearest road.

  • Fixed a bug that would invalidate too many residential plots.

  • Fixed AI building on overly steep slopes.

  • Fixed AI exceeding region borders with their plots.

  • Fixed sorting of potential export goods not using the total stored amount as a tie-breaker.

  • Fixed AI trying to build roads to an invalid coordinate.

  • Fixed all of UI completely disappearing after opening and closing the Castle Planner.

  • AI will now redistribute workers every 3 days instead of several times per second.

  • AI will now consider constructing a building that produces non-essential goods if the export price is at least 2 instead of 3.

  • AI will now be able to upgrade Residential Plots to tier 2.

  • AI will now be able to upgrade Residential Plots to Joiner and Blacksmith.

  • AI will now update many economy and trade functions more seldom for increased performance.

  • AI will now destroy no longer needed buildings, like exhausted Mines, or buildings gathering resources no longer present.

  • AI will now calculate and be guided by the needs of things like Maintenance, and not just missing construction goods.

  • AI will now calculate and be guided by a strategic reserve of goods, and no longer trade away goods it needs.

  • AI will now try to place the Trading Post close to the nearest King's Road.

  • AI will now better favor the high ground when placing the Manor or its first Church.

  • Fixed AI building too many Hitching Posts.

  • Fixed AI building a tier 1 building when the rubble of an upgraded building can be repaired.

  • Fixed AI not being able to build Quarries.

  • Fixed AI not disbanding Militia and Retinue when no longer faced with any active enemy threats.

  • Fixed AI not building single Residential Plots by lowering the standard plot width from 1000 to 750.

  • Fixed AI not building any buildings if the initial building grid runs out of potential spots.

  • Fixed AI not being able to buy a Major Trade Route.

  • Will now ignore non-rich food resource nodes if too far away from the village with a max distance based on the number of families.

  • Will now assign Horses when possible to the Trading Post.

  • Fixed not setting hunting and fishing limits based on a Resource Node's actual max value.

  • Fixed incorrect scoring of Order Animals, Plant Vegetables, and Plant Fruits.

  • Fixed not prioritizing high enough the construction of the first Logging Camp.

UI/Text:

  • Removed Mead & Smoked Fish from Trading Post as they serve no function yet, and removed Dyes from the Trading Post.

  • Limited resource nodes will no longer show a partially filled icon after resources have been gathered.

  • If the maintenance rate is less than 1 per year, it will display the decimal.

  • Clothing subcategory renamed to Garments.

  • Shoes subcategory renamed to Footwear.

  • Active Maintenance Effect will now display in the Maintenance Tooltip.

  • Improved Affinity tooltips for clearer information.

  • Notification Banners appear when you have met conditions for a Plot Upgrade or Extension.

  • Updated Tooltips for Upgrades to give more accurate info.

  • \ Removed "Force Early Harvest" button.

  • Broken mercenary companies will no longer display in the Mercenary Company Panel.

  • Quest finished messages should no longer pop up for Mercenary Company payments (a bit overkill).

  • Made so that the player can browse perks even after selecting them and before they earn the slot unlock.

  • Removed the green upgrade Banners since they were reported to be annoying.

  • Broad sweep on text to improve consistency in both wording and styling.

  • Improved "People" list styling.

  • Wiki Economy section updated to have more accurate info for all subcategories.

  • Made Field UI updates more often.

  • Display possible import/export prices even when trade is not available due to not having an open Trade Route.

  • \ "Tasks per Day" was replaced with a summed "Labor Speed" value since walking speed is no longer affected by productivity modifiers.

  • Added "Extension productivity" in the productivity tracker for extensions to avoid confusion.

  • Castle construction cost now reduces in the castle planner when the "Strasburg Masons" perk is used; this is described in the construction cost section with a percentage.

  • Fixed sizing of the third log prompt peeking through the top of the log box.

  • Changed Records UI to now have a Balance section, showing the sum of imported and exported goods, also changing the All tab to show sales history (import and export as separate entries).

  • Readded the Sheen effect after creating or replanting a field/garden to give more visual feedback + added text feedback on seed and tree planting in the extensions.

  • Added Hunting Hound order feedback text.

  • Rye bread now has reserves and production limits in the inventory UI.

  • Changed "Yield to harvest left" to "Harvest remaining".

  • Since workers actively plant trees now, "trees planted" was changed to "saplings purchased".

  • Made the font colour for affinities in the environment view clearer.

  • Members of Worker families are always listed in order: Husband, Wife, Son.

  • Made the overstock font darker and aligned the text to be central.

  • Added new building thumbnails for various buildings.

  • Disabled production focus for the forager hut since it's not functional yet.

  • Removed Yield from market stalls.

** Audio:**

  • Added planting and hunting hound order sound effects.

** Crashfixes:**

  • Fixed a FSR4 Crash.

  • Fixed crash when loading saves with old or deprecated tracked time categories

  • Fixed a crash when loading a save with Hunting Hounds following Hunters.

  • Fixed the game freezing sometimes when placing bridges.

  • Fix for the game crashing when failing to populate the filtered upgradeIcon list

  • Fixed growing foliage causing a crash due to an invalid index.

  • Fix for Family Member UI crashing when families emigrate.

  • Fixed a crash when placing a manor.

  • Fixed crash with castle planner, related to wall/garrison tower placement.

Bugfixes:

  • Fixed castle modules spawning levitating after load game (or multiple load games).

  • Fixed the Baron spawning with just a single Region even though it has two assigned in the Game Setup.

  • Fixed collapsing buildings not turning straight to rubble.

  • Fixed upgrad

New experimental BETA finally arrived (0.8.035 beta)

Hello everyone,

Sorry for taking so long this time. I am rethinking what went wrong to ensure it won’t happen again. I focused on expanding the developer team and tackled way too many issues at once.

Right now, on the left of my screen in the engine window, is a graveyard full of perks that didn’t work out and were all eventually discarded. I needed to align visions with the new designers, and the new programmers learning the codebase (that was basically a giant solo dev spaghetti) also led to a bunch of problems.

There were also some major refactors done that will be (hopefully) completely invisible, but without them, the AI towns could not function properly (basically, how data is organized internally). Some tasks appeared innocent but ended up being huge rabbit holes.

From now on, the goal is to focus on smaller-sized updates but uploading more frequently, starting with bugfix and polish, and the rest of the Development Perks (in the beta, you’ll find the first 9 perks).

But, some of the things I think we eventually accomplished that you can try in the Beta:

  • Good progress on AI controlled players and AI towns. AI can’t challenge the player yet but it’s getting close, its towns look relatively natural and organic which is a major goal for us.

  • The new progression system should now feel thematic, and the choices should be less boring and obvious.

  • A lot more depth overall. There’s maintenance, efficiency, yield, productivity, dynamic population growth rates, various approval effects, environment affinities, and most of these things work based on modifiers that can be stacked together for ultimate results. We also added records and graphs for the player to be able to peek into the production and consumption data, worker time allocation to properly optimize their towns.

  • There are many other significant changes though they will all feel “work in progressy”, like the ability to upgrade to a stone castle, place your soldiers on walls and peek inside the towers. We broke up the resources in a more granular way so veggies became Cabbages, Carrots, Beetroots and so on, all with their own pros and cons, and residential requirements were recoded so that the players can utilize all those new resources in different combinations to satisfy the townsfolk.

  • Oh, and there are new maps to play on that I think you can find quite cool, like the one with a giant lake and others that have a lot of cool rocky cliff spots.

Ps. Due to how major the changes were, older saves will no longer work!

Here are the full patch notes so far, and as usual, let me know what you think on our Discord.

Thank you, and again apologies for taking so long.

Greg – lead dev

How to Access the Beta

Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.

Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

You can report (https://steamcommunity.com/app/1363080/discussions/3/) and bug reports on the Manor Lords Steam forums or join us on (https://discord.com/invite/manorlords) for bug reports and discussion about the latest patch.


Patch Notes — Version 0.8.029–0.8.035 (Beta)
Major Changes
  • Starting Location Selection: Ability to preselect the starting location in the game setup screen.

  • New Maps: New playable maps: Devil's Hill, Jagged Cliffs, Divided, Large Lake.

  • New Game Modes: New game modes: Duel (1 vs 1 with AI) and Fractured Realm (4 Lord free-for-all).

  • Jobs & Buildings: Added new jobs and buildings: Quarry, Stonemason, Lime Kiln, and their connected resources: Rough Stone, Dressed Stone, Mortar.

  • Wall Positioning: A new system for positioning units on walls.

  • Ladder Climbing: Units now climb ladders to access higher floors.

  • Hover Fortifications: The player can now hover the castle fortifications and see the soldiers inside.

  • Gate Control: Added the ability to open and close each castle gate individually.

Castle Upgrade System:

  • Module Upgrades: Every castle module, including walls and gates, can now be upgraded to lv2.

  • Placement Logic: Module placement is no longer restricted by distance to the nearest major module. The planner now displays the total Bailey Area. Bailey area allowed for construction is limited by your lord's or lady's Rank (still WIP).

  • Wall Platforms: You can now attach platforms to the castle walls. The level of platforms is capped by the wall type.

Affinity System:

  • Environment Types: Each Region is divided by area into multiple Environments (Meadow, Woodland, Farmland, Urban, Rural)

  • Building Affinities: Different buildings can have Affinities with different Environments, for instance the Animal Pen has a "Pannage" Affinity which increases Efficiency of Pig Pens in regions with a lot of Woodland area.

Maintenance System:

  • Workplace Maintenance: A lot of workplaces now must be maintained to function properly.

  • Failure Risks: Failure to maintain a building can result in various risks, for instance the mines can Collapse.

  • Rate Tuning: You can dial your maintenance rates, which affects Labor Speed.

Yield System:

  • Yield Definition: Yield is a measure of how much your workplace produces. Various buildings use different timespans and benchmark values depending on their nature.

  • Yield Influencers: Yield can be affected by Labor Speed, Productivity and Efficiency.

  • Productivity: Productivity is a measure of your Logistics: Transport and labor times vs idle times, sickness, extension work, militia assignments.

  • Labor Speed: Labor Speed measures how fast your workers perform workplace related tasks.

  • Efficiency: Efficiency measures how much output do you get per crafting, per plant or per passive income cycle, depending on the production type. High Efficiency means your Gardens will produce more Vegetables and your Crafting tasks may produce extra items.

Approval System Rework:

  • Memory Weight Shift: Approval memory weight was shifted to dramatically favor current event versus past events.

  • Approval Tiers: There are now approval Tiers. Landing in a specific Approval Tier may give various penalties and bonuses.

Food Resource Rework:

  • Vegetable Types: Vegetables resource was split into Cabbages, Carrots and Beetroots. You can now choose your preferred vegetable type in every Vegetable Garden.

  • Wildlife Change: Deer were replaced by Small Game since it's more plausible in historical terms.

  • Meat Differentiation: Meat was divided into: Mutton, Chevon, Pork, Beef, Chicken, Small Game, and are made by different animals accordingly. Chicken is now produced every fourth cycle from a Chicken Coop.

  • Sausages: Sausages are made from Pork and Salt.

  • Orchard Types: Pears and Quinces were added as Orchard resource types.

  • Mushrooms (Experimental): (Experimental) Mushrooms were added back.

Regional Development System Rework

  • Development Perks: To a lot of players, the development tree was a weak point of the game and described as immersion breaking. Therefore, a new, more grounded system of Development Perks was introduced. The player is now faced with more realistic choices at each settlement level development and those choices reflect the settlement development stage.

  • Perk Design: The perks are also designed to be more nuanced from game design perspective so that choices are less obvious.

  • Rollout Status: Since it's still in progress, only 1st batch of perks (Origins) is available.

  • Policies Removal: Policies are temporarily removed (still undergoing rework).

Balance
  • Animal Reproduction: Wild Animal reproduction is now dependent on their herd size. A minimum of 2 animals is required.

  • Mining Range: Rich deposits have larger mining range than normal ones, allowing you to potentially place more mines on a single deposit.

  • Mine Collapse Risk: There is an increasing chance of collapse if the user places too many mines close to each other.

  • Homelessness Grace Period: Added a 30 day grace period since settling a region for the homelessness approval factor.

  • Castle Fire Safety: Manors/Castles are no longer flammable under the assumption that raiders shouldn't be able to easily light them on fire.

  • Starting Node Balance: Starting Resource Node balance changed: Players get either Fish or Small Game, either Berries or Mushrooms, either Iron or Salt, Clay, Stone and Fertility. Two of those get boosted to a Region Strength (Rich Resource Node or a Rich Fertility).

  • Fishing Node Odds: Temporary: Increased chance of fishing resource nodes on maps with many river regions.

  • Consumption Scaling: Families now consume extra goods related to their Burgage Level, eg. Clothing for Lv2 and up.

  • Regrowth Tweaks: Tweaked resource regrowth rates.

  • Trading Post Values: New values and Trade Types assigned to Foods and Materials in the Trading Post.

  • Livestock Trade Balancing: New values assigned to most Animals for orders and Livestock Trading Post.

  • Tariff Increase: Increased import tariff from 5 to 10.

  • Iron Recipe Rebalance: Rebalanced Iron related items and recipes to make the Iron Slab cost ratio more consistent.

  • Garden Replanting: Vegetable Gardens need to be replowed and replanted after harvest.

  • Settlement Growth Bonus: Every region now gains +1 Growth for 1 year from the "Fresh settlement" modifier.

UI
  • UI Restyling: Overall UI restyling with a more "medieval" and less modern feel.

  • Production Screen: A new screen where you can preview your regional production and consumption balances.

  • Approval Hover Info: When hovering over Approval, it should now display missing Requirements over nearby Burgage Plots.

  • Map Restyling: Paper map restyling. Resource nodes will display as drawings instead of icons in the map view.

  • Family Widgets: Family widgets now have a Consumption tooltip displaying their consumption rate and days left.

  • Road Snap Fix: Road Snap Points no longer get distorted on the grass.

  • Resource Icons: New Resource Node icons.

  • Rename Saves: Existing saves can now be renamed.

  • Region Cycling: Regions can now be cycled through on the Region Screen.

  • Windmill Efficiency: Windmills now display their efficiency value on the inventory panel.

  • Log Notifications: If you get a few log notifications at the same time, they are all displayed for a few seconds instead of just the last one. This makes it harder to miss an important message for instance on the 1st day of the month when a lot happens.

  • Save Confirmation: Added save overwrite confirmation window.

  • Building UI Fixes: Removed the building placement front arrow since building entrances are displayed now.

  • Destroy Button: Alt clicking to delete a castle module was replaced by a destroy button.

  • Module Snapback: Manor Modules now also snap back to the original dragging start position to reduce accidental changes.

  • Wall Selection Accuracy: Improved accuracy when selecting wall points.

  • Tutorial Overhaul: Added tutorial subsections and reworked the tutorial contents.

  • Description Generalization: Pass on all building descriptions to list less direct numbers, but more general terms for what they do as yields can now vary.

  • Extension Display: Added extension type to building floaters displayed when pressing tab.

  • Livestock Tooltip: Livestock Tooltip now displays Extension animals.

Minor Changes
  • Camera Collision: Improved the camera collision with cliffs on High Peaks.

  • River Fishing Nodes: Fishing nodes often spawn in rivers now (allowing river fishing).

  • Elevation Overlay: A new Elevation overlay.

  • Graphics Presets: Added global graphics presets.

  • Cold Warning Fix: When a burgage plot is refueled, the cold warning should now instantly disappear.

  • Module Collision: Castle modules now collide with each other when placing in order to avoid building areas impossible for pathfinding and reduce clipping.

  • Wall Snapping: When castle modules are placed on a wall, they will split the wall and snap the walls to edges instead of clipping with the module.

  • Wall Joining: Added an option to join 2 walls into 1 after you snap their ends together.

  • Wall Snap Points: Added missing wall snapping points to the outer towers.

  • Module Rotation Fix: When rotating a module, the attached walls should now stay attached. The rotation is limited if a module has wall connections.

  • Stream Integration: Streams now use the river system and therefore will spawn small bridges.

  • Apiary Extension: Apiary is now a backyard extension. Wax is now produced every third cycle from an Apiary.

  • Deterministic Mechanics: Removed a lot of chance based mechanics in favor of more deterministic calculations to make yield balance more predictable (this includes farming and mining which used to be chance based).

  • Yield Linearization: Yields are more linear as Orchard Trees and Field Crops mature.

  • Family Structure Data: Moved consumption & approval data to the Family structure instead of storing it on husbands (this was a temporary workaround to represent per family consumption and approval effects).

  • Disease Data Shift: Since individual villagers no longer have a consumption update, we also moved the disease data to the Family structure. As a side effect, whole families will now get sick together.

  • Clothing Change: Cloaks are removed, and instead there are two recipes of producing Clothes - either from Wool or from Linen.

  • Windmill Supply Change: Granary workers no longer supply Windmills since it was inconsistent with all the other workplaces needing to get their own crafting resources.

  • Deprecated Jobs: Deprecated some jobs since they no longer were fitting the game design: Removed Dye and Dyer in their previous implementation. Removed Firewood Cart and Food Cart.

  • Stable Optimization: Skipped animal petting in the stables since it's no space for it anyway and it only clogged pathfinding with unresolved requests. Tweaked the ox guide locations in tight spaces to avoid unresolved pathfinding requests.

  • UI Performance: Optimized population and living space UI updates.

  • Tooltip Update: Updated text for establishing a trade route tooltip, delivering more information.

Sound
  • Drag Audio: Added sound effects when dragging castle modules.
Bugfixes
  • Approval Tooltip: Fixed approval tooltip not displaying during the first in game day in a session.

  • Job Assignment: Fixed job assignment sometimes not correctly picking an unassigned family living nearest to the workplace.

  • Wall Blueprint Curve: Fixed the castle wall blueprints being less curved after committing construction at least once.

  • Camera Snap Fix: Fixed the camera snapping above water level when moving over waterbodies.

  • Problem Banner Bug: Fixed an issue with the problem banner appearing when the trading post is connected to the trade network.

  • Soldier Immobility Fix: Fixed soldiers becoming immobile if all their squad members have died.

  • Region Data Load Fix: Fixed region data and problem banners displaying incorrectly after loading a save where the player has lost all region control.

  • Tree Scale Bug: Fixed felled trees sometimes loading with overly large scale.

  • Road Respawn Bug: Fixed certain pre-placed road pieces respawning when loading a saved game.

  • Granary Upgrade Bug: Fixed the Large Granary not upgrading sometimes.

  • Villager Stuck Bug: Fixed villagers somtimes getting stuck inside their homes when loading a saved game.

  • Floating Resources Bug: Fixed Resource Clumps floating in the map view.

  • Burgage Tint Fix: Fixed Burgage Plots not tinting red when hovering over any supply if the value is exactly 0%.

  • Wagon Pathfinding Fix: Fixed pathfinding ignoring the broken wagon next to the Trading Post.

  • Militia Region Restriction: Fixed the player being able to add militia units from non owned regions.

  • Ox Navigation Bug: Fixed livestock orders failing due to the ox trying to navigate into the stable wall and failing.

Cosmetics
  • Fishing Visuals: Tweaked fishing locations.

  • Garrison Tower Model: Lv1 Garrison Tower model was reworked to be more proportional with the scale of the Lv1 Palace.

  • Workshop Models: Reworked Joiner, Bowyer, Armorer & Butcher workshops.

  • Door Detection: Improved door opening detection precision.

[Update 4 hotfix - 0.8.029] Bugfixes & Logistics improvements

Hi all,

I decided to apply the fixes we tested in beta to the main branch.

As a reminder here are the most prominent changes:

-Fixed the bug where artisans stop working after upgrading the residential building -Added different pickup zones that make storage buildings operate much smoother -Since villagers often got stuck trying to pickup yields from vegetable extensions, the smallest vegetable patch was replaced by a storage shed -Improved optimization

I also hotfixed the bug from the 0.8.028 beta which caused lv2 granary to sometimes never get finished

Also another reminder: A lot of players had problems with crashes on launch cause their antivirus software is deleting the game exe. Nothing was changed in the code that could cause it and obviously there is no virus - AV software has gone a bit crazy. Add the exe to exceptions and verify game files and it should fix it.

Lastly, I heard that some players who last played the game back when it was running on UE4 are now facing crashes on the UE5 builds - in those cases deleting all game files (including in AppData) and reinstalling the game fixed the crashes.

Full changelog

Version 0.8.028->0.8.029

Minor changes; -Fixed some "holes" in Winding River landscape topology

Crashfixes: -Fixed the vegetable extension crashing on a specific triangular plot shape

Bugfixes: -Fix attempt for some PCs loading the coat of arms image as black if it was previously created in the UE4 build -Walked back the change from 0.8.010 "Windmills should no longer mill flour if there is no pantry space left" since it can lead to the windmill getting stuck when the storage is perfectly full -Fixed vegetable plots not being spawned on plots when the extension area center line is far different than the plot area center line. Note: Sadly that necessary fix might cause irregular vegetable patches from previous saves to appear invalid or have some plants removed. -Fixed construction resources sometimes differing after loading a save, potentially leading to soft locking the construction progress if the player lacks resources

Version 0.8.024->0.8.028 (same as the last Beta):

Minor changes:

  • Veggie gardens are no longer instantly constructed. They now include a shed for vegetable storage for smoother logistics and easier handcart access. Also, because we need to fit the shed, one small vegetable patch was removed. -Separated resources into pickup zones in the lv2 storehouse to make logistics more efficient
  • The game will skip playing lengthy pickup animations inside the lv2 storehouse, lv2 granary and trading post (behind doors where it's not visible anyway) to make logistics smoother -Added a special pickup zone for ale in the lv2 granary
  • Disabled dynamic FOV on High Peaks to reduce clipping with the side mountains -Added shed barrel drop zone to the lv1 tavern so that they don't have to fit them through the tiny door -Tweaked pushing distance for characters colliding with static obstacles to reduce the chance of them getting stuck in tight doorways -Added more info about construction status to save data to avoid buildings loading as unconstructed if they get altered between patches. This will also force older patch buildings to load as constructed. -Localization updates

Optimization: -Landscape texture optimizations -GUI optimizations

Bugfixes: -Fixed upgrading a residential buildings blocking all crafting in the artisan workshop until the player reloads the save or rebuilds the extension -Fixed the overstock being limited to the active worker count -Fixed the overstocked good amount not displaying in the tooltip -Fixed buildings potentially loading as invisible when construction is in progress -Fixed construction workers sometimes not equipping the spade when digging -Fixed: Storage is full notification appears upon upgrading the Well -Fixed tavern and trader TAB floaters displaying 0/0 workers -Fixed all vegetable patches inside a single residential plot using the same vegetable type (new saves only) -Fixed orchards appearing as saplings for a moment after loading even though they were grown when the game was saved

Cosmetics:

  • Map view tweaks, trying to look more like it's actually drawn
  • Increased vegetable garden drawing distances

Thank you!

Greg and team

[Beta update - 0.8.029] Open Beta Bugfixes

Hi all,

Few more fixes to the open beta branch.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

All new strings might not be localized yet, and stability hasn't yet been thoroughly tested. Some balancing changes are still experimental.

To discuss this, please join the official Discord server https://discord.gg/manorlords. You'll find a channel specifically for discussing the ongoing pre_release branch.

Version 0.8.028->0.8.029

Minor changes; -Fixed some "holes" in Winding River landscape topology

Crashfixes: -Fixed the vegetable extension crashing on a specific triangular plot shape

Bugfixes: -Fix attempt for some PCs loading the coat of arms image as black if it was previously created in the UE4 build -Walked back the change from 0.8.010 "Windmills should no longer mill flour if there is no pantry space left" since it can lead to the windmill getting stuck when the storage is perfectly full -Fixed vegetable plots not being spawned on plots when the extension area center line is far different than the plot area center line. Note: Sadly that necessary fix might cause irregular vegetable patches from previous saves to appear invalid or have some plants removed. -Fixed construction resources sometimes differing after loading a save, potentially leading to soft locking the construction progress if the player lacks resources

Thank you!

Greg

[Beta update - 0.8.028] Open Beta Bugfixes

Hi all,

I've been working on fixing some issues that came up after the last main branch patch. Mostly improving storage building logistics, but there also was a pretty bad bug where the artisans would stop work after upgrading their residential plot if they already had the artisan workshop.

By the way, a lot of players had problems with crashes on launch cause their antivirus software is deleting the game exe. Nothing was changed in the code that could cause it and obviously there is no virus - AV software has gone a bit crazy it seems. Just add it to exceptions and verify game files and it should fix it.

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

All new strings might not be localized yet, and stability hasn't yet been thoroughly tested. Some balancing changes are still experimental.

To discuss this, please join the official Discord server https://discord.gg/manorlords. You'll find a channel specifically for discussing the ongoing pre_release branch.

Version 0.8.024->0.8.028

Minor changes:

  • Veggie gardens are no longer instantly constructed. They now include a shed for vegetable storage for smoother logistics and easier handcart access. Also, because we need to fit the shed, one small vegetable patch was removed. -Separated resources into pickup zones in the lv2 storehouse to make logistics more efficient
  • The game will skip playing lengthy pickup animations inside the lv2 storehouse, lv2 granary and trading post (behind doors where it's not visible anyway) to make logistics smoother -Added a special pickup zone for ale in the lv2 granary
  • Disabled dynamic FOV on High Peaks to reduce clipping with the side mountains -Added shed barrel drop zone to the lv1 tavern so that they don't have to fit them through the tiny door -Tweaked pushing distance for characters colliding with static obstacles to reduce the chance of them getting stuck in tight doorways -Added more info about construction status to save data to avoid buildings loading as unconstructed if they get altered between patches. This will also force older patch buildings to load as constructed. -Localization updates

Optimization: -Landscape texture optimizations -GUI optimizations

Bugfixes: -Fixed upgrading a residential buildings blocking all crafting in the artisan workshop until the player reloads the save or rebuilds the extension -Fixed the overstock being limited to the active worker count -Fixed the overstocked good amount not displaying in the tooltip -Fixed buildings potentially loading as invisible when construction is in progress -Fixed construction workers sometimes not equipping the spade when digging -Fixed: Storage is full notification appears upon upgrading the Well -Fixed tavern and trader TAB floaters displaying 0/0 workers -Fixed all vegetable patches inside a single residential plot using the same vegetable type (new saves only) -Fixed orchards appearing as saplings for a moment after loading even though they were grown when the game was saved

Cosmetics:

  • Map view tweaks, trying to look more like it's actually drawn
  • Increased vegetable garden drawing distances

Thank you for playing!

Greg

[0.8.024] Open Beta bugfixes

To try the BETA, please follow these steps:

  • Open Steam

  • Right-click on Manor Lords in your library

  • Select Properties

  • Go to the BETAS tab

  • Enter the password: veryNiceBasket

  • Choose "pre_release" from the "Beta participation" drop-down list

  • Wait for the game to update the files (if nothing happens, restart the Steam client)

  • Launch the game

All new strings might not be localized yet, and stability hasn't yet been thoroughly tested. Some balancing changes are still experimental.

To discuss this, please join the official Discord server https://discord.gg/manorlords. You'll find a channel specifically for discussing the ongoing pre_release branch.

Version 0.8.017->0.8.024

Major changes:

  • Cliff system rework a) Cliffs should be less ambiguous now. It should be more clear which area is buildable and traversable b) When in build mode and when units are selected, a zigzag pattern will appear over cliff area c) Gaps between landscape components and cliff should no longer appear when zooming far away d) Pathfinding errors around cliffs should be fixed

Gameplay & Balance: -Stone well supply increased to 50 plots to justify the extra cost -Fishing in Ponds during droughts is not allowed anymore

Performance:

  • Further optimized unit ground collision checks

Minor changes:

  • Pickup location randomization for fields to make collecting crops smoother
  • Dragging and projecting a unit formation, instead of skipping columns, they will stick to the obstacle edge if collision is detected
  • Virtual supply distribution is clamped to number of active workers. Example: There are 2 taverns. In theory 1 tavern is enough to supply all houses, so the other tavern would stop all work. After the change both taverns still try and share some work. -Added missing floater icons (when you hold TAB) to the tavern, trading post and the marketplace

Audio: -Tweaked town ambience levels + added new ambient sounds

Bugfixes: -Fixed brigands not leaving their camp sometimes when the enemy troops are near -Fixed oxen and traders getting stuck off map on "Winding river" due to insufficient pathfinding data in the non playable area -Fixed oxen orders getting lost after the player demolishes or relocates the building -Fixed orange tint sometimes appearing in the player's Coat of Arms in the Lord's panel -Fixed villagers trying to navigate to the closed off portion of the small granary -Fixed gaps in the bridge pathfinding obstacle leading to soldiers "falling" off the bridge -Changed how oxen rest in the Small Stable to reduce failed pathfinding requests for guides wanting to stand next to them (in a wall) -Fixed soldiers still picking running animation sometimes when only slightly pushed due to overoptimization -Fixed warehouse workers not transporting excess goods from the trading post if there are over 10 transport requests -Fixed villagers not using stone wells to fight fire (Beta) -Fixed cliffs not blocking road placement -Fixed tavern workers stealing ale from another tavern (Beta) -Fixed pathfinding link not being generated in the tavern entrances (Beta) -Fixed wide townhouse not getting colorized with market overlay (Beta) -Fixed supply distribution hopping burgage plots when a distributing building (like a tavern) expected other distributing building (like another tavern) to supply even when that other building is struggling with logistics and can't keep up (Beta) -Fixed Retinue colors not updating in the Retinue Editor -Fixed wool yield accumulating indefinitely on sheep (instead of being limited to 1 until collected by the sheep farm worker). -Fixed sheep dropping wool when startled by raiders -Fixed sheep herders shearing wool even when their workplace storage is full -Fixed tavern visitors sometimes sitting in the air after upgrading the tavern to lv2 -Fixed taverns distributing supply even when no one is assigned or the building is paused (Beta) -Fixed the clay furnace working even when not refueled -Tavern visitors sit in the air after hitting "upgrade" while people are drinking

Thank you!

Greg