# Manor Lords changelog > Manor Lords is a medieval strategy game featuring in-depth city building, large-scale tactical battles, and complex economic and… - Vendor: Slavic Magic - Category: Games - Official site: http://www.manorlords.com - Tracked by: What's New (https://whatsnew.fyi/product/manor-lords) - Harvested from: Steam (app 1363080) - Entries below: 21 (newest first) What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. ## Releases ### Update Preview - Date: 2026-07-19 - Original notes: https://store.steampowered.com/news/app/1363080/view/677378351435875655 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-677378351435875655 - **added** — Divide Structures into Basic and Advanced categories, with Advanced Structures requiring skilled builders employed at Construction Yards - **added** — Skilled builders have faster construction speed on basic structures - **added** — Construction Yards have multiple Handcarts for faster transportation of construction resources - **added** — Construction Yards can utilize Oxen with Ox Carts to bring multiple Timber logs in a single trip - **changed** — Guides must now actually load the Ox Cart - **added** — Large Stone Church upgrade for end game cityscape - **changed** — Construction process for Advanced Structures now takes much longer - **added** — Advanced construction sites feature workers bringing Water from Wells and mixing Mortar as visual elements - **added** — Different stages of construction include extra flavor, scaffolds, cranes based on historical examples - **added** — Players can now import and breed Cows on Pastures - **changed** — Livestock Farm workers formerly Sheep Farm now collect Milk from Cows - **added** — Cows can be butchered to get Beef - **changed** — Pastures now require Planks for construction and cost scales dynamically with size - **added** — Winter shelters added to Pastures based on manuscript examples - **changed** — Livestock flocking behavior on Pastures slightly improved - **added** — New artisan Cheesemonger makes Cheese from Milk - **added** — New crop Oats that is easy to grow and can be threshed into Oat Sheaves - **added** — Animal Feed produced by Livestock Farm workers from Oats to feed Pasture animals - **changed** — Pasture animals must be fed or risk starving in Winter - **added** — Seasonal Assignment feature allows setting workplace assignments per Season 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 - Date: 2026-07-10 - Original notes: https://store.steampowered.com/news/app/1363080/view/698769997400375323 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-698769997400375323 - **added** — Added a proper island system that quickly rejects paths between different enclosed zones - **added** — Added Gamepad controls - **changed** — Major updates to the pathfinding system to reduce time spent waiting for a path - **changed** — Refactored character locomotion and collision to use proper substeps to reduce differences between different game speeds - **changed** — 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 - **changed** — Refactored the group pathfinding algorithm - **changed** — Overhauled the Game Setup screen's aesthetic - **changed** — Squads try to align their combat formation to their shape when fighting on roads - **changed** — Made it possible to select buildings that have ended up inside the Manor area - **changed** — Church Lv1 & Lv2 boundary has been increased to make space for future levels - **changed** — Increased Quarry bounds to fix ground clipping issues when multiple are placed next to each other - **changed** — Changed menu buttons to act as not clicked if released while the cursor was outside button borders - **changed** — Wild Animal resource nodes will try to move to a forest edge position if no suitable forest position exists - **changed** — Ale is no longer consumed by Lv1 Families - **changed** — Ale crafting output reduced from 2 to 1 - **changed** — Threshing Priority default is now Low when constructing a Farmhouse - **changed** — Threshing Priority at Medium now uses 25% workforce, rather than 50% - **changed** — Changed Pasture Space to be based on area instead of border length - **changed** — 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/698769997400375323]_ ### Small Beta Hotfix 0.8.090 - Date: 2026-07-09 - Original notes: https://store.steampowered.com/news/app/1363080/view/680754149992700318 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-680754149992700318 - **fixed** — Saving and loading the game while a tree is falling no longer causes woodcutters to become stuck - **fixed** — 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](https://steamcommunity.com/app/1363080/discussions/2/) 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) - Date: 2026-07-08 - Original notes: https://store.steampowered.com/news/app/1363080/view/680754149992698172 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-680754149992698172 - **fixed** — Fixed characters sometimes not waiting until another character finishes action, for example at the well, and trying to force their way through - **fixed** — 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** — Fixed workers forever stuck drinking at the tavern - **fixed** — Fixed Gatehouse being opened and closed not relinking pathfinding properly, leading to soldiers getting stuck inside the castle - **fixed** — Fixed pathfinding sometimes returning an invalid path when selecting a target inside up on the walls while Gatehouse was opening - **fixed** — Fixed pathfinding points not getting recreated after rebuilding a Residential Plot, possibly leading to workers getting stuck during construction - **fixed** — Tuned lake collision in the Mandlach region on Lake Lemm to prevent fishermen going underwater - **fixed** — Fixed dead characters looping into animation after loading - **fixed** — Fixed handcart goods sometimes floating at the world center - **fixed** — Fixed tree falling logic always executing at x1 speed - **fixed** — Fixed blacksmith extension gable levitating after fire - **fixed** — Fixed another case of Ox Guides limping - **fixed** — Fixed looping pig death animation - **fixed** — Fixed building parts sometimes becoming invisible upon finishing construction - **changed** — Significantly improved performance when constructing manor with stone walls 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](https://steamcommunity.com/app/1363080/discussions/2/) 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) - Date: 2026-06-30 - Original notes: https://store.steampowered.com/news/app/1363080/view/680754149992696228 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-680754149992696228 - **changed** — Made it possible to select buildings that have ended up inside the Manor area - **changed** — Reworked all characters to use capsules that combine their collision into one to prevent workers getting stuck - **changed** — Made small improvements on collision avoidance around carts so that characters bump into them less often - **added** — Unemployed husbands can now help fetch fuel or water - **changed** — Workers harvesting vegetables will now walk back to the shed to drop off the produce - **changed** — Employed sons skip fetching fuel or water if there is an available woman in the same household - **changed** — Reworked models for food resources being transported - **changed** — Adjusted item locations for Construction, Leather, Hides, Shoes, Charcoal, and Clothes so they sit more naturally in a handcart - **added** — Added more construction resources assets to Houses and Church - **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 - **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 - **fixed** — 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](https://steamcommunity.com/app/1363080/discussions/2/) 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 stutter _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/680754149992696228]_ ### New BETA version is available for testing (0.8.083) - Date: 2026-06-18 - Original notes: https://store.steampowered.com/news/app/1363080/view/676249915402226381 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-676249915402226381 - **changed** — Improve collision avoidance, especially when someone is performing an action and blocking the way, or walking in front while diseased - **added** — Add handcart good transform overrides to fine tune the goods position in the carts and avoid clipping - **added** — Add a small rocking effect when placing down items into carts - **changed** — Make workers return handcarts to the cart shed when available and when there's no urgent other task - **changed** — Switch cart loading animation to use the same good visualization that is later used on the carts - **changed** — Allow idle foragers to wait inside Forager's Hut during Spring and Summer instead of going home - **fixed** — Increase Quarry bounds to fix ground clipping issues when multiple are placed next to each other - **changed** — Tune construction worker behavior to focus more on the building parts that are currently progressing - **changed** — Change Pasture Space to be based on area instead of border length - **changed** — Change menu buttons to act as not clicked if released while the cursor was outside button borders - **added** — Add another failsafe for when a wall finishes construction and locks characters inside - **changed** — Make Wild Animal resource nodes try to move to a forest edge position if no suitable forest position exists - **added** — Add a simple queue system for when multiple workers try to access the same exact task spot - **changed** — Replace the placeholder wallpaper in the main menu with a higher res texture asset - **added** — Add a new passing through locomotion animation variation to handcart carriers - **changed** — Tune the fog on High Peaks to fix overly brightly lit background mountains - **fixed** — Fix broken task processing in AI lord regions captured by the player, leading to bugs such as demolished buildings occupying space - **fixed** — Fix Homeless Tents not being removed if the last accommodated family died or migrated - **fixed** — Fix characters sometimes not triggering actions after reaching their destination - **fixed** — 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](https://steamcommunity.com/app/1363080/discussions/2/) 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* _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/676249915402226381]_ ### New BETA version is available for testing (0.8.078) - Date: 2026-06-06 - Original notes: https://store.steampowered.com/news/app/1363080/view/690885345687896988 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-690885345687896988 - **changed** — Refactored pathfinding system to reduce time spent waiting for a path - **added** — Added island system that quickly rejects paths between different enclosed zones - **changed** — Refactored character locomotion and collision to use proper substeps to reduce differences between different game speeds - **changed** — 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 - **changed** — Refactored group pathfinding algorithm - **changed** — Overhauled Game Setup screen aesthetic - **added** — Added Gamepad controls - **changed** — Added Granary, Storehouse, Trading Post, Homeless Tents, and Bridges to locations to avoid idle tasks - **changed** — Squads try to align combat formation to their shape when fighting on roads - **added** — Straight army paths are now saved and restored when loading - **changed** — Sightings of neutral Squads happen less frequently and messages are grouped together - **fixed** — Neutral Squads no longer stop or slow down game speed - **changed** — Families become homeless only when their home burns down instead of when it catches fire - **changed** — Church Lv1 & Lv2 boundary increased to make space for future levels - **added** — Added info about permanently assigned animals to building floaters - **changed** — Improved tooltip when player does not have enough resources during Burgage Plot placement - **changed** — Ungarrisoning is now forced when demolishing to prevent asking person inside to leave - **changed** — Increased garrisoning speed into Deep Mine - **fixed** — Unread quests and letters are now properly displayed after loading a save - **changed** — Ale is no longer consumed by Lv1 Families - **changed** — Ale crafting output reduced from 2 to 1 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](https://steamcommunity.com/app/1363080/discussions/2/) 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/690885345687896988]_ ### Major Update #6: Battlefield Changes, New Map, and Family Based Progression - Date: 2026-03-18 - Original notes: https://store.steampowered.com/news/app/1363080/view/506230784633340011 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-506230784633340011 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 b _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/506230784633340011]_ ### New BETA version is available for testing (0.8.065) - Date: 2026-03-17 - Original notes: https://store.steampowered.com/news/app/1363080/view/500600651324064749 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-500600651324064749 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](https://steamcommunity.com/app/1363080/discussions/2/) 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](https://hoodedhorse.com/wiki/Manor_Lords/Manor_Lords_Official_Wiki) that covers the most common questions, and you can follow [Slavic Magic on Twitter](https://twitter.com/LordsManor) for more developer updates. Tha _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/500600651324064749]_ ### New BETA version is available for testing (0.8.061) - Date: 2026-02-21 - Original notes: https://store.steampowered.com/news/app/1363080/view/498346952550778809 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-498346952550778809 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](https://steamcommunity.com/app/1363080/discussions/2/) 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 ope _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/498346952550778809]_ ### New BETA version is available for testing (0.8.059) - Date: 2026-02-16 - Original notes: https://store.steampowered.com/news/app/1363080/view/603055190765994091 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-603055190765994091 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](https://steamcommunity.com/app/1363080/discussions/2/) 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 positi _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/603055190765994091]_ ### Major Update #5 - Core Systems Rework, Castle Overhaul, and New Maps - Date: 2025-12-19 - Original notes: https://store.steampowered.com/news/app/1363080/view/532118242491106310 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-532118242491106310 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](https://steamcommunity.com/app/1363080/discussions/2/) 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 item _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/532118242491106310]_ ### New BETA hotfix (0.8.050 beta) - Date: 2025-12-16 - Original notes: https://store.steampowered.com/news/app/1363080/view/521984595631015311 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-521984595631015311 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](https://steamcommunity.com/app/1363080/discussions/2/) 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](https://hoodedhorse.com/wiki/Manor_Lords/Manor_Lords_Official_Wiki) that covers the most common questions, and you can follow [Slavic Magic on Twitter](https://twitter.com/LordsManor) for more developer updates. ### New BETA is available (0.8.049 beta) - Date: 2025-12-13 - Original notes: https://store.steampowered.com/news/app/1363080/view/521984595631014377 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-521984595631014377 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](https://steamcommunity.com/app/1363080/discussions/2/) 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/521984595631014377]_ ### New BETA ready for testing (0.8.048 beta) - Date: 2025-12-06 - Original notes: https://store.steampowered.com/news/app/1363080/view/532116974486947130 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-532116974486947130 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](https://steamcommunity.com/app/1363080/discussions/2/) 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 T _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/532116974486947130]_ ### New BETA ready for testing (0.8.046 beta) - Date: 2025-12-01 - Original notes: https://store.steampowered.com/news/app/1363080/view/532116339592003988 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-532116339592003988 Hello everyone, A new patch has been released on the Beta Branch. As described in the [development update post](https://store.steampowered.com/news/app/1363080/view/610928706380105341?l=english) 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](https://steamcommunity.com/app/1363080/discussions/2/) 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 Blacksmit _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/532116339592003988]_ ### New experimental BETA finally arrived (0.8.035 beta) - Date: 2025-10-02 - Original notes: https://store.steampowered.com/news/app/1363080/view/514096230384534362 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-514096230384534362 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](https://steamcommunity.com/app/1363080/discussions/2/) 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, Divid _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/514096230384534362]_ ### [Update 4 hotfix - 0.8.029] Bugfixes & Logistics improvements - Date: 2025-01-30 - Original notes: https://store.steampowered.com/news/app/1363080/view/534340236444959036 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-534340236444959036 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/534340236444959036]_ ### [Beta update - 0.8.029] Open Beta Bugfixes - Date: 2025-01-24 - Original notes: https://store.steampowered.com/news/app/1363080/view/534340236444959601 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-534340236444959601 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 - Date: 2025-01-21 - Original notes: https://store.steampowered.com/news/app/1363080/view/794422757304566478 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-794422757304566478 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 - Date: 2025-01-09 - Original notes: https://store.steampowered.com/news/app/1363080/view/534338967351329169 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/steam-534338967351329169 **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 visi _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1363080/view/534338967351329169]_