# Manor Lords New BETA ready for testing (0.8.048 beta) - Product: Manor Lords (https://whatsnew.fyi/product/manor-lords) - Vendor: Slavic Magic - Date: 2025-12-06 - Original notes: https://store.steampowered.com/news/app/1363080/view/532116974486947130 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/2025-12-06-new-beta-ready-for-testing-0.8.048-beta 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. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **changed** — Durability is not consumed while the building is being upgraded - **changed** — Maintenance effects do not apply while a building is in construction - **changed** — Honey and Wax are no longer Major Trades - **changed** — Husband Smallholders will no longer leave their backyard farming jobs to other family members - **added** — Added collision data to Charcoal Kilns - **changed** — Increased the default protection radius against tree cutting around Resource Nodes from 500 to 750 - **fixed** — Fixed AI not differentiating between different rebuild commands and ending up in infinite loop of failing to rebuild the same building - **fixed** — Fixed problem with AI mistaking homeless people for artisans - **changed** — AI will now consider far off Iron, Salt, and Clay Resource Nodes over time as the number of worker families increase - **changed** — AI will now value building mines on top of Iron Resource Nodes higher than other mines - **changed** — AI will now import any needed Iron Tools if there is no Iron Resource Node in the region - **fixed** — Fixed not counting families who becomes homeless by losing their home as available workforce - **fixed** — Fixed Manors built by AI not being visible and not considered completed - **removed** — Removed the Yield widget from the Taverns since it doesn't apply - **fixed** — Building roads near previously deleted snap points will no longer cause the game to crash - **fixed** — Fixed crash when applying Restoring The Peace scenario during new game setup on the High Peaks map - **fixed** — Fixed incorrect construction goods being returned for a building that's been turned to rubble - **fixed** — Fixed ability to build multiple garrison towers in packaged game versions - **fixed** — Fixed hounds following units into battle - **fixed** — Fixed the broken ox legs appearing on some specific PCs 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]_