# Manor Lords New BETA is available (0.8.049 beta) - Product: Manor Lords (https://whatsnew.fyi/product/manor-lords) - Vendor: Slavic Magic - Date: 2025-12-13 - Original notes: https://store.steampowered.com/news/app/1363080/view/521984595631014377 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/2025-12-13-new-beta-is-available-0.8.049-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'. --- - **added** — Salt and Clay resource spots to Deep Mine to reduce traffic jams in the mine entrance - **added** — Embers and smoke FX to the Smithy, Blacksmith and Armorer - **changed** — Further tweaks for resolving collision in tight spaces like doorways - **changed** — Reduced the max size of Rich Deposit Wild Animals by 18% - **changed** — Reduced Wheat yield by 25% - **changed** — Reduced Barley yield by 20% - **changed** — Increased Flax yield by 50% - **changed** — Made Wheat / Rye fertility calculation more linear with Rye fertility now 1.5 * Wheat fertility but no more than 100% - **changed** — Lowered Dressed Stone value from 7 to 5 - **changed** — Lowered Rough Stone value from 4 to 3 - **changed** — Made Droughts much less impactful but removed the clamp of a minimum 1 Yield per Field in all cases - **changed** — Granaries now get a handcart shed with handcart slots changed to 2 (lv1) and 6 (lv2), and Storehouse handcart slots are 2 (lv1) and 6 (lv2) - **changed** — AI will now build a Corpse Pit if enough corpses are piling up in the Settlement - **changed** — AI will now assign Workers to the Church and Corpse Pit to bury corpses - **changed** — AI will now calculate what goods it can't produce in a Region and import goods needed to rebuild or satisfy Maintenance - **changed** — AI will now try to rebuild a Settlement in better order to avoid deadlocks - **changed** — AI will now wait longer before adding a third or fourth family to the Trading Post - **changed** — AI will now stop cutting down trees if storage of Timber reaches 200 or Firewood reaches 2000 - **changed** — AI will now destroy a Stonegatherer Camp if no longer useful and destroy and rebuild the Hunting Camp if the Wild Animal Resource Node moves away - **changed** — AI will now build the Hunter Camp close to the Wild Animal Resource Node even if far away and put higher priority on far away resource gathering buildings under construction - **changed** — AI will now try to avoid constructing a Manor on top of trees - **changed** — Thickness of lines in the Resources line graph - **changed** — Removed all caps from Region name in Log Notifications - **changed** — Improved tooltip info on Nuremberg Prospectors perk - **changed** — Updated tooltip icons for pasture space and tweaked alignment of text for pasture/stable space in general building panels - **changed** — Ox plow will now align the rotation to ground slope - **changed** — Reduced cost of showing Building Floaters by 62% - **changed** — Optimized door opening and closing - **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 returning all weapons/shields to the Storehouse on loading a save - **fixed** — Resources granted log prompts being added when workers drop resources on militia rally - **fixed** — Resources possibly being dropped to a Pond if there's no place for them in storage - **fixed** — Resource granting calling to redistribute militia recruits twice in a row if military resources were granted - **fixed** — Missing collision model for Charcoal Kiln - **fixed** — Maintenance durability modifiers not getting applied properly - **fixed** — Residents/Workers being displayed on Building Floaters for Temporary buildings and Fields - **fixed** — Handcart slots not erasing while upgrading storage buildings to lv2 resulting in more carts being available than intended - **fixed** — Too many handcarts being spawned because it would not account for the ones actively in use - **fixed** — Traders sometimes getting stuck when dismounting their horse wagons - **fixed** — Fields floater UI not displaying correctly - **fixed** — Ox Plows movement being choppy at high game speeds - **fixed** — The Ń glyph missing in the italic font - **fixed** — Localisation issue with perk card slot tooltip - **fixed** — Missing localisation for population details tooltip - **fixed** — A number of issues that could deadlock 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** — AI not being aware that a rich Stone Resource Node also produces Rough Stone 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]_