# Manor Lords Major Update #7: Technical overhauls - Product: Manor Lords (https://whatsnew.fyi/product/manor-lords) - Vendor: Slavic Magic - Date: 2026-07-10 - Original notes: https://store.steampowered.com/news/app/1363080/view/698769997400375323 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/2026-07-10-major-update-7-technical-overhauls 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** — 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]_