# Manor Lords Beta localization and crashfixes - Product: Manor Lords (https://whatsnew.fyi/product/manor-lords) - Vendor: Slavic Magic - Date: 2026-08-22 - Original notes: https://store.steampowered.com/news/app/1363080/view/678507423258903768 - Permalink: https://whatsnew.fyi/product/manor-lords/releases/2026-08-22-beta-localization-and-crashfixes 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'. --- - **fixed** — Sheep no longer die from cold at high elevation terrain in autumn - **changed** — Terrain overlay is now available in road mode - **changed** — AI will no longer build Apiaries until it reaches Tier 2 - **changed** — AI will be less keen on building a non-rich Salt or Clay Mine - **changed** — AI will pursue non-rich food resource nodes even when far away - **changed** — AI will delay some industry buildings to focus on early production and trade - **fixed** — AI no longer buys Trade Routes that rely on goods that aren't in abundance - **fixed** — AI now builds Clay Furnace close to clay Mine - **fixed** — AI reduced labor focus on Berries and Mushroom resource nodes compared to Fishing - **fixed** — AI now correctly sets reserves for Planks on Artisans - **fixed** — AI no longer sets Land Tax too early - **fixed** — AI now sets Tithe based on food supply - **changed** — AI recalculates strategy more often in the first 60 days - **changed** — AI tweaked to build fewer residential plots in parallel in the early game - **fixed** — AI now correctly calculates building cost when placing multiple plots at once - **changed** — Updated the Construction Yard preview model - **added** — Added new loading screen art (Building the Church) and refreshed old loading screen (Knight in the fields) - **added** — Added final Cheesemonger building model - **changed** — Localization updated - **fixed** — Fisherman's Hut now uses correct limit based on resource node type instead of always using Carp limit Hello everyone, We fixed some more bugs and crashes and finished the next batch of localization in the current Beta. ##### 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. ##### Version 0.8.100–0.8.103 (Beta) --- ##### Minor Changes **General** - Terrain overlay is now available in road mode. - Sheep no longer die out of cold at high elevation terrain in autumn. **AI** - Will no longer build Apiaries until it reaches Tier 2. - Will be less keen on building a non-rich Salt or Clay Mine. - Will be going after non-rich food resource nodes even when far away. - Will delay some industry buildings to focus on early production and trade. - Fixed buying a Trade Route that relies on goods that aren’t in abundance. - Fixed Clay Furnace not being built close to clay Mine. - Fixed too much labor focus on Berries/Mushroom resource nodes compared to Fishing. - Fixed not setting reserves for Planks on Artisans. - Fixed setting Land Tax too early. - Fixed setting Tithe not based on food supply. - Tweaked to re-calculate its strategy more often in the first 60 days. - Tweaked how many residential plots it builds in parallel in the early game. - Fixed not correctly calculating building cost when placing multiple plots at once. ##### Cosmetics - Updated the Construction Yard preview model. - Added new loading screen art (Building the Church) and refreshed the old one (Knight in the fields). - Added final Cheesemonger building model. ##### UI & Text **Styling & Text** - Localization updated. ##### Bugfixes **Logistics** - Fixed Fisherman’s Hut always using Carp limit even on an Eel resource node. **Text / UI** - Fixed tags not working in several building descriptions in Chinese translations. - Fixed Fisherman’s Hut, Hunting Camp and Firewood Cutter showing production limits in addition to gathering/fishing limits. **Cosmetic/Visuals** - Fixed the flickering black box in the Pasture Shed. ##### Optimization - Tweaked logs location in the Logging Camp for better pathfinding performance. ##### Crashfixes - Fixed crash when loading from older save on Wide valley. - Fixed crash when exporting animals. ##### 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.