What’s New

Manor Lords — New BETA is available (0.8.049 beta)

New BETA is available (0.8.049 beta)

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 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 if military resources were granted.

  • Added missing collision model for Charcoal Kiln.

  • Another fix attempt for Maintenance durability modifiers not getting applied properly.

  • Fixed issue with 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 cause it would not account 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 (Beta).

UI:

  • Changed thickness of lines in the "Resources" line graph.

  • Removed all caps from Region name in Log Notifications.

  • Improved tooltip info on Nuremberg Prospectors perk.

  • Updated tooltip icons for pasture space.

  • Tweaked alignment of text for pasture/stable space in general building panels.

  • Fixed localisation issue with perk card slot tooltip.

  • Fixed missing localisation for population details tooltip.

Cosmetics:

  • Added embers and smoke FX to the Smithy, Blacksmith and Armorer.

  • Ox plow will now align the rotation to ground slope.

Optimization:

  • Reduced cost of showing Building Floaters by 62%

  • Optimized door opening and closing.

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 that covers the most common questions, and you can follow Slavic Magic on Twitter for more developer updates.

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