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.
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Press Win + E
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Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.
To try the BETA, please follow these steps:
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Open Steam
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Right-click on Manor Lords in your library
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Select Properties
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Go to the BETAS tab
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Enter the password: veryNiceBasket
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Choose "pre_release" from the "Beta participation" drop-down list
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Wait for the game to update the files (if nothing happens, restart the Steam client)
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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:
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Added Salt and Clay resource spots to Deep Mine to reduce traffic jams in the mine entrance.
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Further tweaks for resolving collision in tight spaces (like doorways).
Balance:
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Reduced the max size of Rich Deposit Wild Animals by 18%.
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Reduced Wheat yield -25%.
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Reduced Barley yield -20%.
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Increased Flax yield +50%.
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Made Wheat / Rye fertility calculation more linear (Rye fertility now is 1.5 * Wheat fertility, but no more than 100%).
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Dressed Stone value lowered from 7 to 5.
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Rough Stone value lowered from 4 to 3.
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Made Droughts much less impactful, but removed the clamp of a minimum 1 Yield per Field in all cases.
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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:
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Will now build a Corpse Pit if enough corpses are piling up in the Settlement.
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Will now assign Workers to the Church and Corpse Pit to bury any corpses lying around.
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Will now calculate what goods it can't produce in a Region.
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Will now import goods needed to rebuild the Settlement or to satisfy Maintenance.
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Will now try to rebuild a Settlement in better order to avoid dead-locks.
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Will now wait a little longer before adding a third or fourth family to the Trading Post.
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Will now stop cutting down trees if storage of Timber reaches 200.
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Will now stop cutting down trees if storage of Firewood reaches 2000.
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Will now destroy a Stonegatherer Camp if no longer useful.
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Will now destroy and rebuild the Hunting Camp if the Wild Animal Resource Node have moved away.
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Will now build the Hunter Camp close to the Wild Animal Resource Node even if it's far away.
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Will now put higher priority on far away resource gathering buildings under construction.
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Will now try to avoid constructing a Manor on top of trees.
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Fixed a number of issues that could dead-lock the AI when trying to rebuild a Settlement.
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Fixed Stonegatherer Camp sometimes being constructed on the Stone Resource Node.
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Fixed not building Stonemason's Station or Lime Kiln when having a Quarry.
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Fixed not being aware of that a rich Stone Resource Node also produces Rough Stone.
Bugfixes:
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Fixed miners sometimes getting stuck in "equip pickaxe" animation while inside the Deep Mine.
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Fixed the Ox being broken for 1 frame when spawning in a Settler's Camp in a new Region.
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Fixed Peasants return all weapons/shields to the Storehouse on loading a save.
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Fixed resources granted log prompts being added when workers drop resources on militia rally.
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Fixed resources possibly being dropped to a Pond if there's no place for them in storage.
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Fixed resource granting calling to redistribute militia recruits twice in a row if military resources were granted.
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Added missing collision model for Charcoal Kiln.
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Another fix attempt for Maintenance durability modifiers not getting applied properly.
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Fixed issue with Residents/Workers being displayed on Building Floaters for Temporary buildings and Fields.
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Fixed handcart slots not erasing while upgrading storage buildings to lv2, resulting in more carts being available than intended.
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Fixed too many handcarts being spawned cause it would not account the ones actively in use.
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Fixed Traders sometimes getting stuck when dismounting their horse wagons.
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Fixed Fields floater UI not displaying correctly.
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Fixed Ox Plows movement being choppy at high game speeds.
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Fixed the Ń glyph missing in the italic font (Beta).
UI:
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Changed thickness of lines in the "Resources" line graph.
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Removed all caps from Region name in Log Notifications.
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Improved tooltip info on Nuremberg Prospectors perk.
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Updated tooltip icons for pasture space.
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Tweaked alignment of text for pasture/stable space in general building panels.
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Fixed localisation issue with perk card slot tooltip.
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Fixed missing localisation for population details tooltip.
Cosmetics:
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Added embers and smoke FX to the Smithy, Blacksmith and Armorer.
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Ox plow will now align the rotation to ground slope.
Optimization:
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Reduced cost of showing Building Floaters by 62%
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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.