What’s New

Manor Lords — New BETA ready for testing (0.8.048 beta)

New BETA ready for testing (0.8.048 beta)

Hello everyone,

A new patch has been released on the Beta Branch with several priority bugfixes. On Monday we're expecting the localization to come in and hopefully we're very close to a main branch push now (as a reminder, our Betas are never localized).

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 0.8.046–0.8.048 (Beta)

Balance:

  • \ Durability is not consumed while the building is being upgraded.

  • \ Maintenance effects do not apply while a building is in construction.

  • Honey and Wax are no longer Major Trades.

Minor changes:

  • Husband Smallholders will no longer leave their backyard farming jobs to other family members.

  • Added collision data to Charcoal Kilns.

  • Increased the default protection radius against tree cutting around Resource Nodes from 500 to 750.

AI:

  • Fixed AI not differentiating between different rebuild commands and ending up in infinite loop of failing to rebuild the same building

  • Fixed problem with AI mistaking homeless people for artisans

  • Will now consider far off Iron, Salt, and Clay Resource Nodes over time as the number of worker families increase.

  • Will now value building mines on top of Iron Resource Nodes higher than other mines.

  • Will now import any needed Iron Tools if there is no Iron Resource Node in the region.

  • Fixed not counting families who becomes homeless by losing their home as available workforce.

  • Fixed Manors built by AI not being visible and not considered completed.

UI:

  • Removed the Yield widget from the Taverns since it doesn't apply.

Crashfixes:

  • Building roads near previously deleted snap points will no longer cause the game to crash.

  • Fix for crash when applying Restoring The Peace scenario during new game setup on the High Peaks map.

Bugfixes:

  • Fixed incorrect construction goods being returned for a building that's been turned to rubble

  • Fixed ability to build multiple garrison towers in packaged game versions.

  • Fixed hounds following units into battle.

  • Fixed the broken ox legs appearing on some specific PCs.

  • Fixed incorrect output showing on the Bakery Production Focus tooltip.

  • Fixed Herbs being registered twice in Records when consumed for healing.

  • Fixed the Garment and Footwear consumption timer counting as usual even though the previous consumption is still unsatisfied.

  • Fixed refueling logic.

  • Added the missing Ń and ń glyphs to the paragraph font.

  • Fix for Windmills failing to process stored grain when the quantity in circulation is very low

  • Fix for Pinned Supplies inventory panel persisting after being automatically demolished

  • Fixed distance error when calculating the default protection radius against tree cutting around Resource Nodes.

  • Fixed blacksmiths not maintaining their own shops when set to produce tools.

  • Fixed traders not using a Horse due to it being petted by another worker at the moment.

  • Fixed livestock orders sometimes not being delivered.

  • Fixed Traders sometimes going to trade despite nothing on their import and export list.

  • Fixed Traders not maximizing the amount of Goods they can bring when importing and exporting.

  • Fixed Goods with a low ID being favored when Traders pick Goods to import and export.

  • Fixed workers getting stuck on people who perform actions, e.g. waiting for the charcoal burner to get up so that they can pass through.

  • Fixed maintenance rate not working after unlocking Nuremberg Prospectors perk.

  • Fixed a number of issues with drop inventory tasks.

Cosmetics:

  • Homeless workers who get sick now also unequip all tools.

Optimization:

  • Optimized bee particle systems since they actually added up in large cities with many Apiaries.
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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