What’s New

Manor Lords — New BETA version is available for testing (0.8.083)

New BETA version is available for testing (0.8.083)

Added
  • Add handcart good transform overrides to fine tune the goods position in the carts and avoid clipping
  • Add a small rocking effect when placing down items into carts
  • Add another failsafe for when a wall finishes construction and locks characters inside
  • Add a simple queue system for when multiple workers try to access the same exact task spot
  • Add a new passing through locomotion animation variation to handcart carriers
Changed
  • Improve collision avoidance, especially when someone is performing an action and blocking the way, or walking in front while diseased
  • Make workers return handcarts to the cart shed when available and when there's no urgent other task
  • Switch cart loading animation to use the same good visualization that is later used on the carts
  • Allow idle foragers to wait inside Forager's Hut during Spring and Summer instead of going home
  • Tune construction worker behavior to focus more on the building parts that are currently progressing
  • Change Pasture Space to be based on area instead of border length
  • Change menu buttons to act as not clicked if released while the cursor was outside button borders
  • Make Wild Animal resource nodes try to move to a forest edge position if no suitable forest position exists
  • Replace the placeholder wallpaper in the main menu with a higher res texture asset
  • Tune the fog on High Peaks to fix overly brightly lit background mountains
Fixed
  • Increase Quarry bounds to fix ground clipping issues when multiple are placed next to each other
  • Fix broken task processing in AI lord regions captured by the player, leading to bugs such as demolished buildings occupying space
  • Fix Homeless Tents not being removed if the last accommodated family died or migrated
  • Fix characters sometimes not triggering actions after reaching their destination
  • Fix issue with duplicated animation actions upon pause/resume leading to various issues
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 0.8.077–0.8.083 (Beta)
Minor Changes

General

  • Further improved collision avoidance, especially when someone is performing an action and blocking the way, or walking in front while diseased.

  • Added handcart good transform overrides so that we can fine tune the goods position in the carts and avoid clipping in the future. Experimentally added a small rocking effect when placing down items into carts, too.

  • Made workers return handcarts to the cart shed when available and when there’s no urgent other task (eg. rallying).

  • Switched cart loading animation to use the same good visualization that is later used on the carts.

  • Made it possible for idle foragers to wait inside Forager’s Hut during Spring and Summer instead of going home.

  • Increased Quarry bounds to fix ground clipping issues when multiple are placed next to each other.

  • Tuned construction worker behavior to focus more on the building parts that are currently progressing.

  • Changed Pasture Space to be based on area instead of border length.

  • Changed menu buttons to act as “not clicked” if released while the cursor was outside button borders.

  • Added another failsafe for when a wall finishes construction and locks characters inside.

  • Wild Animal resource nodes will try to move to a forest edge position if no suitable forest position exists.

  • Added a simple queue system for when multiple workers try to access the same exact task spot, for example when dropping resources.

  • Minor tweaks for unit formation assignment.

Cosmetics
  • Replaced the placeholder wallpaper in the main menu with a higher res texture asset.

  • Added a new “passing through” locomotion animation variation to handcart carriers.

  • Tuned the fog on High Peaks to fix overly brightly lit background mountains.

  • Refined edges between the buildings and the ground in a few spots.

UI & Text
  • Localization updated.

  • Squad icons move more smoothly when distant character movement is optimized.

  • Added missing string for log entry “deposit exhausted”. \

Bugfixes

General

  • Fixed broken task processing in AI lord regions captured by the player, leading to bugs such as demolished buildings occupying space - disallowing placing other buildings in their position.

  • Fixed Homeless Tents not being removed if the last accommodated family died or migrated.

  • Fixed characters sometimes not triggering actions after reaching their destination.

  • Fixed issue with duplicated animation actions upon pause/resume leading to various issues.

  • Fixed pasture road snap points leading inward, depending on creation direction (clockwise vs counter clockwise).

  • Fixed character height not updating when they unhide after previously being hidden due to camera distance.

  • Fix peace option from 2nd tab in letter creator not removing current claim while declaring peace.

  • Various character collision fixes.

Production

  • Fixed Livestock Trader abandoning the animal they are importing if reassigned to another job.

  • Fixed Sheep Herders leaving their home region to herd sheep that are being imported.

  • Fixed buildings with more than one upgrade not being properly refunded when demolished.

  • Fixed Ox Plows trying to plow into a building.

  • Fixed sheep being targeted for shearing while being transported.

  • Fixed warning for no resources to harvest not disappearing when Berries/Mushrooms regrow.

  • Fixed foragers going to get a basket even when there were no resources to harvest.

  • Fixed workers fighting for the same crafting spot, e.g. in the Clay Furnace.

Logistics

  • Fixed some imported and exported goods not being taken into account when calculating available surplus.

  • Fixed Trade Route Merchants only buying from a region once.

  • Fixed wrong retinue armor price if plate armor is added to ignored goods in Trading Post.

Military

  • Fixed soldiers sometimes still ignoring building collision when moving in formation.

Pathfinding

  • Fixed unit pathfinding sometimes breaking when a unit is already on a wall.

  • Fixed one more instance of characters being able to force their way through building collision.

  • Fixed characters sometimes walking through walls after a failed task.

  • Fixed characters not being able to connect to pathfinding even though they may stand right on top of a path point, due to the path point not having enough free space around it.

  • Fix attempt for builders getting stuck in walls during Stone Wall construction.

  • Fixed Wild Animals constantly being startled.

  • Fixed workers with tasks sometimes standing still for a long time.

  • Fixed one instance of an Obstacle being missed by pathfinding.

  • Fixed invalid Obstacle bounds after deleting burgage plot fences.

Save/Load

  • Fixed ongoing constructions losing some progress during save-load operations.

  • Opening and closing pause menu while letter/quest is opened should no longer unpause days passing in game.

  • Fixed characters sometimes teleporting after loading a saved game.

  • Units no longer run off from the rest of their squad on load from save if some are unsafe to move.

Cosmetic/Visuals

  • Fixed Artisan store fronts showing goods other than those the Artisan produce or produced.

  • Fixed missing texture on some helmets in Armorer’s Workshop.

  • Fixed burgage plot side shed spawning underground.

  • Fixed wheel rotation rates.

  • Another fix attempt for the house interior material not rendering.

  • Fixed fences not properly following slopes in Weaver's Workshop, Fisherman’s Hut, Livestock Trading Post.

  • Fixed stone walls with wooden platforms taking a ridiculous amount of time to be built.

  • Fixed Church preview model displaying a too small plot.

  • Fix attempt for characters sometimes levitating over unconstructed buildings.

  • Fixed Wooden Sheds spawning underground in place of Stone Walls during the construction process.

  • Fixed Stone Wall pieces not appearing during Castle reconstruction.

  • Fixed dead characters sometimes stuck in a walking cycle.

  • Fixed characters visually still overlapping even though their positions were internally properly separated by dynamic unit collision due to a mistimed update.

  • Fixed horses sometimes having extremely wrong upper body rotations.

  • Fixed floating cobblestone in one of the narrow townhouses.

  • Fixed several floating resource visualization meshes, for example in the artisans shop windows.

Text/UI

  • Fixed missing icon for scenario-specific buildings (windmill ruins etc.) after pressing TAB button.

  • Fixed flickering animal entries in building livestock UI tab.

  • Fixed “not enough pasture space” warning never disappearing.

  • Fixed unit selection circles not moving if the selected soldiers are very far from the camera.

Crashfixes
  • Fixed crash from save game descriptor file missing.

  • Fixed crash from following unit that gets killed.

  • Fixed uncommon crash related to workers returning handcarts to the shed.

  • Fixed stall when fighting near cliffs.

Optimization
  • Fixed redundant data copy in the unit pathfinder.

  • Optimized AI looking for a spacious enough location to move its armies to.

  • Optimized locomotion animation update frequency for civilians and animals.

  • Improved performance of unscheduling events on animation changes.

  • Fixed performance degradation after buildings had been burnt down to rubble.

Thank you for playing!

Greg and Slavic Magic team

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