New BETA version is available for testing (0.8.083)
- 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
- 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
- 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.
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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 0.8.077–0.8.083 (Beta)
Minor Changes
General
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Further improved collision avoidance, especially when someone is performing an action and blocking the way, or walking in front while diseased.
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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.
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Made workers return handcarts to the cart shed when available and when there’s no urgent other task (eg. rallying).
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Switched cart loading animation to use the same good visualization that is later used on the carts.
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Made it possible for idle foragers to wait inside Forager’s Hut during Spring and Summer instead of going home.
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Increased Quarry bounds to fix ground clipping issues when multiple are placed next to each other.
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Tuned construction worker behavior to focus more on the building parts that are currently progressing.
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Changed Pasture Space to be based on area instead of border length.
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Changed menu buttons to act as “not clicked” if released while the cursor was outside button borders.
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Added another failsafe for when a wall finishes construction and locks characters inside.
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Wild Animal resource nodes will try to move to a forest edge position if no suitable forest position exists.
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Added a simple queue system for when multiple workers try to access the same exact task spot, for example when dropping resources.
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Minor tweaks for unit formation assignment.
Cosmetics
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Replaced the placeholder wallpaper in the main menu with a higher res texture asset.
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Added a new “passing through” locomotion animation variation to handcart carriers.
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Tuned the fog on High Peaks to fix overly brightly lit background mountains.
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Refined edges between the buildings and the ground in a few spots.
UI & Text
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Localization updated.
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Squad icons move more smoothly when distant character movement is optimized.
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Added missing string for log entry “deposit exhausted”. \
Bugfixes
General
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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.
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Fixed Homeless Tents not being removed if the last accommodated family died or migrated.
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Fixed characters sometimes not triggering actions after reaching their destination.
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Fixed issue with duplicated animation actions upon pause/resume leading to various issues.
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Fixed pasture road snap points leading inward, depending on creation direction (clockwise vs counter clockwise).
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Fixed character height not updating when they unhide after previously being hidden due to camera distance.
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Fix peace option from 2nd tab in letter creator not removing current claim while declaring peace.
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Various character collision fixes.
Production
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Fixed Livestock Trader abandoning the animal they are importing if reassigned to another job.
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Fixed Sheep Herders leaving their home region to herd sheep that are being imported.
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Fixed buildings with more than one upgrade not being properly refunded when demolished.
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Fixed Ox Plows trying to plow into a building.
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Fixed sheep being targeted for shearing while being transported.
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Fixed warning for no resources to harvest not disappearing when Berries/Mushrooms regrow.
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Fixed foragers going to get a basket even when there were no resources to harvest.
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Fixed workers fighting for the same crafting spot, e.g. in the Clay Furnace.
Logistics
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Fixed some imported and exported goods not being taken into account when calculating available surplus.
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Fixed Trade Route Merchants only buying from a region once.
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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
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Fixed unit pathfinding sometimes breaking when a unit is already on a wall.
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Fixed one more instance of characters being able to force their way through building collision.
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Fixed characters sometimes walking through walls after a failed task.
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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.
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Fix attempt for builders getting stuck in walls during Stone Wall construction.
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Fixed Wild Animals constantly being startled.
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Fixed workers with tasks sometimes standing still for a long time.
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Fixed one instance of an Obstacle being missed by pathfinding.
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Fixed invalid Obstacle bounds after deleting burgage plot fences.
Save/Load
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Fixed ongoing constructions losing some progress during save-load operations.
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Opening and closing pause menu while letter/quest is opened should no longer unpause days passing in game.
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Fixed characters sometimes teleporting after loading a saved game.
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Units no longer run off from the rest of their squad on load from save if some are unsafe to move.
Cosmetic/Visuals
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Fixed Artisan store fronts showing goods other than those the Artisan produce or produced.
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Fixed missing texture on some helmets in Armorer’s Workshop.
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Fixed burgage plot side shed spawning underground.
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Fixed wheel rotation rates.
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Another fix attempt for the house interior material not rendering.
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Fixed fences not properly following slopes in Weaver's Workshop, Fisherman’s Hut, Livestock Trading Post.
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Fixed stone walls with wooden platforms taking a ridiculous amount of time to be built.
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Fixed Church preview model displaying a too small plot.
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Fix attempt for characters sometimes levitating over unconstructed buildings.
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Fixed Wooden Sheds spawning underground in place of Stone Walls during the construction process.
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Fixed Stone Wall pieces not appearing during Castle reconstruction.
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Fixed dead characters sometimes stuck in a walking cycle.
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Fixed characters visually still overlapping even though their positions were internally properly separated by dynamic unit collision due to a mistimed update.
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Fixed horses sometimes having extremely wrong upper body rotations.
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Fixed floating cobblestone in one of the narrow townhouses.
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Fixed several floating resource visualization meshes, for example in the artisans shop windows.
Text/UI
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Fixed missing icon for scenario-specific buildings (windmill ruins etc.) after pressing TAB button.
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Fixed flickering animal entries in building livestock UI tab.
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Fixed “not enough pasture space” warning never disappearing.
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Fixed unit selection circles not moving if the selected soldiers are very far from the camera.
Crashfixes
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Fixed crash from save game descriptor file missing.
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Fixed crash from following unit that gets killed.
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Fixed uncommon crash related to workers returning handcarts to the shed.
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Fixed stall when fighting near cliffs.
Optimization
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Fixed redundant data copy in the unit pathfinder.
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Optimized AI looking for a spacious enough location to move its armies to.
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Optimized locomotion animation update frequency for civilians and animals.
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Improved performance of unscheduling events on animation changes.
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Fixed performance degradation after buildings had been burnt down to rubble.
Thank you for playing!
Greg and Slavic Magic team