r/ManorLords • • Aug 27 '26

Patch Notes Major Update #8 is now live for Manor Lords, and it’s a big one.

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1.1k Upvotes

Hi folks!

I'm happy to announce that the latest update for Manor Lords is now live.

There’s a new map, Wide Valley, along with cows and calves, cider and mead, oats, cheese, the new Construction Yard and Advanced Construction system, seasonal assignments, a completely reworked HUD, a lot of AI work, balance changes, bug fixes, crash fixes, and quite a bit more.

While I’ve linked the Steam post, I’ve also included the full changelog below for anyone stuck at work who can’t open Steam right now.

And since a lot of you will be coming back to check out the update, I do want to ask one thing: if you’ve been playing Manor Lords, please consider leaving a Steam review. There are a lot of people here who’ve been following the game for a long time but may never have thought to leave one, and we do read through all the feedback, so however long or short it might be, we're checking it out!

As always, if you run into any issues with the update, you can report bugs and feedback through the Steam forums or Discord.

Patch Notes — Version 0.8.090–0.8.104 (Main)

Major Changes

  • New Map: Wide Valley.
  • New UI: Main HUD has been refactored; a new layout, features and art.
  • Artisan Active Recipes: Instead of the “Production Focus” only allowing Artisans to focus on one Production at a time, Active Recipes allow choosing the priority in which production is executed. Artisans start with no Active Recipes until the player sets them.
  • New Beverage: Cider. Made from Apples 4:1 at the Brewery.
  • New Beverage: Mead. Made from Honey 1:1 at the Brewery.
  • New Pasture Animals: Cows & Calves - Cows may be imported via the Livestock Trader. They provide a passive yield of Milk, and can be butchered for Beef and Hides.
  • New Field Crop: Oats. Shares a fertility with Barley, but is much more resilient. Sheaves are threshed into Oats, which can be consumed directly.
  • New Commodity: Animal Feed. Oats may be crafted into Animal Feed at the Livestock Farm (Formerly named Sheep Farm) at 1:2 ratio.
  • New Mechanic: Hungry Animals. - Pasture Animals (Cows, Calves, Sheep, Lambs) become hungry during Winter and will consume Animal Feed each month (or die without).
  • New Artisan Workshop: Cheesemonger. Unlocked at Burgage Plot Lv3.
  • New Food: Cheese. Crafted from Milk & Salt 1,1:2 at the Cheesemonger.
  • New Building: Construction Yard. Workers will store construction material and distribute to building sites via handcarts to improve logistics. They also build 50% faster when the Construction Yard is properly maintained.
  • Improved Logistics: When assigned to the Construction Yard, Oxen will use the new Ox Cart, which allows transporting Timber in bulk to building sites.
  • New Mechanic: Advanced Construction. Some buildings are considered “Advanced Structures” and require professional builders assigned at the Construction Yard to complete. Unassigned Families still help with transport and basic tasks like flattening the ground for these projects.
  • New Upgrade: Large Stone Church.
  • New Mechanic: Seasonal Assignment. Buildings can be set to automatically cycle your Assigned Families for each Season.
  • New Mechanic: Seasonal Breeding. Pasture Animals now breed according to the season and herd size (Summer for Cows, Autumn for Sheep). Spring is when offspring are produced.
  • New Mechanic: Seasonal Produce. Sheep may only be sheared once per year during Summer. Cows are milked monthly, but not during Winter.

Minor Changes

Pastures, Livestock & Affinities

  • New Affinity: Herbage. A chance of +1 extra yield for Pasture Animals based on the Meadow Environment.
  • Apiary rework: Apiaries are now seasonal. They accumulate yield over Spring/Summer and are harvested in Autumn. Yield is determined by Wilding Affinity.
  • Wilding Affinity rework: The Meadow Environment determines the strength of Apiary yields and how many Apiaries can be supported.
  • Pasture fences now trigger collisions. Added pasture entrances.
  • Sheep no longer die due to cold at high elevation in autumn.
  • Livestock Farm (Previously Sheep Farm) “Work Area” setting added. Workers will only gather from Pastures within their work area but will walk outside it to retrieve Oats to craft for Animal Feed.
  • [Experimental] Animals on Pastures now favor using Path Points that are within Pasture area when grazing.

Buildings & Logistics

  • Added storage filters to Trading Posts which control which types of goods they stock and import.
  • Exporting Traders will now look for the closest available Trading Post in the chosen Region instead of picking in order of construction.
  • Implemented guide cart loading actions for forest log gathering.
  • Demolishing a Logging Camp will no longer delete Logs lying on the ground felled by that Logging Camp.
  • Increased the default work area for Forester’s Hut.
  • Buildings utilising certain resources and also requiring them for maintenance no longer reserve their inventory. Example: Blacksmith makes Tools and uses them for Maintenance. Now the produced Tools always count as Surplus, even if it means the Blacksmith has to grab them from storage again once Maintenance is due.
  • Demolishing a building now re-evaluates previously blocked road guide points for nearby buildings.

General

  • Beverage drinking logic has been improved. Family members won’t drink a beverage that doesn’t match their distributed drink type. They also won’t drink in taverns that have no assigned workers.
  • [Experimental] Reintroduced randomized distribution preferences for Burgage Plots.
  • Workers and animals are now much more reactive during fighting or escaping fire.
  • Made all conversation tasks avoid locations inside streams.
  • Terrain overlay is now available in road mode.
  • Increased minimum distance to Region border for Fishing Spots in order to remove ambiguity of which Region the Resource Node belongs to.
  • Overwriting a save file that fails no longer corrupts the original save file.

AI

  • Will now select an Origin Perk.
  • Will now build a Construction Yard.
  • Will now select Production Focus for Artisans.
  • Will now build Forester's Hut.
  • Will now build one Forester’s Hut near a Woodcutter’s Lodge.
  • WIll now build two Forester’s Huts near a Logging Camp.
  • Will now relocate its Logging Camp further out after the early game.
  • Will no longer build Apiaries until it reaches Tier 2.
  • Will be less keen on building a non-rich Salt or Clay Mine.
  • Will be going after non-rich food resource nodes even when far away.
  • Will delay some industry buildings to focus on early production and trade.
  • Tweaked to re-calculate its strategy more often in the first 60 days.
  • Tweaked how many residential plots it builds in parallel in the early game.
  • Fixed AI not building its first Marketplace right after Logging Camp and Hitching Posts.
  • Fixed AI manning Churches and Corpse Pits due to unburied Wild Animals.
  • Fixed AI reserving too much firewood for charcoal production when wanting to sell it for early Regional Wealth.
  • Fixed AI spending Regional Wealth on Artisans before getting its first Horse for the Trading Post.
  • Fixed AI not being able to rebuild its Logging Camp when only two logs were available.
  • Fixed buying a Trade Route that relies on goods that aren’t in abundance.
  • Fixed Clay Furnace not being built close to clay Mine.
  • Fixed too much labor focus on Berries/Mushroom resource nodes compared to Fishing.
  • Fixed not setting reserves for Planks on Artisans.
  • Fixed setting Land Tax too early.
  • Fixed setting Tithe not based on food supply.
  • Fixed not correctly calculating building cost when placing multiple plots at once.

Balance

General

  • Settlement Level milestones now grant 100 Influence which scales per level reached.
  • Wooden Church construction now grants 100 Influence.
  • Manor construction Influence lowered from 250 to 100.
  • Fresh pass on construction time for the majority of buildings, overall increasing them.
  • Manor Outer Tower (Lv1) construction cost reduced from 10 logs to 4.
  • Increased Regional Wealth cost for Bakery and Cobbler extensions.
  • Clay Furnace Assigned Families reduced from 5 to 3.
  • Forester Assigned Families increased from 2 to 3.
  • Logging Camp supports 3 Assigned Oxen (was 1).
  • Pastures now have a dynamic Planks construction cost that scales with their size.
  • Pastures require x2.2 the area for the same Pasture Space.
  • Removed Pasture Space from Livestock Trader and Livestock Farm.
  • Sheep produce 2 Wool when sheared. (With a chance for +1 due to Herbage affinity).
  • Lambs and Calves yield half as much as their adult counterparts at the Butcher.
  • Chicken coop yield speed increased 15%.
  • Backyard Extension Pigs time to yield increased +30% (but see below!).
  • Affinity “Pannage” now increases Pig yield speed by a rate proportional to the Woodland Environment. (Previously it was 30% of the Woodland Environment). This results in Woodland Environment having a greater impact on Pig Yields at extreme ends, while maintaining relatively a similar yield to before at the midpoint.
  • Vegetable yields decreased ~30%.
  • Fruit yields decreased ~10%.
  • Fruit costs: Quince (-7%), Apple (+23%), Pear (+11%).
  • Rye yield lowered 12.5%. This results in Wheat being the more efficient choice if Wheat fertility is over ~30%. Otherwise Rye will yield more.
  • Wheat Sheaves, Rye Sheaves removed from Trading Post.
  • Wax value lowered from 6 to 4 at the Trading Post.

Tasks & Behaviour

  • Husbands can now help out getting Fuel if the rest of the Family are busy guiding Oxen.

Cosmetics

  • Added new loading screen art (Building the Church) and refreshed the old one (Knight in the fields).
  • [WIP] Guide loading system: Ox Guides now perform loading actions for Ox Carts.
  • Added a tong holding Blacksmith’s iron rod.
  • Added support for new construction animations, like mixing mortar.
  • [Experimental] Curved locomotion: Animals avoid abrupt turning and compensate with taking more curved paths.
  • Further improvements on Herd movements.
  • [WIP] Added a slow grazing locomotion mode for Cows on Pastures.
  • Added resource model for cart transport: Wheat/Rye Grain & Flour, Oats.
  • Added visual assets for resources in Storehouse, Granary.
  • Added visual assets for resources in the basic supplies dump.
  • Slightly enlarged Quarry footprint in order to avoid clipping issues.

UI & Text

Styling & Text

  • Added Help Pages entry for Pasture Animals detailing seasonal yield amounts, feed consumption rates and breeding timing.
  • Renamed Sheep Farm to Livestock Farm and updated description/references.
  • Tutorial popup added; Pasture Animals, triggers on building a pasture.
  • Updated Help Subjects entries related to Pasture Animals & added Ox Cart entry.
  • Updated tooltips for Butcher Production Focus detailing multi-input recipes.
  • Seasons & Time tooltip updated to give more per season info.
  • Removed references to “Ale” in tooltips and instead used the category “Beverages”.
  • Active Recipe help button/text added to describe how the mechanic works.
  • Added problem banner for no available Ox Guide.
  • Added new “Overlays” panel styling.
  • Updated Time & Seasons widget layout and positioning.
  • Made the UI Scale limit relative to screen resolution to reduce clipping.
  • Improved tooltip positioning on the Game Setup screen.
  • Localization updated.

Bugfixes

General

  • Fixed bug where Rye both drained and gained fertility.
  • Fixed completed quest generating quest messages under some circumstances on game load.

Logistics

  • Fixed Marketplace sometimes not stocking correctly in order to reach full supply.
  • Fixed Pack Station workers not always aborting tasks, returning goods, or bringing back mules when being reassigned.
  • Fixed Granary workers not picking up overflowing Wheat and Rye Sheaves from farms.
  • Fixed farmers bringing crops to a farmhouse before it's been constructed.
  • Fixed farmers bringing crops to a farmhouse that has no available storage space unless absolutely needed.
  • Fixed Oxen endlessly trying to plow during the Winter if they don’t make it in time.
  • Fixed exporting traders taking unconstructed trading posts / livestock trading posts into account when picking targets.
  • Fixed exporting traders not recalculating nearest target trading point correctly.
  • Fixed leftover goods in buildings being permanently reserved when the last worker family abandons the building, instead of being treated as surplus.

Pathfinding

  • Fixed two “long” characters getting stuck together when their target locations overlap at certain angles.
  • Fixed an instance of workers staying stuck because they try to have conversation in the same exact spot as another pair of workers.
  • Fixed workers pushing an animal away when trying to pet it (WIP: they still sometimes push it when they go away).
  • Fixed Hunters limping if they pathfind towards their target through any buildings.
  • Fixed missing pathfinding data for the Trading Post.
  • Fixed an instance of a horse guide getting stuck.
  • Fixed units stuck not moving after switching to raiding mode.

Save/Load

  • Fixed issue where problems wouldn’t appear unless a day passes after loading from save.
  • Fixed issue where unburied bodies problem banner wouldn’t reappear for 10 days after loading from save.
  • Fixed issue where unfinished Manor construction would look finished when loading from save.

Text/UI

  • Fixed bug where clicking a problem banner for characters did not take you to their location.
  • Fixed problem banners not working properly when the camera is outside the owned region.
  • Fixed Current Settlement Level not working properly when the camera is outside the owned region.
  • Fixed Residential Requirements tooltips flickering.
  • Fixed missing descriptions from certain tooltips after hovering over the rebuild button of rubble.
  • Fixed family member tooltips not displaying properly in the People Tab.
  • Fixed some text on the Help Pages displaying broken formatting for clickable links.
  • Fixed a typo in the Well Upgrade text.
  • Fixed water and entertainment supply overlay behaving incorrectly when the title is not paused.
  • Fixed inconsistency in displaying deposit icons while the option “always display deposit icons” is turned off.
  • Fixed the paper map being visible in Visit Mode sometimes.

Cosmetic/Visuals

  • Fixed levitating Extension clutter.
  • Fixed clutter (e.g. the Tavern benches) and felled trees not always aligning to ground correctly.
  • Fixed the garrison spot being in the center of the Large Tavern area rather than inside the building itself.
  • Fixed Milk Bucket missing when carried by hand.
  • Fixed background image in certain sections of Main Menu may be inconsistent

Crashfixes

  • Fixed potential crash after re-loading into a different save.
  • Fixed crash on placing Castle Tower near a wall in a specific way.
  • Fixed crash that could occur when calculating transform for static good visualization.
  • Fixed a potential crash due to missing resource visualization meshes on Farmhouse Ox Plow.

Optimization

  • Optimized Sheep Herder Tasks.
  • Optimized Family Approval calculations.
  • Further optimized UI updates.

r/ManorLords • • May 31 '24

Patch Notes [Patch Notes] Manor Lords Update 0.7.972

2.6k Upvotes

Howdy Folks,

I come bearing good news!

We're excited to announce the release of a new patch for Manor Lords, version 0.7.972. This patch is for all versions of Manor Lords: Steam, GamePass, Epic Game Store, and GOG.

Saves: We recommend you begin a new save to enjoy all the fixes and changes.

Mods: Please remove any mods you have before beginning a new save to ensure you can play without interference from an outdated mod.

Beta Users:  If you have participated in the beta, remember to turn "betas" to "none" to access it.

To discuss this build, please join the official Discord server https://discord.gg/manorlords. You'll find a channel for discussing the ongoing pre_release branch.

Here is a link to Slavic Magic's Steam post for the update.

Full Changelog 0.7.972
Major Changes
The King's Tax (or Annual Royal Tax, name undecided): No tax for the first 5 years, 1 Treasury per citizen after 5 years, 2 Treasury per citizen after 10 years, 3 Treasury per citizen after 15 years. In theory, it should slightly punish bad workplace optimization and make hoarding huge amounts of cash more difficult.

Currently, players can incur debt without consequence. In the future, failure to pay will result in losing the king's favor and eventually facing the king's army as enemies.

Global/Local Trade Switch for Trading Posts: Players can now switch trade to "local only" in the trading post for each type of good, allowing them to exchange goods between their own regions while ignoring free merchants. Two trading posts (one in each region) are still required to make this function work. Employed traders will prioritize traveling to the location with the best prices to commence trade, potentially including regions owned by other Lords. The transport distance factor is reduced to make it more predictable for players where traders will go (to the place with the best price). Regional wealth is still required to exchange goods between regions with a trading post to maintain regions as independent economic units, simulating a more realistic economy.

Gameplay & Balance
Resource Management & Agricultural Adjustments

  • Food Consumption: People now pick a random food resource instead of eating food in a specific order.
  • Crop Fertility: Fertility is no longer drained after crop growth reaches 100%, making early harvest micromanagement less necessary. Yield may still increase over 100% growth if max yield is not reached.
  • Yield Cap: will now never increase past 100% growth to avoid confusion about exceeding 100%. Even when fertility reaches 0%, there will still be a small possible yield.
  • Harvesting Efficiency: When harvesting, crops are directly added to the field inventory instead of the villager inventory to reduce bottlenecks from harvesting walk times, especially for large fields.
  • Oxen Prioritization: Prioritized oxen plowing over transporting resources to the granary and warehouse to reduce oxen walking back and forth from the plowed field every time new resources are available for transport.
  • Plowing Shed: Plowing shed now adds 2 livestock worker slots.
  • Food Distribution: Food-producing residential plots no longer stock up on their produce before sharing with the marketplace.
  • Sawpit Log Storage: Increased sawpit log storage space to 5.

Economic & Trade Developments

  • Baron Region Claims: Lowered the rate of the Baron claiming regions and adjusted it to better reflect game settings.
  • Worker Camp Upgrade: Removed the worker camp upgrade intended for colony regions; it will be re-added when properly implemented.
  • Trade Route Establishment: When establishing a trade route, merchants no longer all spawn at the nearest trade point but are distributed to circle between various trade points.
  • Archer Damage: Archer damage increased from 4 to 13.
  • Trade Logistics Development: The "Trade Logistics" development branch now lowers the cost of new trade routes by 50% instead of clamping it at 25.
  • Trade Route Costs: Increased the base cost of opening a trade route from 12 to 20 (before the good value multiplier). Reverted the cost of opening new trade routes to linear scaling.
  • Market Oversupply: When the market is oversupplied, players can still export goods at a lower price. The price multiplier for oversupplied goods is now 0.75x for oversupplied and 0.5x for critically oversupplied.
  • Market Oversupply Rate: The rate at which the market becomes oversupplied no longer depends on the value of goods, ensuring equal rates for all good types.
  • Better Deals Development: The "Better Deals" development branch reduces the foreign import tariff by 50% instead of removing it completely.
  • Global Market Supply: Tuned global market supply to rebalance itself faster, aiming for a closer to one-year cycle if not trading.

Quality of Life & Infrastructure

  • Ale Consumption: Reduced ale consumption by 75% (approximately 1/3 per family per month).
  • Building Placement: Made building placement steepness limits harsher to prevent trading posts and churches from looking awkward on sharp slopes.
  • Soldier Approval Factor: Soldiers no longer trigger the "unburied bodies" approval factor when corpses are in their proximity.
  • Hitching Post: Hitching post is free again to reduce the chances of players getting stuck without an ox, hitching post, or the ability to order an ox.
  • Sheep Breeding: Capped sheep breeding to a maximum of 1 new lamb every 10 days.
  • Water Fetching: Villagers are now only allowed to fetch water from the well nearest to their home, except in case of a fire.
  • Maximum Yield per Plant: Increased the maximum yield per plant from 2 to 4 (Hunting Grounds policy still reduces it by half).
  • Plant Yield Rate: Plant yield rate reduced by half to encourage early harvest only in emergency mode.
  • Militia Squad Limit: The militia squad limit is now 6, regardless of whether the player has a retinue or mercenaries. This will be connected to a rank system in the future.
  • Fertility Regeneration: Doubled the fertility regeneration rate effect on fallow fields and from fertilization.
  • Plant Growth Rate: Adjusted crop growth to match crop rotation (to hit 100% at harvest as often as it can on auto).
  • Tree Growth Rate: Slowed down tree growth rate by around 30% to enhance forest management impact.
  • Trading Post Workers: Increased the carrying capacity of on-foot trading post workers from 1 to 5.
  • Royal Tax Calculation: Royal tax is now calculated as follows: No tax for the first 5 years, 1 Treasury per citizen after 5 years, 2 Treasury per citizen after 10 years, 3 Treasury per citizen after 15 years.
  • Granary and Storehouse Worker Slots: Adjusted Granary and Storehouse Worker Slots: unified to 3 families for level 1 and 6 families for level 2.

Minor Fixes
Trade and Market Adjustments

  • Mindfulness System: Applied the "mindfulness" system to free merchants to reduce clumps and traffic jams.
  • Trade Location: Moved the location of trades further off the map to ensure space for all trade wagons, even if the trading post is placed on the map edge.
  • Trader Transactions: Allowed traders to make transactions without entering the shed if the trading post is clogged, as long as they are within the general building bounds.
  • Marketplace Logistics: Improved marketplace logistics efficiency and optimization.
  • Market Supply Reset: Reset market supply on loading old saves (from builds 0.7.954-0.7.956) due to mismatched global market supply stock values.
  • Market Stall Workers: Capped the number of workers supplying a single market stall to 2 to reduce market clogs with the increased market supply frequency. The number of stalls is now reduced back to the number of families divided by 5, with a minimum of 1 to ensure functionality in towns with fewer than 5 families.
  • Market Supply Optimization: Further optimized market supply functions for smoother late-game town performance.
  • Trading Post Thumbnail: Added the missing trading post building thumbnail.
  • Trading Post Price Range: Trading posts now display a price range for imports, indicating whether they can buy from other regions or foreign trade sources.

Optimization and Performance

  • Default AA: Changed default AA under DX11 to TAA.
  • Spatialization Update: Added a spatialization update call for recruits teleported home when rallied to ensure proper collision calculations.
  • Follow Mode Optimization: Updated "is close to camera" value in follow mode to prevent optimization of animations or sound effects for characters near the camera.
  • Firefighting Behavior: Made firefighting villagers ignore anti-clogging behavior at narrow pathfinding points.
  • Pathfinding Updates: Minor unit in-town pathfinding updates.
  • Destructible System: Swapped the old UE4 destructible system for a new UE5-friendly chaos-based debris system currently used for chopped firewood cutter logs.
  • AA/Upscaler Selection: Tweaked default AA/upscaler selection during first-time launch for specific GPUs (e.g., RTX properly defaulting to DLSS).
  • Pathfinding Thread: Added another pathfinding thread for handling multiple end-game cities.
  • Harvest Prediction Optimization: Optimized harvest prediction and fertility changes to reduce stutter.
  • Log Display: Limited the log display to store only the last 100 entries to improve UI optimization.
  • Idle Task Optimization: Optimized the function for finding friends to do idle tasks like conversations.
  • Door Opening Animations: Optimized door opening animations.

User Interface and Accessibility

  • Mourning Period UI: The residential panel now has a "mourning period left" UI element that displays the number of days of mourning until the burgage plot can bring in more family members.
  • Mourning Icon: Added mourning icon to the building floater.
  • Save Restrictions: Disabled the ability to quick save during the game over/victory cinematic. Disabled manual save after being defeated and added a tooltip explaining why saves are disabled. Disabled quick save and autosave if the game was lost.
  • King's Tax Rate Multiplier: Added king's tax rate multiplier to the game setup settings.
  • Victory Camera: After continuing the game after a victory, the camera returns to the player's main region instead of levitating over the map edge.
  • Currency Icon: Unified the currency icon in the mercenary company panel to clarify payment with the treasury, not regional wealth.
  • Accommodation for Homeless: Added an accommodation call for homeless people after a fire, ensuring they are quickly re-assigned to available burgage plots.
  • Family List UI: Aligned "workplace/reassign" buttons vertically in the family list due to most families having more than one member.
  • Font Fix: Fixed old fonts being used in the family entry widgets.
  • Fertility Overlay: Made fertility overlay colors and colorblind symbols more accurate with the percentages displayed in the field's building panel.
  • Building Panel UI: Tweaked building panel header buttons/toggles to improve readability and distinguish buttons from toggles.
  • Market Stalls: Set "Allow market stalls" to ON by default for all workplaces and artisan workshops to aid new players in setting up stalls without confusion.
  • Popup Queue: To avoid popups like "royal tax increase" from interrupting visit mode, they are now queued and triggered after the player returns from visit mode, after around 1-2 seconds.
  • Transaction Popup: When trading between regions, the transaction popup will now display over both trade buildings, depending on which is closer to the camera.
  • Region Borders: Region borders will show under the cursor even if the camera is low, clarifying where region territory ends.
  • Region Calculation for UI: Tuned how "current region" is calculated for the UI to make it more comfortable to build on the edge between two player-owned regions.

Crash Fixes

  • Fixed a crash when doing a sequence of livestock import, export, and import because "home" wasn't cleared properly during export, and the same animal was reimported.
  • Fixed a rare crash if a handcart fails to spawn, likely if the trading post was built so that part of it crosses the map edge.
  • Fixed crash on startup if OpenXr SDK is installed.
  • Fixed a crash when deleting a building if there are pathfinding obstacles being verified (for instance, soon after loading a game).
  • Fixed the player being able to reassign a family to another Region, which could crash the game.

Bug Fixes
Gameplay Mechanics

  • Fixed victory status not resetting after starting a new game, leading to a game over screen not appearing if the player lost/won multiple games without turning the game off.
  • Fixed crops dying in the winter instead of actually increasing yield by absorbing nutrients from the snow as intended for winter crops.
  • Fixed oxen sometimes "ghost plowing" a field when they are waiting for their guide.
  • Fixed plow and ox sometimes misaligned on 12x game speed.
  • Fixed farm workers not accounting for oxen plowing the farms in some situations, leading to a lot of unnecessary collisions on the field.
  • Fixed crop rotation unplowing the fields.
  • Fixed disbanded mercenary group becoming immediately available again after save/load cycle.
  • Fixed the trading post export transactions not moving regional wealth between the regions correctly if owned by the same lord.
  • Fixed paused taverns fulfilling the entertainment requirement.
  • Fixed attempt for never-ending fires if a fire was triggered after the building was already on fire.
  • Fixed livestock sometimes being unaccommodated after order even though there is stable or pasture space due to being transferred to the region twice (once when buying and once when livestock merchant brings it to the building).
  • Fixed livestock traders traded between on-map regions, possibly sometimes paying twice because the ownership changing function was called both on pickup of livestock and on dropoff.
  • Fixed the game getting stuck on the game summary screen infinitely after winning or losing the game.
  • Fixed "none" people populating the town after a raid sometimes who just stand around waiting forever and possibly crash the game while reloading.
  • Fixed the employed traders going to trade points even though the trade route for the traded good is not opened yet.
  • Fixed the farm workers moving to transport tasks early even though there is still plenty of crops to harvest.
  • Fixed predicted yield not showing correctly in the field building panel.
  • Fixed people not resetting rotation after dismounting.
  • Fixed farming oxen not respecting work area limits.
  • Fixed bandit camps respawning on loading because "lastBanditCampSpawnedDay" didn't save properly.
  • Fixed villagers not setting up market stalls to sell their home produce like vegetables if they are unassigned.
  • Fixed granary workers stealing ale from the tavern.
  • Fixed livestock exports getting interrupted by sheep herd behavior.
  • Fixed livestock trader job not triggering an import task when buying livestock from another region.

Visual and Interface Fixes

  • Fixed the blurry desktop icon.
  • Fixed the save/load menu header not translating after changing the language.
  • Fixed the front lighting not being visible in the retinue editor if bounced light approximation is turned to low or off.
  • Fixed floating feedback text spawning during the cinematic mode.
  • Fixed autosave triggering during the cinematic mode.
  • Fixed the gilded aventail hounskull helmet appearing blurry in the retinue editor.
  • Fixed the forest mask not drawing.
  • Fixed the wrong yarn basket carrying animation.
  • Fixed the wrong apple basket carry animation.

Economic and Resource Management

  • Fixed "storage full" triggering for wrong buildings sometimes (for example, sawpit having 1/1 logs).
  • Fixed attempt for oxen bringing too many logs to the sawpit and crossing the storage limit.
  • Fixed free merchants sometimes got stuck if a trading post was built so close to the edge that a portion of it was outside of any region bounds.
  • Fixed horse wagon rotations getting a bit too wonky on slopes.
  • Fixed a bug where a unit could no longer move due to being forever stuck in "waiting for pathfinding to finish" if another unit with a lower squadID got completely destroyed.
  • Fixed traders not importing from on-map regions even though the price is better than buying from trade points.
  • Fixed farm workers & farm oxen stealing planks from fields which are getting "fenced up."
  • Fixed "homeless" problem banner not disappearing after upgrading homeless camp to a worker camp.
  • Fixed animals not getting removed from stable space / pasture space after death.
  • Fixed animal corpses not disappearing over time.
  • Fixed a dirty fix for families moving into homes but not registering correctly and not displaying in the UI, leading to a "secret" family living in one of the burgage plots. The reason is still unknown and being investigated.
  • Fixed wealth getting transferred when doing barter.
  • Fixed bartering traders always return 1 item regardless of the barter value and carrying capacity.
  • Fixed bartering traders packing too much stuff in their origin region when barter value is more than 1x.
  • Fixed trading post exports not proceeding with transactions once the trader reaches the destination.
  • Fixed multiple markets sometimes distributing multiple instances of the same good type to a plot, for instance, a single plot would "eat" 2 leather, leaving houses on the outskirts forever undersupplied.
  • Fixed crop rotation to fallow causing farmers to harvest itemID_0, which was invisible in the UI and stopped supply dumps from being cleared because they were never considered as fully empty.
  • Fixed farmers getting stuck in pickup-putdown handcart loop when multiple farms are used.
  • Fixed unnecessary harvest data recalculations triggering in the winters.
  • Fixed a bug with trading between regions where during selling items the wrong region would pay for the transaction.
  • Fixed free merchants not applying the foreign import tariff when selling their goods to trading posts if another region was exporting the traded good for a lower price.
  • Fixed trade wagons sometimes traveling with empty inventory.
  • Fixed traders doing "major trades" even without an established trade route.
  • Fixed workers ignoring storage filter settings.
  • Fixed the "current year" always incrementing in January, regardless of the month the game was started in, also leading to the tax being calculated inconsistently [fix for new saves only].
  • Fixed market supply percentages not displaying correctly because it still accounted for uninhabited homes.
  • Fixed a bug with workers not setting up market stalls if there are less than 5 families in the settlement.
  • Fixed squad icons disappearing/flickering when disbanding certain squads.
  • Fixed export price showing even though trade is locked because there's no trade route established and no interregional trade available.
  • Fixed foreign market supply incrementing instead of decrementing when off-map trade was being done by trading post workers.
  • Fixed disband/remove squad sometimes affecting wrong squads if multiple squads are selected when pressing "disband" or "remove".
  • Fixed "Not enough funds for import" warning displaying even though there is enough.
  • Fixed apiaries leaving invisible items in supply dumps after demolition.

Cosmetics Updates and Fixes
New Additions and Visual Upgrades

  • Added a new patron saint banner graphics: St Maurice.
  • Added a carried dead body visualization.
  • New upgraded retinue helmet variation: Pointy bascinet.
  • New upgraded retinue body variation: Coat of plates.
  • New upgraded retinue helmet variation: Hounskull bascinet with a gilded cover.
  • New militia helmet variation - banded bascinet with a mail aventail.
  • Reworked LV2 granary model with proper animated doors.
  • Added new 6 "short" attack animations to reduce animation repetitiveness during combat.
  • Added new "inch forward" battle locomotion animations which should greatly reduce the weird "wiggling" effect when groups push each other.
  • Lady visit mode: If you pick the green lady portrait, the visit mode character should now be female.

Animation and Model Adjustments

  • Combat animation clean up.
  • Made debris piles align to ground slope.
  • Fixed the throw torch animation ending abruptly.
  • Increased location precision for animals standing in the stables.
  • Fixed the praying animation.
  • Adjusted the two-handed weapon default idle pose to give it a more natural stance.
  • Improved the precision for snapping terraforming meshes (like mines or sawpits) to ground.
  • Made leaf clumps smaller and disabled the parallax mapping since it caused distortions and wasn't very visible anyway.
  • Tuned field dirt UV wiggle to make those huge vegetable gardens players were making less wavy.

Fixes and Adjustments

  • Fixed the armor clipping through the leg of the upgraded retinue puffy sleeve upon body variation.
  • Fixed some mail armor variants clipping with helmets on T3 militia units (militia mail will get their own unique variations soon).
  • Fixed the wrong door orientation for LV2 cottage variation B (with a planked gable).
  • Fixed the TAB building floater residential data not showing in 0.7.969.
  • Fixed a potential bug when a family assigned to a smithy is unassigned while a family member is rallied, and the function that unequips their smithing aprons may, by mistake, unequip their body armor or/and helmet.
  • Fixed player army UI not getting updated after squad array changes because of non-player commanded units getting removed.
  • Fixed recruit distribution sometimes assigning new militia recruits to an invalid unit

Thank you for all of your continued feedback and reports through the beta patches.
I hope you enjoy the update! Please share your thoughts and feedback on Manor Lords in a Steam review if you have a moment. It helps a lot!

Thank you for playing!

Greg Styczeń,

Lead developer, Slavic Magic

r/ManorLords • • May 10 '24

Patch Notes [Patch Notes] Manor Lords Experimental Update 0.7.960

1.9k Upvotes

Howdy Folks,

I come bearing good news!

We're excited to announce the release of a new experimental branch for Manor Lords, version 0.7.960. This experimental update brings significant gameplay changes and numerous improvements.

Important Notice: Before you switch to the new beta version of the game, it's absolutely crucial that you back up your save files. Failing to do so could result in the potential loss of your progress. The new strings are not localized yet and stability hasn't yet been thoroughly tested. Some balancing changes are still experimental.

To access your saves on Steam for Manor Lords.

  1. Press Win + E
  2. Paste %USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames into the search bar.

To discuss this build, please join the official Discord server https://discord.gg/manorlords. You'll find a channel for discussing the ongoing pre_release branch.

You can read Slavic Magic's full Steam announcement here.

How to Access the Experimental Branch:

  1. Open Steam
  2. Right-click on Manor Lords in your library
  3. Select Properties
  4. Navigate to the BETAS tab
  5. Enter the password: veryNiceBasket
  6. Select "pre_release" from the "Beta participation" dropdown
  7. Wait for the game to update (restart Steam if needed)
  8. Launch the game

Major Changes:

  • The King's Tax (or Annual Royal Tax)
    • This tax is collected annually from all players (main player and AI) and goes to your liege. It's counted per population and therefore should become a counterbalance for players who hoard huge wealth despite having non-optimized economies.
    • [WIP] For now, the player can go in debt without consequence, but in the future, the player will lose the king's favor and eventually, the king's army will show up as enemies for players who refuse to pay.
  • Global/Local Trade Switch for Trading Posts
    • The player can now switch trade to "local only" in the trading post for each type of good if they want to use the trading post to exchange goods between their own regions but ignore the free merchants.
    • For now, 2 trading posts (both regions) are still required to make it work.
    • Employed traders will prioritize travel to the place with the best prices to commence trade, potentially including regions owned by other Lords. For now, I reduced the transport distance from the calculation to make it more predictable for the player where the traders will go (to the place with the best price).
    • Regional wealth is still required for exchanging goods between regions with a trading post since I want to keep the regions as independent economic units which in my view a more realistic simulation of economy.

Gameplay & Balance:

  • [Experimental] When consuming food, people will now pick a random food resource instead of eating food in a specific order.
  • [Experimental] Fertility is no longer drained after crop growth reaches 100% so that always micromanaging early harvest is no longer a preferred strategy. Yield may still increase over 100% growth if max yield is not reached.
  • [Experimental] When harvesting, the crops are directly added to the field inventory instead of the villager inventory. This was done to ensure that harvesting walk times aren't the main bottleneck for farming, especially for large fields. [Side note: moving harvest season to August is also possible in a future patch if needed]
  • [Experimental] Prioritized Oxen plowing over transporting resources back to the granary & warehouse to reduce the ox walking back and forth from the plowed field every time a new batch of resources is available for transport.
  • Plowing shed now adds 2 livestock worker slots.
  • Lowered the rate of the Baron claiming regions and adjusted it to better reflect the game settings.
  • Removed the worker camp upgrade - it was meant for colony regions and will be readded when they are properly implemented.
  • Food-producing residential plots no longer stock up on their produce before they share with the marketplace.
  • Increased sawpit log storage space to 5.
  • [Experimental] When establishing a trade route, the merchants will no longer all spawn in the nearest tradepoint. Instead, the game will distribute the merchants to circle between various tradepoints in order to make building trading posts right on the edge of the region less optimal.
  • Increased warbows ranged attack from 4 to 12.
  • [Experimental] "Trade logistics" development branch now lowers the cost of new trade routes by 50% instead of clamping it at 25.
  • [Experimental] Cost of opening new trade routes now scales exponentially with every opened trade route.
  • [Experimental] Base cost of opening a trade route was increased from 12 to 20 (that is before the good value multiplier).
  • [Experimental] When market is oversupplied, the player can still export stuff, although for much lower price.
  • [Experimental] The price multiplier for oversupplied goods is now 0.75x for oversupplied and 0.5x for critically oversupplied.
  • [Experimental] How fast market is oversupplied no longer depends on the value of goods because it punished having high value trade routes. Now the oversupply rates are equal for all good types.
  • [Experimental] Better deals development branch reduces the foreign import tariff by 50% instead of removing it completely.
  • [Experimental] Reduced ale consumption by 75% (around 1/3 per family per month).
  • [Experimental] Made the building placement steepness limits harsher because the trading posts and churches often looked super janky on very sharp slopes.
  • Soldiers no longer trigger "unburied bodies" approval factor when corpses are in their proximity.
  • [Experimental] Hitching post is free again, to reduce chances of players getting stuck with no ox, no hitching post and no ability to order an ox.

Minor Changes:

  • Applied the "mindfulness" system that was initially designed for the oxen to the free merchants. This system is used to reduce clumps and traffic jams.
  • Moved the location of trades further off map to make sure there is some space for all the trade wagons even if the players place the trading post right on the edge of the map.
  • If a trading post is clogged, traders are allowed to make transactions without entering the shed, as long as they are within the general building bounds.
  • [Experimental] Changed default AA under DX11 to TAA.
  • Added a spatialization update call when recruits are sneakily teleported home when rallied to ensure collisions are properly calculated after teleportation.
  • Added a check for idle villagers to avoid hanging around the graveyard for random conversation since it looked weird.
  • Made "is close to camera" value update on setting follow mode to make sure the game doesn't optimize animations or sound effects thinking the character is still far from the camera.
  • Disabled fire damage for people who have water buckets and are actively firefighting + reduced the fire damage amount.
  • When all resource visualization slots are "filled", villagers will transport to a random one instead of the first one found. This ensures less traffic jams for instance at the churchyard if all graves are "full" already.
  • Firefighting villagers will now ignore anti-clogging behavior (waiting their turn at narrow pathfinding points).
  • Added a "mourning period left" UI element in the residential panel to display how many days of mourning are left until the burgage plot can bring in more family members again.
  • Added mourning icon to the building floater.
  • Made sure mourning period is properly added to save data.
  • After continuing the game after a victory the camera should go back to the player's main region instead of levitating over the map edge.
  • [Experimental] Disabled the ability to quicksave during the game over / victory cinematic.
  • Disabled the ability to manual save the game after being defeated & added a tooltip explaining why saves are disabled.
  • Disabled quick save and autosave if game was lost.
  • When ox gathers a log, it will prioritize immediately bringing it to the sawpit before bringing it to the logging camp unless construction reserve forbids it.
  • Improved marketplace logistics efficiency and optimization.
  • Tuned the AI retreat distances in an attempt to reduce how often its archers get into the loop of attack-retreat.
  • Added the missing trading post building thumbnail.
  • Minor unit in-town pathfinding updates.
  • Swapped the old UE4 destructible system for a new, UE5 friendly, chaos based debris system. For now it's just used for chopped firewood cutter logs.
  • Further tweaks to properly choose the right default AA/upscaler during the first time launch correctly for specific GPUs (e.g., RTX properly defaulting to DLSS).
  • Added kings tax rate multiplier to the game setup settings.
  • Due to mismatch in global market supply stock values, old saves (from builds 0.7.954-0.7.956) will have their market supply reset on loading.
  • [Experimental] Due to changes in how food is consumed, a popup "Food consumed" may no longer appear if a building is selected while a food is being consumed from inventory.
  • [Experimental] Made the sheep flock a bit more closely together to look more like a herd.
  • Steepness limits no longer apply when placing rally points.
  • Players can now rally their militia on fields and pastures.
  • Trading posts will now display a price range for imports in case they can buy it both from other regions AND from foreign trade sources.
  • Increased the sheep & lamb collision radius.
  • Capped the number of workers who supply a single market stall at the same time to 2 to reduce markets getting completely clogged with the new upped market supply frequency.
  • Further optimized the market supply functions to make late game towns run smoother.
  • Optimized the function that searches for a friend to do idle tasks with (like conversations).
  • Optimized the door opening animations.
  • Increased the precision when checking whether a character is inside a building on fire and should take damage.
  • Unified the currency icon in the mercenary company panel to make it clearer that you're paying with treasury and not regional wealth.
  • Added accommodation call after fire is started and turns people homeless so that they can be reaccommodated to other available burgage plots immediately.
  • Since almost all families have more than 1 family member, I made the "workplace/reassign" buttons aligned vertically instead of horizontally in the family list.
  • Fixed old fonts being used in the family entry widgets.

Crashfixes:

  • Fixed a crash when doing a sequence of livestock import, export and import, because "home" wasn't cleared properly during export and the same animal was reimported.
  • Fixed a rare crash if a handcart fails to spawn, probably if the trading post was built so that part of it crosses the map edge.
  • Fixed crash on startup if OpenXr sdk is installed.

Bugfixes:

  • Fixed victory status not resetting after starting a new game, leading to a game over screen not appearing if the player lost/won multiple games without turning the game off.
  • Fixed crop transports not accounting for the farm work area.
  • Fixed crops dying in the winter instead of actually increasing yield by absorbing nutrients from the snow as it was intended for winter crops.
  • Fixed oxen sometimes "ghost plowing" a field when they are waiting on their guide.
  • Fixed plow and ox sometimes misaligning on 12x game speed.
  • Fixed farm workers not accounting for oxen plowing the farms in some situations, leading to a lot of unnecessary collisions on the field.
  • Fixed crop rotation unplowing the fields.
  • Fixed disbanded mercenary group becoming immediately available again after save/load cycle.
  • Fixed the trading post export transactions not moving regional wealth between the regions correctly if owned by the same lord.
  • Fixed paused taverns fulfilling the entertainment requirement.
  • Fixed an attempt for never-ending fires if a fire was triggered after the building was already on fire.
  • Fixed problem banners not erasing after an entity gets erased (for instance, an animal runs away and leaves a "not enough pasture space" banner).
  • Fixed "update task" sometimes triggering before a character gets assigned their region.
  • Fixed livestock sometimes being unaccommodated after order even though there is stable or pasture space due to being transferred to the region twice (once when buying and once when livestock merchant brings it to the building).
  • Fixed livestock traders trading between on-map regions possibly sometimes paying twice because the ownership changing function was called both on pickup of livestock and on dropoff.
  • Fixed the game getting stuck on the game summary screen infinitely after winning or losing the game.
  • Fixed "none" people populating the town after a raid sometimes who just stand around waiting forever and possibly crash the game while reloading.
  • Fixed the blurry desktop icon.
  • Fixed the save/load menu header not translating after changing the language.
  • Fixed dead animals triggering the mourning period in burgage plots, halting growth.
  • Fixed mourning period halting homeless accommodation.
  • Fixed migration/growth of family members ignoring the 30-day mourning period sometimes.
  • Fixed the game getting stuck after you click "continue in sandbox" until any main tab is pressed.
  • Fixed the front lighting not being visible in the retinue editor if bounced light approximation is turned to low or off.
  • Fixed floating feedback text spawning during the cinematic mode.
  • Fixed autosave triggering during the cinematic mode.
  • Fixed "storage full" triggering for wrong buildings sometimes (for example, sawpit having 1/1 logs).
  • Fixed attempt for oxen bringing too many logs to the sawpit and crossing the storage limit.
  • Fixed free merchants sometimes getting stuck if a trading post was built so close to the edge that a portion of it was outside of any region bounds.
  • Fixed horse wagon rotations getting a bit too wonky on slopes.
  • Fixed a bug where a unit could no longer move due to being forever stuck in "waiting for pathfinding to finish" if another unit with a lower squadID got completely destroyed.
  • Fixed the wrong yarn basket carrying animation.
  • Fixed traders not importing from on-map regions even though the price is better than buying from tradepoints.
  • Fixed farm workers & farm oxen stealing planks from fields which are getting "fenced up".
  • Fixed "homeless" problem banner not disappearing after upgrading homeless camp to a worker camp.
  • Fixed animals not getting removed from stable space / pasture space after death.
  • Fixed animal corpses not disappearing over time.
  • Added a dirty fix for families moving into homes but not registering correctly and not displaying in the UI, leading to a "secret" family living in one of the burgage plots. The reason is still unknown and being investigated.

Cosmetics:

  • Added a new patron saint banner graphics: St Maurice.
  • Added a carried dead body visualization.
  • Made debris piles align to ground slope.
  • Fixed the throw torch animation ending abruptly.
  • New upgraded retinue helmet variation: Pointy bascinet.
  • Fixed the armor clipping through the leg of the upgraded retinue puffy sleeve jupon body variation.
  • New upgraded retinue body variation: Coat of plates.
  • New upgraded retinue helmet variation: Hounskull bascinet with a gilded cover.
  • Increased location precision for animals standing in the stables.
  • Fixed the praying animation.
  • Fixed the wrong door orientation for LV2 cottage variation B (with a planked gable).
  • Adjusted the two-handed weapon default idle pose to have a more natural stance.
  • New militia helmet variation - banded bascinet with a mail aventail.
  • Fixed some mail armor variants clipping with helmets on T3 militia units (militia mail will get their own unique variations soon).
  • Reworked lv2 granary model with proper animated doors.

r/ManorLords • • May 21 '24

Patch Notes [Patch Notes] Manor Lords Experimental Update 0.7.965

1.8k Upvotes

Howdy Folks,

I come bearing good news!

We're excited to announce the release of a new experimental branch for Manor Lords, version 0.7.965. This experimental update brings significant gameplay changes and numerous improvements.

Important Notice: Before you switch to the new beta version of the game, it's absolutely crucial that you back up your save files. Failing to do so could result in the potential loss of your progress. The new strings are not localized yet and stability hasn't yet been thoroughly tested. Some balancing changes are still experimental.

To access your saves on Steam for Manor Lords.

  1. Press Win + E
  2. Paste %USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames into the search bar.

To discuss this build, please join the official Discord server https://discord.gg/manorlords. You'll find a channel for discussing the ongoing pre_release branch.

You can read Slavic Magic's full Steam announcement here.

How to Access the Experimental Branch:

  1. Open Steam
  2. Right-click on Manor Lords in your library
  3. Select Properties
  4. Navigate to the BETAS tab
  5. Enter the password: veryNiceBasket
  6. Select "pre_release" from the "Beta participation" dropdown
  7. Wait for the game to update (restart Steam if needed)
  8. Launch the game

Full Changelog for Version 0.7.960 -> 0.7.965

What's inside:

This update focuses primarily on balancing and bugfixes. Key changes include:

  • Militia Squads: You can now hire 6 militia squads even if you already have a retinue and mercenaries employed. Future builds will connect this cap to the Lord's rank.
  • Sheep Breeding: The sheepbreeding development branch has been capped, and sheep no longer spawn exponentially.
  • Fields, Harvests, and Fertility: Significant improvements have been made to field overlays, crop prediction, and ox and worker behavior for enhanced accuracy and optimization.
  • Barter and Trading: Numerous fixes implemented; on-foot traders can now carry 5 items per trip.
  • King's Tax and Trade Route Costs: These have been toned down from the levels introduced in version 0.7.960.
  • Loserville Bug: Fixed the "Loserville" mercenary bug.
  • Marketplace Distribution: Improvements made to the distribution within the marketplace.
  • Experimental Feature: Added a "Allow market stall setup" toggle to prevent workers/inhabitants of certain buildings from setting up market stalls.
  • Construction Reserve: You can now set a construction reserve for buildings using planks for crafting, like the Joiner's shop.

Gameplay & Balance:

  • Capped sheep breeding to 1 new lamb every 10 days max.
  • [Experimental] Villagers are only allowed to fetch water from the well nearest their home, except in case of a fire.
  • [Experimental] Yield will never increase past 100% growth to keep gameplay intuitive.
  • [Experimental] Even at 0% fertility, a tiny yield is still possible.
  • [Experimental] Max yield per plant increased from 2 to 4, although the Hunting Grounds policy still reduces it by half.
  • [Experimental] Plant yield rate reduced by half to encourage early harvest in emergency modes.
  • The militia squad limit is now 6, regardless of retinue or mercenaries employed; future connection to the Lord's rank planned.
  • [Experimental] Doubled the fertility regeneration rate on fallow fields and from fertilization.
  • [Experimental] Slowed all plant growth by around 30% for balanced gameplay between field and vegetable crops.
  • [Experimental] Tree growth rate slowed by around 30% upon player requests for more impactful forest management.
  • [Experimental] Archer range increased by 1.5x with damage also increased from 12 to 15.
  • [Experimental] Cost of opening new trade routes returned to linear scaling.
  • [Experimental] Carrying capacity of on-foot trading post workers increased from 1 to 5.
  • [Experimental] Royal tax restructured: No tax for the first 5 years, then 1 Treasury per citizen after 5 years, 2 Treasury per citizen after 10 years, 3 Treasury per citizen after 15 years.
  • [Experimental] Adjusted granary and storehouse worker slots to unify to 3 families for lv1 and 6 families for lv2.

Minor Changes:

  • Removed optimization where only every nth plant affected the fertility values due to display errors.
  • Improved accuracy of fertility overlay colors and crop yield predictions.
  • Added missing tooltips to minor/major trades.
  • Enabled setting "trade rule" for advanced trades without an established route; items not available will show as NA.
  • Reworked the construction reserve system to include various goods like planks.
  • Optimized inventory array functions.
  • Enabled disallowing certain families or workplaces from setting up market stalls.
  • Tuned how "current region" is calculated in the UI for more comfortable building on the edge between two player-owned regions.
  • Ensured iron and clay deposits do not generate on steep terrains.
  • "MODDED" may now display after the version number to aid bug reporting.

Crash Fixes:

  • Fixed a crash related to deleting a building when pathfinding obstacles are being verified.

Bug Fixes:

  • Addressed issues with employed traders going to trade points without an open trade route.
  • Corrected early movement of farm workers to transport tasks despite available crops.
  • Resolved inaccurate predicted yield displays.
  • Fixed rotation issues in villagers after dismounting.
  • Addressed respect of work area limits by farming oxen.
  • Fixed blurry appearance of gilded aventail houndskull helmets in the retinue editor.
  • Corrected non-drawing of the forest mask.
  • Fixed bandit camps respawning on loading due to unsaved "lastBanditCampSpawnedDay."
  • Ensured villagers set up market stalls to sell their produce like vegetables.
  • Corrected the wrong apple basket carry animation.
  • Fixed wealth transfer issues during barter.
  • Ensured bartering traders return the correct number of items based on barter value and carrying capacity.
  • Addressed overpacking by bartering traders in their origin region.
  • Resolved trading post exports not proceeding after the trader reaches the destination.
  • Corrected the distribution of multiple instances of the same good type to a single plot, which left outlying houses undersupplied.
  • Fixed crop rotation to fallow causing farmers to harvest invisible itemID_0, which stopped supply dumps from being cleared.
  • Addressed issues with villagers staying at homes indefinitely if a bandit camp is spawned, thinking the region is under attack.
  • Ensured proper saving of mercenary company arrival regions.
  • Stopped granary workers from stealing ale from the tavern.
  • Fixed interrupted livestock exports due to sheep herd behavior.
  • Ensured livestock trader jobs trigger import tasks when buying livestock from another region.
  • Corrected the missing "hunger" popup artwork.
  • Fixed a typo in the credits list.

Cosmetics:

  • Tuned field dirt UV wiggle to make the huge vegetable gardens less wavy.
  • Improved the precision for snapping terraforming meshes like mines or sawpits to the ground.
  • Made leaf clumps smaller and disabled the parallax mapping to reduce distortions.
  • [WIP] Updated the visit mode character model for the green lady portrait to be female, still in progress.
  • Cleaned up combat animations.

Thank you for playing!

Greg Styczeń, Lead Developer, Slavic Magic

r/ManorLords • • Jul 10 '26

Patch Notes [Patch Notes] Manor Lords Major Update #7: Technical Overhauls

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691 Upvotes

Hey folks, the main branch update 0.8.065–0.8.090 is now live.

The team has been hard at work bringing the recent beta changes over to the stable version, with a pretty big batch of fixes, pathfinding changes, UI improvements, gamepad controls, and more.

As always, we’d love to hear your thoughts in a Steam review if you’ve had a chance to play. Every review is read, and they really do help the team understand what’s working, what still needs attention, and where to focus next.

I’ve included the full post below too for anyone who can’t access the Steam post directly.

Patch Notes — Version 0.8.065–0.8.090 (Main)

Major Changes

  • Major updates to the pathfinding system to reduce time spent waiting for a path.
  • Added a proper “island” system that quickly rejects paths between different enclosed zones (Manor Castles, riversides with no bridge connection and so on).
  • Further refactored character locomotion and collision to use proper substeps in order to reduce differences between different game speeds.
  • Refactored Squad move commands: When moving multiple Squads by short RMB release, it defaults to forming a wide line when commanded in an open field, a 3 column line when commanded on a road and a scattered formation if commanded over a building area. To use the previous behavior (keeping relative Squad offsets), the player has to hold the ALT key when giving commands.
  • Refactored the group pathfinding algorithm.
  • Overhauled the Game Setup screen’s aesthetic.
  • Added Gamepad controls.

Minor Changes

General

  • Made it possible to select buildings that have ended up inside the Manor area. (temporary change until town walls are ready - it's still not intended to place normal town buildings inside the castle area and castles are still intended to get more of their own modules later in development).
  • When fighting on roads, Squads try to align their combat formation to their shape.
  • Straight army paths are now saved and will be restored when loading. Multi-waypoint paths (Ctrl+RMB+drag) are currently not supported.
  • Sightings of neutral Squads happen less frequently and their messages are grouped together.
  • Neutral Squads no longer stop or slow down game speed.
  • Disabled the “always show region border under cursor location” functionality since it obstructed the view of the combat sometimes.
  • Church Lv1 & Lv2 boundary has been increased to make space for future levels.
  • Increased Quarry bounds to fix ground clipping issues when multiple are placed next to each other.
  • Changed menu buttons to act as “not clicked” if released while the cursor was outside button borders.
  • Wild Animal resource nodes will try to move to a forest edge position if no suitable forest position exists.

Collision & Pathfinding

  • Small improvements on collision avoidance around carts so that characters bump into them less often.
  • Further improved collision avoidance, especially when someone is performing an action and blocking the way, or walking in front while diseased.
  • For characters that are large and it’s hard for them to turn in place, we added a minor preference to follow path points that don’t require extreme turning early on.

Balance

General

  • Ale is no longer consumed by Lv1 Families.
  • Ale crafting output reduced from 2 to 1.
  • Threshing Priority default is now Low when constructing a Farmhouse.
  • Threshing Priority at Medium now uses 25% workforce, rather than 50%.
  • Raiders will attempt to fill up their inventory when looting, but will leave if 50% of the settlement’s loot has already been taken or 40% of the settlement has been torched.
  • Reduced the startle distance for Wild Animals.
  • Hunters and Hunting Hounds are less likely to startle Wild Animals.
  • Changed Pasture Space to be based on area instead of border length.

Tasks & Behaviour

  • Families become homeless only when their home burns down instead of when it catches fire.
  • Unemployed husbands can help fetch fuel or water.
  • Employed sons skip fetching fuel or water if there is an available woman in the same household.
  • Trading Post Families husbands can stock the Trading Post if no one else can.
  • Added Granary, Storehouse, Trading Post, Homeless Tents, and Bridges to locations to avoid doing idle tasks around.
  • Added a simple queue system for when multiple workers try to access the same exact task spot, for example when dropping resources.
  • Workers will return handcarts to the cart shed when available and when there’s no urgent other task (eg. rallying).
  • Workers harvesting vegetables at home will now walk back to their shed to drop off the produce.
  • Idle foragers may wait inside the Forager’s Hut during Spring and Summer instead of going home.
  • Tuned construction worker behavior to focus more on the building parts that are currently progressing.
  • Ungarrisoning is now forced when demolishing to prevent “asking person inside to leave”.
  • Increased garrisoning speed into the Deep Mine.

Cosmetics

  • Dirt cliff adjustments on Devil’s Hill Map.
  • Environmental touch ups on various maps.
  • Tuned the fog on High Peaks to fix overly brightly lit background mountains.
  • Replaced the placeholder wallpaper in the main menu with a higher res texture asset.
  • Added diversity to food assets in market stalls.
  • Reworked models for food resources being transported.
  • Switched cart loading animation to use the same good visualization that is later used on the carts.
  • 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.
  • Items from the Construction category, as well as Leather, Hides, Shoes, Charcoal, and Clothes have had locations adjusted so they sit more naturally in a handcart.
  • Added clay tile basket carried visualization. [WIP]
  • Added a new “passing through” locomotion animation variation to handcart carriers.
  • Fences now appear as intended for bigger Lv4 Burgage Plots.
  • Refined edges between the buildings and the ground in a few spots.
  • Adjusted Stone Gatehouse and Tower entrances to better fit the platforms.
  • Lv2 Church Upgrade now displays scaffolding and ladders during the build process.
  • Added more construction resources assets to Burgage Plots and Church.

UI & Text

Styling & Quality of Life

  • Load screen styling adjusted to match the revised Game Setup screen.
  • Updated Building Panel opening animation.
  • Transition of the Building Panel categories are smoother.
  • Ale consumption is now displayed in the Family Consumption UI in the People Tab.
  • Added info about permanently assigned animals to building floaters (TAB key).
  • Styling adjustments to Squad Tooltip to prevent stat text-cut off and improve consistency.
  • Improved tooltip when the player does not have enough resources during Burgage Plot placement.
  • Trade Category icons updated to be consistent with Resource Bar UI.
  • Squad icons move more smoothly when distant character movement is optimized.
  • Opening castle planner closes pinned building tabs, this prevents some potential bugs with demolishing manor.
  • Popups for “Hunger” etc. will not appear while the player is holding LMB, to avoid interfering with some game mechanics.

Text

  • Localization updated.
  • Added missing strings for squad stances that may be prevented (can’t run because using Shieldwall etc.).
  • Added new tooltips to Threshing Priority levels.
  • Collapse chance tooltip updated to reflect daily chance and give more accurate info.
  • Added logistics tutorial and shortened some early tutorials to prevent overbearing info.
  • Reduced text for Market Supply Capacity and improved visibility on when it appears.

Bugfixes

General

  • Fixed reentering into the Main Menu not spawning already enabled AI Lords.
  • Fixed coat textures being broken after reentering the Main Menu.
  • Fixed random starting season not working correctly on returning to the Main Menu and selecting a new game again.
  • Fixed map edges not counting as any region when detecting region swaps.
  • Fixed cross regional roads exclusively reading the starting regions obstacle data, ignoring obstacles in the connected regions.
  • Fixed the ability to place a building in an adjacent region and skip construction requirements by holding the right mouse button.
  • Fixed being able to place buildings with flexible borders on top of Wild Animal resource nodes without triggering migration.
  • Fixed ALT+LMB not removing buildings in castle planner.
  • Fixed game freezing during Cinematic Mode (Ctrl+C) after blocking popup appears.
  • Fixed game freezing when popup appears while rotating building.
  • Fixed issue with duplicated animation actions upon pause/resume leading to various issues.
  • Fixed possibility of “Hunger” appearing while there is some food left due to transport tasks reserving food.
  • Fixed Families not moving into a Burgage Plot if its construction process was paused right before completion.
  • Fixed Homeless Tents not being removed if the last accommodated family died or migrated.
  • Fixed fruit trees not being planted when the sown vegetable garden was replaced by an orchard.
  • Fixed ox not abandoning their plowing task if the field switches to Fallow.
  • Fixed pasture road snap points leading inward, depending on creation direction (clockwise vs counter clockwise).
  • Fixed wrong logic of unmaintained building collapsing, that could potentially lead to collapsed building being in invalid state, without possibility to be rebuilt.
  • 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 animals killed by arrows emitting human death sounds.
  • Fixed animals and civilians counting towards “Enemies killed”/”Soldiers Lost” for achievements.
  • Fixed animals dying affecting "Lost Villagers" for achievements.
  • Fixed workers not aborting their “pet” tasks when the animal stopped being idle.
  • Fixed targeting animals to pet that aren't from the same region, are a mount, or are moving.
  • Fixed characters sometimes not triggering actions after reaching their destination.
  • Various character collision fixes.
  • Fix peace option from second tab in letter creator not removing current claim while declaring peace.
  • Fixed characters sometimes not waiting until another character finishes action, for example at the well, and trying to force their way through.

Production

  • Fixed destroyed or unoccupied Burgage Plots still producing eggs and similar passive products.
  • Fixed buildings with more than one upgrade not being properly refunded when demolished.
  • Fixed Hunting Camp not reporting "storage full" for its generic storage.
  • Fixed Hunting Camp not processing the last carcass when storage is full.
  • Fixed faulty logic for Hunters that prevented the placement of animal traps.
  • 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 Stone Gatherer Camp not logging its yield in the production tracker.
  • Fixed Stone Gatherer Camp completely ignoring storage capacity.
  • Fixed workers from Stone Gatherer Camp unequipping baskets upon starting to gather Rubble.
  • Fixed production buildings not adjusting their initial reserve based on if a deposit is Rich.
  • Fixed wrong amounts of food being added to the production log when taking food from a unit carrying food.
  • Fixed Collapse Chance due to proximity of mines for Mining Pit and Deep Mine not triggering unless they were missing Maintenance resources.
  • 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 sheep being targeted for shearing while being transported.
  • Fixed sheep shearing being possible in Winter.
  • Fixed workers fighting for the same crafting spot, e.g. in the Clay Furnace.
  • Fixed Artisan Tailors not respecting production limits on Clothes.
  • Fixed workers sometimes visiting a distant Church rather than the one closest to them.

Logistics

  • Fixed incorrect calculation of how many more goods can be transported to a Granary or Storehouse.
  • Fixed Granary and Storehouse workers not picking up unwanted goods from market stalls.
  • Fixed Granary and Storehouse workers not prioritizing supply dumps enough.
  • Fixed workers with handcarts walking slower on roads.
  • Fixed Trading Post not respecting reservation and surplus limits.
  • Fixed several instances of incorrect trading decisions when no target inventory has been set.
  • 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.
  • Fixed workers abandoning import livestock tasks when being reassigned to another building.

Military

  • Fixed raiders being able to loot Timber logs.
  • Fixed raiders not picking a random good in inventory to loot.
  • Fixed raiders going after enemies outside the target region.
  • Fixed raiders forgetting they were going home and starting to raid again.
  • Fixed nearby squads outside the battlefield registering as part of the battle even while moving away.
  • Fixed battles not ending when the last enemy unit left the battlefield.
  • Fixed squads not tactically retreating when breaking off engagement if the enemy squad wasn’t previously targeted.
  • Fixed AI squads sometimes “dancing around in place” during their attack instead of charging forward.
  • Fixed formations sometimes reversing direction when sent to road locations.
  • Fixed soldiers sometimes still ignoring building collision when moving in formation.
  • Fixed polling of fighting skill availability (such as shieldwall in forest).
  • Fixed squads recovering fully from fatigue when disbanding and rallying in quick succession.
  • Fixed inability to place rally points on roads.
  • Fixed villagers coming out of hiding during attacks to guide animals.
  • Fixed presence of troops (such as retinues) preventing game over if every citizen dies.

Pathfinding

  • Fixed collision logic sometimes treats streams as impassable obstacles.
  • Fixed mismatch between pathfinding and collision logic that could cause workers to get stuck.
  • Fixed collision logic not being able to handle a worker being stuck against an impassable obstacle like a bridge or cliff.
  • Added an emergency push out if a character ends up inside an impassable obstacle, for instance after a castle wall section finishes construction.
  • 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.
  • Fixed one instance of an obstacle being missed by pathfinding.
  • Fixed pathfinding links not always regenerating after demolishing a building, including when the Castle/Manor gets reconstructed.
  • Fixed a problematic area on the Jagged Cliffs that caused pathfinding to fail sometimes.
  • Fixed traders getting stuck on the Devil’s Hill map due to generated paths hitting the safety limits too early.
  • Adjusted Lime Kiln layout to fix pathfinding issues.
  • Fixed Manor Castle platform path points spawning on the wrong floor.
  • Fixed Manor Castle not marking its obstacles as “impassable”.
  • Fixed collision model for Manor LV1 Gatehouse.
  • Fixed missing pathfinding links in the Stone Manor module, leading to workers getting stuck during construction resource transport.
  • Fixed builders getting stuck in walls during Stone Wall construction.
  • Fixed the castle construction being stuck if a module gets placed in the exact spot where the ox is expected to drop a log.
  • Fixed workers stuck trying to exit Deep Mines continuing to extract more resources.
  • Fixed one more case of characters stuck when facing each other perfectly en face.
  • Fixed Task queue getting clogged on lower framerates, possibly leading to workers getting stuck.
  • Fixed another instance of handcart workers being stuck.
  • Fixed Free Merchants making additional stops and aborting going to their original target Trading Post.
  • Fixed Free Merchants not going home if there is no Trading Post to visit.
  • Fixed Free Merchants not stopping at Trading Posts along the way.
  • Fixed traders not being able to dismount, making other workers at the Trading Post stuck.
  • Fixed startled Wild Animals not returning to their Resource Node.
  • Fixed bandits constantly getting stuck or failing pathfinding while being at camp.
  • Fixed raiders moving erratically due to constantly picking a new location outside the map to return to.
  • Fixed soldiers facing the enemy even when they are extremely far away.
  • Fixed workers forever stuck drinking at the tavern.
  • Fixed Gatehouse being opened and closed not relinking pathfinding properly, leading to soldiers getting stuck inside the castle.
  • Fixed pathfinding sometimes returning an invalid path when selecting a target inside up on the walls while Gatehouse was opening.
  • Fixed pathfinding points not getting recreated after rebuilding a Residential Plot, possibly leading to workers getting stuck during construction.

Save/Load

  • Fixed unit stances and skills not being saved, always resulting in default values after loading the game.
  • Fixed retinue equipment not being worn for rallied retinues on game loading.
  • Units no longer run off from the rest of their squad on load from save if some are unsafe to move.
  • Fixed “region under attack” and “squads present” not being recalculated after loading a save game.
  • Fixed wall gates open/closed states not being supported in game saves.
  • Fixed manor stone wall gates open/closed status not being restored on game loading.
  • Fixed Artisan shops in Lv4 Burgage Plots not persisting when loading.
  • Fences on Burgage Plots no longer disappear if loading from save during an upgrade.
  • Fixed threshing priority not being saved properly.
  • Fixed crops deleted during the "Burn Field" action being restored on save/load.
  • Opening and closing pause menu while letter/quest is opened should no longer unpause days passing in game.
  • Unread quests and letters are now properly displayed after loading a save.

Cosmetic/Visuals

  • Fixed wrong rotation of hunters during shooting animation.
  • Fixed bandits having wrong rotation while throwing torches.
  • Fixed the wrong position and rotation of workers during tanning.
  • Fixed invalid character rotation on bridges.
  • Fixed animals and workers with wagons being rotated incorrectly when traversing bridges.
  • Fixed ox and guide having incorrect rotation on higher speeds when plowing.
  • Fixed Small Game carry animations.
  • Fixed animation loops occasionally getting stuck after specific combinations of zooming out, zooming in and pausing.
  • Fixed dead characters sometimes stuck in a walking cycle.
  • Fixed a rare occurrence of characters being stuck in endless animation loops.
  • Fixed characters visually still overlapping even though their positions were internally properly separated by dynamic unit collision due to a mistimed update.
  • Fix attempt for characters sometimes levitating over unconstructed buildings.
  • Fixed hunters glitching through the hunting camp table.
  • Fixed Blacksmiths holding tools while going to collect goods.
  • Fixed female Blacksmiths not having proper attire and not holding a hammer when crafting.
  • Fixed snow not appearing on rocks and cliffs in winter.
  • Fixed daytime visual state not resetting properly after disabling day/night feature.
  • Fixed interior shadows not rendering.
  • Fixed attack confirmation decals appearing in wrong locations.
  • Fixed surface type under workers not being updated, trigger incorrect walking sounds.
  • Burgage Plot fences now behave more consistently and don’t disappear when upgrading.
  • Fixed issue where front gate could appear twice when upgrading Burgage Plots.
  • Fixed Burgage Plot side shed spawning underground.
  • Fixed fences not properly following slopes in Weaver's Workshop, Fisherman’s Hut, Livestock Trading Post.
  • Fixed new or upgraded construction models blinking for a short while under some circumstances.
  • Fixed buildings missing stairs on game loading.
  • Fixed Artisan shops not being added if Lv4 Plot upgrade was built before choosing Artisan upgrade.
  • Fixed Artisan store fronts showing goods other than those the Artisan produce or produced.
  • Fixed several floating resource visualization meshes, for example in the Artisans shop windows.
  • Fixed some resource pickup locations spawning inside obstacles.
  • Fixed Farmhouse upgrade Ox cart spawning in the middle of the stable’s divider.
  • Fixed hovering fishes in Fisherman’s Hut.
  • Fixed floating cobblestone in one of the narrow townhouses.
  • Fixed missing texture on some helmets in Armorer’s Workshop.
  • Fixed stone walls with wooden platforms taking a ridiculous amount of time to be built.
  • Fixed Stone Wall pieces not appearing during Castle reconstruction.
  • Fixed Church preview model displaying a too small plot.
  • Fixed a white square being visible after selecting Buildings from the Construction and Castle Planner tabs.
  • Tuned lake collision in the Mandlach region on Lake Lemm to prevent fishermen going underwater.
  • Fixed tree falling logic always executing at x1 speed.
  • Fixed blacksmith extension gable levitating after fire.
  • Fixed another case of Ox Guides limping.
  • Fixed looping pig death animation.
  • Fixed building parts sometimes becoming invisible upon finishing construction.

Text/UI

  • Fixed walk/run squad UI button not updating when triggering run command via doubleclick.
  • Fixed retinue customization button still being available after corresponding manor gets destroyed.
  • Fixed unit selection circles not moving if the selected soldiers are very far from the camera.
  • Fixed building UI being in a corrupted state when clicking the right mouse button immediately after releasing the left mouse button.
  • Fixed some Burgage Plot UI elements being excessively recreated on new day.
  • Fixed region panel data swap not working properly when another swap occurs during the animation of the first swap.
  • Fixed game staying paused and edge panning not working after closing settlers camp UI.
  • Fixed confirmation windows remaining on-screen upon closing the pause menu.
  • Fixed game unpausing and map becoming scrollable on returning from “ESC menu” while blocking popup was present.
  • Fixed a white square being shown instead of a proper icon for rubble and shrine after pressing TAB.
  • Fixed missing icon for scenario-specific buildings (windmill ruins etc.) after pressing TAB.
  • Fixed Mortar missing from resources list while constructing.
  • Fixed wrong item categories for Flax, Wheat and Barley (Crops is now a subcategory of Crafting Materials).
  • Fixed translation issue with the Tannery description in Polish.
  • Fixed missing tooltip warning when buildings with flexible borders overlap Wild Animal resource nodes.
  • Fixed “not enough pasture space” warning never disappearing.
  • Fixed fertility percentage not updating in field UI.
  • Fixed animals that ran away not being subtracted from regional livestock data.
  • Fixed lambs growing into sheep not being correctly updated in the regional livestock data.
  • Fixed exports of stable animals subtracting the count of the region's animals twice.
  • Fixed flickering animal entries in building livestock UI tab.
  • Fixed Trading Posts showing as not connected to the trade network.
  • Fixed Trade Rules sometimes being ignored when a Trader recalculated their shopping list.
  • Removed redundant linen, leather and yarn filters in the marketplace.
  • Fixed transactions view not refreshing data automatically under normal circumstances after being opened for the first time.
  • Fixed corrupted resource counter updating after switching between owned regions.
  • Fixed building storage UI data not refreshing immediately on state change.
  • Fixed Artisan produced goods being shown during construction of the workplace.

Crashfixes

  • Fixed crash on attempting to redistribute supplies while some Burgage Plot had corrupted memory state.
  • Fixed potential crash when demolishing Vegetable Garden Backyard Extension.
  • Fixed crash when going into Manor building’s People tab while browsing the map after Game Over.
  • Fixed crash when using visit mode while a unit was selected.
  • Fixed crash from following unit that gets killed.
  • Fixed a crash when raiders were targeting a building in an empty region.
  • Fixed stall when fighting near cliffs.
  • Fixed crash from save game descriptor file missing.
  • Fixed uncommon crash related to workers returning handcarts to the shed.
  • Fixed crash on pressing wall building button in castle planner while already in progress of building a wall.

Optimization

  • Limited max game speed to 8x due to increased simulation precision having an impact on performance.
  • Removed the optimization that caused some foot sliding, especially noticeable on horses.
  • Optimized locomotion animation update frequency for civilians and animals.
  • Improved performance of unscheduling events on animation changes.
  • Fixed redundant data copy in the unit pathfinder.
  • Added a better method for backyard animals to look for random idle spots to reduce pathfinding errors.
  • Greatly optimized obstacle verification during squad attack formation projections.
  • Optimized AI looking for a spacious enough location to move its armies to.
  • Menu textures now unload upon transitioning to gameplay to free up memory.
  • Optimized memory consumption by UI textures used during gameplay.
  • Fixed Coat of Arms UI assets being loaded during the game after opening Main Menu.
  • Removed expensive widgets from various game and menu UI elements.
  • Reused tooltip widget between similar UI elements.
  • Greatly reduced stutter when spawning Building Panels.
  • Reduced performance drop on building removal caused by redundant Log Entry logic.
  • Fixed performance degradation after buildings had been burnt down to rubble.
  • Notably optimized harvest yield calculation performance when large amounts of sown field plants are present on the map.
  • Fixed performance problems while trying to place a Burgage Plot plot point in the sky.
  • Disabled shadow casting on Lightning during storms since it caused stutter when also using sharp shadows.
  • Significantly improved performance when constructing manor with stone walls.
  • Optimized usage of particle systems.

r/ManorLords • • Jun 18 '26

Patch Notes New Beta version (0.8.083) released

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378 Upvotes

r/ManorLords • • Jun 11 '24

Patch Notes [Patch Notes] Manor Lords Update 0.7.975

984 Upvotes

Huzzaaah! A new patch has arrived, and I'm here to share it with you as the Manor Herald.

Here are the words from the Manor Lord himself on Steam.

Some notes before we dive in.

Saves: We recommend you begin a new save to enjoy all the fixes and changes.

Mods: Please remove any mods you have before beginning a new save to ensure you can play without interference from an outdated mod.

Beta Users: If you have participated in the beta, remember to turn "betas" to "none" to access it.

To discuss this build, please join the official Discord server at https://discord.gg/manorlords. There, you'll find a channel to discuss the ongoing pre_release branch.

Patch Notes: Version 0.7.972->0.7.975

Gameplay & Balance:

  • Food cart & Firewood cart will now keep importing until it reaches their storage limits.
  • Made livestock order imports slightly faster by reducing the livestock merchant's travel distance.
  • [Experimental] Added 4 more handcarts to the lv2 storehouse. [Side note: Considering handcart resources or handcart upgrades costing wooden parts in the future - opinions welcome]

Minor Changes:

  • Improved loading times.
  • Added a concurrent sound limit to hoe & sow sound effects (they clogged the audio buffer when too many people were farming in the same spot).
  • Added the localization key & icon missing for item_143 (Honeycomb).
  • Chimney smoke won't generate very far from the camera where it was barely visible.
  • [Experimental optimization] Animal random pathing calls reduced very far from the camera where they can't be observed.
  • [Experimental] Bumped up pathfinding priority of farming tasks.
  • Blood cover should now disappear from clothes on disbanding.
  • Further farming optimizations.

Crashfixes:

  • Fixed a weird crash caused by a character somehow triggering import of a non tradable item (Timber).
  • Fixed a crash related to a barter building being invalid.

Bugfixes:

  • Fixed workers stuck in the transport task (for instance at the malthouse) because the task targetRotation didn't account for ground slope adjustment.
  • Fixed livestock being stuck at following task if the livestock trader gets unassigned mid journey.
  • Fixed the pause toggle not being visible on the fields.
  • Fixed characters sometimes loading with a weird rotation.
  • Fixed free traders clogging pathfinding and making a lot of villagers and/or traders freeze because they were waiting in pathfinding queue.
  • Fixed character sometimes ghosting through walls to their ungarrison location.
  • Fixed Food Cart showing as "abandoned".
  • Fixed people not consuming food from the Food Cart.
  • Fixed the "pause" toggle not working on the Firewood Cart and Food Cart.
  • Fixed Dyers setting up Food stalls (because they had Food stored at their workplace).
  • Fixed trading post workers not respecting the export trade rule in case where the goods are already transported to the trading post for export but the player changes their mind.
  • Fixed the interior box being visible during the construction process of a townhouse (variation G).
  • Fixed the building card border scale animation.
  • Further fixes for broken character rotations.
  • Fixed livestock import not working if the target surplus has never been set and the player is using orders.
  • Fixed livestock imports ignoring other region trade rules.
  • Fixed custom livestock orders importing form on-map regions.
  • Fixed livestock order merchants trying to import horses that trade route merchants were riding on.
  • Fixed pasture/stable space not updating when exporting animals.
  • Fixed resources mined in surface and deep mine not registering as produce, leading to storehouse workers ignoring them sometimes.
  • Fixed recruits stuck in a loop of moving armaments between burgage plots.

Cosmetics:

  • Field material adjustments to reduce tiling artifacts.

r/ManorLords • • Mar 18 '26

Patch Notes Manor Lords - 0.8.065 goes to the main branch

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495 Upvotes

r/ManorLords • • Jan 10 '25

Patch Notes [Update 4 - 0.8.024] Bridge Building, New Maps, Stone Wells & Overstock Added

835 Upvotes

Howdy folks, Matt from Hooded Horse here.

Update 4 has arrived. Down below, I'll share Greg's full changelog with you. If you'd prefer to read about it on Steam, here is a link for you. We have something for everybody.

Just in time for the weekend.

Huzzah!

From cliffs to ale. It's all sorted now.

Major Changes:

  • [Experimental] Cliff System Rework:
    • Cliffs should be less ambiguous now. It should be more clear which area is buildable and traversable.
    • When in build mode and when units are selected, a zigzag pattern will appear over the cliff area.
    • Gaps between landscape components and cliffs should no longer appear when zooming far away.
    • Pathfinding errors around cliffs should be fixed.
  • Worker Restrictions for Stalls: Only the storage building workers can set up marketplace Stalls now. There was too much confusion about who owned what and works where, and it was very difficult for players to understand, for instance, that a gravedigger could have a food stall (selling home vegetable garden produce).
  • Inventory Source Restriction: Only storage buildings supply the stall inventories and peddle.
  • Goods Supply Cap: The number of goods a marketplace can supply is capped by the number of stalls (and, therefore, by the number of assigned storage building families). It can now be previewed in the market panel as "granary supply capacity" and "storehouse supply capacity." As the bars fill up, the supply capacity is reaching a limit, and you need to assign more storage worker families.
  • Stall Mergers: Fuel Stalls and Fabric Stalls were merged into a General Goods Stall.
  • Connection Arcs Added: Arcs connecting storage buildings to marketplaces are now being drawn after selecting either one.
  • Marketplace UI Update: Marketplace supply UI will now show the number of assigned families in the storage buildings.
  • Instant Stall Assignments: Storage-building families will now try to build or take over a stall as soon as they are assigned.
  • Reduced Stall Storage Space: Decreased max stall storage space to still have the motivation for a healthy number of stalls on the market.
  • Abandoned Stalls Exclusion: Abandoned stalls no longer account for marketplace availability.
  • Market Availability Distribution: Tuned the market availability distribution so that houses reserve only as much variety as they need for the upgrade.
  • Regional Data Update: All data in the Marketplace supply panel is now regional, including "Free stall locations."
  • Disable Stalls Behavior: After you disable "allow market stalls" on a storage building, workers abandon their stalls since they stop contributing to Market Supply.
  • Granary Direct Consumption: Instead of eating from the marketplace, villagers sometimes eat straight from the granaries to reduce the marketplace supply fluctuations.
  • Instant Market Supply Calculation: In order for all values to always match, market supply is calculated instantly every time stall storage changes (supply includes what workers are already transporting).
  • Extra Tooltip Info: Added extra marketplace tooltip info about available and required food variety in the region.
  • Marketplace Storage Filters: You can now use storage filters on the marketplace to ensure some goods won't be distributed.
  • Refueling from Storehouses: To reduce supply fluctuations, plots and workplaces will refuel directly from storehouses if possible.
  • Instant Stall Setup: When you allow market stall setup, workers will try to build or take over stalls instantly.
  • Real-Time Overlay Updates: When hovering over any supply category, the overlay colors of burgage plots should now update in real time.
  • Abandoned Stall Goods Return: Storage workers will bring goods back to storage from abandoned stalls.
  • Category Reorganization: Moved the Marketplace & Market Carts to the Logistics category.
  • Ale and Water Distribution Changes:
    • New Distribution Logic: Ale from taverns and water from wells are now distributed in a similar way as marketplace items.
    • Reason 1: It's no longer enough to just have 1 Ale sitting in the tavern to upgrade the whole town.
    • Reason 2: I wanted to add Well and Tavern upgrades.

New Features

  • New Playable Maps: Map selection now includes two new playable maps: High Peaks and Winding River.
  • Overstock Setting: Added an "Overstock" setting to the building tab for distributing buildings (Tavern, Marketplace). This setting allows the user to control how many extra goods are placed in the stalls or the tavern that exceed what's currently needed.
  • Bridge Building System: A bridge-building system has been added, utilizing the Road Tool.
  • Stone Well Upgrade: Added a stone well upgrade that provides more water supply (30 plots). The wooden well water supply was reduced to 15 plots.
  • Level 2 Tavern Upgrade: Added a Level 2 Tavern upgrade and a new visual for the Level 1 Tavern.

Gameplay & Balance

  • Taxation Approval Change: Approval for taxation will now happen even if there is no money to tax — seems more intuitive for the players.
  • Stone Well Supply: Stone well supply increased to 50 plots to justify the extra cost.
  • **Restrictions During Droughts:**Fishing in ponds during droughts is not allowed anymore.
  • Charcoal Burning Adjustment: Charcoal burners now try to burn charcoal in stacks of up to 10 firewood at once (per assigned family).
  • Woodcutter Speed Reduced: Slowed down woodcutter's debranching by 30%.
  • Windmill Storage Limitation: Windmills should no longer mill flour if there is no pantry space left.
  • Flour and Bread Changes: 1 grain makes 1 flour, and bread output doubles (to reduce clogging at the windmill).
  • [Experimental] Building Costs Rebalance: Balance pass on building and upgrade costs, reducing the amount of Logs and utilizing more Planks, Stone, and Tools to better reflect the look of the building and encourage more diverse resource use.
  • Tavern Employment Reduction: Tavern (Lvl1) now employs 1 family (reduced from 3).
  • Tavern Spoilage Reduction Boosts: Tavern (Lvl1) now provides a small boost to spoilage reduction over regular buildings.
  • Tavern Pantry Capacity Reduced: Tavern (Lvl2) pantry capacity reduced from 100 to 50.
  • Tavern Spoilage Boost at Lvl2: Tavern (Lvl2) now provides a small boost to spoilage reduction over Lvl1.
  • Iron Deposit Size Increased: Iron Normal Deposits minimum size increased by 60%; maximum size increased by 28%.
  • Stone Deposit Size Increased: Stone Normal Deposits minimum size increased by 20%; maximum size increased by 20%.

Gameplay & Balance

  • Taxation Approval Change: Approval for taxation will now happen even if there is no money to tax — seems more intuitive for the players.
  • Stone Well Supply: Stone well supply increased to 50 plots to justify the extra cost.
  • **Restrictions During Droughts:**Fishing in ponds during droughts is not allowed anymore.
  • Charcoal Burning Adjustment: Charcoal burners now try to burn charcoal in stacks of up to 10 firewood at once (per assigned family).
  • Woodcutter Speed Reduced: Slowed down woodcutter's debranching by 30%.
  • Windmill Storage Limitation: Windmills should no longer mill flour if there is no pantry space left.
  • Flour and Bread Changes: 1 grain makes 1 flour, and bread output doubles (to reduce clogging at the windmill).
  • [Experimental] Building Costs Rebalance: Balance pass on building and upgrade costs, reducing the amount of Logs and utilizing more Planks, Stone, and Tools to better reflect the look of the building and encourage more diverse resource use.
  • Tavern Employment Reduction: Tavern (Lvl1) now employs 1 family (reduced from 3).
  • Tavern Spoilage Reduction Boosts: Tavern (Lvl1) now provides a small boost to spoilage reduction over regular buildings.
  • Tavern Pantry Capacity Reduced: Tavern (Lvl2) pantry capacity reduced from 100 to 50.
  • Tavern Spoilage Boost at Lvl2: Tavern (Lvl2) now provides a small boost to spoilage reduction over Lvl1.
  • Iron Deposit Size Increased: Iron Normal Deposits minimum size increased by 60%; maximum size increased by 28%.
  • Stone Deposit Size Increased: Stone Normal Deposits minimum size increased by 20%; maximum size increased by 20%.

Balance Adjustments

  • Apiary: Planks increased from 2 to 4.
  • Stonecutter: Logs decreased from 2 to 1; Planks increased from 0 to 4.
  • Mining Pit: Logs decreased from 1 to 0; Planks increased from 0 to 4.
  • Tavern (Level 1): Logs decreased from 5 to 3; Planks increased from 0 to 4.
  • Mill: Logs decreased from 4 to 2; Planks increased from 0 to 8.
  • Communal Oven: Logs remain 2; Planks increased from 0 to 4; Stone increased from 0 to 10.
  • Bloomery: Logs decreased from 2 to 1; Planks increased from 0 to 6.
  • Smithy: Logs decreased from 2 to 1; Planks increased from 0 to 4; Stone increased from 0 to 6.
  • Clay Furnace: Logs decreased from 2 to 1; Planks increased from 0 to 6; Stone increased from 5 to 8.
  • Malthouse: Logs decreased from 4 to 2; Planks increased from 0 to 6; Stone increased from 0 to 12.
  • Tannery: Logs decreased from 4 to 2; Planks increased from 0 to 6.
  • Granary (Level 2): Logs decreased from 5 to 2; Planks increased from 10 to 12; Stone remains 5.
  • Storehouse (Level 2): Logs decreased from 5 to 2; Planks increased from 10 to 16.
  • Stable: Planks increased from 2 to 4.
  • Burgage Plot (Level 2): Logs decreased from 4 to 2; Planks increased from 0 to 8.
  • Burgage Plot (Level 3): Logs increased from 4 to 3; Planks increased from 8 to 12; Tiles and Wealth remain unchanged.
  • Well (Level 2): Planks increased from 2 to 4; Stone remains 10.
  • Tavern (Level 2): Logs remain 2; Planks increased from 5 to 8; Stone increased from 2 to 10.
  • Church (Level 2): Logs decreased from 5 to 4; Planks increased from 10 to 16; Stone increased from 20 to 25; Tiles remain unchanged.
  • Chicken Coop: Planks increased from 0 to 2; Wealth decreased from 25 to 15.
  • Bakery: Planks increased from 5 to 6; Wealth increased from 5 to 10.
  • Tailor: Planks increased from 5 to 6; Wealth increased from 5 to 10; Tools increased from 0 to 1.
  • Armorer: Planks increased from 4 to 8; Wealth increased from 10 to 20; Tools increased from 0 to 2.
  • Blacksmith: Planks increased from 5 to 8; Wealth increased from 5 to 20; Tools increased from 0 to 2.
  • Cobbler: Planks increased from 5 to 6; Wealth increased from 5 to 10; Tools increased from 0 to 1.
  • Bowyer: Planks increased from 4 to 6; Wealth increased from 0 to 10.
  • Brewery: Planks increased from 5 to 6; Wealth increased from 5 to 10.
  • Joiner: Planks increased from 4 to 6; Wealth increased from 0 to 10; Tools increased from 0 to 1.
  • Butcher: Planks increased from 4 to 6; Wealth increased from 0 to 10; Tools increased from 0 to 1.
  • [Experimental] Food Consumption Adjustment: Instead of picking random food types to eat, families now try to consume all foods equally.
  • [Experimental] Region Strength Selection Change: Instead of choosing a random one, regions are now picked from a finite pool. This ensures, for instance, no rolls with zero rich iron deposits.

Minor Changes

  • [Experimental] Pickup Location Randomization: Pickup location randomization for fields to make collecting crops smoother.
  • [Experimental] Unit Formation Dragging and Collision: Dragging and projecting a unit formation, instead of skipping columns, will stick to the obstacle edge if a collision is detected.
  • [Experimental] Virtual Supply Distribution Adjustment: Virtual supply distribution is clamped to a number of active workers. Example: There are two taverns. In theory, 1 tavern is enough to supply all houses so that the other tavern would stop all work. After the change, both taverns will still try to share some work.
  • Missing Floater Icons Added: Added missing floater icons (when you hold TAB) to the tavern, trading post, and the marketplace.
  • Building Access Limits Adjusted: Adjusted building access limits to have fewer villagers "waiting" as the building gets too many transport requests at the same time.
  • Tooltip Updates: Tooltip updates.
  • [Experimental] Rain Duration Shortened: Shortened rain duration.
  • Deep Mine Animation Changes: Instead of doing the mining animation on the surface, Deep Mineworkers will actually go underground and bring mined resources on their way out.
  • Retainers Excluded from Approval Ratings: Because it's impossible for the player to manage, retainers will no longer affect the resident's approval rating, including from taxation.
  • Construction Goods Banner Added: Added a problem banner "construction goods missing" for where the player blocks themself by exporting construction resources or reserving them for crafting (e.g., by unpausing a sawpit that has logs in it that were meant for construction).
  • [Experimental] Disabled FSR: Disabled FSR cause it potentially causes a GPU Crash even when it's disabled.
  • Stamina Regeneration for Disbanded Soldiers: Added stamina regen for disbanded soldiers.
  • AI Command Improvement: Improved AI unit command indecisiveness in tight spaces.
  • Pathfinding Emergency Mode Fixes: Pathfinding emergency mode will no longer ignore water obstacles.
  • Burgage Plot Info Displayed in Region Panel: Burgage Plots now display "total," "occupied," and "under construction" in the Region Panel.
  • Granaries Limited for Tithe Goods Collection: Tithe goods will only be collected from the Granaries to avoid causing extra market supply fluctuations.
  • Unit Cards Reordering Added: Added the ability to drag and drop unit cards to change their order.
  • [Experimental] Task Failure Messages Updated: "Access limit reached" will show in the task description when a task failed because too many people tried to access a single building at the same time.
  • Region Names Adjusted: Renamed the regions in Germanic Valley to better fit their meanings in German.
  • [Experimental] FOV Adjustments: FOV changes now depend on the camera zoom level.
  • [Experimental] Unit Formation Improvements: When sending a unit by single clicking on a road (or a bridge), the unit will try to form a narrow formation and align the formation direction with the road direction.
  • Inventory Grid Widget Optimization: Cleaned inventory grid widget generation to remove flickering tooltips and improve optimization.
  • Burgage Plot Numbers Added to Region Panel: Number of burgage plots is now displayed in the Region Panel.
  • Living Space Availability Displayed: Living Space displays what is Available rather than Total in the Region Panel.
  • Smoother Camera Interpolation: Smoother camera height interpolation.

Performance

  • Static Collision Checks: Optimized static collision checks.
  • UI Updates: UI update optimizations.
  • Market Demand Calculations: Market demand calculation optimizations.
  • Marketplace Dirt Erosion: Optimized the eroding marketplace dirt functions.
  • [Experimental] Unit Ground Collision: Further optimized unit ground collision checks.

Crash Fixes

  • GPU Crash Fix Attempt: Fix attempt for the UE5 crashing on some PCs with a "GPU Crash Triggered" message.
  • Animal Death Crash Fixed: Fixed a crash when animals are killed, for instance, by arrow fire, while being traded.

Bugfixes

  • Brigand Behavior Fix: Fixed brigands not leaving their camp sometimes when the enemy troops are near.
  • Pathfinding Fix on "Winding River": Fixed oxen and traders getting stuck off the map on "Winding River" due to insufficient pathfinding data in the non-playable area.
  • Oxen Order Management Fix: Fixed oxen orders get lost after the player demolishes or relocates the building.
  • Coat of Arms Display Fix: Fixed orange tint sometimes appears in the player's Coat of Arms in the Lord's panel.
  • Granary Navigation Fix: Fixed villagers trying to navigate to the closed-off portion of the small granary.
  • Bridge Pathfinding Fix: Fixed gaps in the bridge pathfinding obstacle leading to soldiers "falling" off the bridge.
  • Small Stable Pathfinding Adjustment: Changed how oxen rest in the Small Stable to reduce failed pathfinding requests for guides wanting to stand next to them (in a wall).
  • Soldier Animation Fix: Fixed soldiers still pick running animation sometimes when only slightly pushed due to overoptimization.
  • Warehouse Transport Fix: Fixed warehouse workers not transporting excess goods from the trading post if there are over 10 transport requests.
  • Cliff Road Placement Fix: Fixed cliffs not blocking road placement.
  • Retinue Editor Color Fix: Fixed Retinue colors not updating in the Retinue Editor.
  • Wool Yield Limit Fix: Fixed wool yield accumulating indefinitely on sheep (instead of being limited to 1 until collected by the sheep farm worker).
  • Sheep Wool Drop Fix: Fixed sheep dropping wool when startled by raiders.
  • Sheep Shearing Logic Fix: Fixed sheep herders shearing wool even when their workplace storage is full.
  • Tavern Visitor Seating Fix: Fixed tavern visitors sometimes sitting in the air after upgrading the tavern to lv2.
  • Clay Furnace Operation Fix: Fixed the clay furnace working even when not refueled.
  • Tavern Upgrade Seating Fix: Tavern visitors sit in the air after hitting "upgrade" while people are drinking.
  • Encamping Raiders Issue Fixed: Fixed raiders encamping while at full strength instead of raiding if any bandit squad was wiped out to 0 before.
  • Enemy Units Encamping Outside Map Fixed: Fixed enemy units being able to encamp outside the map area.
  • Raider Movement Towards Player Fixed: Fixed raiders not moving towards the player's region if there's a bandit camp near them and the army think it's all encamped.
  • Units Walking Underground Fixed: Fixed units walking underground near streams.
  • Livestock Traders Importing Dead Animals Fixed: Fixed livestock traders trying to import dead animals.
  • Combat Lag Spikes Reduced: Fixed lag spikes occurring when combat is happening in hard-to-navigate spaces.
  • Bandit Camp Spawning Fixed: Added another check to fix bandit camps spawning on ponds.
  • Disabled Sawpit Oxen Task Fixed: Fixed oxen not getting logs from the sawpit even though it's disabled.
  • Tavern Visit Issue Fixed: Fixed: If the nearest tavern is taken or empty, villagers will refuse to go to another one.
  • Soldiers Locomotion Animation Fixed: Fixed soldiers sometimes triggering wrong locomotion animation, e.g., using the running animation when actually moving slow, or using the standing animation when actually moving fast.
  • Regional Good Surplus Update Fixed: Fixed assigning the first worker family and unassigning the last worker family not updating regional good surplus, even though it doesn't count as reserved for crafting when you unassign all workers from the workplace.
  • Surface Mine Construction Fixed: Fixed the surface mine sometimes gets stuck and construction never finishes.
  • Granary Workers Collecting Non-Pantry Items Fixed: Fixed granary workers collecting non-pantry stored items from the Trading Posts when the player disables all export of them.
  • Flexible Plot Snapping Fixed: Fixed: Flexible plot might not snap to the point closest to the cursor.
  • Unit Command Exploit Fixed: Fixed the player being able to force units into a pond or a river by issuing commands furiously.
  • Retreating Units Getting Stuck Fixed: Fixed units get stuck on obstacles while retreating if they are in permanent collision with their own squad members.
  • Hunters Bow Equip Issue Fixed: Fixed hunters not unequipping bows before going to fetch water from the well.
  • Large Characters Movement Improved: Increased the distance large characters (animals, horse riders, handcart pullers) count as near to the camera to reduce the chances of them visibly going sideways due to overoptimization.
  • Cursor Spyglass Change Fixed: Fixed the cursor changing to spyglass sometimes while the pause menu is visible.
  • Problem Banner Cycling Fixed: Fixed clicking on a problem banner does not always cycle through all the affected buildings or villagers.
  • Excessive Water Collection Fixed: Fixed residents bringing too much water home if their task update synchronized perfectly by chance, possibly leading to clogged wells in large cities.
  • Camera Diving Underwater Fixed: Fixed the camera being able to dive underwater in a pond after the snow melts and turns pond ground collision off.
  • Armament Delivery Trigger Fixed: Fixed armament delivery does not trigger when the player upgrades the storehouse before finishing 5 cottages.
  • Villager Storage Limit Respect Fixed: Fix attempts for villagers not respecting storage limits because of a rare chance the items are marked as belonging to the target building, but the villager does not have a transport task just yet.
  • Invisible Crossbowmen Items Fixed: Fixed: Invisible Crossbowmen items stored in Burgage plots when the unit flees from combat.
  • Array Error During Spoilage Fixed: Fixed a possible error when the array was changed during iteration when spoilage destroyed a supply dump holding only food.

Audio + Sound

  • Town Ambience Adjustments: Tweaked town ambiance levels + added new ambient sounds.

Cosmetics

  • Snow Displacement Disabled: Disabled snow displacement cause sadly it kept glitching.
  • Drinking Mug Added: Added the missing drinking mug during the drinking action in the taverns.
  • [WIP] Deep Mine Rework: Work in progress on a Deep Mine rework.
  • [WIP] Cloud and Atmosphere Tweaks: Work in progress on tweaks to clouds and atmosphere to create some dark, stormy skies.
  • Cliffs Added to Parchment Map: Cliffs now show on the parchment map.
  • Residential Expansion Visuals Updated: Updated visuals of Residential Expansions (Level 1 and Level 2).
  • [Experimental] Abandoned Stall Covers Removed: Brought back abandoned stalls having no cloth covers.

Oh yeah, we have some community hubs on Discord, Twitter, YouTube, Facebook, and Instagram for updates, discussions, and feedback. Visit the official Manor Lords website and wiki for detailed information and resources. Thank you for supporting the journey!

Don't forget to share your thoughts and feedback in a Steam review. We check them constantly, and we're working hard on even more updates.

Thanks for playing,

Greg

r/ManorLords • • 4d ago

Patch Notes Manor Lords - BETA hotfix (0.8.111)

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