In this update10
Full notes
Full Manor Lords update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone,
What changed
- Compatibility
- Performance
- Balance
- Gameplay
- Fixes
- UI and audio
A new patch has been released on the Beta Branch with several priority bugfixes. On Monday we're expecting the localization to come in and hopefully we're very close to a main branch push now (as a reminder, our Betas are never localized).
How to Access the Beta
Saves
To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.
Mods
Please remove any mods. They will most likely crash the game.
To find your Manor Lords Steam saves.
Press Win + E
Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.
To try the BETA, please follow these steps:
Open Steam
Right-click on Manor Lords in your library
Select Properties
Go to the BETAS tab
Enter the password: veryNiceBasket
Choose "pre_release" from the "Beta participation" drop-down list
Wait for the game to update the files (if nothing happens, restart the Steam client)
Launch the game
You can report feedback and bug reports on the Manor Lords Steam forums or join us on Discord for bug reports and discussion about the latest patch.
Patch Notes — Version 0.8.046–0.8.048 (Beta)
Balance:
[Experimental] Durability is not consumed while the building is being upgraded.
[Experimental] Maintenance effects do not apply while a building is in construction.
Honey and Wax are no longer Major Trades.
Minor changes:
Husband Smallholders will no longer leave their backyard farming jobs to other family members.
Added collision data to Charcoal Kilns.
Increased the default protection radius against tree cutting around Resource Nodes from 500 to 750.
AI:
Fixed AI not differentiating between different rebuild commands and ending up in infinite loop of failing to rebuild the same building
Fixed problem with AI mistaking homeless people for artisans
Will now consider far off Iron, Salt, and Clay Resource Nodes over time as the number of worker families increase.
Will now value building mines on top of Iron Resource Nodes higher than other mines.
Will now import any needed Iron Tools if there is no Iron Resource Node in the region.
Fixed not counting families who becomes homeless by losing their home as available workforce.
Fixed Manors built by AI not being visible and not considered completed.
UI:
Removed the Yield widget from the Taverns since it doesn't apply.
Crashfixes:
Building roads near previously deleted snap points will no longer cause the game to crash.
Fix for crash when applying Restoring The Peace scenario during new game setup on the High Peaks map.
Bugfixes:
Fixed incorrect construction goods being returned for a building that's been turned to rubble
Fixed ability to build multiple garrison towers in packaged game versions.
Fixed hounds following units into battle.
Fixed the broken ox legs appearing on some specific PCs.
Fixed incorrect output showing on the Bakery Production Focus tooltip.
Fixed Herbs being registered twice in Records when consumed for healing.
Fixed the Garment and Footwear consumption timer counting as usual even though the previous consumption is still unsatisfied.
Fixed refueling logic.
Added the missing Ń and ń glyphs to the paragraph font.
Fix for Windmills failing to process stored grain when the quantity in circulation is very low
Fix for Pinned Supplies inventory panel persisting after being automatically demolished
Fixed distance error when calculating the default protection radius against tree cutting around Resource Nodes.
Fixed blacksmiths not maintaining their own shops when set to produce tools.
Fixed traders not using a Horse due to it being petted by another worker at the moment.
Fixed livestock orders sometimes not being delivered.
Fixed Traders sometimes going to trade despite nothing on their import and export list.
Fixed Traders not maximizing the amount of Goods they can bring when importing and exporting.
Fixed Goods with a low ID being favored when Traders pick Goods to import and export.
Fixed workers getting stuck on people who perform actions, e.g. waiting for the charcoal burner to get up so that they can pass through.
Fixed maintenance rate not working after unlocking Nuremberg Prospectors perk.
Fixed a number of issues with drop inventory tasks.
Cosmetics:
Homeless workers who get sick now also unequip all tools.
Optimization:
Optimized bee particle systems since they actually added up in large cities with many Apiaries.
Join the Manor Lords Community
Join our community on Discord and Reddit to ask questions, trade tips, and keep up with the game. There’s also a community-run wiki that covers the most common questions, and you can follow Slavic Magic on Twitter for more developer updates.
Source
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