In this update9
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
- Gameplay
- Balance
- Fixes
- UI and audio
A new patch has been released on the Beta Branch. This beta is localized, but a few spots are still missing translation.
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 0.8.048–0.8.049 (Beta)
Minor changes:
Added Salt and Clay resource spots to Deep Mine to reduce traffic jams in the mine entrance.
Further tweaks for resolving collision in tight spaces (like doorways).
Balance:
Reduced the max size of Rich Deposit Wild Animals by 18%.
Reduced Wheat yield -25%.
Reduced Barley yield -20%.
Increased Flax yield +50%.
Made Wheat / Rye fertility calculation more linear (Rye fertility now is 1.5 * Wheat fertility, but no more than 100%).
Dressed Stone value lowered from 7 to 5.
Rough Stone value lowered from 4 to 3.
Made Droughts much less impactful, but removed the clamp of a minimum 1 Yield per Field in all cases.
Granaries get a handcart shed. Handcarts slots changed to 2 (lv1) and 6 (lv2). Storehouse handcart slots are 2 (lv1) and 6 (lv2) as well.
AI:
Will now build a Corpse Pit if enough corpses are piling up in the Settlement.
Will now assign Workers to the Church and Corpse Pit to bury any corpses lying around.
Will now calculate what goods it can't produce in a Region.
Will now import goods needed to rebuild the Settlement or to satisfy Maintenance.
Will now try to rebuild a Settlement in better order to avoid dead-locks.
Will now wait a little longer before adding a third or fourth family to the Trading Post.
Will now stop cutting down trees if storage of Timber reaches 200.
Will now stop cutting down trees if storage of Firewood reaches 2000.
Will now destroy a Stonegatherer Camp if no longer useful.
Will now destroy and rebuild the Hunting Camp if the Wild Animal Resource Node have moved away.
Will now build the Hunter Camp close to the Wild Animal Resource Node even if it's far away.
Will now put higher priority on far away resource gathering buildings under construction.
Will now try to avoid constructing a Manor on top of trees.
Fixed a number of issues that could dead-lock the AI when trying to rebuild a Settlement.
Fixed Stonegatherer Camp sometimes being constructed on the Stone Resource Node.
Fixed not building Stonemason's Station or Lime Kiln when having a Quarry.
Fixed not being aware of that a rich Stone Resource Node also produces Rough Stone.
Bugfixes:
Fixed miners sometimes getting stuck in "equip pickaxe" animation while inside the Deep Mine.
Fixed the Ox being broken for 1 frame when spawning in a Settler's Camp in a new Region.
Fixed Peasants return all weapons/shields to the Storehouse on loading a save.
Fixed resources granted log prompts being added when workers drop resources on militia rally.
Fixed resources possibly being dropped to a Pond if there's no place for them in storage.
Fixed resource granting calling to redistribute militia recruits twice in a row if military resources were granted.
Added missing collision model for Charcoal Kiln.
Another fix attempt for Maintenance durability modifiers not getting applied properly.
Fixed issue with Residents/Workers being displayed on Building Floaters for Temporary buildings and Fields.
Fixed handcart slots not erasing while upgrading storage buildings to lv2, resulting in more carts being available than intended.
Fixed too many handcarts being spawned cause it would not account the ones actively in use.
Fixed Traders sometimes getting stuck when dismounting their horse wagons.
Fixed Fields floater UI not displaying correctly.
Fixed Ox Plows movement being choppy at high game speeds.
Fixed the Ń glyph missing in the italic font (Beta).
UI:
Changed thickness of lines in the "Resources" line graph.
Removed all caps from Region name in Log Notifications.
Improved tooltip info on Nuremberg Prospectors perk.
Updated tooltip icons for pasture space.
Tweaked alignment of text for pasture/stable space in general building panels.
Fixed localisation issue with perk card slot tooltip.
Fixed missing localisation for population details tooltip.
Cosmetics:
Added embers and smoke FX to the Smithy, Blacksmith and Armorer.
Ox plow will now align the rotation to ground slope.
Optimization:
Reduced cost of showing Building Floaters by 62%
Optimized door opening and closing.
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
Changelog.gg summarizes and formats this update. How we read updates.
