Update log
Full Manor Lords update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone,
Extracted changes
- Compatibility
- Gameplay
- Performance
- Maps
This update is now live on the main branch after spending time on the Beta Branch. Over the past weeks, it focused on bug fixes, AI improvements, and balance and gameplay polish. Thank you to everyone who tested the beta and took the time to share feedback. It was a big help.
You’ll find the full list of changes included in this release below.
If you have a moment, a Steam review sharing your experience would be appreciated. Hearing what’s working and what still needs attention helps guide what we focus on next.
Important to Note
Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a new version.
Mods: Please remove any mods. They will most likely crash the game.
Previous Version: If for some reason you enjoyed the previous version more, it will be available on it's own Beta branch 0_8_029a password: ILikedItMoreBefore
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 0.8.029–0.8.050
Major Changes
Starting Location Selection: Ability to select the starting location in the game setup screen for the player and adversaries.
New Maps: Devil's Hill, Jagged Cliffs, Divided and Lake Lemm.
New Game Modes: Duel (1 vs 1 with AI) and Fractured Realm (4 Lord free-for-all).
New Buildings, Jobs & Resources: Quarry, Stonemason, Lime Kiln, and their connected resources: Rough Stone, Dressed Stone, Mortar.
- Wall PositioningA new system for positioning units on walls.
Ladder Climbing: Units now climb ladders to access higher floors.
Hover Fortifications: The player can now hover the castle fortifications and see the soldiers inside.
- Gate ControlAdded the ability to open and close each castle gate individually.
Castle Upgrade System:
Module Upgrades: Every castle module, including walls and gates, can now be upgraded to lv2.
Placement Logic: Module placement is no longer restricted by distance to the nearest major module. The planner now displays the total Bailey Area. The Bailey area allowed for construction is limited by your lord's or lady's Rank (still WIP).
Wall Platforms: You can now attach platforms to the castle walls. The level of platforms is capped by the wall type.
Affinity System:
Environment Types: Each Region is divided by area into multiple Environment Types: (Meadow, Woodland, Farmland, Urban, Rural).
Building Affinities: Different buildings can have Affinities with different Environment Types, for instance, the Animal Pen has a "Pannage" Affinity which decreases the time to yield for Pig Pens relative to the Woodland area.
Maintenance System:
Workplace Maintenance: A lot of workplaces now must be maintained by delivering resources to function properly.
Failure Risks: Failure to maintain a building can result in various risks, such as collapse for mines, injury and even a minor death chance.
Rate Tuning: You can tune a workplace's level of maintenance, affecting Labor Speed.
Yield System:
Yield Definition: Yield is a measure of how much your workplace produces. Various buildings use different timespans and benchmark values depending on their nature.
Yield Influencers: Yield can be affected by Labor Speed, Efficiency, and Productivity.
Labor Speed: Labor Speed measures how fast your workers perform workplace related tasks.
Efficiency: Efficiency measures how much output you get per input when crafting, per plant when farming or per passive income cycle, depending
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