Update log
Full Manor Lords update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Compatibility
- Gameplay
- Maps
Hi everyone,
Localization was updated, and judging from reports from QA and Discord, the latest Beta looks stable enough to be brought to the Main branch. From the looks of things, the next update will come relatively soon and will contain a pathfinding refactor with multiple optimizations + multiple bugfixes and some balance tweaks. After that, the current plan is to do an update to the construction process (including a new church level), and then we're back to the development of Perks.
Steam Reviews: Your Feedback Matters
We'd really appreciate it if you could take a moment to leave a Steam review. As we're working hard on the next update, fixing bugs, and adding new features, we'd love to hear what you think about Manor Lords. Your feedback, opinions, and support all help us know what to focus on, improve, and add to Manor Lords. Even if it's a few sentences about how you feel about the latest update, it'd be a great help to the team and me.
Patch Notes — Version 0.8.050–0.8.065 (Main)
Major Changes
- New Burgage Plot LevelAdded a new Burgage Plot Level (now introduced as Level 3), complete with new models, requirements and effects.
- Rearranged OrderMoved the previous Burgage Plot Level 3 aesthetic to Level 4, and updated requirements and effects.
Extension Requirements: Cobbler and Baker extension now require the Plot to be Level 3 to unlock.
Family Based Progression: Settlement Level progress now checks for Families of a certain level to be living in the region rather than Burgage Plots of a certain level to be built.
Living Space: Burgage Plot Upgrade: “Expansion” now gives +1 Living Space to the Plot regardless of Level.
- New MapAdded a new map "Twin Lakes".
Battlefield Visibility: All squads inside an active Battlefield are now always visible.
Battlefield Proximity: After a battle starts, the area around the Battlefield where units are counted as participating gradually shrinks. (This is not the Battlefield zone itself).
Ox Guiding behaviour:
Only unassigned workers or workers from the Logging Camp can guide an Ox to a construction site.
Only unassigned workers or workers from the building an Ox delivers to can be assigned to guide the Ox.
Minor Changes
General:
Approval Tiers "Admired" and "Revered" now increase income for Level 3 and Level 4 Plots by 1.
- Devil’s Hillrefreshed the trees, adjusted roads and spawn locations.
- Devil's Hilladded dirt cliffs and dirt hills, added additional shrubbery.
- Twin Lakesreplaced some of the rock cliffs with dirt cliffs, added dirt hills, lowered the height of the lake and adjusted the surrounding landscape.
Families are now allowed to plow their Backyard Vegetable Gardens in November.
Added Rough Stone and Rubble Stone pickup spots to the Quarry.
Idle Workers that can sit down to rest at the Workplace no longer go home.
Idle Workers closer to their Workplace than home will go inside the Workplace instead.
Only specified workplaces are allowed to be entered when idle.
Granary and Storehouse workers recalculate how much to collect when reaching a target building.
Increased the regional limit per good in the Trading Post.
Grave diggers now bring the corpse to the closest valid destination from the corpse position.
Dead enemy soldiers may be buried in a corpse pit if it is much closer than a Church or in the aftermath of a large battle.
Family members fetching water will pick the Well that gives the shortest round trip rather than the closest to their home.
Further refined unit collision and
Source
