News Liste Manor Lords

[Beta Patch - 0.8.017] Marketplace Rework, New Maps, and Tavern Upgrades
Manor Lords
23.12.24 20:41 Community Announcements
Hi all, A pre-release version of the newest patch is now available in Betas. [b]Saves:[/b] To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version. [b]Mods:[/b] Please remove any mods. They will most likely crash the game. [quote][b]To find your Steam for Manor Lords saves.[/b]
  • Press Win + E
  • Paste %USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames into the search bar.
[b]To try the BETA, please follow these steps:[/b]
  • 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
All new strings might not be localized yet, and stability hasn't yet been thoroughly tested. Some balancing changes are still experimental.[/quote] [b]To discuss this, please join the official Discord server[/b] https://discord.gg/manorlords. You'll find a channel specifically for discussing the ongoing pre_release branch. [hr][/hr]

Changelog Version 0.8.004 -> 0.8.017

[b]Major Changes[/b]

[Experimental] Marketplace rework:

  • [b][Experimental] Marketplace Rework:[/b] Only the storage building workers can set up marketplace stalls now. This resolves confusion about ownership and work assignments (e.g., a gravedigger with a food stall).
  • [b]Storage Building Supplies:[/b] Only storage buildings supply stall inventories and peddle.
  • [b]Marketplace Goods Cap:[/b] The number of goods a marketplace can supply is capped by the number of stalls and assigned storage building families. This can now be previewed as "granary supply capacity" and "storehouse supply capacity."
  • [b]Merged Stalls:[/b] Fuel Stalls and Fabric Stalls were merged into a General Goods Stall.
  • [b]Storage-Marketplace Arcs:[/b] Arcs connecting storage buildings to marketplaces are now drawn after selecting either one.
  • [b]Marketplace UI Updates:[/b] Marketplace supply UI now shows the number of assigned families in the storage buildings.
  • [b]Worker Stall Assignments:[/b] Storage building families build or take over a stall as soon as they are assigned.
  • [b]Stall Storage Reduction:[/b] Decreased max stall storage space to encourage more stalls in the market.
  • [b]Abandoned Stalls Exclusion:[/b] Abandoned stalls no longer count toward marketplace availability.
  • [b]Market Availability Distribution:[/b] Tuned market availability distribution; houses reserve only as much variety as needed for upgrades.
  • [b]Regional Data Updates:[/b] All data in the Marketplace Supply Panel is now regional, including "Free stall locations."
  • [b]Disable Stalls Behavior:[/b] Disabling "allow market stalls" on a storage building causes workers to abandon their stalls since they stop contributing to Market Supply.
  • [b]Direct Granary Consumption:[/b] Villagers sometimes eat straight from granaries to reduce marketplace supply fluctuations.
  • [b]Instant Market Supply Calculation:[/b] Market supply is calculated instantly whenever stall storage changes.
  • [b]Marketplace Tooltip Additions:[/b] Added extra marketplace tooltip info about food variety in the region.
  • [b]Marketplace Storage Filters:[/b] Storage filters can now be applied to marketplaces to prevent specific goods from being distributed.
  • [b]Refueling Directly from Storehouses:[/b] Plots and workplaces refuel directly from storehouses when possible to reduce supply fluctuations.
  • [b]Instant Stall Setup:[/b] Allowing market stall setup prompts workers to build or take over stalls instantly.
  • [b]Real-Time Overlay Updates:[/b] Supply category overlays now update burgage plot colors in real-time when hovered.
  • [b]Abandoned Stall Cleanup:[/b] Storage workers return goods from abandoned stalls to storage.
  • [b]Category Reorganization:[/b] Marketplace & Market Carts moved to the Logistics category.
  • [b]Ale and Water Distribution Changes:[/b] Ale from taverns and water from wells are now distributed like marketplace items.
  • [b]Reason 1:[/b] It’s no longer enough to have just 1 Ale in the tavern to upgrade the whole town.
  • [b]Reason 2:[/b] Added Well and Tavern upgrades.
[b]New Features[/b]
  • [b]New Maps Added:[/b] High Peaks and Winding River are now playable maps.
  • [b]Overstock Setting:[/b] Added an "Overstock" setting to distribution buildings (Tavern, Marketplace). This controls how many extra goods are placed in stalls or taverns beyond what is currently needed.
  • [b]Bridge Building System:[/b] A bridge-building system using the Road Tool has been added.
  • [b]Stone Well Upgrade:[/b] Added a stone well upgrade that increases water supply to 30 plots. The wooden well supply was reduced to 15 plots.
  • [b]Tavern Level 2 Upgrade:[/b] Added a Level 2 Tavern upgrade with a new Level 1 visual.
[b]Gameplay & Balance Changes[/b]
  • [b]Tax Approval Update:[/b] Taxation approval now occurs even if there is no money to tax.
  • [b]Charcoal Burning:[/b] Charcoal burners now burn stacks of up to 10 firewood at once per assigned family.
  • [b]Woodcutter Speed Adjustment:[/b] Woodcutters' debranching speed reduced by 30%.
  • [b]Windmill Storage Limitation:[/b] Windmills no longer mill flour if there is no pantry space left.
  • [b]Flour and Bread Changes:[/b] 1 grain now makes 1 flour, and bread output doubles to reduce clogging at the windmill.
  • [b][Experimental] Building Costs Rebalanced:[/b] Adjusted resource costs for buildings and upgrades, using more Planks, Stone, and Tools for diversity and aesthetic reasons.
  • [b]Tavern Employment Reduction:[/b] Level 1 Tavern now employs 1 family (reduced from 3).
  • [b]Spoilage Reduction Boosts:[/b] Level 1 Tavern reduces spoilage slightly more than other buildings. Level 2 Tavern provides a small additional boost.
  • [b]Deposit Size Adjustments:[/b] Iron deposit minimum size increased by 60%, maximum size by 28%. Stone deposit sizes increased by 20%.
[b]Balance Adjustments[/b]
  • [b]Apiary:[/b] Planks increased from 2 to 4.
  • [b]Stonecutter:[/b] Logs decreased from 2 to 1; Planks increased from 0 to 4.
  • [b]Mining Pit:[/b] Logs decreased from 1 to 0; Planks increased from 0 to 4.
  • [b]Tavern (Level 1):[/b] Logs decreased from 5 to 3; Planks increased from 0 to 4.
  • [b]Mill:[/b] Logs decreased from 4 to 2; Planks increased from 0 to 8.
  • [b]Communal Oven:[/b] Logs remain 2; Planks increased from 0 to 4; Stone increased from 0 to 10.
  • [b]Bloomery:[/b] Logs decreased from 2 to 1; Planks increased from 0 to 6.
  • [b]Smithy:[/b] Logs decreased from 2 to 1; Planks increased from 0 to 4; Stone increased from 0 to 6.
  • [b]Clay Furnace:[/b] Logs decreased from 2 to 1; Planks increased from 0 to 6; Stone increased from 5 to 8.
  • [b]Malthouse:[/b] Logs decreased from 4 to 2; Planks increased from 0 to 6; Stone increased from 0 to 12.
  • [b]Tannery:[/b] Logs decreased from 4 to 2; Planks increased from 0 to 6.
[b]Minor Changes[/b]
  • [b]Building Access Limits Adjusted:[/b] Fewer villagers "wait" when too many try to access a building simultaneously.
  • [b]Tooltip Updates:[/b] Improved clarity and detail in tooltips.
  • [b][Experimental] Rain Duration:[/b] Shortened rain duration.
  • [b]Underground Mining Animation:[/b] Deep Mine workers now go underground instead of mining on the surface.
  • [b]Retainers Excluded from Approval:[/b] Retainers no longer affect residents' approval ratings (e.g., from taxation).
  • [b]Problem Banner Added:[/b] Added "construction goods missing" banners for players blocking construction resources through exports or crafting reservations.
  • [b][Experimental] FSR Disabled:[/b] Disabled FSR due to potential GPU crashes.
  • [b]Unit Command Improvements:[/b] Reduced indecisiveness in tight spaces.
  • [b]Pathfinding Updates:[/b] Emergency pathfinding now respects water obstacles.
  • [b]Region Panel Updates:[/b] Burgage Plots now show "total," "occupied," and "under construction" numbers. Living space now displays "Available" instead of "Total."
  • [b]Camera Adjustments:[/b] Smoother height interpolation.
[b]Cosmetics[/b]
  • [b][WIP] Cloud and Atmosphere Tweaks:[/b] Have some dark stormy skies.
  • [b]Cliffs on the Parchment Map:[/b] Cliffs are now visible on the parchment map.
  • [b]Updated Residential Expansion Visuals:[/b] Level 1 and Level 2 residential expansions have updated visuals.
Ps. New people are joining the team in 2025; it will be fun! Thanks for playing, and happy holidays! Greg
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Release:26.04.2024 Genre: Strategie Entwickler: Slavic Magic Vertrieb: Hooded Horse Engine: Unreal Engine 4 Kopierschutz:keine Infos Franchise:keine Infos
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