Sorry for taking so long this time. I am rethinking what went wrong to ensure it won’t happen again. I focused on expanding the developer team and tackled way too many issues at once.
Right now, on the left of my screen in the engine window, is a graveyard full of perks that didn’t work out and were all eventually discarded. I needed to align visions with the new designers, and the new programmers learning the codebase (that was basically a giant solo dev spaghetti) also led to a bunch of problems.
There were also some major refactors done that will be (hopefully) completely invisible, but without them, the AI towns could not function properly (basically, how data is organized internally). Some tasks appeared innocent but ended up being huge rabbit holes.
From now on, the goal is to focus on smaller-sized updates but uploading more frequently, starting with bugfix and polish, and the rest of the Development Perks (in the beta, you’ll find the first 9 perks).
But, some of the things I think we eventually accomplished that you can try in the Beta:
- Good progress on AI controlled players and AI towns. AI can’t challenge the player yet but it’s getting close, its towns look relatively natural and organic which is a major goal for us.
- The new progression system should now feel thematic, and the choices should be less boring and obvious.
- A lot more depth overall. There’s maintenance, efficiency, yield, productivity, dynamic population growth rates, various approval effects, environment affinities, and most of these things work based on modifiers that can be stacked together for ultimate results. We also added records and graphs for the player to be able to peek into the production and consumption data, worker time allocation to properly optimize their towns.
- There are many other significant changes though they will all feel “work in progressy”, like the ability to upgrade to a stone castle, place your soldiers on walls and peek inside the towers. We broke up the resources in a more granular way so veggies became Cabbages, Carrots, Beetroots and so on, all with their own pros and cons, and residential requirements were recoded so that the players can utilize all those new resources in different combinations to satisfy the townsfolk.
- Oh, and there are new maps to play on that I think you can find quite cool, like the one with a giant lake and others that have a lot of cool rocky cliff spots.
Here are the full patch notes so far, and as usual, let me know what you think on our Discord.
Thank you, and again apologies for taking so long.
Greg – lead dev
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.
Zitat:
To find your Manor Lords Steam saves.
- Press Win + E
- Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.
- 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 0.8.029–0.8.035 (Beta)
Major Changes
- Starting Location Selection: Ability to preselect the starting location in the game setup screen.
- New Maps: New playable maps: Devil's Hill, Jagged Cliffs, Divided, Large Lake.
- New Game Modes: New game modes: Duel (1 vs 1 with AI) and Fractured Realm (4 Lord free-for-all).
- Jobs & Buildings: Added new jobs and buildings: Quarry, Stonemason, Lime Kiln, and their connected resources: Rough Stone, Dressed Stone, Mortar.
- Wall Positioning: A 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 Control: Added the ability to open and close each castle gate individually.
- 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. 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.
- Environment Types: Each Region is divided by area into multiple Environments (Meadow, Woodland, Farmland, Urban, Rural)
- Building Affinities: Different buildings can have Affinities with different Environments, for instance the Animal Pen has a "Pannage" Affinity which increases Efficiency of Pig Pens in regions with a lot of Woodland area.
- Workplace Maintenance: A lot of workplaces now must be maintained to function properly.
- Failure Risks: Failure to maintain a building can result in various risks, for instance the mines can Collapse.
- Rate Tuning: You can dial your maintenance rates, which affects Labor Speed.
- 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, Productivity and Efficiency.
- Productivity: Productivity is a measure of your Logistics: Transport and labor times vs idle times, sickness, extension work, militia assignments.
- Labor Speed: Labor Speed measures how fast your workers perform workplace related tasks.
- Efficiency: Efficiency measures how much output do you get per crafting, per plant or per passive income cycle, depending on the production type. High Efficiency means your Gardens will produce more Vegetables and your Crafting tasks may produce extra items.
- Memory Weight Shift: Approval memory weight was shifted to dramatically favor current event versus past events.
- Approval Tiers: There are now approval Tiers. Landing in a specific Approval Tier may give various penalties and bonuses.
- Vegetable Types: Vegetables resource was split into Cabbages, Carrots and Beetroots. You can now choose your preferred vegetable type in every Vegetable Garden.
- Wildlife Change: Deer were replaced by Small Game since it's more plausible in historical terms.
- Meat Differentiation: Meat was divided into: Mutton, Chevon, Pork, Beef, Chicken, Small Game, and are made by different animals accordingly. Chicken is now produced every fourth cycle from a Chicken Coop.
- Sausages: Sausages are made from Pork and Salt.
- Orchard Types: Pears and Quinces were added as Orchard resource types.
- Mushrooms (Experimental): (Experimental) Mushrooms were added back.
- Development Perks: To a lot of players, the development tree was a weak point of the game and described as immersion breaking. Therefore, a new, more grounded system of Development Perks was introduced. The player is now faced with more realistic choices at each settlement level development and those choices reflect the settlement development stage.
- Perk Design: The perks are also designed to be more nuanced from game design perspective so that choices are less obvious.
- Rollout Status: Since it's still in progress, only 1st batch of perks (Origins) is available.
- Policies Removal: Policies are temporarily removed (still undergoing rework).
Balance
- Animal Reproduction: Wild Animal reproduction is now dependent on their herd size. A minimum of 2 animals is required.
- Mining Range: Rich deposits have larger mining range than normal ones, allowing you to potentially place more mines on a single deposit.
- Mine Collapse Risk: There is an increasing chance of collapse if the user places too many mines close to each other.
- Homelessness Grace Period: Added a 30 day grace period since settling a region for the homelessness approval factor.
- Castle Fire Safety: Manors/Castles are no longer flammable under the assumption that raiders shouldn't be able to easily light them on fire.
- Starting Node Balance: Starting Resource Node balance changed: Players get either Fish or Small Game, either Berries or Mushrooms, either Iron or Salt, Clay, Stone and Fertility. Two of those get boosted to a Region Strength (Rich Resource Node or a Rich Fertility).
- Fishing Node Odds: Temporary: Increased chance of fishing resource nodes on maps with many river regions.
- Consumption Scaling: Families now consume extra goods related to their Burgage Level, eg. Clothing for Lv2 and up.
- Regrowth Tweaks: Tweaked resource regrowth rates.
- Trading Post Values: New values and Trade Types assigned to Foods and Materials in the Trading Post.
- Livestock Trade Balancing: New values assigned to most Animals for orders and Livestock Trading Post.
- Tariff Increase: Increased import tariff from 5 to 10.
- Iron Recipe Rebalance: Rebalanced Iron related items and recipes to make the Iron Slab cost ratio more consistent.
- Garden Replanting: Vegetable Gardens need to be replowed and replanted after harvest.
- Settlement Growth Bonus: Every region now gains +1 Growth for 1 year from the "Fresh settlement" modifier.
UI
- UI Restyling: Overall UI restyling with a more "medieval" and less modern feel.
- Production Screen: A new screen where you can preview your regional production and consumption balances.
- Approval Hover Info: When hovering over Approval, it should now display missing Requirements over nearby Burgage Plots.
- Map Restyling: Paper map restyling. Resource nodes will display as drawings instead of icons in the map view.
- Family Widgets: Family widgets now have a Consumption tooltip displaying their consumption rate and days left.
- Road Snap Fix: Road Snap Points no longer get distorted on the grass.
- Resource Icons: New Resource Node icons.
- Rename Saves: Existing saves can now be renamed.
- Region Cycling: Regions can now be cycled through on the Region Screen.
- Windmill Efficiency: Windmills now display their efficiency value on the inventory panel.
- Log Notifications: If you get a few log notifications at the same time, they are all displayed for a few seconds instead of just the last one. This makes it harder to miss an important message for instance on the 1st day of the month when a lot happens.
- Save Confirmation: Added save overwrite confirmation window.
- Building UI Fixes: Removed the building placement front arrow since building entrances are displayed now.
- Destroy Button: Alt clicking to delete a castle module was replaced by a destroy button.
- Module Snapback: Manor Modules now also snap back to the original dragging start position to reduce accidental changes.
- Wall Selection Accuracy: Improved accuracy when selecting wall points.
- Tutorial Overhaul: Added tutorial subsections and reworked the tutorial contents.
- Description Generalization: Pass on all building descriptions to list less direct numbers, but more general terms for what they do as yields can now vary.
- Extension Display: Added extension type to building floaters displayed when pressing tab.
- Livestock Tooltip: Livestock Tooltip now displays Extension animals.
Minor Changes
- Camera Collision: Improved the camera collision with cliffs on High Peaks.
- River Fishing Nodes: Fishing nodes often spawn in rivers now (allowing river fishing).
- Elevation Overlay: A new Elevation overlay.
- Graphics Presets: Added global graphics presets.
- Cold Warning Fix: When a burgage plot is refueled, the cold warning should now instantly disappear.
- Module Collision: Castle modules now collide with each other when placing in order to avoid building areas impossible for pathfinding and reduce clipping.
- Wall Snapping: When castle modules are placed on a wall, they will split the wall and snap the walls to edges instead of clipping with the module.
- Wall Joining: Added an option to join 2 walls into 1 after you snap their ends together.
- Wall Snap Points: Added missing wall snapping points to the outer towers.
- Module Rotation Fix: When rotating a module, the attached walls should now stay attached. The rotation is limited if a module has wall connections.
- Stream Integration: Streams now use the river system and therefore will spawn small bridges.
- Apiary Extension: Apiary is now a backyard extension. Wax is now produced every third cycle from an Apiary.
- Deterministic Mechanics: Removed a lot of chance based mechanics in favor of more deterministic calculations to make yield balance more predictable (this includes farming and mining which used to be chance based).
- Yield Linearization: Yields are more linear as Orchard Trees and Field Crops mature.
- Family Structure Data: Moved consumption & approval data to the Family structure instead of storing it on husbands (this was a temporary workaround to represent per family consumption and approval effects).
- Disease Data Shift: Since individual villagers no longer have a consumption update, we also moved the disease data to the Family structure. As a side effect, whole families will now get sick together.
- Clothing Change: Cloaks are removed, and instead there are two recipes of producing Clothes - either from Wool or from Linen.
- Windmill Supply Change: Granary workers no longer supply Windmills since it was inconsistent with all the other workplaces needing to get their own crafting resources.
- Deprecated Jobs: Deprecated some jobs since they no longer were fitting the game design: Removed Dye and Dyer in their previous implementation. Removed Firewood Cart and Food Cart.
- Stable Optimization: Skipped animal petting in the stables since it's no space for it anyway and it only clogged pathfinding with unresolved requests. Tweaked the ox guide locations in tight spaces to avoid unresolved pathfinding requests.
- UI Performance: Optimized population and living space UI updates.
- Tooltip Update: Updated text for establishing a trade route tooltip, delivering more information.
Sound
- Drag Audio: Added sound effects when dragging castle modules.
Bugfixes
- Approval Tooltip: Fixed approval tooltip not displaying during the first in game day in a session.
- Job Assignment: Fixed job assignment sometimes not correctly picking an unassigned family living nearest to the workplace.
- Wall Blueprint Curve: Fixed the castle wall blueprints being less curved after committing construction at least once.
- Camera Snap Fix: Fixed the camera snapping above water level when moving over waterbodies.
- Problem Banner Bug: Fixed an issue with the problem banner appearing when the trading post is connected to the trade network.
- Soldier Immobility Fix: Fixed soldiers becoming immobile if all their squad members have died.
- Region Data Load Fix: Fixed region data and problem banners displaying incorrectly after loading a save where the player has lost all region control.
- Tree Scale Bug: Fixed felled trees sometimes loading with overly large scale.
- Road Respawn Bug: Fixed certain pre-placed road pieces respawning when loading a saved game.
- Granary Upgrade Bug: Fixed the Large Granary not upgrading sometimes.
- Villager Stuck Bug: Fixed villagers somtimes getting stuck inside their homes when loading a saved game.
- Floating Resources Bug: Fixed Resource Clumps floating in the map view.
- Burgage Tint Fix: Fixed Burgage Plots not tinting red when hovering over any supply if the value is exactly 0%.
- Wagon Pathfinding Fix: Fixed pathfinding ignoring the broken wagon next to the Trading Post.
- Militia Region Restriction: Fixed the player being able to add militia units from non owned regions.
- Ox Navigation Bug: Fixed livestock orders failing due to the ox trying to navigate into the stable wall and failing.
Cosmetics
- Fishing Visuals: Tweaked fishing locations.
- Garrison Tower Model: Lv1 Garrison Tower model was reworked to be more proportional with the scale of the Lv1 Palace.
- Workshop Models: Reworked Joiner, Bowyer, Armorer & Butcher workshops.
- Door Detection: Improved door opening detection precision.