News Liste Manor Lords

New BETA ready for testing (0.8.046 beta)
Manor Lords
01.12.25 11:34 Community Announcements

Hello everyone, Here's a summed list of changes since the last Beta. We focused solely on things that are jarring or game-breaking, but managed to sneak in a few minor quality-of-life improvements as well. And if you have a moment, a Steam review sharing your experience would help us a lot. We’d love to hear your feedback because it helps us understand what needs attention, what’s working, and what should be adjusted.

How to Access the Beta

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[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 Manor Lords Steam saves.[/b]

[/quote]
  • Press Win + E

  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames 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

You can report [url="https://steamcommunity.com/app/1363080/discussions/3/"]feedback[/url] and [url="https://steamcommunity.com/app/1363080/discussions/2/"]bug reports[/url] on the Manor Lords Steam forums or join us on [url="https://discord.com/invite/manorlords"]Discord[/url] for bug reports and discussion about the latest patch.

[hr][/hr]

Patch Notes — Version 0.8.035–0.8.046 (Beta)

[b]Gameplay:[/b]

- Added a "Protect Resource Area" checkbox for the Logging Camp and Firewood Cutter, which makes workers automatically avoid deforestation near vulnerable resources.

- Maintenance calculation changed from "Time since last maintenance" to a proper "Durability counter" to avoid some cheesing methods.

- Tweaked the Granary and Warehouse worker behavior significantly.

- Due to tester feedback, storage building workers can again supply their Stalls from storage buildings only.

- Added injury and even a minor death chance as a possible effect of failing Maintenance of some buildings requiring Tools.

[b]Minor changes:[/b]

- Worker families assigned to a building being upgraded will now participate in the construction.

- Communal ovens now flip-flop between wheat bread and rye bread.

- Workplace animals will now be assigned a home as close as possible to the workplace.

- When debranching a tree, Workers will always pick the one closest to them.

- When cutting down a tree, Workers will pick the nearest one, unless it is too far away from the Logging Camp.

- Changed overstock to increase amounts by item subcategory and not item type (eg, overstock 1 will bring 1 extra firewood OR 1 extra fuel, not both).

- Oxen transporting Timber for construction will get the nearest log instead of the nearest on the ground before the buildings.

- Maintenance resources are no longer required for construction. The building starts as Pending Maintenance instead.

- Oxen transporting Timber for the Sawpit or Logging Camp will now pick the nearest Supply Dump and not the first one built.

- Removed Tool cost from non-Artisanal Buildings.

- Removed the "Fence up" Upgrade from fields since it's a leftover of the previous development tree and doesn't quite fit anymore.

- Added an additional starting location on 'Lake Lemm'. - Refined trimming of platforms that clipped towers sometimes with railings blocking entrances.

- Ensured Mercenary Companies will not take payment if all the units are broken.

- Increased the precision of both the collision avoidance and the clogging system to reduce traffic jams.

- Changed order of goods produced for Blacksmith and Joiner to list Spears and Large shields first.

- Changed so the first artisan of each type will start producing the first listed good.

- Fixed preview models for Stonemason's station, Lime Kiln

- \[Experimental] Added new frame limit options (59.99 and 59.94) in an attempt to reduce VSync lag.

- Reduced the avoidance effect on handcarts and wagons since it looked a bit too wonky.

- \[Experimental] Increased house entering distance at high game speeds to reduce people clogging doorways.

- Added an additional road to Wirnitz in Germanic Valley

- Added separate entrances logic for retinue and commoners for the Palace to reduce jams on the narrow stairway.

- Trading Post Workers will now only use the Horses assigned to their Trading Post.

- Oxen transporting Timber will now prioritize delivering to a target near where the Timber is picked up.

- Manor no longer houses servant families; it was creating a lot of unnecessary edge cases with them not having proper residential requirements.

- Praying people can now visit tier 2 Churches as well, and will go to the nearest Church if full.

- When taking care of the dead, the bodies will now be moved to the nearest Corpse Pit or Church.

- When planting Orchard trees, villagers now use a kneel animation rather than a sowing animation.

- Replaced the Brewery extension placeholder.

- Blocked sons with jobs from refueling the home if there is a female family member without any task that can do it instead.

- Extensions will now display the icon of the chosen animal or crop in the inventory panel.

- Tavern Upgrade Text now accurately describes how many plots it supplies.

- Animals no longer contribute to a Workplace's Waiting time in the Productivity Tracker.

- Tweaked the cliff pathfinding obstacle accuracy.

- Added a lot more character names.

- Added weights to character names to control how likely they are to be picked.

- AI lords will no longer be able to have the same name.

- Added an extra hard cap for storage distribution limits, eg if a stall has 21 items for some reason but only 20 storage space, the extra item will not count as supply.

[b]Balance:[/b]

- Shortened the fadeout time of all Approval Memories from 365 to 90 days to make the mechanic feel slightly more responsive.

- When a household requires Clothes or Shoes, and it are not available that day, they will keep trying to satisfy that need on a daily basis.

- Made all level Families consume Ale only 1 every 3 months again.

- Lighting should no longer start fires on "Weather Events: None" game setting.

- Reduced sawpit max workers to 1.

- Iteration on bonus yield for having hunting hounds on hunting camp, the hounds will now give 1+ small game and 1+ pelt when returning from a successful hunt.

- Goats yield every 49 days (was 56).

- Goats now produce Milk. Every third year, they produce 2 Chevon and 2 Hides.

- Stone Gatherer's Camp costs 1 Log (was 1 Log, 4 Planks).

- Quarry now costs 2 Logs, 6 Planks (was 1 Log, 6 Planks).

- Forester Hut now costs 2 Logs (was 1 Log).

- Burgage Plot (Lvl3) now requires 2 grains. (was 1).

- Reduced Garment/Footwear consumption for T2 and T3 Residentials by half.

- Urban environment is now triggered by T3 Burgages (it used to be triggered by Artisans). - Rebalanced Wood-based, Cloth-based, and Clay-based items in the Trading Post.

- Pigs, Goats, and hunting hounds no longer use the livestock order timer; the Oxen/Mules/Horses do.

- The AI will now get their armament shipment too, same as the human player.

- Manors no longer have families living in them (since manors aren't residential and can't fulfil requirements, it was always a bit weird).

- Communal Oven produces 2 Wheat Bread from 1 Wheat Flour, Bakery produces 4 Wheat Bread from 1 Wheat Flour.

- Communal Oven produces 1 Rye Bread from 1 Rye Flour, Bakery produces 2 Rye Bread from 1 Rye Flour.

- Rebalanced Orchard yields to improve relative balance: Apples -31%, Pear -52%, Quinces +5%, then increased Orchard Yields overall +120%.

- Adjusted yields of Vegetables: Carrots -13%.

- Adjusted costs of all Vegetables and Orchards to be more in line with their yields. The price gap between low-yield and high-yield is much wider.

- Backyard Extensions now calculate their Planting Cost based on the Area of the Extension, rather than border length.

- Increased minimum threshold before Planting Cost scaling is introduced.

- Salt reduced from 8 export value to 4.

- Destroying a Bandit Camp will net 33% less Regional Wealth/Treasury on average.

- Fertility drain starts from 5% of growth so that yields don't drop while the crop is still being planted.

- Approval Level "Admired" now gives +10 influence (was +1).

- Approval Level "Revered" now gives +20 influence (was +5).

- Tithe gives 2 Influence for every 1 Food donated (was 1).

- Rye and Wheat crop yield is now the same, but Wheat Flour produces twice as much Bread.

- Removed the Ox walking speed bonus from Strasburg Masons Perk.

- Woodwright Journeymen export value buff increased from 20% to 30%.

- Smiths of Passau export value buff increased from 20% to 30%.

- Removed Tool cost from initial Artisan Workshop construction.

- Increased Blacksmith and Armorer Artisan Regional Wealth cost to 25.

- Removed Tool cost from Stonemason's Station.

- Barley, Malt, and Ale adjusted prices, overall value increased.

- Barley yields increased by 50%.

- Crossbow export increased from 4 to 5.

- Slowed growth rates of Orchards to be more accurate to their tooltip (they were maturing too quickly).

- Trading Post: Increased the max number of assigned horses to 4.

- Removed any Regional Wealth being refunded when demolishing a building.

- Reimplemented 2 Ale from 1 Malt at the Brewer.

- Tuned down the speed of horses and mules so that guides don't have to run after them (doesn't affect wagons).

- Shoes cost has been reduced from 2 Leather to 1 Leather.

- Reduced deep mine yields -50%.

[b]AI:[/b]

- AI will now build a Blacksmith extension even if it has no rich iron resource node.

- AI will now always build a Joiner extension.

- AI will now build a Bloomery if it has any iron resource node or if it has already built a Trading Post.

- AI will no longer buy an Animal Pen, Vegetable Garden, or Orchard backyard extension unless it can afford the animal order och planting cost.

- AI will no longer add a single household artisan workshop on double-sized plots.

- AI will no longer add an artisan workshop on plots meant for vegetable gardens or orchards.

- AI will no longer sell tools until it can properly estimate its own needs.

- AI will try to demolish an existing building in order to get hold of any missing resources to build or rebuild the first Logging Camp.

- AI will now try to rebuild buildings that have been turned into rubble.

- AI now sets better limits regarding hunting and fishing.

- Fixed worker placement not properly taking hunting and fishing limits into account.

- Fixed worker placement not properly understanding if enough raw material was available for multi-good producing buildings. - AI will now be a little bit quicker to add more worker families to the Trading Post.

- AI will now only export one good per family in the Trading Post unless they have access to a horse.

- AI will no longer buy a major trade route before it has acquired a second ox and a horse.

- AI will score constructing residential plots lower to avoid overtaking other buildings when rebuilding.

- AI will score Hitching Posts and Stables much higher when needed to avoid having animals running away.

- AI will now build Charcoal Kilns.

- AI will now try to exploit pelts or firewood/charcoal for early game regional wealth.

- AI will not focus a bit more on harvesting seasonal goods during their season.

- AI will now ignore sick families when trying to redistribute worker families.

- AI will now focus more on building and upgrading residential houses in order to meet immigration.

- Fixed not rebuilding market stalls due to them not getting a score.

- Fixed Vegetable Garden unintentionally being slightly favored over Orchard.

- Fixed always trying to put a well on a water vein even if that game option was turned off.

- Fixed a bug that would invalidate trying to build a road connection towards the settlement instead of the nearest road.

- Fixed a bug that would invalidate too many residential plots.

- Fixed AI building on overly steep slopes.

- Fixed AI exceeding region borders with their plots.

- Fixed sorting of potential export goods not using the total stored amount as a tie-breaker.

- Fixed AI trying to build roads to an invalid coordinate.

- Fixed all of UI completely disappearing after opening and closing the Castle Planner.

- AI will now redistribute workers every 3 days instead of several times per second.

- AI will now consider constructing a building that produces non-essential goods if the export price is at least 2 instead of 3.

- AI will now be able to upgrade Residential Plots to tier 2.

- AI will now be able to upgrade Residential Plots to Joiner and Blacksmith.

- AI will now update many economy and trade functions more seldom for increased performance.

- AI will now destroy no longer needed buildings, like exhausted Mines, or buildings gathering resources no longer present.

- AI will now calculate and be guided by the needs of things like Maintenance, and not just missing construction goods.

- AI will now calculate and be guided by a strategic reserve of goods, and no longer trade away goods it needs.

- AI will now try to place the Trading Post close to the nearest King's Road.

- AI will now better favor the high ground when placing the Manor or its first Church.

- Fixed AI building too many Hitching Posts.

- Fixed AI building a tier 1 building when the rubble of an upgraded building can be repaired.

- Fixed AI not being able to build Quarries.

- Fixed AI not disbanding Militia and Retinue when no longer faced with any active enemy threats.

- Fixed AI not building single Residential Plots by lowering the standard plot width from 1000 to 750.

- Fixed AI not building any buildings if the initial building grid runs out of potential spots.

- Fixed AI not being able to buy a Major Trade Route.

- Will now ignore non-rich food resource nodes if too far away from the village with a max distance based on the number of families.

- Will now assign Horses when possible to the Trading Post.

- Fixed not setting hunting and fishing limits based on a Resource Node's actual max value.

- Fixed incorrect scoring of Order Animals, Plant Vegetables, and Plant Fruits.

- Fixed not prioritizing high enough the construction of the first Logging Camp.

[b]UI/Text:[/b]

- Removed Mead & Smoked Fish from Trading Post as they serve no function yet, and removed Dyes from the Trading Post.

- Limited resource nodes will no longer show a partially filled icon after resources have been gathered.

- If the maintenance rate is less than 1 per year, it will display the decimal.

- Clothing subcategory renamed to Garments.

- Shoes subcategory renamed to Footwear.

- Active Maintenance Effect will now display in the Maintenance Tooltip.

- Improved Affinity tooltips for clearer information.

- Notification Banners appear when you have met conditions for a Plot Upgrade or Extension.

- Updated Tooltips for Upgrades to give more accurate info.

- \[Experimental] Removed "Force Early Harvest" button.

- Broken mercenary companies will no longer display in the Mercenary Company Panel.

- Quest finished messages should no longer pop up for Mercenary Company payments (a bit overkill).

- Made so that the player can browse perks even after selecting them and before they earn the slot unlock.

- Removed the green upgrade Banners since they were reported to be annoying.

- Broad sweep on text to improve consistency in both wording and styling.

- Improved "People" list styling.

- Wiki Economy section updated to have more accurate info for all subcategories.

- Made Field UI updates more often.

- Display possible import/export prices even when trade is not available due to not having an open Trade Route.

- \[Experimental] "Tasks per Day" was replaced with a summed "Labor Speed" value since walking speed is no longer affected by productivity modifiers.

- Added "Extension productivity" in the productivity tracker for extensions to avoid confusion.

- Castle construction cost now reduces in the castle planner when the "Strasburg Masons" perk is used; this is described in the construction cost section with a percentage.

- Fixed sizing of the third log prompt peeking through the top of the log box.

- Changed Records UI to now have a Balance section, showing the sum of imported and exported goods, also changing the All tab to show sales history (import and export as separate entries).

- Readded the Sheen effect after creating or replanting a field/garden to give more visual feedback + added text feedback on seed and tree planting in the extensions.

- Added Hunting Hound order feedback text.

- Rye bread now has reserves and production limits in the inventory UI.

- Changed "Yield to harvest left" to "Harvest remaining".

- Since workers actively plant trees now, "trees planted" was changed to "saplings purchased".

- Made the font colour for affinities in the environment view clearer.

- Members of Worker families are always listed in order: Husband, Wife, Son.

- Made the overstock font darker and aligned the text to be central.

- Added new building thumbnails for various buildings.

- Disabled production focus for the forager hut since it's not functional yet.

- Removed Yield from market stalls.

[b] Audio:[/b]

- Added planting and hunting hound order sound effects. [b] Crashfixes:[/b]

- Fixed a FSR4 Crash.

- Fixed crash when loading saves with old or deprecated tracked time categories

- Fixed a crash when loading a save with Hunting Hounds following Hunters.

- Fixed the game freezing sometimes when placing bridges.

- Fix for the game crashing when failing to populate the filtered upgradeIcon list

- Fixed growing foliage causing a crash due to an invalid index.

- Fix for Family Member UI crashing when families emigrate.

- Fixed a crash when placing a manor.

- Fixed crash with castle planner, related to wall/garrison tower placement.

[b]Bugfixes:[/b]

- Fixed castle modules spawning levitating after load game (or multiple load games).

- Fixed the Baron spawning with just a single Region even though it has two assigned in the Game Setup.

- Fixed collapsing buildings not turning straight to rubble.

- Fixed upgrade costs showing for upgrades that are already constructed.

- Fixed Population UI not updating when switching Regions.

- Fixed Wiki displaying Tutorial subsections incorrectly.

- Fixed collapse chance not showing for buildings that need maintenance.

- Fixed worker families not being unassigned on collapse (reassigned on rebuild).

- Fixed flickering people tab on buildings.

- Fixed Malt not showing in the crafting material tab.

- Fixed Wool production not registering on Pastures.

- Fix attempt for Trading Posts showing as not connected to Road Network.

- Fix Stone Church not displaying text correctly when fulfilled in the Burgage Plot Requirement UI.

- Fixed Deep Mine yields being way too low.

- Fixed Mines that are being upgraded not affecting the Collapse Chance.

- Fixed missing shrubbery on some maps.

- Fixed Bark Gathering affinity not working.

- Fixed missing Sheep/Lamb consumption reserve for Butchers

- Fixed changing extensions not marking the building as being upgraded, leading to the living space being removed from the available counter.

- Fixed the "Cold" event text not displaying translation.

- Fixed labor speed not displaying on building inventory.

- Fixed bakers ignoring their production focus if their ingredients are missing.

- Fixed a possible memory leak happening when dragging wall blueprints in the castle planner.

- Fixed retinue cap being reduced to 12 when upgrading the garrison tower to T2.

- Fixed empty extension clutter levitating after loading a saved game.

- Fixed flashing building widgets when pressing tab.

- Fixed yield showing up as 0 in "Goods Produced".

- Fixed the incorrect number of unassigned families after a deep mine collapse when assigning them to a different workplace.

- Fixed snow texture not displaying on some maps.

- Fixed Cabbage Gardens not giving any Yield.

- Fixed requirements only showing "water" as the satisfied requirements.

- Fixed unit getting stuck together permanently when leaving a building, especially Retinue.

- Fixed Environment disparities; Woodland is shrinking as trees are planted.

- Fixed Livestock Merchant tooltip not showing correct translation.

- Fixed the floating building widget changing numbers when scrolling.

- Fixed editor error for stat widgets.

- Fixed inventory cache pollution.

- Fixed front and back burgage plot gates that sometimes levitate.

- Fixed Smoke from freezing midair

- Fixed unassigned workers not doing construction work due to trying to pick the same dirt to flatten.

- Fixed Approval memories increasing in strength with time instead of fading out.

- Fixed animals not rotating correctly on slopes.

- Fixed the Ox texture being blurry.

- Fixed the "No Farmhouse" problem sticking around when I do have a farmhouse built.

- Fixed Burn Crops being spammable when the game is paused.

- Fixed Burn Crops not enabling Crop Selection dropdown.

- Fixed Fertility not being restored by Fallow Fields.

- Fixed Rallying Point placement being blocked on Fields and Pastures.

- Fixed Building icons changing when pressing TAB for detailed information.

- Fixed price of Extension costs being able to go below the base price.

- Fixed stones not clearing up under the building plot.

- Fixed forest ground cover rendering out of map bounds.

- Fixed Bandits cheering too much when killing civilians.

- Fixed Castle Planner forcing players to rebuild stone walls and outer towers on load.

- Fixed bird flocks bouncing.

- Fixed AI Militia Squads not displaying a Squad icon background.

- Fixed formatting of item subcategories in Residential Requirement pip tooltips.

- Fixed grass not spawning in the farmland biome.

- Fixed dying soldiers levitating over ground on slopes.

- Fixed Bakery gathering spot to no longer go through the burgage plot doorway.

- Fixed the double bandit camp reward bug.

- Fixed some ingredients being mistakenly consumed as Food (eg, Herbs).

- Fixed the Consumption Tooltip not matching reality for Clothes & Shoes.

- Fixed the Family Consumption Tooltip flickering with random values due to invalid Pooling.

- Fixed Forager Hut not using Planks upon Herb Garden construction.

- Fixed Player being unable to build a Settlers Camp in a newly claimed region.

- Fixed Strasburg Masons perk not increasing the Stonemason's Station Efficiency.

- Fixed levitating pieces after the burgage plot has been set on fire.

- Fixed Travelling Merchants trading low-value Major Trade goods when they're not supposed to.

- Fixed levitating Lv3 double Burgage Plot front gates.

- Fixed Relocating Hunting Camps with Hunting Hound already assigned, allowing players to reupgrade for Hunting Hound.

- Fixed ox ploughing fields without anyone assigned to the farmhouse.

- Fixed traders riding horses that are not visible.

- Fixed pathfinding failing on steep maps.

- Fixed workers not staying on one part of the road, resulting in an increase in traffic collisions.

- Fixed the Lv1 Palace staircase spawning completely broken.

- Fixed animals not being removed when changing/demolishing Backyard Extensions.

- Fixed overconsumption of shoes and garments.

- Fixed Demolishing a building being Upgraded not returning any construction goods.

- Fixed not being able to get a refund for construction goods when demolishing a building during construction.

- Fixed Orchards growing even before they are planted.

- Fixed families stopping Ale consumption if they miss the resources for a long time.

- Fixed not being able to rotate the camera when double-clicking the unit card.

- Fixed Manor Lv1 Palace roof spawning in the wrong place during construction.

- Fixed Smallholdings not displaying the correct icon.

- Fixed the missing cloth in the hunting camp.

- Fixed Workers levitating in the Quarry.

- Fixed workers stealing each other's trees occasionally.

- Fixed log production registering twice.

- Fixed clutter not removing when adding extensions.

- Fixed Timber logs sometimes teleporting to the Ox while still standing at the Hitching Post.

- Fixed loggers going to the middle of the map when finding no trees to cut down inside their work area.

- Fixed servants spawning when building a Manor.

- Fixed sharp artifacting on High Peaks when mid-zoom

- Fixed Manor not showing tax tab.

- Fixed workers reserved to be a guide to an animal not being cleared when the animal arrives at its destination.

- Fixed workers reserved to be a guide to an animal not leaving their home if at home.

- Fixed unconstructed manors giving back resources that have not been used on demolish.

- Fixed Linen clothes and woollen clothes displaying in the barter item drop-down list instead of just clothes.

- Fixed missing collision model for manor LV1 outer tower.

- Fixed Lv1 Families consuming shoes and clothes (Beta).

- Fix attempt for villagers getting stuck in doors.

- Fixed multiple players sometimes spawning in one region.

- Fixed Granary and Storehouse workers ignoring the goods filter when trying to return overflowing goods from the market or home.

- Fixed harvest predictions updating after drought damage.

- Fixed units drifting into cliff or river obstacles during a fight sometimes.

- Fixed death animations sometimes looping back into idle.

- Fixed failed pathfinding in deep mines.

- Fixed Manor Palace stairs extension not always spawning on steep terrain.

- Fixed rally points not being placeable on fields/pastures again due to not having a round border.

- Fixed players not being able to build roads after taking over an AI-owned region.

- Fixed the people tab not being visible in the Manor UI

- Removed the Yield Widget from the Manor UI

- Fixed squad target staying visible when deselecting a squad.

- Fixed hounds following people around when they shouldn't.

- Added a safety check for Ale consumption not to trigger for multiple Family members at once on the very start/end of the month sometimes.

- Fixed debug text showing in the Recruit Men at Arms tooltip when the cost is affected by a Perk.

- Fixed Lime Kiln not requiring fuel to operate.

- Fixed harvest prediction reporting a different value after save and load.

- Fixed Butcher mutton focus tooltip being incorrect and hides from sheep being logged as pelts in the statistics screen when butchered.

- Fixed Butcher mutton focus tooltip not showing the reserve and Production Limits.

- Fixed Controls being hidden when disabling all tutorials.

- Fixed the requirement for good distribution not updating on building demolition.

- Fixed multiple requirements for good distribution issues (like marketplace workers bringing too much or too little, especially with overstock).

- Fixed AI players not receiving monthly Approval influence effects as well as the player receiving it only if the camera is currently present in the region.

- Fixed owner families sometimes not displaying for stalls on the people tab.

- Fixed mercenary companies not returning to the pool if they were disbanded by the enemy lords.

- Fixed AI lords overestimating their own military strength and underestimating the strength of their enemies.

- Fixed pathfinding issues with Bowyer extension

- Fixed manors having invalid path points.

- Further fix attempts for overstock issues while supplying multiple item types per item subcategory (Sadly, we had to remove the supply item randomized within a single category so that it's more predictable).

- Fixed maintenance effects giving inverse results for the Deep Mine.

- Fixed several issues when spawning a Livestock Merchant and livestock outside the playable map that could cause them to get stuck.

- Fixed Livestock Merchants walking too close to livestock, causing collisions that could get them stuck.

- Fixed idle workers doing random tasks inside Hitching Posts or Stables, causing unnecessary collisions.

- Fixed the carpentry/chisel animation not looping perfectly.

- Fixed Oxen sometimes moving too fast when following someone.

- Fixed inventory tabs for market stalls not closing if the whole marketplace gets demolished.

- Fixed the homeless tent not showing any people in the people tab.

- Fixed the reassign button being visible for artisan families if the tab was opened before the upgrade.

- Fixed the invalid unemployment public order penalty calculations.

- Removed incorrect policies available log.

[b]Optimization:[/b]

- Optimised the Inventory panel and Log Entries to prevent exponential frame dropping.

- Map performance optimisation for some setups on 'Divided'.

- Drastically reduced and reallocated Vertex Animation textures to decrease ambient frametime.

- Optimized workplace task logic.

- Upgrade to FSR4.0.2

- Fixed issues around Pooled widgets building up indefinitely, addressing potential memory leaks.

- Fixed memory leak when updating all shopfront and wells visuals as inventory changes

- Minor video memory optimizations.

- Reduced animation fidelity back to the previous methods to save VRAM.

- Removed hitching/potential crashing when burning crops.

- Fixed market supply distribution, causing a lag spike on every new day.

- Optimized collision checks on building placement.

- Optimized water rendering on the Lake map.

- Optimized the Hunting Hound animation setup.

- Optimized searching for conversation partners in large cities when idle.

- Reduced the building interior box clipping with opened doors. - Optimized planted tree growth. - Optimized out family consumption triggering market distribution twice in a single day.

- Optimized the market distribution code a bit.

- Optimized the rain particles a bit.

[b]Cosmetics:[/b] - Updated the empty Extension clutter visuals to be less historically inaccurate and more randomized.

- Tweaked positions for villagers when petting an Ox or a Horse.

- Added the missing Dressed Stone carrying variation.

- Minor Stonemason's Station visual improvements.

- Tweaked seasonal variation tints for faraway trees.

- Orchard workers now use a shovel and a digging animation.

Join the Manor Lords Community

Join our community on [url="https://discord.com/invite/manorlords"]Discord[/url] and [url="https://www.reddit.com/r/ManorLords/"]Reddit[/url] to ask questions, trade tips, and keep up with the game. There’s also a [url="https://hoodedhorse.com/wiki/Manor_Lords/Manor_Lords_Official_Wiki"]community-run wiki[/url] that covers the most common questions, and you can follow [url="https://twitter.com/LordsManor"]Slavic Magic on Twitter[/url] for more developer updates.

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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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11.10.25 14:41 Community Announcements
New experimental BETA finally arrived (0.8.035 beta)
Manor Lords
02.10.25 12:29 Community Announcements
Save 35% on Manor Lords
Manor Lords
26.08.25 15:37 Community Announcements
Behind the Scenes: Current Work and Upcoming Changes
Manor Lords
03.07.25 13:05 Community Announcements
Save 35% on Manor Lords
Manor Lords
26.06.25 20:04 Community Announcements
Save 30% on Manor Lords
Manor Lords
19.05.25 17:00 Community Announcements
One Year Later – Here’s What’s Next for Manor Lords
Manor Lords
26.04.25 17:00 Community Announcements
Manor Lords at the Steam City Builder & Colony Fest
Manor Lords
25.03.25 22:56 Community Announcements
Save 30% on Manor Lords
Manor Lords
18.03.25 03:00 Community Announcements
Manor Lords at the Hooded Horse Spring Publisher Sale
Manor Lords
13.03.25 17:00 Community Announcements
Manor Lords Preview: Stone Castles, Devil’s Hill, and Progression Overhaul
Manor Lords
07.03.25 17:09 Community Announcements
[Update 4 hotfix - 0.8.029] Bugfixes & Logistics improvements
Manor Lords
30.01.25 19:35 Community Announcements
Save 30% on Manor Lords
Manor Lords
27.01.25 11:01 Community Announcements
[Beta update - 0.8.029] Open Beta Bugfixes
Manor Lords
24.01.25 13:38 Community Announcements
[Beta update - 0.8.028] Open Beta Bugfixes
Manor Lords
21.01.25 12:39 Community Announcements
Manor Lords at the Hooded Horse January Publisher Sale
Manor Lords
20.01.25 18:00 Community Announcements
[Update 4 - 0.8.024] Bridge Building, New Maps, Stone Wells & Overstock Added
Manor Lords
10.01.25 12:01 Community Announcements
[0.8.024] Open Beta bugfixes
Manor Lords
09.01.25 10:42 Community Announcements
Save 30% on Manor Lords
Manor Lords
28.12.24 13:00 Community Announcements
[Beta Patch - 0.8.017] Marketplace Rework, New Maps, and Tavern Upgrades
Manor Lords
23.12.24 20:41 Community Announcements
Manor Lords at the Hooded Horse Winter Publisher Sale
Manor Lords
23.12.24 12:00 Community Announcements
December Update Preview: Bridge Building, Overstock Systems, and More.
Manor Lords
18.12.24 22:39 Community Announcements
Weekend Deal: Save 30% on Manor Lords
Manor Lords
12.12.24 18:00 Community Announcements
Manor Lords is on sale!
Manor Lords
01.12.24 08:14 Community Announcements
Nominate Manor Lords for the Steam Awards
Manor Lords
27.11.24 18:00 Community Announcements
Manor Lords Upcoming Patch Preview
Manor Lords
23.11.24 03:32 Community Announcements
Manor Lords is on Sale!
Manor Lords
10.11.24 00:52 Community Announcements
Manor Lords is on Sale!
Manor Lords
07.10.24 01:29 Community Announcements
Hooded Horse Publisher Sale 2024
Manor Lords
01.10.24 13:00 Community Announcements
[0.8.004] Fishing, Butchers, Crossbows, Unreal Engine 5, and Bug Fixes
Manor Lords
26.09.24 17:01 Community Announcements
[0.8.002] Open beta update
Manor Lords
20.09.24 11:23 Community Announcements
[0.7.999] Further open beta bugfixes
Manor Lords
13.09.24 11:55 Community Announcements
Open beta bugfixes (and Piggies)
Manor Lords
08.09.24 12:30 Community Announcements
A new patch for the public Beta (0.7.991)
Manor Lords
03.09.24 14:46 Community Announcements
A new patch is available for open testing
Manor Lords
21.08.24 16:10 Community Announcements
Manor Lords is on Sale!
Manor Lords
23.07.24 17:00 Community Announcements
Manor Lords Upcoming Patch Preview
Manor Lords
22.07.24 22:35 Community Announcements
Manor Lords is on Sale!
Manor Lords
13.07.24 19:12 Community Announcements
Manor Lords at Hooded Horse Summer Sale
Manor Lords
27.06.24 17:01 Community Announcements
Patch 0.7.975
Manor Lords
11.06.24 15:12 Community Announcements
Manor Lords is on Sale!
Manor Lords
09.06.24 17:16 Community Announcements
Patch 0.7.972 is now available on the main branch
Manor Lords
31.05.24 11:12 Community Announcements
0.7.965 Beta patch available for testing
Manor Lords
21.05.24 13:01 Community Announcements
A new patch is available for open testing
Manor Lords
10.05.24 13:01 Community Announcements
Manor Lords Release News
Manor Lords
26.04.24 13:10 Community Announcements
A few words from the Dev before the launch into Early Access
Manor Lords
17.04.24 11:00 Community Announcements
2 Million Wishlists
Manor Lords
18.01.24 15:00 Community Announcements
Manor Lords release date trailer: April 26, 2024
Manor Lords
25.10.23 17:20 Community Announcements
Hooded Horse Strategy Publisher Sale
Manor Lords
05.10.23 21:01 Community Announcements
Manor Lords Next Fest Demo Stream!
Manor Lords
03.10.22 16:53 Community Announcements
Demo Announcement Trailer
Manor Lords
13.09.22 11:24 Community Announcements
Manor Lords - Tester applications open!
Manor Lords
09.07.22 13:11 Community Announcements
Answering not-so-obvious questions from the community
Manor Lords
03.11.21 12:49 Community Announcements
Manor Lords - Battle Features
Manor Lords
12.02.21 17:27 Community Announcements