News Liste Manor Lords

New BETA ready for testing (0.8.046 beta)
Manor Lords
01.12.25 11:34 Community Announcements
[p]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.
[/p]

How to Access the Beta


[p]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.
[/p]
Zitat:
[p]To find your Manor Lords Steam saves.[/p]
  • [p] Press Win + E[/p][/*]
  • [p] Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar. [/p][/*]
[p]To try the BETA, please follow these steps:[/p]
  • [p] Open Steam[/p][/*]
  • [p] Right-click on Manor Lords in your library[/p][/*]
  • [p] Select Properties[/p][/*]
  • [p] Go to the BETAS tab[/p][/*]
  • [p] Enter the password: veryNiceBasket[/p][/*]
  • [p] Choose "pre_release" from the "Beta participation" drop-down list[/p][/*]
  • [p] Wait for the game to update the files (if nothing happens, restart the Steam client)[/p][/*]
  • [p] Launch the game[/p][/*]
[p]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.
[/p]

Patch Notes — Version 0.8.035–0.8.046 (Beta)

[p][/p][p]Gameplay:[/p][p]- Added a "Protect Resource Area" checkbox for the Logging Camp and Firewood Cutter, which makes workers automatically avoid deforestation near vulnerable resources.[/p][p]- Maintenance calculation changed from "Time since last maintenance" to a proper "Durability counter" to avoid some cheesing methods.[/p][p]- Tweaked the Granary and Warehouse worker behavior significantly.[/p][p]- Due to tester feedback, storage building workers can again supply their Stalls from storage buildings only.[/p][p]- Added injury and even a minor death chance as a possible effect of failing Maintenance of some buildings requiring Tools.[/p][p][/p][p]Minor changes:[/p][p]- Worker families assigned to a building being upgraded will now participate in the construction.[/p][p]- Communal ovens now flip-flop between wheat bread and rye bread.[/p][p]- Workplace animals will now be assigned a home as close as possible to the workplace.[/p][p]- When debranching a tree, Workers will always pick the one closest to them.[/p][p]- When cutting down a tree, Workers will pick the nearest one, unless it is too far away from the Logging Camp.[/p][p]- 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).[/p][p]- Oxen transporting Timber for construction will get the nearest log instead of the nearest on the ground before the buildings.[/p][p]- Maintenance resources are no longer required for construction. The building starts as Pending Maintenance instead.[/p][p]- Oxen transporting Timber for the Sawpit or Logging Camp will now pick the nearest Supply Dump and not the first one built.[/p][p]- Removed Tool cost from non-Artisanal Buildings.[/p][p]- Removed the "Fence up" Upgrade from fields since it's a leftover of the previous development tree and doesn't quite fit anymore.[/p][p]- Added an additional starting location on 'Lake Lemm'.
- Refined trimming of platforms that clipped towers sometimes with railings blocking entrances.[/p][p]- Ensured Mercenary Companies will not take payment if all the units are broken.[/p][p]- Increased the precision of both the collision avoidance and the clogging system to reduce traffic jams.[/p][p]- Changed order of goods produced for Blacksmith and Joiner to list Spears and Large shields first.[/p][p]- Changed so the first artisan of each type will start producing the first listed good.[/p][p]- Fixed preview models for Stonemason's station, Lime Kiln[/p][p]- \[Experimental] Added new frame limit options (59.99 and 59.94) in an attempt to reduce VSync lag.[/p][p]- Reduced the avoidance effect on handcarts and wagons since it looked a bit too wonky.[/p][p]- \[Experimental] Increased house entering distance at high game speeds to reduce people clogging doorways.[/p][p]- Added an additional road to Wirnitz in Germanic Valley[/p][p]- Added separate entrances logic for retinue and commoners for the Palace to reduce jams on the narrow stairway.[/p][p]- Trading Post Workers will now only use the Horses assigned to their Trading Post.[/p][p]- Oxen transporting Timber will now prioritize delivering to a target near where the Timber is picked up.[/p][p]- Manor no longer houses servant families; it was creating a lot of unnecessary edge cases with them not having proper residential requirements.[/p][p]- Praying people can now visit tier 2 Churches as well, and will go to the nearest Church if full.[/p][p]- When taking care of the dead, the bodies will now be moved to the nearest Corpse Pit or Church.[/p][p]- When planting Orchard trees, villagers now use a kneel animation rather than a sowing animation.[/p][p]- Replaced the Brewery extension placeholder.[/p][p]- Blocked sons with jobs from refueling the home if there is a female family member without any task that can do it instead.[/p][p]- Extensions will now display the icon of the chosen animal or crop in the inventory panel.[/p][p]- Tavern Upgrade Text now accurately describes how many plots it supplies.[/p][p]- Animals no longer contribute to a Workplace's Waiting time in the Productivity Tracker.[/p][p]- Tweaked the cliff pathfinding obstacle accuracy.[/p][p]- Added a lot more character names.[/p][p]- Added weights to character names to control how likely they are to be picked.[/p][p]- AI lords will no longer be able to have the same name.[/p][p]- 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.[/p][p][/p][p]Balance:[/p][p]- Shortened the fadeout time of all Approval Memories from 365 to 90 days to make the mechanic feel slightly more responsive.[/p][p]- 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.[/p][p]- Made all level Families consume Ale only 1 every 3 months again.[/p][p]- Lighting should no longer start fires on "Weather Events: None" game setting.[/p][p]- Reduced sawpit max workers to 1.[/p][p]- 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.[/p][p]- Goats yield every 49 days (was 56).[/p][p]- Goats now produce Milk. Every third year, they produce 2 Chevon and 2 Hides.[/p][p]- Stone Gatherer's Camp costs 1 Log (was 1 Log, 4 Planks).[/p][p]- Quarry now costs 2 Logs, 6 Planks (was 1 Log, 6 Planks).[/p][p]- Forester Hut now costs 2 Logs (was 1 Log).[/p][p]- Burgage Plot (Lvl3) now requires 2 grains. (was 1).[/p][p]- Reduced Garment/Footwear consumption for T2 and T3 Residentials by half.[/p][p]- 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.[/p][p]- Pigs, Goats, and hunting hounds no longer use the livestock order timer; the Oxen/Mules/Horses do.[/p][p]- The AI will now get their armament shipment too, same as the human player.[/p][p]- Manors no longer have families living in them (since manors aren't residential and can't fulfil requirements, it was always a bit weird).[/p][p]- Communal Oven produces 2 Wheat Bread from 1 Wheat Flour, Bakery produces 4 Wheat Bread from 1 Wheat Flour.[/p][p]- Communal Oven produces 1 Rye Bread from 1 Rye Flour, Bakery produces 2 Rye Bread from 1 Rye Flour.[/p][p]- Rebalanced Orchard yields to improve relative balance: Apples -31%, Pear -52%, Quinces +5%, then increased Orchard Yields overall +120%.[/p][p]- Adjusted yields of Vegetables: Carrots -13%.[/p][p]- 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.[/p][p]- Backyard Extensions now calculate their Planting Cost based on the Area of the Extension, rather than border length.[/p][p]- Increased minimum threshold before Planting Cost scaling is introduced.[/p][p]- Salt reduced from 8 export value to 4.[/p][p]- Destroying a Bandit Camp will net 33% less Regional Wealth/Treasury on average.[/p][p]- Fertility drain starts from 5% of growth so that yields don't drop while the crop is still being planted.[/p][p]- Approval Level "Admired" now gives +10 influence (was +1).[/p][p]- Approval Level "Revered" now gives +20 influence (was +5).[/p][p]- Tithe gives 2 Influence for every 1 Food donated (was 1).[/p][p]- Rye and Wheat crop yield is now the same, but Wheat Flour produces twice as much Bread.[/p][p]- Removed the Ox walking speed bonus from Strasburg Masons Perk.[/p][p]- Woodwright Journeymen export value buff increased from 20% to 30%.[/p][p]- Smiths of Passau export value buff increased from 20% to 30%.[/p][p]- Removed Tool cost from initial Artisan Workshop construction.[/p][p]- Increased Blacksmith and Armorer Artisan Regional Wealth cost to 25.[/p][p]- Removed Tool cost from Stonemason's Station.[/p][p]- Barley, Malt, and Ale adjusted prices, overall value increased.[/p][p]- Barley yields increased by 50%.[/p][p]- Crossbow export increased from 4 to 5.[/p][p]- Slowed growth rates of Orchards to be more accurate to their tooltip (they were maturing too quickly).[/p][p]- Trading Post: Increased the max number of assigned horses to 4.[/p][p]- Removed any Regional Wealth being refunded when demolishing a building.[/p][p]- Reimplemented 2 Ale from 1 Malt at the Brewer.[/p][p]- Tuned down the speed of horses and mules so that guides don't have to run after them (doesn't affect wagons).[/p][p]- Shoes cost has been reduced from 2 Leather to 1 Leather.[/p][p]- Reduced deep mine yields -50%.[/p][p][/p][p]AI:[/p][p]- AI will now build a Blacksmith extension even if it has no rich iron resource node.[/p][p]- AI will now always build a Joiner extension.[/p][p]- AI will now build a Bloomery if it has any iron resource node or if it has already built a Trading Post.[/p][p]- AI will no longer buy an Animal Pen, Vegetable Garden, or Orchard backyard extension unless it can afford the animal order och planting cost.[/p][p]- AI will no longer add a single household artisan workshop on double-sized plots.[/p][p]- AI will no longer add an artisan workshop on plots meant for vegetable gardens or orchards.[/p][p]- AI will no longer sell tools until it can properly estimate its own needs.[/p][p]- 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.[/p][p]- AI will now try to rebuild buildings that have been turned into rubble.[/p][p]- AI now sets better limits regarding hunting and fishing.[/p][p]- Fixed worker placement not properly taking hunting and fishing limits into account.[/p][p]- 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.[/p][p]- AI will now only export one good per family in the Trading Post unless they have access to a horse.[/p][p]- AI will no longer buy a major trade route before it has acquired a second ox and a horse.[/p][p]- AI will score constructing residential plots lower to avoid overtaking other buildings when rebuilding.[/p][p]- AI will score Hitching Posts and Stables much higher when needed to avoid having animals running away.[/p][p]- AI will now build Charcoal Kilns.[/p][p]- AI will now try to exploit pelts or firewood/charcoal for early game regional wealth.[/p][p]- AI will not focus a bit more on harvesting seasonal goods during their season.[/p][p]- AI will now ignore sick families when trying to redistribute worker families.[/p][p]- AI will now focus more on building and upgrading residential houses in order to meet immigration.[/p][p]- Fixed not rebuilding market stalls due to them not getting a score.[/p][p]- Fixed Vegetable Garden unintentionally being slightly favored over Orchard.[/p][p]- Fixed always trying to put a well on a water vein even if that game option was turned off.[/p][p]- Fixed a bug that would invalidate trying to build a road connection towards the settlement instead of the nearest road.[/p][p]- Fixed a bug that would invalidate too many residential plots.[/p][p]- Fixed AI building on overly steep slopes.[/p][p]- Fixed AI exceeding region borders with their plots.[/p][p]- Fixed sorting of potential export goods not using the total stored amount as a tie-breaker.[/p][p]- Fixed AI trying to build roads to an invalid coordinate.[/p][p]- Fixed all of UI completely disappearing after opening and closing the Castle Planner.[/p][p]- AI will now redistribute workers every 3 days instead of several times per second.[/p][p]- AI will now consider constructing a building that produces non-essential goods if the export price is at least 2 instead of 3.[/p][p]- AI will now be able to upgrade Residential Plots to tier 2.[/p][p]- AI will now be able to upgrade Residential Plots to Joiner and Blacksmith.[/p][p]- AI will now update many economy and trade functions more seldom for increased performance.[/p][p]- AI will now destroy no longer needed buildings, like exhausted Mines, or buildings gathering resources no longer present.[/p][p]- AI will now calculate and be guided by the needs of things like Maintenance, and not just missing construction goods.[/p][p]- AI will now calculate and be guided by a strategic reserve of goods, and no longer trade away goods it needs.[/p][p]- AI will now try to place the Trading Post close to the nearest King's Road.[/p][p]- AI will now better favor the high ground when placing the Manor or its first Church.[/p][p]- Fixed AI building too many Hitching Posts.[/p][p]- Fixed AI building a tier 1 building when the rubble of an upgraded building can be repaired.[/p][p]- Fixed AI not being able to build Quarries.[/p][p]- Fixed AI not disbanding Militia and Retinue when no longer faced with any active enemy threats.[/p][p]- Fixed AI not building single Residential Plots by lowering the standard plot width from 1000 to 750.[/p][p]- Fixed AI not building any buildings if the initial building grid runs out of potential spots.[/p][p]- Fixed AI not being able to buy a Major Trade Route.[/p][p]- 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.[/p][p]- Will now assign Horses when possible to the Trading Post.[/p][p]- Fixed not setting hunting and fishing limits based on a Resource Node's actual max value.[/p][p]- Fixed incorrect scoring of Order Animals, Plant Vegetables, and Plant Fruits.[/p][p]- Fixed not prioritizing high enough the construction of the first Logging Camp.[/p][p][/p][p]UI/Text:[/p][p]- Removed Mead & Smoked Fish from Trading Post as they serve no function yet, and removed Dyes from the Trading Post.[/p][p]- Limited resource nodes will no longer show a partially filled icon after resources have been gathered.[/p][p]- If the maintenance rate is less than 1 per year, it will display the decimal.[/p][p]- Clothing subcategory renamed to Garments.[/p][p]- Shoes subcategory renamed to Footwear.[/p][p]- Active Maintenance Effect will now display in the Maintenance Tooltip.[/p][p]- Improved Affinity tooltips for clearer information.[/p][p]- Notification Banners appear when you have met conditions for a Plot Upgrade or Extension.[/p][p]- Updated Tooltips for Upgrades to give more accurate info.[/p][p]- \[Experimental] Removed "Force Early Harvest" button.[/p][p]- Broken mercenary companies will no longer display in the Mercenary Company Panel.[/p][p]- Quest finished messages should no longer pop up for Mercenary Company payments (a bit overkill).[/p][p]- Made so that the player can browse perks even after selecting them and before they earn the slot unlock.[/p][p]- Removed the green upgrade Banners since they were reported to be annoying.[/p][p]- Broad sweep on text to improve consistency in both wording and styling.[/p][p]- Improved "People" list styling.[/p][p]- Wiki Economy section updated to have more accurate info for all subcategories.[/p][p]- Made Field UI updates more often.[/p][p]- Display possible import/export prices even when trade is not available due to not having an open Trade Route.[/p][p]- \[Experimental] "Tasks per Day" was replaced with a summed "Labor Speed" value since walking speed is no longer affected by productivity modifiers.[/p][p]- Added "Extension productivity" in the productivity tracker for extensions to avoid confusion.[/p][p]- 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.[/p][p]- Fixed sizing of the third log prompt peeking through the top of the log box.[/p][p]- 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).[/p][p]- 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.[/p][p]- Added Hunting Hound order feedback text.[/p][p]- Rye bread now has reserves and production limits in the inventory UI.[/p][p]- Changed "Yield to harvest left" to "Harvest remaining".[/p][p]- Since workers actively plant trees now, "trees planted" was changed to "saplings purchased".[/p][p]- Made the font colour for affinities in the environment view clearer.[/p][p]- Members of Worker families are always listed in order: Husband, Wife, Son.[/p][p]- Made the overstock font darker and aligned the text to be central.[/p][p]- Added new building thumbnails for various buildings.[/p][p]- Disabled production focus for the forager hut since it's not functional yet.[/p][p]- Removed Yield from market stalls.[/p][p]
Audio:
[/p][p]- Added planting and hunting hound order sound effects.

Crashfixes:[/p][p]- Fixed a FSR4 Crash.[/p][p]- Fixed crash when loading saves with old or deprecated tracked time categories[/p][p]- Fixed a crash when loading a save with Hunting Hounds following Hunters.[/p][p]- Fixed the game freezing sometimes when placing bridges.[/p][p]- Fix for the game crashing when failing to populate the filtered upgradeIcon list[/p][p]- Fixed growing foliage causing a crash due to an invalid index.[/p][p]- Fix for Family Member UI crashing when families emigrate.[/p][p]- Fixed a crash when placing a manor.[/p][p]- Fixed crash with castle planner, related to wall/garrison tower placement.[/p][p][/p][p]Bugfixes:[/p][p]- Fixed castle modules spawning levitating after load game (or multiple load games).[/p][p]- Fixed the Baron spawning with just a single Region even though it has two assigned in the Game Setup.[/p][p]- Fixed collapsing buildings not turning straight to rubble.[/p][p]- Fixed upgrade costs showing for upgrades that are already constructed.[/p][p]- Fixed Population UI not updating when switching Regions.[/p][p]- Fixed Wiki displaying Tutorial subsections incorrectly.[/p][p]- Fixed collapse chance not showing for buildings that need maintenance.[/p][p]- Fixed worker families not being unassigned on collapse (reassigned on rebuild).[/p][p]- Fixed flickering people tab on buildings.[/p][p]- Fixed Malt not showing in the crafting material tab.[/p][p]- Fixed Wool production not registering on Pastures.[/p][p]- Fix attempt for Trading Posts showing as not connected to Road Network.[/p][p]- Fix Stone Church not displaying text correctly when fulfilled in the Burgage Plot Requirement UI.[/p][p]- Fixed Deep Mine yields being way too low.[/p][p]- Fixed Mines that are being upgraded not affecting the Collapse Chance.[/p][p]- Fixed missing shrubbery on some maps.[/p][p]- Fixed Bark Gathering affinity not working.[/p][p]- Fixed missing Sheep/Lamb consumption reserve for Butchers[/p][p]- Fixed changing extensions not marking the building as being upgraded, leading to the living space being removed from the available counter.[/p][p]- Fixed the "Cold" event text not displaying translation.[/p][p]- Fixed labor speed not displaying on building inventory.[/p][p]- Fixed bakers ignoring their production focus if their ingredients are missing.[/p][p]- Fixed a possible memory leak happening when dragging wall blueprints in the castle planner.[/p][p]- Fixed retinue cap being reduced to 12 when upgrading the garrison tower to T2.[/p][p]- Fixed empty extension clutter levitating after loading a saved game.[/p][p]- Fixed flashing building widgets when pressing tab.[/p][p]- Fixed yield showing up as 0 in "Goods Produced".[/p][p]- Fixed the incorrect number of unassigned families after a deep mine collapse when assigning them to a different workplace.[/p][p]- Fixed snow texture not displaying on some maps.[/p][p]- Fixed Cabbage Gardens not giving any Yield.[/p][p]- Fixed requirements only showing "water" as the satisfied requirements.[/p][p]- Fixed unit getting stuck together permanently when leaving a building, especially Retinue.[/p][p]- Fixed Environment disparities; Woodland is shrinking as trees are planted.[/p][p]- Fixed Livestock Merchant tooltip not showing correct translation.[/p][p]- Fixed the floating building widget changing numbers when scrolling.[/p][p]- Fixed editor error for stat widgets.[/p][p]- Fixed inventory cache pollution.[/p][p]- Fixed front and back burgage plot gates that sometimes levitate.[/p][p]- Fixed Smoke from freezing midair[/p][p]- Fixed unassigned workers not doing construction work due to trying to pick the same dirt to flatten.[/p][p]- Fixed Approval memories increasing in strength with time instead of fading out.[/p][p]- Fixed animals not rotating correctly on slopes.[/p][p]- Fixed the Ox texture being blurry.[/p][p]- Fixed the "No Farmhouse" problem sticking around when I do have a farmhouse built.[/p][p]- Fixed Burn Crops being spammable when the game is paused.[/p][p]- Fixed Burn Crops not enabling Crop Selection dropdown.[/p][p]- Fixed Fertility not being restored by Fallow Fields.[/p][p]- Fixed Rallying Point placement being blocked on Fields and Pastures.[/p][p]- Fixed Building icons changing when pressing TAB for detailed information.[/p][p]- Fixed price of Extension costs being able to go below the base price.[/p][p]- Fixed stones not clearing up under the building plot.[/p][p]- Fixed forest ground cover rendering out of map bounds.[/p][p]- Fixed Bandits cheering too much when killing civilians.[/p][p]- Fixed Castle Planner forcing players to rebuild stone walls and outer towers on load.[/p][p]- Fixed bird flocks bouncing.[/p][p]- Fixed AI Militia Squads not displaying a Squad icon background.[/p][p]- Fixed formatting of item subcategories in Residential Requirement pip tooltips.[/p][p]- Fixed grass not spawning in the farmland biome.[/p][p]- Fixed dying soldiers levitating over ground on slopes.[/p][p]- Fixed Bakery gathering spot to no longer go through the burgage plot doorway.[/p][p]- Fixed the double bandit camp reward bug.[/p][p]- Fixed some ingredients being mistakenly consumed as Food (eg, Herbs).[/p][p]- Fixed the Consumption Tooltip not matching reality for Clothes & Shoes.[/p][p]- Fixed the Family Consumption Tooltip flickering with random values due to invalid Pooling.[/p][p]- Fixed Forager Hut not using Planks upon Herb Garden construction.[/p][p]- Fixed Player being unable to build a Settlers Camp in a newly claimed region.[/p][p]- Fixed Strasburg Masons perk not increasing the Stonemason's Station Efficiency.[/p][p]- Fixed levitating pieces after the burgage plot has been set on fire.[/p][p]- Fixed Travelling Merchants trading low-value Major Trade goods when they're not supposed to.[/p][p]- Fixed levitating Lv3 double Burgage Plot front gates.[/p][p]- Fixed Relocating Hunting Camps with Hunting Hound already assigned, allowing players to reupgrade for Hunting Hound.[/p][p]- Fixed ox ploughing fields without anyone assigned to the farmhouse.[/p][p]- Fixed traders riding horses that are not visible.[/p][p]- Fixed pathfinding failing on steep maps.[/p][p]- Fixed workers not staying on one part of the road, resulting in an increase in traffic collisions.[/p][p]- Fixed the Lv1 Palace staircase spawning completely broken.[/p][p]- Fixed animals not being removed when changing/demolishing Backyard Extensions.[/p][p]- Fixed overconsumption of shoes and garments.[/p][p]- Fixed Demolishing a building being Upgraded not returning any construction goods.[/p][p]- Fixed not being able to get a refund for construction goods when demolishing a building during construction.[/p][p]- Fixed Orchards growing even before they are planted.[/p][p]- Fixed families stopping Ale consumption if they miss the resources for a long time.[/p][p]- Fixed not being able to rotate the camera when double-clicking the unit card.[/p][p]- Fixed Manor Lv1 Palace roof spawning in the wrong place during construction.[/p][p]- Fixed Smallholdings not displaying the correct icon.[/p][p]- Fixed the missing cloth in the hunting camp.[/p][p]- Fixed Workers levitating in the Quarry.[/p][p]- Fixed workers stealing each other's trees occasionally.[/p][p]- Fixed log production registering twice.[/p][p]- Fixed clutter not removing when adding extensions.[/p][p]- Fixed Timber logs sometimes teleporting to the Ox while still standing at the Hitching Post.[/p][p]- Fixed loggers going to the middle of the map when finding no trees to cut down inside their work area.[/p][p]- Fixed servants spawning when building a Manor.[/p][p]- Fixed sharp artifacting on High Peaks when mid-zoom[/p][p]- Fixed Manor not showing tax tab.[/p][p]- Fixed workers reserved to be a guide to an animal not being cleared when the animal arrives at its destination.[/p][p]- Fixed workers reserved to be a guide to an animal not leaving their home if at home.[/p][p]- Fixed unconstructed manors giving back resources that have not been used on demolish.[/p][p]- Fixed Linen clothes and woollen clothes displaying in the barter item drop-down list instead of just clothes.[/p][p]- Fixed missing collision model for manor LV1 outer tower.[/p][p]- Fixed Lv1 Families consuming shoes and clothes (Beta).[/p][p]- Fix attempt for villagers getting stuck in doors.[/p][p]- Fixed multiple players sometimes spawning in one region.[/p][p]- Fixed Granary and Storehouse workers ignoring the goods filter when trying to return overflowing goods from the market or home.[/p][p]- Fixed harvest predictions updating after drought damage.[/p][p]- Fixed units drifting into cliff or river obstacles during a fight sometimes.[/p][p]- Fixed death animations sometimes looping back into idle.[/p][p]- Fixed failed pathfinding in deep mines.[/p][p]- Fixed Manor Palace stairs extension not always spawning on steep terrain.[/p][p]- Fixed rally points not being placeable on fields/pastures again due to not having a round border.[/p][p]- Fixed players not being able to build roads after taking over an AI-owned region.[/p][p]- Fixed the people tab not being visible in the Manor UI[/p][p]- Removed the Yield Widget from the Manor UI[/p][p]- Fixed squad target staying visible when deselecting a squad.[/p][p]- Fixed hounds following people around when they shouldn't.[/p][p]- 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.[/p][p]- Fixed debug text showing in the Recruit Men at Arms tooltip when the cost is affected by a Perk.[/p][p]- Fixed Lime Kiln not requiring fuel to operate.[/p][p]- Fixed harvest prediction reporting a different value after save and load.[/p][p]- Fixed Butcher mutton focus tooltip being incorrect and hides from sheep being logged as pelts in the statistics screen when butchered.[/p][p]- Fixed Butcher mutton focus tooltip not showing the reserve and Production Limits.[/p][p]- Fixed Controls being hidden when disabling all tutorials.[/p][p]- Fixed the requirement for good distribution not updating on building demolition.[/p][p]- Fixed multiple requirements for good distribution issues (like marketplace workers bringing too much or too little, especially with overstock).[/p][p]- 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.[/p][p]- Fixed owner families sometimes not displaying for stalls on the people tab.[/p][p]- Fixed mercenary companies not returning to the pool if they were disbanded by the enemy lords.[/p][p]- Fixed AI lords overestimating their own military strength and underestimating the strength of their enemies.[/p][p]- Fixed pathfinding issues with Bowyer extension[/p][p]- Fixed manors having invalid path points.[/p][p]- 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).[/p][p]- Fixed maintenance effects giving inverse results for the Deep Mine.[/p][p]- Fixed several issues when spawning a Livestock Merchant and livestock outside the playable map that could cause them to get stuck.[/p][p]- Fixed Livestock Merchants walking too close to livestock, causing collisions that could get them stuck.[/p][p]- Fixed idle workers doing random tasks inside Hitching Posts or Stables, causing unnecessary collisions.[/p][p]- Fixed the carpentry/chisel animation not looping perfectly.[/p][p]- Fixed Oxen sometimes moving too fast when following someone.[/p][p]- Fixed inventory tabs for market stalls not closing if the whole marketplace gets demolished.[/p][p]- Fixed the homeless tent not showing any people in the people tab.[/p][p]- Fixed the reassign button being visible for artisan families if the tab was opened before the upgrade.[/p][p]- Fixed the invalid unemployment public order penalty calculations.[/p][p]- Removed incorrect policies available log.[/p][p][/p][p]Optimization:[/p][p]- Optimised the Inventory panel and Log Entries to prevent exponential frame dropping.[/p][p]- Map performance optimisation for some setups on 'Divided'.[/p][p]- Drastically reduced and reallocated Vertex Animation textures to decrease ambient frametime.[/p][p]- Optimized workplace task logic.[/p][p]- Upgrade to FSR4.0.2[/p][p]- Fixed issues around Pooled widgets building up indefinitely, addressing potential memory leaks.[/p][p]- Fixed memory leak when updating all shopfront and wells visuals as inventory changes[/p][p]- Minor video memory optimizations.[/p][p]- Reduced animation fidelity back to the previous methods to save VRAM.[/p][p]- Removed hitching/potential crashing when burning crops.[/p][p]- Fixed market supply distribution, causing a lag spike on every new day.[/p][p]- Optimized collision checks on building placement.[/p][p]- Optimized water rendering on the Lake map.[/p][p]- Optimized the Hunting Hound animation setup.[/p][p]- Optimized searching for conversation partners in large cities when idle.[/p][p]- 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.[/p][p]- Optimized the market distribution code a bit.[/p][p]- Optimized the rain particles a bit.[/p][p]
Cosmetics:
- Updated the empty Extension clutter visuals to be less historically inaccurate and more randomized.[/p][p]- Tweaked positions for villagers when petting an Ox or a Horse.[/p][p]- Added the missing Dressed Stone carrying variation.[/p][p]- Minor Stonemason's Station visual improvements.[/p][p]- Tweaked seasonal variation tints for faraway trees.[/p][p]- Orchard workers now use a shovel and a digging animation.[/p][p][/p]

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[p]Join our community on Discord and Reddit to ask questions, trade tips, and keep up with the game. There’s also a community-run wiki that covers the most common questions, and you can follow Slavic Magic on Twitter for more developer updates.[/p]
Logo for Manor Lords
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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Aktuelle Steam News
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New BETA ready for testing (0.8.046 beta)
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01.12.25 11:34 Community Announcements
Save 35% on Manor Lords
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28.11.25 22:00 Community Announcements
The 2025 Steam Awards
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24.11.25 18:01 Community Announcements
Development Update
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23.11.25 01:43 Community Announcements
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11.10.25 14:41 Community Announcements
New experimental BETA finally arrived (0.8.035 beta)
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02.10.25 12:29 Community Announcements
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26.08.25 15:37 Community Announcements
Behind the Scenes: Current Work and Upcoming Changes
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03.07.25 13:05 Community Announcements
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26.06.25 20:04 Community Announcements
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19.05.25 17:00 Community Announcements
One Year Later – Here’s What’s Next for Manor Lords
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26.04.25 17:00 Community Announcements
Manor Lords at the Steam City Builder & Colony Fest
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25.03.25 22:56 Community Announcements
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18.03.25 03:00 Community Announcements
Manor Lords at the Hooded Horse Spring Publisher Sale
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13.03.25 17:00 Community Announcements
Manor Lords Preview: Stone Castles, Devil’s Hill, and Progression Overhaul
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07.03.25 17:09 Community Announcements
[Update 4 hotfix - 0.8.029] Bugfixes & Logistics improvements
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30.01.25 19:35 Community Announcements
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27.01.25 11:01 Community Announcements
[Beta update - 0.8.029] Open Beta Bugfixes
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24.01.25 13:38 Community Announcements
[Beta update - 0.8.028] Open Beta Bugfixes
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21.01.25 12:39 Community Announcements
Manor Lords at the Hooded Horse January Publisher Sale
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20.01.25 18:00 Community Announcements
[Update 4 - 0.8.024] Bridge Building, New Maps, Stone Wells & Overstock Added
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10.01.25 12:01 Community Announcements
[0.8.024] Open Beta bugfixes
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09.01.25 10:42 Community Announcements
Save 30% on Manor Lords
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28.12.24 13:00 Community Announcements
[Beta Patch - 0.8.017] Marketplace Rework, New Maps, and Tavern Upgrades
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23.12.24 20:41 Community Announcements
Manor Lords at the Hooded Horse Winter Publisher Sale
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23.12.24 12:00 Community Announcements
December Update Preview: Bridge Building, Overstock Systems, and More.
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18.12.24 22:39 Community Announcements
Weekend Deal: Save 30% on Manor Lords
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12.12.24 18:00 Community Announcements
Manor Lords is on sale!
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01.12.24 08:14 Community Announcements
Nominate Manor Lords for the Steam Awards
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27.11.24 18:00 Community Announcements
Manor Lords Upcoming Patch Preview
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23.11.24 03:32 Community Announcements
Manor Lords is on Sale!
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10.11.24 00:52 Community Announcements
Manor Lords is on Sale!
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07.10.24 01:29 Community Announcements
Hooded Horse Publisher Sale 2024
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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
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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)
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08.09.24 12:30 Community Announcements
A new patch for the public Beta (0.7.991)
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03.09.24 14:46 Community Announcements
A new patch is available for open testing
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21.08.24 16:10 Community Announcements
Manor Lords is on Sale!
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23.07.24 17:00 Community Announcements
Manor Lords Upcoming Patch Preview
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22.07.24 22:35 Community Announcements
Manor Lords is on Sale!
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13.07.24 19:12 Community Announcements
Manor Lords at Hooded Horse Summer Sale
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27.06.24 17:01 Community Announcements
Patch 0.7.975
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11.06.24 15:12 Community Announcements
Manor Lords is on Sale!
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09.06.24 17:16 Community Announcements
Patch 0.7.972 is now available on the main branch
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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
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05.10.23 21:01 Community Announcements
Manor Lords Next Fest Demo Stream!
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03.10.22 16:53 Community Announcements
Demo Announcement Trailer
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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
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03.11.21 12:49 Community Announcements
Manor Lords - Battle Features
Manor Lords
12.02.21 17:27 Community Announcements