Hello everyone,
A new patch has been released on the Beta Branch with several priority bugfixes. On Monday we're expecting the localization to come in and hopefully we're very close to a main branch push now [b](as a reminder, our Betas are never localized)[/b].
How to Access the Beta
[hr][/hr][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 0.8.046–0.8.048 (Beta)
[b]Balance:[/b]
- \[Experimental] Durability is not consumed while the building is being upgraded.
- \[Experimental] Maintenance effects do not apply while a building is in construction.
- Honey and Wax are no longer Major Trades.
[b]Minor changes:[/b]
- Husband Smallholders will no longer leave their backyard farming jobs to other family members.
- Added collision data to Charcoal Kilns.
- Increased the default protection radius against tree cutting around Resource Nodes from 500 to 750.
[b]AI:[/b]
- Fixed AI not differentiating between different rebuild commands and ending up in infinite loop of failing to rebuild the same building
- Fixed problem with AI mistaking homeless people for artisans
- Will now consider far off Iron, Salt, and Clay Resource Nodes over time as the number of worker families increase.
- Will now value building mines on top of Iron Resource Nodes higher than other mines.
- Will now import any needed Iron Tools if there is no Iron Resource Node in the region.
- Fixed not counting families who becomes homeless by losing their home as available workforce.
- Fixed Manors built by AI not being visible and not considered completed.
[b]UI:[/b]
- Removed the Yield widget from the Taverns since it doesn't apply.
[b]Crashfixes:[/b]
- Building roads near previously deleted snap points will no longer cause the game to crash.
- Fix for crash when applying Restoring The Peace scenario during new game setup on the High Peaks map.
[b]Bugfixes:[/b]
- Fixed incorrect construction goods being returned for a building that's been turned to rubble
- Fixed ability to build multiple garrison towers in packaged game versions.
- Fixed hounds following units into battle.
- Fixed the broken ox legs appearing on some specific PCs.
- Fixed incorrect output showing on the Bakery Production Focus tooltip.
- Fixed Herbs being registered twice in Records when consumed for healing.
- Fixed the Garment and Footwear consumption timer counting as usual even though the previous consumption is still unsatisfied.
- Fixed refueling logic.
- Added the missing Ń and ń glyphs to the paragraph font.
- Fix for Windmills failing to process stored grain when the quantity in circulation is very low
- Fix for Pinned Supplies inventory panel persisting after being automatically demolished
- Fixed distance error when calculating the default protection radius against tree cutting around Resource Nodes.
- Fixed blacksmiths not maintaining their own shops when set to produce tools.
- Fixed traders not using a Horse due to it being petted by another worker at the moment.
- Fixed livestock orders sometimes not being delivered.
- Fixed Traders sometimes going to trade despite nothing on their import and export list.
- Fixed Traders not maximizing the amount of Goods they can bring when importing and exporting.
- Fixed Goods with a low ID being favored when Traders pick Goods to import and export.
- Fixed workers getting stuck on people who perform actions, e.g. waiting for the charcoal burner to get up so that they can pass through.
- Fixed maintenance rate not working after unlocking Nuremberg Prospectors perk.
- Fixed a number of issues with drop inventory tasks.
[b]Cosmetics:[/b]
- Homeless workers who get sick now also unequip all tools.
[b]Optimization:[/b]
- Optimized bee particle systems since they actually added up in large cities with many Apiaries.
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.
