Hello everyone,
A new patch has been released on the Beta Branch. This beta is localized, but a few spots are still missing translation.
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 0.8.048–0.8.049 (Beta)
[b]Minor changes:[/b]
- Added Salt and Clay resource spots to Deep Mine to reduce traffic jams in the mine entrance.
- Further tweaks for resolving collision in tight spaces (like doorways).
[b]Balance:[/b]
- Reduced the max size of Rich Deposit Wild Animals by 18%.
- Reduced Wheat yield -25%.
- Reduced Barley yield -20%.
- Increased Flax yield +50%.
- Made Wheat / Rye fertility calculation more linear (Rye fertility now is 1.5 * Wheat fertility, but no more than 100%).
- Dressed Stone value lowered from 7 to 5.
- Rough Stone value lowered from 4 to 3.
- Made Droughts much less impactful, but removed the clamp of a minimum 1 Yield per Field in all cases.
- Granaries get a handcart shed. Handcarts slots changed to 2 (lv1) and 6 (lv2). Storehouse handcart slots are 2 (lv1) and 6 (lv2) as well.
[b]AI:[/b]
- Will now build a Corpse Pit if enough corpses are piling up in the Settlement.
- Will now assign Workers to the Church and Corpse Pit to bury any corpses lying around.
- Will now calculate what goods it can't produce in a Region.
- Will now import goods needed to rebuild the Settlement or to satisfy Maintenance.
- Will now try to rebuild a Settlement in better order to avoid dead-locks.
- Will now wait a little longer before adding a third or fourth family to the Trading Post.
- Will now stop cutting down trees if storage of Timber reaches 200.
- Will now stop cutting down trees if storage of Firewood reaches 2000.
- Will now destroy a Stonegatherer Camp if no longer useful.
- Will now destroy and rebuild the Hunting Camp if the Wild Animal Resource Node have moved away.
- Will now build the Hunter Camp close to the Wild Animal Resource Node even if it's far away.
- Will now put higher priority on far away resource gathering buildings under construction.
- Will now try to avoid constructing a Manor on top of trees.
- Fixed a number of issues that could dead-lock the AI when trying to rebuild a Settlement.
- Fixed Stonegatherer Camp sometimes being constructed on the Stone Resource Node.
- Fixed not building Stonemason's Station or Lime Kiln when having a Quarry.
- Fixed not being aware of that a rich Stone Resource Node also produces Rough Stone.
[b]Bugfixes:[/b]
- Fixed miners sometimes getting stuck in "equip pickaxe" animation while inside the Deep Mine.
- Fixed the Ox being broken for 1 frame when spawning in a Settler's Camp in a new Region.
- Fixed Peasants return all weapons/shields to the Storehouse on loading a save.
- Fixed resources granted log prompts being added when workers drop resources on militia rally.
- Fixed resources possibly being dropped to a Pond if there's no place for them in storage.
- Fixed resource granting calling to redistribute militia recruits twice in a row if military resources were granted.
- Added missing collision model for Charcoal Kiln.
- Another fix attempt for Maintenance durability modifiers not getting applied properly.
- Fixed issue with Residents/Workers being displayed on Building Floaters for Temporary buildings and Fields.
- Fixed handcart slots not erasing while upgrading storage buildings to lv2, resulting in more carts being available than intended.
- Fixed too many handcarts being spawned cause it would not account the ones actively in use.
- Fixed Traders sometimes getting stuck when dismounting their horse wagons.
- Fixed Fields floater UI not displaying correctly.
- Fixed Ox Plows movement being choppy at high game speeds.
- Fixed the Ń glyph missing in the italic font (Beta).
[b]UI:[/b]
- Changed thickness of lines in the "Resources" line graph.
- Removed all caps from Region name in Log Notifications.
- Improved tooltip info on Nuremberg Prospectors perk.
- Updated tooltip icons for pasture space.
- Tweaked alignment of text for pasture/stable space in general building panels.
- Fixed localisation issue with perk card slot tooltip.
- Fixed missing localisation for population details tooltip.
[b]Cosmetics:[/b]
- Added embers and smoke FX to the Smithy, Blacksmith and Armorer.
- Ox plow will now align the rotation to ground slope.
[b]Optimization:[/b]
- Reduced cost of showing Building Floaters by 62%
- Optimized door opening and closing.
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.
