News Liste Manor Lords

New BETA version is available for testing (0.8.059)
Manor Lords
16.02.26 13:23 Community Announcements

Hello everyone,

A new patch has been released on the Beta Branch.

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]

[b]Patch Notes — Version 0.8.050–0.8.059 (Beta)[/b]

[u]Major Changes[/u]

  • [b]New Burgage Plot Level[/b]: Added a new Burgage Plot Level (now introduced as Level 3), complete with new models, requirements and effects.

  • [b]Rearranged Order[/b]: Moved the previous Burgage Plot Level 3 aesthetic to Level 4, and updated requirements and effects.

  • [b]Extension Requirements[/b]: Cobbler and Baker extension now require the Plot to be Level 3 to unlock.

  • [b]Family Based Progression[/b]: Settlement Level progress now checks for Families of a certain level to be living in the region rather than Burgage Plots of a certain level to be built.

  • [b]Living Space[/b]: Burgage Plot Upgrade: “Expansion” now gives +1 Living Space to the Plot regardless of Level.

  • [b]New Map[/b]: Added a new map "Twin Lakes".

[b]Ox Guiding behaviour:[/b]

  • Only unassigned workers or workers from the Logging Camp can guide an Ox to a construction site.

  • Only unassigned workers or workers from the building an Ox delivers to can be assigned to guide the Ox.

[u]Minor Changes[/u]

[b]General:[/b]

  • Approval Tiers "Admired" and "Revered" now increase income for Level 3 and Level 4 Plots by 1.

  • Devil’s Hill: refreshed the trees, adjusted roads and spawn locations.

  • Devil's Hill: added dirt cliffs and dirt hills, added additional shrubbery.

  • Twin Lakes: replaced some of the rock cliffs with dirt cliffs, added dirt hills, lowered the height of the lake and adjusted the surrounding landscape.

  • Families are now allowed to plow their Backyards in November.

  • Added Rough Stone and Rubble Stone pickup spots to the Quarry.

  • Idle Workers that can sit down to rest at the Workplace no longer go home.

  • Idle Workers closer to their Workplace than home will go inside the Workplace instead.

  • Only specified workplaces are allowed to be entered when idle.

  • Granary and Storehouse workers recalculate how much to collect when reaching a target building.

  • Increased the regional limit per good in the Trading Post.

  • Grave diggers now bring the corpse to the closest valid destination from the corpse position.

  • Dead enemy soldiers may be buried in a corpse pit if it is much closer than a Church or in the aftermath of a large battle.

  • Family members fetching water will pick the Well that gives the shortest round trip rather than the closest to their home.

  • Further refined unit collision and collision avoidance code.

  • Wild animals should avoid retreating into cliffs and ponds if possible.

  • Manor buildings/modules no longer have road snapping points while placing them.

  • Added a force correction when a character is pushed into an obstacle.

  • Reduced collision radius for all civilians.

  • Smoothed collision avoidance behaviour.

  • Added extra collision resolving fallback.

  • Since it's still WIP, the Siege Camp building option was hidden.

[b]AI:[/b]

  • Will now take the amount of military equipment into account before adding another Militia squad.

  • Will now take Artisans into consideration when calculating a region's input and output of Goods.

  • Will now export any excess military Goods not deemed necessary for current or future squads.

  • Will now raise all squads after pressing a Claim.

  • Will now raise all squads once a Challenge starts.

  • Fixed not defending owned but not settled regions.

  • Fixed building roads in a new region before it's been settled.

  • Fixed building other extensions on Residential plots designated for Artisan workshops.

  • Fixed building Stone Gatherer Camp when a Quarry is under construction or when no more surface Rubble remains.

  • Will no longer build a Stone Gatherer Camp for a rich Stone resource node.

  • Will no longer try to settle additional regions until that mechanic is properly implemented.

  • Added a temporary max cap to number of families in AI regions.

  • Fixed disbanding squads before they have looted a defeated bandit camp.

[u]Balance[/u]

[b]General:[/b]

  • Wild Animals breeding speed doubled to accommodate the recent breeding bugfix in 0.8.050.

  • Max Wild Animal Deposit size increased from 16 to 18 (normal) and 26 to 28 (rich).

  • Barley growth time adjusted from Winter Crop to Spring Crop.

  • Rye growth time adjusted from Spring Crop to Winter Crop.

  • Increased Food Spoilage values and made them more consistent relative to each other.

  • Increased the thresholds between Very Low, Low, Medium, High and Very High Food Spoilage.

[b]Trade:[/b]

  • Malt is now a Major Trade.

[u]UI & Text[/u]

[b]Styling & Quality of Life[/b]

  • Added logic to detect OS preferred language on first startup after update.

  • Added a preview of the existing limited Work Area when hovering the Work Area buttons.

  • When displaying TAB floaters, they now center around the camera pivot, and not the camera location.

  • Added a short fade in when spawning TAB Building Floaters.

  • Updated Living Space details tooltip to include Lv4 families. 

  • Improved wording on resource deposit tooltips.

  • Improved spacing for title on perk selection screen.

  • \[WIP] Added a notification log prompt when a Settlement that is owned by another Lord levels up.

[b]Text:[/b]

  • Updated text for Burgage Plot upgrades to give more accurate info.

  • Added translation text for resource deposits names.

  • Added translation text for item categories in the family consumption tooltip.

  • Added translation text for victory screen.

  • Added translation text for dead hares.

  • Added translation text for fire started.

  • Added translation text for running from attackers task.

  • Added translation text for on fire.

  • Fixed missing translation string for all non-English languages adding a suffix to the letter creator’s first line.

  • Fixed missing translation for when a fire propagates to nearby structures.

  • Fixed translation for maintenance in Polish.

  • Fixed Apiary translation for Burgage Plot upgrades.

[u]Bugfixes[/u]

Production

  • Fixed workers not being able to pick up goods from their own workplace if their work area did not include their workplace.

  • Fixed the chance of idle Workers going home or feeding chickens being twice as common as other idle tasks.

  • Fixed Logging Camp workers not using the building’s stumps to sit around when idle.

  • Fixed workers dropping transitionary items on “supplies” piles on the ground.

  • Fixed storage buildings calling cart destruction functions twice on demolish.

  • Fixed Millers not respecting the crafting Reserve of Grain.

  • Fixed Butcher ignoring Production Limits.

  • Fixed Wax carriers using the wrong walking animation.

Military

  • Fixed Battlefields drifting based on positions of units not actively involved in the combat.

  • Fixed Battlefields ending up outside the region actually targeted by the challenge.

  • Fixed enemy squads not being properly disbanded and removed when conquering another region.

  • Fixed empty squads counting as active when determining if a battle is still ongoing.

  • Fixed AI sending a peace offer, offering more treasury than they have.

  • Fixed non-Bandit AI being able to raid.

Pathfinding

  • Fixed people getting stuck during castle deconstruction due to the castle ladders being removed incorrectly.

  • Fixed soldiers getting stuck on, or walking into cliffs during fights.

  • Fixed characters getting stuck when they load within floating point error to a pathfinding obstacle.

  • Fixed another instance of workers clogging in a narrow doorway.

  • Fixed Ox guides running ahead of the Ox when at high game speeds.

Save/Load

  • Fixed fence collision of buildings that are being upgraded creating pathfinding issues after loading a saved game.

  • Fixed Global Market Supply not resetting properly when starting a new game.

  • Fix attempt for the game crashing if the engine fails to load unit templates properly.

  • Fixed sowing task getting stuck during loading because of an invalid target building.

  • Fixed drought data not being saved and loaded correctly.

  • Fixed harvest prediction changing after save/load.

Manor

  • Increased the initial Manor palace bounds to cover the construction process timbers, otherwise they could spawn inside a cliff/lake and block construction.

  • Fixed inability to build additional Manor buildings within the Manor area after placing walls due to changing building bounds.

  • Fixed reserved resources being taken twice for Manor primary building.

  • Fixed stone Outer Tower pieces disappearing during reconstruction.

  • Fixed the Castle Planner allowing you to upgrade for free.

  • Fixed the unaffordable Manor exploit.

Miscelleanous

  • Fixed another possible memory leak with TAB Building Floaters not erasing properly.

  • Fixed issue with random camera shakes due to distant units not having their distance to the player updated yet.

  • Fixed another possible instance of camera shake setting not applying.

  • Fixed wrong Obstacle ID order after deleting an Obstacle, possibly leading to Obstacles being ignored during pathfinding or even crashing the game.

  • Fixed valid good type arrays appending on each session start, leading to excess livestock spawning at Tradepoints.

  • Fixed Market Stalls sometimes being overstocked by 1 good.

  • Fixed maintenance slider in buildings changing frequency values to 0.25 and 4 instead of 0.5 and 2.

  • Fixed Lv4 residential buildings sometimes pushing too deep into the plot area.

  • Fixed not getting back the construction cost of a Burgage Expansion when demolishing.

  • Fixed an instance of Ox stuck in collision with a Market Stall peddler.

  • Fixed weavers sometimes sitting the wrong way while crafting.

Text/UI

  • Fixed burgage plot extension for extra family not being shown in available space UI while its construction started but was not yet finished.

  • Fixed corrupted production building popup state that appears after assigning Family to workplace via Burgage Plot People UI.

  • Fixed map names staying in the previously selected language in the Game Setup screen.

  • Fixed the sidearms requirement displaying the incorrect icon in the Form Militia stats panel.

  • Fixed Market supply/demand tooltip being in a broken state after switching tabs.

  • Fixed tooltip for Berries deposit incorrectly displaying Pollination Affinity.

  • Fixed Approval tooltip sometimes only displaying data from the player's starting region.

  • Fixed player being able to see the Approval Rating of Regions they don't own.

  • Fixed misaligned text in Residential Requirements.

[u]Crashfixes[/u]

  • Fixed crash on late game saves when season was updated and too many fields updated their plowing on the GPU at once.

  • Fixed bug in bandit camp initialization on game load, leading to crash on bandit camp removal.

  • Fixed a crash that could occur when a building was burned down but was in queue for distribution of goods.

  • Fixed crash on attempt to read family assigned to just abandoned stall (for example when removing multiple families from granary).

  • Fixed crash caused by missing "does this unit clog other units" invalidating when deleting unit.

  • Fixed crash often happening on mule animal appearance - trying to access an empty animation

  • Fixed crash related to idle units trying to find a conversation target outside of map.

  • Fixed crash when building a bridge in the same place as a demolished bridge.

  • Fixed crash on mercenaries disbanding after retreating out of map.

[u]Cosmetics[/u]

  • To increase the visual variety of wide LV4 Burgage Plots, the game will sometimes leave a facade gap and pick smaller house varieties.

  • Fixed the Quarry rocks being covered in snow at the same time as the surrounding building area isn't.

  • Re-added some Urban environment grass patches.

  • Reduced grass pop in by adding a dithered fade in.

  • Added variable turning rate so that small animals like Hares can rotate faster.

  • Made Unit selection circles less distracting up close.

[u]Optimization (up to 6x fps gain in very large cities)[/u]

  • Completely refactored the Event Notification system, for example to avoid Step FX events registering when the villager is far from the camera (where they can't be heard anyway).

  • Fixed a lag spike happening when pressing TAB on a large city and spawning hundreds of Building Floaters.

  • Implemented various building caches to greatly reduce worker task iteration times.

  • Added farming task check skipping if the field is fully plowed, sown and growing.

  • Fixed crop transform changes causing a lag spike on every "day passed" update on saves with huge fields.

  • Reduced spikes caused by problem banner updates happening all at once.

  • Improved the way idle villagers search for an animal to pet.

  • Made grass density to be variable on the camera angle.

  • Stabilized Task updates.

  • Greatly optimized the unit rendering system to avoid redundant transform updates.

  • Greatly optimized Regional Stock and Surplus recalculation.

  • Greatly optimized Regional Stock UI counter updates.

  • Greatly optimized field texture updates.

  • Reduced frequency of rotation updates to be in sync with location update frequency.

  • Optimized idle task generation checking if someone already targets the worker with their own tasks.

  • Optimized Farmers attempting to collect Crops for Threshing from buildings other than Fields.

  • Optimized unit location interpolation frequency.

  • Optimized the "find unit under cursor" function.

  • Optimized the Warehouse and Granary tasks.

  • Optimized searching for a conversation spot.

  • Optimized searches for the nearest Cart.

  • Optimized the "Get Resource" Task.

  • Further optimized market supply distribution.

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.

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
Einzelspieler Mehrspieler Koop

Aktuelle Steam News
Neue Steam News in der ePrison Datenbank

Save 35% on Manor Lords
Manor Lords
19.03.26 18:00 Community Announcements
Major Update #6: Battlefield Changes, New Map, and Family Based Progression
Manor Lords
18.03.26 15:05 Community Announcements
New BETA version is available for testing (0.8.065)
Manor Lords
17.03.26 11:13 Community Announcements
Save 35% on Manor Lords
Manor Lords
27.02.26 22:30 Community Announcements
New BETA version is available for testing (0.8.061)
Manor Lords
21.02.26 08:31 Community Announcements
New BETA version is available for testing (0.8.059)
Manor Lords
16.02.26 13:23 Community Announcements
Development News (Screenshots and Info on the Upcoming Update)
Manor Lords
11.02.26 05:44 Community Announcements
Save 35% on Manor Lords
Manor Lords
09.01.26 20:00 Community Announcements
Development News (Burgage Plots and Trade Rework)
Manor Lords
08.01.26 02:48 Community Announcements
Save 35% on Manor Lords
Manor Lords
21.12.25 20:00 Community Announcements
Major Update #5 - Core Systems Rework, Castle Overhaul, and New Maps
Manor Lords
19.12.25 14:00 Community Announcements
New BETA hotfix (0.8.050 beta)
Manor Lords
16.12.25 14:28 Community Announcements
New BETA is available (0.8.049 beta)
Manor Lords
13.12.25 09:11 Community Announcements
New BETA ready for testing (0.8.048 beta)
Manor Lords
06.12.25 11:46 Community Announcements
New BETA ready for testing (0.8.046 beta)
Manor Lords
01.12.25 11:34 Community Announcements
Save 35% on Manor Lords
Manor Lords
28.11.25 22:00 Community Announcements
The 2025 Steam Awards
Manor Lords
24.11.25 18:01 Community Announcements
Development Update
Manor Lords
23.11.25 01:43 Community Announcements
Save 35% on Manor Lords
Manor Lords
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