[/p][p]A new patch has been released on the Beta Branch.[/p][p][/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]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][/*]
Patch Notes — Version 0.8.050–0.8.059 (Beta)
Major Changes
- [p]New Burgage Plot Level: Added a new Burgage Plot Level (now introduced as Level 3), complete with new models, requirements and effects.[/p][/*]
- [p]Rearranged Order: Moved the previous Burgage Plot Level 3 aesthetic to Level 4, and updated requirements and effects.[/p][/*]
- [p]Extension Requirements: Cobbler and Baker extension now require the Plot to be Level 3 to unlock.[/p][/*]
- [p]Family Based Progression: 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.[/p][/*]
- [p]Living Space: Burgage Plot Upgrade: “Expansion” now gives +1 Living Space to the Plot regardless of Level.[/p][/*]
- [p]New Map: Added a new map "Twin Lakes".[/p][/*]
- [p]Only unassigned workers or workers from the Logging Camp can guide an Ox to a construction site.[/p][/*]
- [p]Only unassigned workers or workers from the building an Ox delivers to can be assigned to guide the Ox.[/p][/*]
Minor Changes
[p]General:[/p]- [p]Approval Tiers "Admired" and "Revered" now increase income for Level 3 and Level 4 Plots by 1.[/p][/*]
- [p]Devil’s Hill: refreshed the trees, adjusted roads and spawn locations.[/p][/*]
- [p]Devil's Hill: added dirt cliffs and dirt hills, added additional shrubbery.[/p][/*]
- [p]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.[/p][/*]
- [p]Families are now allowed to plow their Backyards in November.[/p][/*]
- [p]Added Rough Stone and Rubble Stone pickup spots to the Quarry.[/p][/*]
- [p]Idle Workers that can sit down to rest at the Workplace no longer go home.[/p][/*]
- [p]Idle Workers closer to their Workplace than home will go inside the Workplace instead.[/p][/*]
- [p]Only specified workplaces are allowed to be entered when idle.[/p][/*]
- [p]Granary and Storehouse workers recalculate how much to collect when reaching a target building.[/p][/*]
- [p]Increased the regional limit per good in the Trading Post.[/p][/*]
- [p]Grave diggers now bring the corpse to the closest valid destination from the corpse position.[/p][/*]
- [p]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.[/p][/*]
- [p]Family members fetching water will pick the Well that gives the shortest round trip rather than the closest to their home.[/p][/*]
- [p]Further refined unit collision and collision avoidance code.[/p][/*]
- [p]Wild animals should avoid retreating into cliffs and ponds if possible.[/p][/*]
- [p]Manor buildings/modules no longer have road snapping points while placing them.[/p][/*]
- [p]Added a force correction when a character is pushed into an obstacle.[/p][/*]
- [p]Reduced collision radius for all civilians.[/p][/*]
- [p]Smoothed collision avoidance behaviour.[/p][/*]
- [p]Added extra collision resolving fallback.[/p][/*]
- [p]Since it's still WIP, the Siege Camp building option was hidden.[/p][/*]
- [p]Will now take the amount of military equipment into account before adding another Militia squad.[/p][/*]
- [p]Will now take Artisans into consideration when calculating a region's input and output of Goods.[/p][/*]
- [p]Will now export any excess military Goods not deemed necessary for current or future squads.[/p][/*]
- [p]Will now raise all squads after pressing a Claim.[/p][/*]
- [p]Will now raise all squads once a Challenge starts.[/p][/*]
- [p]Fixed not defending owned but not settled regions.[/p][/*]
- [p]Fixed building roads in a new region before it's been settled.[/p][/*]
- [p]Fixed building other extensions on Residential plots designated for Artisan workshops.[/p][/*]
- [p]Fixed building Stone Gatherer Camp when a Quarry is under construction or when no more surface Rubble remains.[/p][/*]
- [p]Will no longer build a Stone Gatherer Camp for a rich Stone resource node.[/p][/*]
- [p]Will no longer try to settle additional regions until that mechanic is properly implemented.[/p][/*]
- [p]Added a temporary max cap to number of families in AI regions.[/p][/*]
- [p]Fixed disbanding squads before they have looted a defeated bandit camp.[/p][/*]
Balance
[p]General:[/p]- [p]Wild Animals breeding speed doubled to accommodate the recent breeding bugfix in 0.8.050.[/p][/*]
- [p]Max Wild Animal Deposit size increased from 16 to 18 (normal) and 26 to 28 (rich).[/p][/*]
- [p]Barley growth time adjusted from Winter Crop to Spring Crop.[/p][/*]
- [p]Rye growth time adjusted from Spring Crop to Winter Crop.[/p][/*]
- [p]Increased Food Spoilage values and made them more consistent relative to each other.[/p][/*]
- [p]Increased the thresholds between Very Low, Low, Medium, High and Very High Food Spoilage.[/p][/*]
- [p]Malt is now a Major Trade.[/p][/*]
UI & Text
[p]Styling & Quality of Life[/p]- [p]Added logic to detect OS preferred language on first startup after update.[/p][/*]
- [p]Added a preview of the existing limited Work Area when hovering the Work Area buttons.[/p][/*]
- [p]When displaying TAB floaters, they now center around the camera pivot, and not the camera location.[/p][/*]
- [p]Added a short fade in when spawning TAB Building Floaters.[/p][/*]
- [p]Updated Living Space details tooltip to include Lv4 families. [/p][/*]
- [p]Improved wording on resource deposit tooltips.[/p][/*]
- [p]Improved spacing for title on perk selection screen.[/p][/*]
- [p]\[WIP] Added a notification log prompt when a Settlement that is owned by another Lord levels up.[/p][/*]
- [p]Updated text for Burgage Plot upgrades to give more accurate info.[/p][/*]
- [p]Added translation text for resource deposits names.[/p][/*]
- [p]Added translation text for item categories in the family consumption tooltip.[/p][/*]
- [p]Added translation text for victory screen.[/p][/*]
- [p]Added translation text for dead hares.[/p][/*]
- [p]Added translation text for fire started.[/p][/*]
- [p]Added translation text for running from attackers task.[/p][/*]
- [p]Added translation text for on fire.[/p][/*]
- [p]Fixed missing translation string for all non-English languages adding a suffix to the letter creator’s first line.[/p][/*]
- [p]Fixed missing translation for when a fire propagates to nearby structures.[/p][/*]
- [p]Fixed translation for maintenance in Polish.[/p][/*]
- [p]Fixed Apiary translation for Burgage Plot upgrades.[/p][/*]
Bugfixes
[p]Production[/p]- [p]Fixed workers not being able to pick up goods from their own workplace if their work area did not include their workplace.[/p][/*]
- [p]Fixed the chance of idle Workers going home or feeding chickens being twice as common as other idle tasks.[/p][/*]
- [p]Fixed Logging Camp workers not using the building’s stumps to sit around when idle.[/p][/*]
- [p]Fixed workers dropping transitionary items on “supplies” piles on the ground.[/p][/*]
- [p]Fixed storage buildings calling cart destruction functions twice on demolish.[/p][/*]
- [p]Fixed Millers not respecting the crafting Reserve of Grain.[/p][/*]
- [p]Fixed Butcher ignoring Production Limits.[/p][/*]
- [p]Fixed Wax carriers using the wrong walking animation.[/p][/*]
- [p]Fixed Battlefields drifting based on positions of units not actively involved in the combat.[/p][/*]
- [p]Fixed Battlefields ending up outside the region actually targeted by the challenge.[/p][/*]
- [p]Fixed enemy squads not being properly disbanded and removed when conquering another region.[/p][/*]
- [p]Fixed empty squads counting as active when determining if a battle is still ongoing.[/p][/*]
- [p]Fixed AI sending a peace offer, offering more treasury than they have.[/p][/*]
- [p]Fixed non-Bandit AI being able to raid.[/p][/*]
- [p]Fixed people getting stuck during castle deconstruction due to the castle ladders being removed incorrectly.[/p][/*]
- [p]Fixed soldiers getting stuck on, or walking into cliffs during fights.[/p][/*]
- [p]Fixed characters getting stuck when they load within floating point error to a pathfinding obstacle.[/p][/*]
- [p]Fixed another instance of workers clogging in a narrow doorway.[/p][/*]
- [p]Fixed Ox guides running ahead of the Ox when at high game speeds.[/p][/*]
- [p]Fixed fence collision of buildings that are being upgraded creating pathfinding issues after loading a saved game.[/p][/*]
- [p]Fixed Global Market Supply not resetting properly when starting a new game.[/p][/*]
- [p]Fix attempt for the game crashing if the engine fails to load unit templates properly.[/p][/*]
- [p]Fixed sowing task getting stuck during loading because of an invalid target building.[/p][/*]
- [p]Fixed drought data not being saved and loaded correctly.[/p][/*]
- [p]Fixed harvest prediction changing after save/load.[/p][/*]
- [p]Increased the initial Manor palace bounds to cover the construction process timbers, otherwise they could spawn inside a cliff/lake and block construction.[/p][/*]
- [p]Fixed inability to build additional Manor buildings within the Manor area after placing walls due to changing building bounds.[/p][/*]
- [p]Fixed reserved resources being taken twice for Manor primary building.[/p][/*]
- [p]Fixed stone Outer Tower pieces disappearing during reconstruction.[/p][/*]
- [p]Fixed the Castle Planner allowing you to upgrade for free.[/p][/*]
- [p]Fixed the unaffordable Manor exploit.[/p][/*]
- [p]Fixed another possible memory leak with TAB Building Floaters not erasing properly.[/p][/*]
- [p]Fixed issue with random camera shakes due to distant units not having their distance to the player updated yet.[/p][/*]
- [p]Fixed another possible instance of camera shake setting not applying.[/p][/*]
- [p]Fixed wrong Obstacle ID order after deleting an Obstacle, possibly leading to Obstacles being ignored during pathfinding or even crashing the game.[/p][/*]
- [p]Fixed valid good type arrays appending on each session start, leading to excess livestock spawning at Tradepoints.[/p][/*]
- [p]Fixed Market Stalls sometimes being overstocked by 1 good.[/p][/*]
- [p]Fixed maintenance slider in buildings changing frequency values to 0.25 and 4 instead of 0.5 and 2.[/p][/*]
- [p]Fixed Lv4 residential buildings sometimes pushing too deep into the plot area.[/p][/*]
- [p]Fixed not getting back the construction cost of a Burgage Expansion when demolishing.[/p][/*]
- [p]Fixed an instance of Ox stuck in collision with a Market Stall peddler.[/p][/*]
- [p]Fixed weavers sometimes sitting the wrong way while crafting.[/p][/*]
- [p]Fixed burgage plot extension for extra family not being shown in available space UI while its construction started but was not yet finished.[/p][/*]
- [p]Fixed corrupted production building popup state that appears after assigning Family to workplace via Burgage Plot People UI.[/p][/*]
- [p]Fixed map names staying in the previously selected language in the Game Setup screen.[/p][/*]
- [p]Fixed the sidearms requirement displaying the incorrect icon in the Form Militia stats panel.[/p][/*]
- [p]Fixed Market supply/demand tooltip being in a broken state after switching tabs.[/p][/*]
- [p]Fixed tooltip for Berries deposit incorrectly displaying Pollination Affinity.[/p][/*]
- [p]Fixed Approval tooltip sometimes only displaying data from the player's starting region.[/p][/*]
- [p]Fixed player being able to see the Approval Rating of Regions they don't own.[/p][/*]
- [p]Fixed misaligned text in Residential Requirements.[/p][/*]
Crashfixes
- [p]Fixed crash on late game saves when season was updated and too many fields updated their plowing on the GPU at once.[/p][/*]
- [p]Fixed bug in bandit camp initialization on game load, leading to crash on bandit camp removal.[/p][/*]
- [p]Fixed a crash that could occur when a building was burned down but was in queue for distribution of goods.[/p][/*]
- [p]Fixed crash on attempt to read family assigned to just abandoned stall (for example when removing multiple families from granary).[/p][/*]
- [p]Fixed crash caused by missing "does this unit clog other units" invalidating when deleting unit.[/p][/*]
- [p]Fixed crash often happening on mule animal appearance - trying to access an empty animation[/p][/*]
- [p]Fixed crash related to idle units trying to find a conversation target outside of map.[/p][/*]
- [p]Fixed crash when building a bridge in the same place as a demolished bridge.[/p][/*]
- [p]Fixed crash on mercenaries disbanding after retreating out of map.[/p][/*]
Cosmetics
- [p]To increase the visual variety of wide LV4 Burgage Plots, the game will sometimes leave a facade gap and pick smaller house varieties.[/p][/*]
- [p]Fixed the Quarry rocks being covered in snow at the same time as the surrounding building area isn't.[/p][/*]
- [p]Re-added some Urban environment grass patches.[/p][/*]
- [p]Reduced grass pop in by adding a dithered fade in.[/p][/*]
- [p]Added variable turning rate so that small animals like Hares can rotate faster.[/p][/*]
- [p]Made Unit selection circles less distracting up close.[/p][/*]
Optimization (up to 6x fps gain in very large cities)
- [p]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).[/p][/*]
- [p]Fixed a lag spike happening when pressing TAB on a large city and spawning hundreds of Building Floaters.[/p][/*]
- [p]Implemented various building caches to greatly reduce worker task iteration times.[/p][/*]
- [p]Added farming task check skipping if the field is fully plowed, sown and growing.[/p][/*]
- [p]Fixed crop transform changes causing a lag spike on every "day passed" update on saves with huge fields.[/p][/*]
- [p]Reduced spikes caused by problem banner updates happening all at once.[/p][/*]
- [p]Improved the way idle villagers search for an animal to pet.[/p][/*]
- [p]Made grass density to be variable on the camera angle.[/p][/*]
- [p]Stabilized Task updates.[/p][/*]
- [p]Greatly optimized the unit rendering system to avoid redundant transform updates.[/p][/*]
- [p]Greatly optimized Regional Stock and Surplus recalculation.[/p][/*]
- [p]Greatly optimized Regional Stock UI counter updates.[/p][/*]
- [p]Greatly optimized field texture updates.[/p][/*]
- [p]Reduced frequency of rotation updates to be in sync with location update frequency.[/p][/*]
- [p]Optimized idle task generation checking if someone already targets the worker with their own tasks.[/p][/*]
- [p]Optimized Farmers attempting to collect Crops for Threshing from buildings other than Fields.[/p][/*]
- [p]Optimized unit location interpolation frequency.[/p][/*]
- [p]Optimized the "find unit under cursor" function.[/p][/*]
- [p]Optimized the Warehouse and Granary tasks.[/p][/*]
- [p]Optimized searching for a conversation spot.[/p][/*]
- [p]Optimized searches for the nearest Cart.[/p][/*]
- [p]Optimized the "Get Resource" Task.[/p][/*]
- [p]Further optimized market supply distribution.[/p][/*]
