Manor Lords cover
Manor Lords screenshot
Genre: Real Time Strategy (RTS), Strategy

Manor Lords

New BETA version is available for testing (0.8.059)

[p]Hello everyone,

A new beta update has been released on the Beta Branch. It adds a new Burgage Plot Level 3 with its own models, requirements, and effects, moves the previous Level 3 look to Level 4, and changes progression so Settlement Level now checks for Families rather than built plot levels.

Twin Lakes has also been added as a new map. Beyond that, this patch includes changes to Ox guiding rules, AI behavior, balance adjustments, UI and text updates, a large number of bug fixes across multiple systems, and performance gains that should be noticeable in larger cities.

The full list of changes in this update is below. As always, we’d appreciate hearing your thoughts in a Steam review. Whatever your experience has been, we’re glad to read it. Early Access depends on that back-and-forth, and your feedback plays a direct role in what we work on next.
[/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]

[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 0.8.050–0.8.059 (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]Ox Guiding behaviour:[/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]AI:[/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]Trade:[/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]Text:[/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]Military[/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]Pathfinding[/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]Save/Load[/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]Manor[/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]Miscelleanous[/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]Text/UI[/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]

Join the Manor Lords Community

[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]

Development News (Screenshots and Info on the Upcoming Update)

[p]Hi everyone![/p][p]Tim here, CEO of the publisher Hooded Horse, and I'm once again back for another development news post. It's been about a month since my January post, and the dev team has been hard at work in the final stages of getting the update ready to be tried out by all of you.[/p][p]Today's post will be a bit shorter than January given I don't want to distract the dev team from finalizing the update by asking them for quite as much info as last time, but I did get them to give me a peek at the upcoming changelog, as well as gather some cool screenshots. The upcoming update, aside from the features discussed in the January post, is heavily focused on bug fixing, balancing, and especially a major focus on optimizing the game. We're really excited for all of you to see what has been achieved there.[/p][p]There's also a new map added to the game. See if you can spot which of the below screenshots features that new map, though all the shots feature something cool.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38221882/d2d6972cf4444d4caaa3e4229018412c4297a9bb.jpg"][/p][p][img src="https://clan.akamai.steamstatic.com/images/38221882/45eeb596d5abdf5f845cedca498df0ea9550806d.jpg"][TAG-20][/p][p][img src="https://clan.akamai.steamstatic.com/images/38221882/cf83e00054d0f680f72f13cffaf68d6ed0955285.jpg"][/p][p][img src="https://clan.akamai.steamstatic.com/images/38221882/d27e41ad348d733623d94175c1187ee4ce3a62b1.jpg"][/p][p][img src="https://clan.akamai.steamstatic.com/images/38221882/f7f995aa79afa3604af7d4931b10ba11e58f653a.jpg"][/p][p][img src="https://clan.akamai.steamstatic.com/images/38221882/004b9f95bd1ef51526785d884bd534b601406ba2.jpg"][/p][p]By the way, it would be natural to ask "so when exactly does the update release if you are saying it's very close?" The answer there is "It's so close we don't ourselves know" -- at the end of an update getting ready it enters that final stage of bringing everything together and making sure it's all working right to get to you, and at that moment it becomes a case where we no longer know, is that a few days, or is that more than a week, it's not clear to us because everyone is just racing to get it done and into your hands while making sure what gets into your hands is ready for those hands (testing and squashing as many bugs as we can, while knowing some will remain and will have to be discovered in public testing). Hopefully that answer doesn't bother people and I don't get 100 responses telling me I'm terrible for not knowing an exact day, I feel it's kind of the risky answer where community management professionals are going to look at it and say "that's why you don't let the CEO talk to the community." But it's honestly where things are at, and I wanted to be direct on that.[/p][p]Thank you all for playing and all your support! I can never express enough how grateful all of us here are for the incredible community behind Manor Lords, you are amazing.[/p][p]Tim[/p]

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Development News (Burgage Plots and Trade Rework)

[p]Hi everyone![/p][p]Tim here again, CEO of Hooded Horse. As promised a little over a month ago, checking in to let you know what's going on with development and give you a behind-the-scenes look at what's coming.[/p][p]Now I originally intended to do a follow up post shortly after my first post, but then Greg and his team did awesome work pushing out a beta update a week later, another beta the following week, another the week after that, and then the update to main branch a few days later. So I was rendered useless, no real backstage insight to give you when the updates are rolling out like that, but today I saw my opportunity here just as everyone's coming back from holidays to jump in real quick while they're hard at work on the next update.[/p][p]So I talked with the dev team, and they gave me some details on what's coming (special thanks to Darren on the dev team for helping put this together so well!).[/p][p][/p]

A New Burgage Plot Level

[p]This is the new Burgage Plot level planned for the next update.[/p][p]This new level sits between the existing Levels 2 and 3 (internally we’ve been calling it 2.5), and its goal is to more smoothly bridge the gap between early and late-game housing.[/p][p][img src="https://clan.akamai.steamstatic.com/images/38221882/3f31199794743886db63f7fa7f4b2680db216690.png"][/p][p]What This Changes[/p][p]Adding a new housing level naturally means tweaking some existing mechanics. One notable change is to the Burgage Plot Expansion upgrade. Rather than doubling the Living Space within a plot, it will now always add +1 Living Space, regardless of Plot Level.[/p][p]At a base level:[/p]
  • [p]Burgage Plot (Level 3) provides 2 Living Space[/p]
  • [p]Burgage Plot (Level 4) provides 3 Living Space [/p]
[p]This keeps housing progression more consistent as plots scale upward.[/p][p][img src="https://clan.akamai.steamstatic.com/images/38221882/c64a7b1d413a3129f6e640d282f98166c8b2b861.png"][/p]

Adjusted Residential Requirements

[p]We’ve also made Burgage Plot (Level 2) a bit more forgiving to upgrade.[/p][p]The Small Stone Church is no longer required to reach Level 3. That said, constructing it still provides a substantial Influence bonus, so it remains worthwhile if you have the means.[/p]

Artisan Workshop Progression

[p]Alongside housing changes, we’re also experimenting with more varied workshop progression.[/p][p]While we intend on adding other specialized workshops in future, for this update, we’re considering moving the Baker extension to Burgage Plot (Level 3). This may encourage greater use of the Communal Oven early on, while also giving players an additional incentive to work toward Level 3 housing.[/p][p]Similarly, the Cobbler extension may move to this level as well, since Shoes as an item aren’t strictly required until this stage of progression anyway.[/p][p]As always, these changes are still being tested, and we’re keen to hear how they sound from a progression and pacing standpoint.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38221882/b41b18779f15fed52e79974483db6db663e86149.png"][TAG-100][img src="https://clan.akamai.steamstatic.com/images/38221882/cb2d72a7f05f44beba01b96d18d5c1395259e45a.png"][TAG-102][/p]

Trade Rework

[p]We've seen the reaction to the new Development Perk system and lots of speculation and suggestions as to what's coming next for it. The next tier of perks will arrive after the Burgage Plot update and it will be focused on Trade Privileges, but before committing to Trade Focused Perks, we saw an opportunity to add more depth to the Trade system itself, introducing new layers of strategic decision-making.[/p][p]What we’re aiming for is a Trade system that:[/p]
  • [p]Allows economic competition between rival Lords, not just military conflict[/p]
  • [p]Clearly separates Regional and Foreign Trade[/p]
  • [p]Streamlines inter-regional trade and bartering[/p]
  • [p]Feels less predictable, with opportunities that vary between playthroughs
    [/p]
[p]One concept we’re currently exploring focuses on Merchants as the backbone of Foreign Trade. [/p][p] [img src="https://clan.akamai.steamstatic.com/images/38221882/282b6430271c4941f400b47f438647c1df22e833.png"][/p]

Trade Routes as Locations

[p]In this system, Trade Routes are tied to specific locations, for example, Passau.[/p][p]Each city imports and exports a small number of goods. Passau might import Charcoal, Leather, and Barley, while exporting Iron, Polearms, and Large Shields. Each good has its own unique prices and a city tariff. These would change from game to game to keep things fresh.[/p][p]While a good like Iron may appear on multiple routes, some cities will offer better prices than others, making certain routes more desirable… and more contested.[/p]

Merchants and Trade Volume

[p]Each Trade Route supports up to three Merchants. To trade along a route, you must hire one.[/p]
  • [p]Merchants have a one-off Hire Fee[/p]
  • [p]Once hired, they visit your Trading Post every three months[/p]
  • [p]Each visit can move up to 100 goods in and out, based on your desired surplus settings[/p]
[p]Hiring additional Merchants on a route increases trade volume, with arrivals spaced out evenly.[/p]

Competition and Buyouts

[p]Other Lords can compete with you for access to valuable routes.[/p][p]If all Merchants on a route are already hired, another Lord may perform a buyout of an existing Merchant. Doing so increases the Hire Fee and applies a cooldown before they can be bought again. They complete their existing trade if they were already enroute with goods. This turns profitable routes into contested economic territory rather than guaranteed income.[/p]

Monopolies and Economic Pressure

[p]Over time, this system allows for deliberate economic strategies.[/p][p]You could, for example, attempt to monopolize Iron Slabs by hiring all Merchants on routes that export them. This would be expensive, but could leave a rival Lord without access to Iron, forcing them to adapt by paying inflated prices, expanding into an Iron-rich region, or negotiating with you directly.[/p][p]In some cases, this might lead to diplomatic deals where a rival trades excess weapons or other goods in exchange for Iron Slabs, effectively paying you as a middleman.[/p]

Caveats

[p]There are important trade-offs (ha!) to this approach.[/p][p]In this concept, Assigned Families stock the Trading Post but do not act as Merchants for Foreign Trade (they will for inter-regional routes we’ll discuss later). This means every Foreign Trade requires a hired Merchant, even for low-tier goods. In a worst case scenario, if you run out of Regional Wealth and all your Merchants are bought out, you may need to rely on your plots clawing together some passive income before being able to trade again.[/p][p]To balance this, low-tier goods would appear on many routes, while high-tier goods would be limited to a few, making them more competitive and more strategically valuable.[/p]

Your Feedback

[p]The trade rework represents some ideas we’re exploring, but we felt it had enough potential to bring to the community early. We’re interested in how this kind of competitive trade feels to you, what concerns it raises, and whether it adds meaningful strategic choice to the game. A nice potential benefit is perks and policies can then adjust the hiring fee, buyout costs, value of goods, frequency of merchants, availability of routes and more. More concepts are brewing, and your feedback will help guide what we pursue next. [/p][p]Please do leave us your thoughts in reviews and comments, both about these systems as well as how we're handling communication and updates - we're hoping you are enjoying these more frequent updates and info. Your feedback is critical to us. And as always, thank you so much for playing![/p][p][/p]

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Major Update #5 - Core Systems Rework, Castle Overhaul, and New Maps

Hello everyone,

This update is now live on the main branch after spending time on the Beta Branch. Over the past weeks, it focused on bug fixes, AI improvements, and balance and gameplay polish. Thank you to everyone who tested the beta and took the time to share feedback. It was a big help.

You’ll find the full list of changes included in this release below.

If you have a moment, a Steam review sharing your experience would be appreciated. Hearing what’s working and what still needs attention helps guide what we focus on next.

Important to Note

Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a new version.

Mods: Please remove any mods. They will most likely crash the game.

Previous Version: If for some reason you enjoyed the previous version more, it will be available on it's own Beta branch 0_8_029a password: ILikedItMoreBefore

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.

Patch Notes — Version 0.8.029–0.8.050


Major Changes

  • Starting Location Selection: Ability to select the starting location in the game setup screen for the player and adversaries.
  • New Maps: Devil's Hill, Jagged Cliffs, Divided and Lake Lemm.
  • New Game Modes: Duel (1 vs 1 with AI) and Fractured Realm (4 Lord free-for-all).
  • New Buildings, Jobs & Resources: Quarry, Stonemason, Lime Kiln, and their connected resources: Rough Stone, Dressed Stone, Mortar.
  • Wall Positioning: A new system for positioning units on walls.
  • Ladder Climbing: Units now climb ladders to access higher floors.
  • Hover Fortifications: The player can now hover the castle fortifications and see the soldiers inside.
  • Gate Control: Added the ability to open and close each castle gate individually.
Castle Upgrade System:
  • Module Upgrades: Every castle module, including walls and gates, can now be upgraded to lv2.
  • Placement Logic: Module placement is no longer restricted by distance to the nearest major module. The planner now displays the total Bailey Area. The Bailey area allowed for construction is limited by your lord's or lady's Rank (still WIP).
  • Wall Platforms: You can now attach platforms to the castle walls. The level of platforms is capped by the wall type.
Affinity System:
  • Environment Types: Each Region is divided by area into multiple Environment Types: (Meadow, Woodland, Farmland, Urban, Rural).
  • Building Affinities: Different buildings can have Affinities with different Environment Types, for instance, the Animal Pen has a "Pannage" Affinity which decreases the time to yield for Pig Pens relative to the Woodland area.
Maintenance System:
  • Workplace Maintenance: A lot of workplaces now must be maintained by delivering resources to function properly.
  • Failure Risks: Failure to maintain a building can result in various risks, such as collapse for mines, injury and even a minor death chance.
  • Rate Tuning: You can tune a workplace's level of maintenance, affecting Labor Speed.
Yield System:
  • Yield Definition: Yield is a measure of how much your workplace produces. Various buildings use different timespans and benchmark values depending on their nature.
  • Yield Influencers: Yield can be affected by Labor Speed, Efficiency, and Productivity.
  • Labor Speed: Labor Speed measures how fast your workers perform workplace related tasks.
  • Efficiency: Efficiency measures how much output you get per input when crafting, per plant when farming or per passive income cycle, depending on the production type. High Efficiency means your Gardens will produce more Vegetables and your Crafting tasks may produce extra items.
  • Productivity: Productivity is a measure of your logistics: transport and labor times vs idle times, sickness, extension work and militia assignments.
Approval Rework:
  • Memory Weight Shift: Approval memory weight was shifted to dramatically favor current events versus past events.
  • Approval Tiers: There are now 7 approval Tiers. Landing in a specific Approval Tier will give various penalties and bonuses to growth, influence, income among others.
Food Resource Rework:
  • Food Categories:All foods now fit within food categories; Foraged Goods, Meats, Fishes, Vegetables, Grains and Animal Produce.
  • Burgage Plot Requirement overhaul: Burgage Plots now require a variety of foods from different categories, encouraging more diverse variety as they upgrade.
  • Expanded Vegetables: Vegetables resource was split into Cabbages, Carrots and Beetroots.
  • Expanded Orchards: In addition to Apples, Pears and Quinces were added as new Orchard options.
  • Expanded Meats: Meat was divided into: Mutton, Chevon, Pork, Beef, Chicken, Small Game, and is produced by their respective animals accordingly.
  • Expanded Fish: Fish was divided into Carp (from ponds) and Eel (from rivers).
  • New Food: Milk is passively produced by Goats for the Animal Produce category.
  • Wild Animals: Deer were replaced by Small Game since it's more plausible in historical terms. Small Game also yields Pelts, which is an early trade commodity.
  • Foraged Goods: Alongside Berries, Mushrooms have been reintroduced as a Foraged Good.
  • Honey: Honey is no longer consumed. It is intended for use in a future update, but for now can be sold, while the Apiary Extension boosts the yield of Farms and Orchards through the Pollination Affinity.
Regional Development System Rework:
  • Development Perks: To a lot of players, the development tree was a weak point of the game and described as immersion breaking. Therefore, a new, more grounded system of Development Perks has been introduced. The player will now face more realistic choices at each settlement level and those choices reflect the settlement development stage.
  • Perk Design: The perks are also designed to be more nuanced from a game design perspective so that choices are less immediately obvious, but compound into strong specializations over time.
  • Rollout Status: Since it's still in progress, only the first batch of perks (Origins) is available.
  • Policies: Policies are temporarily removed (still undergoing rework).

Minor Changes


General:
  • Removed a lot of chance based mechanics in favor of more deterministic calculations to make yield balance more predictable (this includes farming and mining which used to be chance based).
  • Yields are more linear as Orchard Trees and Field Crops mature.
  • Moved consumption & approval data to the Family structure instead of storing it on husbands (this was a temporary workaround to represent per family consumption and approval effects).
  • Since individual villagers no longer have a consumption update, we also moved the disease data to the Family structure. As a side effect, whole families will now get sick together.
  • Fishing nodes often spawn in rivers now (allowing river fishing).
  • Streams now use the river system and therefore will spawn small bridges.
  • Added a new Elevation overlay for use with Farming and Livestock.
  • Replaced the Brewery extension placeholder.
  • Added an additional road to Wirnitz in Germanic Valley
  • 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.

Quality of Life Improvements:
  • Added a "Protect Resource Area" checkbox for the Logging Camp and Firewood Cutter which makes workers automatically avoid deforestation near vulnerable resources.
  • Worker families assigned to a building being upgraded will now participate in the construction.
  • Oxen transporting Timber for construction will get the nearest log instead of nearest on the ground before from buildings.
  • Oxen transporting Timber will now prioritize delivering to a target near where the Timber is picked up.
  • Blocked sons with jobs from refueling the home if there is a female family member without any task that can do it instead.
  • Workplace animals will now be assigned a home as close as possible to the workplace.
  • When debranching a tree, Workers will always pick the one closest to them.
  • When cutting down a tree, Workers will pick the nearest one, unless too far away from the Logging Camp.
  • Changed order of goods produced for Blacksmith and Joiner to list Spears and Large shields first.
  • Artisans will start producing the first listed good when their workshop is built.
  • Trading Post Workers will now only use Horses that are assigned to their Trading Post (Horses are automatically assigned when they arrive).
  • Due to tester feedback, storage building workers supply their Stalls from their own Storehouse/Granary only.
  • When taking care of the dead, bodies will now be moved to the nearest Corpse Pit or Church.

Manor Specific:
  • Manors no longer have families living in them (since Manors aren't residential and can't fulfil requirements it was always a bit weird).
  • When castle modules are placed on a wall, they will split the wall and snap the walls to edges instead of clipping with the module.
  • Added an option to join 2 walls into 1 after you snap their ends together.
  • Added missing wall snapping points to the outer towers.
  • When rotating a module, the attached walls should now stay attached. The rotation is limited if a module has wall connections.
  • Castle modules now collide with each other when placing in order to avoid building areas impossible for pathfinding and reduce clipping.

Adjustments:
  • Deprecated some jobs since they no longer were fitting the game design: Removed Dye and Dyer in their previous implementation. Removed Firewood Cart and Food Cart.
  • Cloaks are removed, instead, there are two recipes for producing Clothes - either from Wool or from Linen.
  • Apiary is now a backyard extension. Wax is now produced every third cycle from an Apiary.
  • Removed the "Fence up" Upgrade from fields since it's a leftover of the previous development tree and doesn't quite fit anymore.
  • Temporary removal of the "Force Early Harvest" button in the Farmhouse.
  • Granary workers no longer supply Windmills since it was inconsistent with all the other workplaces needing to get their own crafting resources.
  • Pigs, Goats and hunting hounds no longer use the livestock order timer the Oxen/Mules/Horses do.

Technical:
  • Added global graphics presets.
  • \[Experimental] Added new frame limit options (59.99 and 59.94) in an attempt to reduce VSync lag.
  • \[Experimental] Increased house entering distance at high game speeds to reduce people clogging doorways.
  • Improved the camera collision with cliffs on High Peaks.
  • Tweaked the cliff pathfinding obstacle accuracy.

Balance


General:
  • Every newly settled region now gains +1 Growth for 1 year from the "Fresh Settlement" modifier.
  • Shortened the fadeout time of all Approval Memories from 365 to 90 days to make the mechanic feel slightly more responsive.
  • Destroying a Bandit Camp will net 33% less Regional Wealth/Treasury on average.
  • Manors/Castles are no longer flammable under the assumption that raiders shouldn't be able to easily light them on fire.
  • Fertility drain starts from 5% of growth so that yields don't drop while the crop is still being planted.
  • Rye fertility now is 1.5 * Wheat fertility, but no more than 100%.
  • Droughts are much less impactful, no longer sets crop yields to 1.
  • 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.
  • Lightning should no longer start fires on "Weather Events: None" game setting.
  • Tithe gives 2 Influence for every 1 Food donated (was 1).
  • Sausages are made from Pork and Salt.
  • Shoes cost reduced from 2 Leather to 1 Leather.
  • Reduced sawpit max workers to 1.
  • Regional Wealth is no longer refunded when demolishing a building.

Resource Deposits:
  • Starting Resource Node balance changed: Players get either Fish or Small Game, either Berries or Mushrooms, either Iron or Salt, as well as Clay, Stone and Fertility. Two of those get boosted to a Region Strength (Rich Resource Node or a Rich Fertility).
  • Increased chance of fishing resource nodes on maps with many river regions. (Temporary)
  • Wild Animal reproduction is now dependent on their herd size. A minimum of 2 animals is required.
  • Tweaked resource regrowth rates and capacities for all resource deposits.
  • Rich Mining Deposits have larger mining range than normal ones, allowing you to potentially place more mines on a single deposit.
  • There is an increasing chance of collapse if the user places too many mines close to each other.

Burgage Plots & Families:
  • The cost of Vegetable Gardens and Orchards scale based on the size of the Extension Area. This can be viewed as the “Planting Cost” when placing the Burgage Plot.
  • Vegetable Gardens need to be replowed and replanted after harvest.
  • Chicken (meat) is now produced every fourth cycle from a Chicken Coop, while Milk is produced from Goats with Chevon and Hides every third cycle.
  • Families consume 1 Ale every 3 months.
  • Introduced a 30 day grace period when starting the game / settling a region before the homelessness approval factor kicks in.
  • Families now consume extra goods related to their Burgage Level, eg. Clothing for Lv2 and up.
  • Removed Tool cost from all Artisan Workshops as Maintenance replaces it.
  • Increased Blacksmith and Armorer Workshops Regional Wealth cost increased to 25.

Trade:
  • All values are now visible at the Trading Post, even without established routes, and a completely new balance has been introduced for all goods.
  • New values assigned to most Animals for orders and the Livestock Trading Post.
  • Increased the max number of assigned horses to 4 at the Trading Post.
  • Increased import tariff from 5 to 10 for all foreign trades.

UI & Text


Styling & Quality of Life:
  • UI styling overhaul with a more "medieval" and less modern feel.
  • Resource nodes will display as drawings instead of icons in the parchment (region) view and have more consistent icons in world view.
  • “Records” statistics screen where you can compare and contrast your regional production and consumption of all goods.
  • Hovering over Approval displays an overlay detailing missing Requirements and level of satisfaction on all Burgage Plots.
  • Improved Family list styling in the People Tab. Includes a new hoverable Family Consumption icon detailing what is consumed and how frequently.
  • Extensions will now display the icon of the chosen animal or crop in the building Residential panel and building floaters when pressing TAB.
  • Existing saves can now be renamed, and added an overwrite save confirmation check.
  • Tutorial styling improved, adding subsections for less pop-ups but with more clearly defined information overall.
  • Log notifications that trigger close to each other are now displayed for a few seconds instead of just the most recent one.
  • Regions can now be cycled through on the Region Screen.
  • Livestock Tooltip now displays Extension animals.
  • Living Space tooltip now includes Plot, Population and Migration details.
  • When a Burgage Plot is refueled, the cold warning should now instantly disappear.
  • Quest finished messages should no longer popup for Mercenary Company payments (a bit overkill).
  • Broken mercenary companies will no longer display in the Mercenary Company Panel.
  • Windmills now display their efficiency value in the General panel.

Text:
  • All tutorials rewritten and new tutorial pop-ups implemented.
  • All wiki entries in “Economy” category rewritten. “Tutorials” category added to allow reading of tutorials at your own pace.
  • Added a lot more character names.
  • Added weights to character names to control how likely they are to be picked.
  • All building descriptions rewritten to list less direct numbers, but be more generalized as yields can now vary.
  • All upgrades rewritten to be more thematic, consistent and to detail more information about how the upgrade works.
  • Updated text for establishing a trade route tooltip, delivering more information.
  • Updated Royal Tax setting description in the Main Menu, delivering more information.

Functionality:
  • Manor modules now also snap back to the original dragging start position to reduce accidental changes.
  • Alt-clicking to delete a castle module was replaced by a destroy button.
  • Improved accuracy when selecting wall points.
  • Road Snap Points no longer get distorted on the grass.
  • Removed the building placement front arrow since building entrances are displayed now.
  • Re-added the Sheen effect after creating or replanting a field/garden to give more visual feedback.

Sound

  • Drag Audio: Added sound effects when dragging castle modules.

Bugfixes

  • Fixed approval tooltip not displaying during the first in-game day in a session.
  • Fixed job assignment sometimes not correctly picking an unassigned family living nearest to the workplace.
  • Fixed the castle wall blueprints being less curved after committing to construction at least once.
  • Fixed the camera snapping above water level when moving over waterbodies.
  • Fixed an issue with the problem banner appearing when the trading post is connected to the trade network.
  • Fixed soldiers becoming immobile if all their squad members have died.
  • Fixed region data and problem banners displaying incorrectly after loading a save where the player has lost all region control.
  • Fixed felled trees sometimes loading with overly large scale.
  • Fixed certain pre-placed road pieces respawning when loading a saved game.
  • Fixed the Large Granary not upgrading sometimes.
  • Fixed villagers sometimes getting stuck inside their homes when loading a saved game.
  • Fixed Resource Clumps floating in the map view.
  • Fixed Burgage Plots not tinting red when hovering over any supply if the value is exactly 0%.
  • Fixed pathfinding ignoring the broken wagon next to the Trading Post.
  • Fixed the player being able to add militia units from non owned regions.
  • Fixed livestock orders failing due to the ox trying to navigate into the stable wall and failing.
  • Fixed resource nodes showing a partially filled icon after all resources have been gathered.
  • Fixed the "Cold" event text not displaying translation.
  • Fixed empty extension clutter levitating after loading a saved game.
  • Fixed flashing building widgets when pressing tab.
  • Fixed Livestock Merchant tooltip not showing correct translation.
  • Fixed Bandit Camps rewards triggering twice.
  • Fixed Rallying Point placement being blocked on Fields and Pastures.
  • Fixed Bandits cheering too much when killing civilians.
  • Fixed dying soldiers levitating over ground on slopes.
  • Fixed demolishing a building being upgraded not returning any construction goods.
  • Fixed too many handcarts being spawned cause it would not account for the ones actively in use.
  • Fixed Peasants returning all weapons/shields to the Storehouse on loading a save.
  • Fixed resources possibly being dropped to a Pond if there's no place for them in storage.
  • Fixed missing collision model for Charcoal Kiln.

Cosmetics

  • Lv1 Garrison Tower model was reworked to be more proportional with the scale of the Lv1 Manor.
  • Made oxen straighten their back when they wait for a guide so that they don't just stand there bent like a banana.
  • Updated the empty Extension clutter visuals to be less historically inaccurate and more randomized.
  • Orchards workers now use a shovel and digging animation instead of hoe and plough.
  • Reworked Joiner, Bowyer, Armorer & Butcher workshops.
  • Tweaked seasonal variation tints for far away trees.
  • Ox plow will now align the rotation to ground slope.
  • Improved door opening detection precision.
  • Tweaked visuals of fishing locations.

Optimization

  • Skipped animal petting in the stables since it's no space for it anyway and it only clogged pathfinding with unresolved requests. Tweaked the ox guide locations in tight spaces to avoid unresolved pathfinding requests.
  • Drastically reduced reallocated Vertex Animation textures to decrease ambient frametime.
  • Optimized bee particle systems since they actually added up in large cities with many Apiaries.
  • Fixed issues around Pooled widgets building up indefinitely, addressing potential memory leak.
  • Fixed memory leak when updating all shopfront and wells visuals as inventory changes.
  • Optimized Inventory panel and Log Entries to prevent exponential frame dropping.
  • Optimized searching for a conversation partners in large cities when idle.
  • Fixed market supply distribution causing a lag spike on every new day.
  • Added embers and smoke FX to the Smithy, Blacksmith and Armorer.
  • Removed hitching/potential crashing when burning crops.
  • Reduced cost of showing Building Floaters by 62%
  • Optimized population and living space UI updates.
  • Further optimized market distribution calculations.
  • Optimized the market distribution code a bit.
  • Optimized door opening and closing.
  • Minor video memory optimizations.
  • Optimized the rain particles a bit.
  • Optimized workplace task logic.
  • Optimized planted tree growth.
  • Upgrade to FSR4.0.2

AI

  • Will now stop producing Charcoal if storage of Charcoal reaches 1000.
  • Will now consider building another Granary or Storehouse when current ones reach 90% capacity.
  • Fixed potentially not being able to rally more than once.
  • Fixed not creating more than one Militia squad.
  • Fixed expecting double-sized orchard plots to build an expansion, thus not having enough living space to attract migration.
  • 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.
  • AI will now build a Blacksmith extension even if it has no rich iron resource node.
  • AI will now always build a Joiner extension.
  • AI will now build a Bloomery if it has any iron resource node or if it has already build a Trading Post.
  • AI will no longer buy an Animal Pen, Vegetable Garden, or Orchard backyard extension unless it can afford the animal order och planting cost.
  • AI will no longer add single household artisan workshop on double-sized plots.
  • AI will no longer add an artisan workshop on plots meant for vegetable gardens or orchards.
  • AI will no longer sell tools until it can properly estimate its own need.
  • AI will try to demolish an existing building in order to get hold of any missing resources to build or rebuild a first Logging Camp.
  • AI will now try to rebuild buildings that have been turned into rubble.
  • AI now sets better limits regarding hunting and fishing.
  • Fixed worker placement not properly taking hunting and fishing limits into account.
  • Fixed worker placement not properly understanding if enough raw material was available for multi-goods producing buildings.
  • AI will now be a little bit quicker to add more worker families to the Trading Post.
  • AI will now only export one good per family in the Trading Post unless they have access to a horse.
  • AI will no longer buy a major trade route before it has acquired a second ox and a horse.
  • AI will score constructing residential plots lower to avoid overtaking other buildings when rebuilding.
  • AI will score Hitching Posts and Stables much higher when needed to avoid having animals running away.
  • AI will now build Charcoal Kilns.
  • AI will now try to exploit pelts or firewood/charcoal for early game regional wealth.
  • AI will not focus a bit more on harvesting seasonal goods during their season.
  • AI will now ignore sick families when trying to redistribute worker families.
  • AI will now focus more on building and upgrading residential houses in order to meet immigration.
  • Fixed not rebuilding market stalls due to them not getting a score.
  • Fixed Vegetable Garden unintentionally being slightly favored over Orchard.
  • Fixed always trying to put a well on a water vein even if that game option was turned off.
  • Fixed a bug that would invalidate trying to build a road connection towards the settlement instead of the nearest road.
  • Fixed a bug that would invalidate too many residential plots.
  • Fixed AI building on overly steep slopes.
  • Fixed AI exceeding region borders with their plots.
  • Fixed castle modules spawning levitating after load game (or multiple load games).
  • Fixed sorting of potential export goods not using total stored amount as tie-breaker.
  • Fixed AI trying to build roads to an invalid coordinate.
  • Fixed all of UI completely disappearing after opening and closing the Castle Planner.
  • AI will now redistribute workers every 3 days instead of several times per second.
  • AI will now consider constructing a building that produces not needed goods if the export price is at least 2 instead of 3.
  • AI will now be able to upgrade Residential Plots to tier 2.
  • AI will now be able to upgrade Residential Plots to Joiner and Blacksmith.
  • AI will now update many economy and trade functions more seldom for increased performance.
  • AI will now destroy no longer needed buildings, like exhausted Mines, or buildings gathering resources no longer present.
  • AI will now calculate and be guided by the need of things like Maintenance, and not just missing construction goods.
  • AI will now calculate and be guided by a strategic reserve of goods, and no longer trade away goods it needs.
  • AI will now try to place the Trading Post close to the nearest King's Road.
  • AI will now better favor high ground when placing the Manor or its first Church.
  • Fixed AI building too many Hitching Posts.
  • Fixed AI building a tier 1 building when the rubble of an upgraded building can be repaired.
  • Fixed AI not being able to build Quarries.
  • Fixed AI not disbanding Militia and Retinue when no longer faced with any active enemy threats.
  • Fixed AI not building single Residential Plots by lowering the standard plot width from 1000 to 750.
  • Fixed AI not building any buildings if the initial building grid runs out of potential spots.
  • Fixed AI not being able to buy a Major Trade Route.
  • Will now ignore non-rich food resource nodes if too far away from village with max distance based on number of families.
  • Will now assign Horses when possible to the Trading Post.
  • Fixed not setting hunting and fishing limits based on a Resource Node's actual max value.
  • Fixed incorrect scoring of Order Animals and Plant Vegetables and Plant Fruits.
  • Fixed not prioritizing high enough the construction of the first Logging Camp.
  • 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.

Join the Manor Lords Community


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.

New BETA hotfix (0.8.050 beta)

[p]Hello everyone,
[/p][p]One more Beta hotfix...[/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]

[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 0.8.049–0.8.050 (Beta)

[p][/p][p]Minor changes: [/p]
  • [p]End wall segments will now correctly snap to any planned Towers in the Castle Planner, instead of being considered overlapping.[/p]
[p] Balance: [/p]
  • [p]Increased Rooftiles value from 2 to 4.[/p]
  • [p]Increased Salt value from 4 to 5.[/p]
  • [p]Increased Charcoal value from 1 to 2.[/p]
  • [p]Made Barley a Major Trade.[/p]
  • [p]Removed Spices from Trade.[/p]
[p] AI: [/p]
  • [p]Will now stop producing Charcoal if storage of Charcoal reaches 1000.[/p]
  • [p]Will now consider building another Granary or Storehouse when current ones reach 90% capacity.[/p]
  • [p]Fixed potentially not being able to rally more than once.[/p]
  • [p]Fixed not creating more than one Militia squad.[/p]
  • [p]Fixed expecting double-sized orchard plots to build an expansion, thus not having enough living space to attract migration.[/p]
[p] UI: [/p]
  • [p]Updated Royal Tax setting description in the Main Menu.[/p]
  • [p]Updated text on Royal Tax in-game tooltip to include iconography and fix errors.[/p]
[p] Bugfixes: [/p]
  • [p]Fixed the independent oxen bug that also sometimes made the guides stuck (added in 0.8.049 Beta).[/p]
  • [p]Fixed wild animals breeding speed being tied to number of settled regions on the map.[/p]
  • [p]Fixed Fish/Berries/Mushrooms Resource Node growing incorrectly and changing value upon save/load.[/p]
[p] Crashfixes: [/p]
  • [p]Fix for game crashing when building a Tower that overlaps 2 wall ends[/p]
[p] Cosmetics: [/p]
  • [p]Made oxen straighten their back when they wait for a guide so that they don't just stand there bent like a banana.[/p]
[p] Text & Localization: [/p]
  • [p]Fixed missing localization for Settlement Level changing[/p]
  • [p]Fixed missing localization for Tutorials
    [/p]

Join the Manor Lords Community

[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]

Behind the Scenes: Current Work and Upcoming Changes

[p]Hey everyone,

I know it’s been a while since the last update. Probably longer than most of you expected. I wanted to take a moment to explain what’s going on and show a bit of what we’ve been working on behind the scenes.

I know you’ve been waiting a long time, and the reason for the delay is pretty simple. We’re overhauling a lot of systems at once. It’s not just a new feature or two. It’s a full rework of how things like buildings, production chains, and environmental interactions function. Because we're working on all these big changes, we haven't been able to put out smaller patches. They would make things messy or break stuff that's still being worked on.

The plan is that once this update is out, we’ll be able to shift to smaller, more frequent updates going forward. That’s something we couldn’t really do before, but we’ve got a bigger team now, which should make that possible. First, though, we need to get this big update out. That’s the focus, and we’re working hard to make the wait worth it.

Here’s a quick look at some of what’s changing.
[/p]

Affinity System


[p]We wanted a more in-depth relational system between buildings and other buildings, as well as between buildings and their environments. We prototyped what building games usually do - effects applied in a radius, or in specific zones, but found out that the Manor Lords' flexible plot system doesn't play very well with placing stuff in areas, especially when they are circular.

Fitting rectangular plots into circles is not pleasant, and it reduces the creativity the player has. The solution we settled on is a system based on areas of different environmental types. The environments we have so far are Meadow, Woodland, Farmland, Rural, and Urban. Buildings have different Affinities; for instance, Apiaries will benefit from a large Woodland area in the Region.

Experimentally, we made it even more complex, and some buildings can buff the Affinities of other buildings. For instance, having Apiaries can increase the existing effect that Pollination Orchards get from Meadows. For another example, placing houses or other structures will also increase Urban Affinity.[/p][p]
[img src="https://clan.akamai.steamstatic.com/images/38221882/f0ed765d7d2f1bcc8887866ee9ecadc380476e9b.png"][TAG-10]
As you chop down forests, your Woodland affinities will start disappearing, so if you value forest-based industries, you may want to take care of your forests more.

[img src="https://clan.akamai.steamstatic.com/images/38221882/c25c0d9cdee89bb2fd16f4acb1738a898505ecd7.png"][/p]

[p]Note: Everything is a work in progress and subject to change.[/p]

New Shop Fronts and Artisan Workstations


[p][img src="https://clan.akamai.steamstatic.com/images/38221882/4d858b2f793fb14a20cb1618fd9079b877783748.png"]
[img src="https://clan.akamai.steamstatic.com/images/38221882/734a03942011b20e3d1f9d22491e1ee4fb4e176a.png"]
[img src="https://clan.akamai.steamstatic.com/images/38221882/53ec4c2829a61c17534a6c2ef8b4694d47fff6de.png"][/p]


As you chop down forests, your Woodland affinities will start disappearing, so if you value forest-based industries, you may want to take care of your forests more.

[img src="https://clan.akamai.steamstatic.com/images/38221882/c25c0d9cdee89bb2fd16f4acb1738a898505ecd7.png"][/p]

[p]Note: Everything is a work in progress and subject to change.[/p]

New Shop Fronts and Artisan Workstations


[p][img src="https://clan.akamai.steamstatic.com/images/38221882/4d858b2f793fb14a20cb1618fd9079b877783748.png"]
[img src="https://clan.akamai.steamstatic.com/images/38221882/734a03942011b20e3d1f9d22491e1ee4fb4e176a.png"]
[img src="https://clan.akamai.steamstatic.com/images/38221882/53ec4c2829a61c17534a6c2ef8b4694d47fff6de.png"][/p]

[TAG-30]https://clan.akamai.steamstatic.com/images/38221882/32baeb24fffe5554e7c46b99a73163dd9abad5df.png

New map: “Divided”


[p]We're working on a new map (“Divided”). The east and west sides are divided by a small mountain range (the region's names have not been decided yet).

[img src="https://clan.akamai.steamstatic.com/images/38221882/68c9dfd2d527b6c6fbb6c4419198670052ed10bb.png"][/p]

See-through Fortifications (experimental)


[p]We have been experimenting with see-through fortifications.[img src="https://clan.akamai.steamstatic.com/images/38221882/0d08481697f49131cc0c7db9d1cd39c1bccc928f.png"][/p]

New Development Perk Card Style


[p]This is how we want the new development perk cards to look.

[img src="https://clan.akamai.steamstatic.com/images/38221882/c5cdf6e71482bc875c3435705d07632edd245d10.png"]
[/p]

Reworked Building Cards


[p][img src="https://clan.akamai.steamstatic.com/images/38221882/00418eba947e04b11d4667112b2d0caca50c6f0d.png"]
[img src="https://clan.akamai.steamstatic.com/images/38221882/33b24e45378792a153e5e3d27a7bd6be628e448d.png"]
[img src="https://clan.akamai.steamstatic.com/images/38221882/566c87f4a468c7722372a51508988984048fffa9.png"]

As always, thanks for following and for all the support. Really appreciate the patience while we’ve been working through this big update. I’ll keep posting here as we get closer and share more along the way.

Have a good one!
Greg[/p]

Save 35% on Manor Lords

Manor Lords is a medieval strategy game featuring in-depth city building and large-scale tactical battles. Rule your lands as a medieval lord. Experience the passing seasons, changing weather, and the rise and fall of cities in this richly detailed medieval world.

Manor Lords is part of the Steam Summer Sale at 35% off! Check it and other games out in the Hooded Horse Summer Sale.

Hooded Horse Summer Publisher Sale 2025


https://store.steampowered.com/app/1363080/Manor_Lords/

Save 30% on Manor Lords

Manor Lords is a medieval strategy game featuring in-depth city building and large-scale tactical battles. Rule your lands as a medieval lord. Experience the passing seasons, changing weather, and the rise and fall of cities in this richly detailed medieval world.

Manor Lords is part of the Hooded Horse May Sale at 30% off!




https://store.steampowered.com/app/1363080/Manor_Lords/