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

Manor Lords

Manor Lords at the Hooded Horse Winter Publisher Sale

Happy Holidays, everyone!

We’re happy to share that Manor Lords is participating in the Winter Sale at 30% off. Check it and other games out at the Hooded Horse Winter Sale.

Hooded Horse Winter Publisher Sale 2024


Manor Lords - A Quick Preview of What’s in the Works


We’re hard at work completing the new patch, so here’s a sneak peek at what you can expect.

Bridge Building Tool





Reworked Deep Mine





Overstock Mechanic








Bonus: A Few Extra Shots









Here is a link to the prior previews for even more details if you missed them.
https://steamcommunity.com/games/1363080/announcements/detail/505063673354518536
https://steamcommunity.com/games/1363080/announcements/detail/7119722540407193800
Happy holidays!

December Update Preview: Bridge Building, Overstock Systems, and More.

Hi everyone!

We’re excited to share a preview of the upcoming update for Manor Lords. This update introduces several features and improvements, including a bridge-building system, animation reworks, an overstock mechanic, map selection with new maps like Swiss Valley and Winding River, and the ability to reorder unit cards.

These additions will be available for testing in the public beta soon, and we can’t wait to hear your feedback.

Bridge Building Tool


A new bridge-building system will be added, utilizing the existing Road Tool to span rivers and connect key areas.




Reworked Deep Mine and Cranking Animations


Workers now head underground to do the mining. Instead of performing their tasks on the surface, they enter the mine, work below, and bring the resources back on their way out.








Overstock Mechanic


To keep supply smoother in larger settlements, workers will now bring extra resources preemptively—almost as if additional Burgage Plots were consuming them. For example, tavern workers may “overstock” when they sense a resource like ale is about to run out, ensuring a steady flow and reducing supply disruptions.

This change helps minimize fluctuations in resource delivery caused by logistics, particularly in large towns where managing supply chains can become challenging.







Unit Card Reordering


You can now drag and drop unit cards to change their order, giving you more control over how your units are organized.


Map Selection and New Playable Maps


A map selection feature is in the works, along with two new playable maps: Swiss Valley and Winding River.










Here is a link to the prior preview that showcases new building upgrades, the ale and water distribution rework, and the marketplace overhaul.
https://steamcommunity.com/games/1363080/announcements/detail/7119722540407193800

Thanks To The Community


Thanks to everyone for your continued support, thoughtful feedback, and reviews. Your input has been invaluable in shaping Manor Lords and guiding its development during Early Access.

Happy Holidays!

Weekend Deal: Save 30% on Manor Lords

Manor Lords is available at a 30% discount as part of a Weekend Deal for 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.


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

Manor Lords is on sale!

Nominate Manor Lords for the Steam Awards

Hello everyone!


The Steam Autumn Sale is in full swing, and the 2024 Steam Awards are not far behind. Nominations are open for all of this year’s categories, and we’re hoping you’ll support us by nominating Manor Lords for the Oustanding Visual Style award.



We hope that with Manor Lords, players feel like they are really experiencing every detail of medieval life, whether in a humble village or a bustling city. A truly immersive visual world inspired by the art and architecture of 14th-century Franconia is an essential component of that experience.




Since our Early Access launch earlier this year, we’ve released three major updates with significant improvements to the core Manor Lords experience. In our most recent Update 3 - 0.8.004, we fully migrated the game into Unreal Engine 5 and added the highly requested fishing system.



Here’s a look at some of the features added since Manor Lord's release.



[table]
[tr]
[td]Food and Firewood Cart Importing[/td]
[td]Level 2 Storehouse Handcarts[/td]
[td]King's Tax (Annual Royal Tax)[/td]
[/tr]
[tr]
[td]Mourning Period[/td]
[td]Carried Corpses Visuals[/td]
[td]New Retinue Armor Variations[/td]
[/tr]
[tr]
[td]Market Stall Setup Toggle[/td]
[td]Crossbows & Huntsmen[/td]
[td]Construction Reserve System[/td]
[/tr]
[tr]
[td]New Patron Saint: St. Maurice[/td]
[td]Lady of the Manor Model Update[/td]
[td]Unreal Engine 5 Upgrade[/td]
[/tr]
[tr]
[td]Fishing System[/td]
[td]Winter Fishing Unlock[/td]
[td]Pigs[/td]
[/tr]
[tr]
[td]Butchers[/td]
[td]Salt Deposits and Sausages[/td]
[td]Advanced Pondkeeping[/td]
[/tr]
[/table]
More than eight beta updates have also been released on the experimental branch to give our players the chance to weigh in on proposed changes and test bug fixes before they hit the main build.

If you check out our newest update preview, you’ll see that there’s plenty more coming down the pipe for Manor Lords. This next update will include two new maps, new building upgrades, and major reworks to the systems for marketplaces, goods distribution, and distribution for ale/water.

https://steamcommunity.com/games/1363080/announcements/detail/7119722540407193800

For a more complete rundown of every change, revisit each of our major update notes here:
We’ve received so much amazing support from this community, and it’s been such a pleasure to continue working on improving the Manor Lords experience for all of you.

If you’re so inclined, we’d love to have your nomination for the Outstanding Visual Style award in this year’s Steam Awards. To nominate us, just click the “Nominate” button at the top of this post.

Thank you again for all your support.
--Greg

Manor Lords Upcoming Patch Preview

Hi everyone! We’re excited to share a sneak peek at some features in the upcoming patch for Manor Lords. Here’s some of what’s on the horizon for this next patch:

Two Brand New Maps








New Building Upgrades





Ale and Water Distribution Rework


We’ve overhauled how ale and water are supplied to settlements. These changes are now in closed testing and will improve the function of taverns and wells.



Marketplace Overhaul


We’re reworking how marketplaces and goods distribution work, having tested three different systems to find an engaging, intuitive, and easy-to-understand solution.


This update will also include distribution filters for marketplaces, a feature that’s been frequently requested.



Community News: Early Recognition


Manor Lords has been nominated for Best Debut Indie Game and Best Sim/Strategy for player voting at The Game Awards. This is very much appreciated, but of course, there’s still much work ahead. The game remains in Early Access, and I know there are plenty of features, adjustments, and fixes you’re all looking forward to. Your feedback has always been an essential part of the process, and I’m committed to continuing the open development approach that’s gotten us this far and working hard to improve the game.

~Greg


Manor Lords is on Sale!

Manor Lords is 30% off until November 12th.



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

You can also find discounts on other Hooded Horse titles in the Hooded Horse November Publisher Sale.



Patch 3 which just released for Manor Lords is packed with new features, performance improvements, and balance updates:


  • Fishing System: Fishermen can now cast their nets in Shoals of Fish that appear in ponds. Fish multiply in spring, but beware of winter freezes! Unlock the Winter Fishing branch to keep your fishermen busy year-round.
  • Butchers & Food Spoilage: Butchers now convert surplus livestock into meat, and with the new spoilage system, certain foods, like fish, spoil faster than others. Salt deposits can now be used to make sausages, which last longer.
  • Crossbows & Huntsmen Mercenaries: Craft crossbows at the Bowyer’s Workshop and equip them to your militia, or hire the new ranged Huntsmen mercenaries.
  • Production Limits & Reserves: Set limits for production and prioritize key resources like shields or bows to stay ahead of the demands of battle and survival.


Check out the full post for all the details and changes.
https://steamcommunity.com/games/1363080/announcements/detail/4575182314563546164


Thank You


From everyone at Hooded Horse, thank you for your continued support. We can’t wait to see the worlds you build, the battles you fight, and the stories you create across all of our titles. Happy gaming!

Hooded Horse November Publisher Sale


Manor Lords is on Sale!

Manor Lords is 30% off in the Hooded Horse Publisher Sale until October 10th.





Patch 3 which just released for Manor Lords is packed with new features, performance improvements, and balance updates:


  • Fishing System: Fishermen can now cast their nets in Shoals of Fish that appear in ponds. Fish multiply in spring, but beware of winter freezes! Unlock the Winter Fishing branch to keep your fishermen busy year-round.
  • Butchers & Food Spoilage: Butchers now convert surplus livestock into meat, and with the new spoilage system, certain foods, like fish, spoil faster than others. Salt deposits can now be used to make sausages, which last longer.
  • Crossbows & Huntsmen Mercenaries: Craft crossbows at the Bowyer’s Workshop and equip them to your militia, or hire the new ranged Huntsmen mercenaries.
  • Production Limits & Reserves: Set limits for production and prioritize key resources like shields or bows to stay ahead of the demands of battle and survival.
Check out the full post for all the details and changes.
https://steamcommunity.com/games/1363080/announcements/detail/4575182314563546164


Thank You


From everyone at Hooded Horse, thank you for your continued support. We can’t wait to see the worlds you build, the battles you fight, and the stories you create across all of our titles. Happy gaming!

Hooded Horse Publisher Sale 2024


Hooded Horse Publisher Sale 2024

The Hooded Horse Publisher Sale Has Arrived!


Manor Lords offers you the tranquil life of a medieval ruler — until the realities of war, taxes, and winter hit. Balancing your village’s prosperity with a looming military threat is tough, but here’s some relief:

Manor Lords is 30% off in the Hooded Horse Publisher Sale until October 10th. There you can find all of our other titles like Against the Storm, Breachway, Terra Invicta, and many more strategy titles.



Patch 3 which just released for Manor Lords is packed with new features, performance improvements, and balance updates:


  • Fishing System: Fishermen can now cast their nets in Shoals of Fish that appear in ponds. Fish multiply in spring, but beware of winter freezes! Unlock the Winter Fishing branch to keep your fishermen busy year-round.
  • Butchers & Food Spoilage: Butchers now convert surplus livestock into meat, and with the new spoilage system, certain foods, like fish, spoil faster than others. Salt deposits can now be used to make sausages, which last longer.
  • Crossbows & Huntsmen Mercenaries: Craft crossbows at the Bowyer’s Workshop and equip them to your militia, or hire the new ranged Huntsmen mercenaries.
  • Production Limits & Reserves: Set limits for production and prioritize key resources like shields or bows to stay ahead of the demands of battle and survival.
Check out the full post for all the details and changes.
https://store.steampowered.com/news/app/1363080/view/4575182314563546163?l=english


Thank You


From everyone at Hooded Horse, thank you for your continued support. We can’t wait to see the worlds you build, the battles you fight, and the stories you create across all of our titles. Happy gaming!

Hooded Horse Publisher Sale 2024


[0.8.004] Fishing, Butchers, Crossbows, Unreal Engine 5, and Bug Fixes

A new patch has been released to the main branch, combining the work from two prior beta patches. Below is a brief summary of the most significant changes and a full changelog right below it.

Note: The new patch is available on the main branch. If you participated in the pre_release, please remember to set "betas" to "none" to access the update. We recommend starting a new save with the new patch, regardless if you participated in the beta or not.

Mods: Please remove any mods you have before beginning a new save to ensure you can play without interference from an outdated mod.

To discuss the patch, please join the official Manor Lords Discord server.



Key Updates in 0.8.004


Unreal Engine 5



  • The game has been successfully upgraded to Unreal Engine 5, addressing multiple stability and performance issues, including random crashes during loading screens and resolution changes.
  • Improved visuals with new volumetric clouds, a virtual shadow map system for sharper shadows, and enhanced performance through GPU-based LOD handling for instanced components.

New Gameplay Features



  • Fishing System: Fishing ponds may now spawn on the map with a new resource node, Shoal of Fish. Fishermen can now fish at the Fisherman’s Hut, and fish multiply during spring months. Be careful of overfishing as ponds freeze in winter, and a new Winter Fishing branch can be unlocked to extend fishing year-round.
  • Butchers & Food Spoilage: Butchers can now turn surplus livestock into meat, and a new spoilage system has been introduced. Foods like fish spoil faster than bread, and new Salt Deposits can be used to make sausages to reduce spoilage.
  • Crossbows & Huntsmen Mercenaries: Crossbows can now be crafted at the Bowyer’s Workshop and equipped by militia and The Huntsmen, a new ranged mercenary unit.

  • Production Limits & Reserves: Set production limits for different workplaces and reserves for prioritizing specific resources, such as shields or bows.

Performance & Optimizations



  • Significant CPU optimizations for late-game scenarios, making large cities run smoother.
  • Reduced stutter and improved load times for large save files.
  • Multiple optimizations for crowd animations, pathfinding, unit rotations, and rendering of surface checks to further improve performance.

Balance Changes & Bug Fixes



  • Advanced Pondkeeping was introduced to increase pond capacity and limit overfishing.
  • Various balance adjustments to resource node spawning, deposit management, and food spoilage rates.
  • Fixed several crashes and bugs, including deer behavior issues, villagers ignoring storage filters, and certain game-breaking edge cases related to saved games and building placement.


To the Manor Lords Community:


Thank you for your continued support and for playing Manor Lords. We'd appreciate it if you could share your feedback through a Steam review — your feedback is invaluable in shaping the game and letting us know how you feel about it.

Greg Styczeń,
Lead Developer, Slavic Magic


The Hooded Horse Publisher Sale is here!


Manor Lords is 30% off in the Hooded Horse Publisher Sale, running until October 10th! You can also find discounts on great strategy titles like Against the Storm, Breachway, Terra Invicta, and more.




Manor Lords Patch Notes - Version 0.8.004



Upgraded the game to run on Unreal Engine 5:


  • A lot of old engine bugs and crashes should no longer occur, including random crashes during loading a saved game or certain resolutions breaking the game.
  • [Experimental] A new "virtual shadow map" system that produces very sharp, high resolution shadows.
  • New volumetric clouds and atmosphere rendering.
  • GPU based LOD for Instanced Components.
  • I tried my best to match UE5 settings (foliage LODs, fog level) to UE4's settings since some players perceived a downgrade.
  • Added a trade overview in the development screen which lists all the previous transactions done by the region.

Food spoilage mechanic:

  • Each food type decays at a certain rate per month, for instance, fish decay faster than bread.
  • Certain buildings affect spoilage, for instance storing in a granary is better than storing in the workplace's pantry.
  • Weather events can affect spoilage rates (droughts make food spoil quicker).
  • Added drought impact to the spoilage tooltip.
  • Added a "spoilage multiplier" difficulty setting to the game setup.

Fishing:

  • Added a new resource node: Fishing pond.
  • Made so that the ponds freeze in the winter.
  • Added a new development branch, Advanced Pondkeeping, that enables fishing all year round and doubles the capacity.
  • Added a new food resource: Fish.
  • Added a new workplace: Fisherman's hut, with new job (fisherman).
  • Fish pond water level should lower during droughts.

Crossbows:

  • Added a new military resource: Crossbows (made in bowyer workshop).
  • Added new unit types: Light Mercenary Crossbowmen and Militia Crossbowmen.
  • Added a new ranged low tier mercenary group: "The huntsmen".
  • Iron Parts are required to make Crossbows. They are made from Iron Slabs by the Blacksmith Artisan.

Butchers:

  • Implemented the butcher artisan conversion. Butchers take surplus sheep and lamb and convert them into meat.
  • Added new deposit (salt) and readded the salt resource which is mined with the surface/deep mine.
  • Added a new resource: Sausage (1 salt + 1 meat = 2 sausage). It is made in the Butcher workshop and has much lower spoilage rate than Meat.
  • First butcher workshop built will set a sheep & lamb reserve automatically to a half of the population in order to avoid butchering the whole flock.
  • Advanced Skinning development branch doubles the Meat from butchers as well.
  • Added a system of production limits and reserves for workplaces crafting goods.
  • Removed the individual limits (construction limit, hunting limit) and rerouted everything to the new reserve UI in the "advanced" tab. This way, Fisherman huts now also get a fishing limit to avoid overfishing.

Also, Pigs:

  • You now have to choose what animal to order, either a pig or a goat.
  • Pigs give 2x meat every 150 days, Goats give 1 meat + 1 hides every 150 days.
  • Added pig sound effects.



Gameplay & Balance


Adjusted deposit spawning:

  • Brought rich deposits closer to the starting camp on first spawn (if possible) to make the starts a little bit more balanced.

Malthouse:

  • Added a Pantry to the Malthouse.
  • Malthouse now actually requires refueling.
  • Added generic storage to the Malthouse since it stores fuel.
  • 1 Malt now makes 2 Ale.

Sheep & Lambs:

  • When bought, sheep all have pregnancy counter set to 0 for better predictability of the sheep breeding development branch.
  • A minimum of 2 sheep are now required for breeding to occur.
  • Sheep pregnancy duration lowered to 145 days (+-1) (Variable is currently hidden in the game).
  • The number of lambs born per region cap increased to a maximum of 2 every ten days.

Communal oven will now require refueling.

[Experimental]

  • The bonus resource node was removed since most people thought that it's a bug.
  • Since most people expect between 2-3 ponds and 2-3 salt deposits per map, instead of spawning them as a bonus node from a random pool, fishing ponds can now randomly replace berry deposits, and salt deposits can randomly replace iron deposits. Once again, the randomization uses a fixed pool to spawn 2-3 of those per map, as the players seem to expect.



Minor Changes



  • Rewrote the random node algorithm to reduce cases where it fails to find an appropriate spot and spawns an object in the wrong location (eg. spawning a bandit camp on top of a pond).
  • Added multiple paragraph breaks to wiki descriptions.
  • A setting was added to display Resource Node (Deposit) icons in construction mode only.
  • Made "advanced" tab highlight every time an artisan workshop is created so that the player notices the new settings of production focus and reserve for butchers.
  • [Experimental] A new way of spawning bandit camps that is more randomized and should now avoid spawning them on top of ponds.
  • [Experimental] Moved production focus to the "advanced" building panel tab and livestock assignment to the "livestock" building panel tab.
  • Added missing Lambs icon.
  • Wiki text and tooltip updates.
  • Added new coat of arms symbols.
  • Added new character portraits.
  • Lowered the interface scale on smaller resolutions to reduce the top region panel overlapping with the lord's panel & screen edge.
  • Improved collision avoidance if two characters are already extremely near collision distance or in collision.
  • Enhanced the tooltip for the "NA" price to explain better why it's not available.
  • "Fuel reserve" renamed to "fuel stockpile" not to confuse with the new "reserve" options.
  • Removed the "max capacity" placeholder text.
  • Added max mining deposit capacity to save data.
  • If an animal breeding fails due to collision, another attempt will be made next cycle.
  • Adjusted stone gate spawning locations for specific lv3 plots (left side anchored, no expansion upgrade).
  • Added new help buttons to reserve and production limit and added entries for text in barter UI and work area and road curvature.
  • Changed the season tooltip to display the current year instead of years survived, as well as the day of the month.
  • Changed the Animal Pen upgrade icon to reflect the new animal choices.
  • Traders will continue working when sick until they reach home region again.
  • Changed ox plowing directions to be even more historically accurate (from center, outside).
  • [Experimental] The game hides the demolish button on the very last Hitching Post in the region in order to protect new players from game overing themselves by deleting the last hitching post and making the ox run away. I made the stables follow the same rules, so that if you have 10 stables and 1 hitching post, you may delete the hitching post, but if you have 1 stable, you can no longer delete it.
  • Adjusted the description of the "Better deals" perk.
  • Added the livestock order timer to save data.



Optimizations



  • Added advanced culling for transform updates (should make high population sessions run much faster).
  • [Experimental] Fireplace light simulation LOD added.
  • [Experimental] Optimization of surface checks and fire reaction checks.
  • [Experimental] Optimized unit rotation smoothing far from the camera.
  • [Experimental] Ground height checks optimizations.
  • [Experimental] Locomotion velocity & animation speed calculation optimizations.
  • Unit static collision system optimizations.
  • Grass system optimizations.
  • Significant crowd animation system optimizations.
  • [Experimental] Distributed unit motion calculations over multiple frames to make the framerate smoother.
  • Optimized calculation of push forces in combat.
  • Reduced stutter after loading a savefile by moving the loading of the construction assets into the loading screen (in consequence making the loading screen a bit longer).
  • Pathfinding optimizations.
  • Optimized memory usage.
  • [Experimental] Dynamic foliage LODs: Tree detail will now vary on the camera angle additionally to being dependent on the distance to the camera.



Crashfixes



  • Fixed a crash when the player deleted a squad by RMB during the rallying tool being active with that squad.
  • Fixed a crash when relocating a forager with a herbs garden while one of the workers has a task related to the garden and then reassigning the worker in the relocated building.
  • Fixed a crash for saves that had a bugged 0 yield field because the player placed such a narrow plot it couldn't be triangulated properly.
  • Fixed a crash when deer were startled off-map.
  • Fixed a crash when the baron loots one of the bandit camps.
  • Fixed the game crashing when Baron clears a bandit camp.
  • Fixed the crash when booting the game while volumetric clouds setting is off in the ini file.
  • Fixed a crash when drawing over 200 waypoints for a squad.



Bugfixes



  • Fixed the deer not migrating back to their lair location if the camera is far due to optimization introduced in 0.7.975.
  • Coat of arms editor "field E" not displaying text properly.
  • Fixed saving erasing ownership data of items in the inventory, leading for instance to woodcutters transporting log pieces to the storehouse.
  • Fixed: Rounding up influence value shown in UI may give an impression that claiming territory is not working correctly.
  • Fixed: Placing a road over carts permanently remove them from game.
  • Fixed: Limiting Farmhouse's work area does not prevent workers from gathering already harvested crops from fields.
  • Fixed: After destroying the well, buildings do not lose water access.
  • Fix attempt for militia potentially not unequipping their military gear if they are disbanded while still inside their houses, leading to "animData not found" errors for civilian actions happening when dressed in military type body.
  • Fixed bloomers over refueling their workplaces.
  • Fixed castle modules costing too many resources (To confirm whether it was already present in the public build).
  • Fixed the extension/conversion sound signatures not applying the volume settings.
  • Added a temp workaround for snowflakes not displaying on AMD GPUs.
  • Fixed black shrubs occurring during a drought.
  • Fixed "snap to roads" checkbox not doing anything when placing plots.
  • Added a fix attempt for players being able to place fields that are almost self-intersecting, leading to them being unselectable and/or having 0% fertility.
  • Fixed "save game" and "load game" header texts getting mixed up in the load menu.
  • Fixed deer getting stuck if bandits are near.
  • Fixed deer getting scared of birds and running away, potentially forever (fun one).
  • Fixed deer not being startled by buildings.
  • Fixed: Villagers can fetch water from the not fully constructed well.
  • Fixed: Windmill does not respect the Production Limit.
  • Fixed the tavern production limit being visible even though it doesn't produce anything.
  • Fixed invalid push force scaling at high framerates, resulting in units pushing themselves away indefinitely in rare situations.
  • Fixed some parts of the lv3 residential stone gate wall floating or spawning with gaps.
  • Fixed lv3 stone gate not always being spawned deterministically when a plot is narrow and there is no expansion, leading to some buildings appearing as unconstructed after loading a save.
  • Fixed villagers & oxen sometimes not respecting storage filters.
  • Fixed "berry" regional strength sometimes being picked even though there is no berries spawned cause a pond replaced them.
  • Fixed the heads sometimes disappearing when a newly spawned villager exits a building.
  • Fixed soldiers running away from the enemy immediately after loading a save (cowards).
  • Fixed deer counting as 2 when breeding.
  • Fixed setting highlights disappearing after changing the language.
  • Fixed storehouse workers collecting fuel stockpiles from buildings that need to be refueled.
  • Fixed the "Rooftiles" icon being greyed.
  • Fixed the "constantly pause and unpause the game to stop days passing" exploit.
  • Fixed deer icon not moving to their lair location after reloading the game.
  • Fixed lamb age not loading properly.
  • Fixed Herders not collecting Wool from Sheep if the sheep move after the task is created and not move again due to the camera being far.
  • Fixed: Barter traders leave imported non-food goods in market stalls.
  • Fixed: Reserve set in the Tavern for Ale distribution is not being respected.
  • Removed the extra 2 days between December and January which resulted from the day of the year counter starting at 0.
  • Fixed: Military equipment crafted by Artisans is not being transported to the Storehouse if the corresponding Workshop's Storage is full.
  • Fixed oxen not reaccommodating to another hitching post or stable if their current "home" hitching post gets demolished.
  • Fixed grass not disappearing after deleting and rebuilding a vegetable garden.
  • Fixed: Incorrect animal gets delivered if save/load is performed after ordering one (for example traders importing chickens by mistake) (Note: This fix may only work on a new save).
  • Fixed the fuel reservation bug sometimes getting fuel into the negatives.
  • Fixed building access limit triggering too aggressively, resulting in a workers "waiting" cause they think too many people are trying to access the same building at the same time.
  • Fixed villagers taking away Charcoal from workplaces that have fuel stockpiles.
  • Fixed: Trapping perk does not work until loading a save file.
  • Fixed: Workers keep producing goods without respecting the set reserve if it is set to 1000 or more.
  • Fixed: Bloomery not respecting crafting reserve.
  • Fixed: Trading post workers do not sell goods after loading a save.
  • Fixed: Production in the Hunting camp blocks when the Generic storage is full of Carcass.
  • Fixed: "Lazy buildings" (Like the sitting log in the hunting camp) being treated as workbenches.
  • Fixed deer carcasses sometimes not disappearing from the rack after crafting is finished if a game was loaded during the crafting process.
  • Fixed the meat lying under the table in the hunting camp.
  • Fixed hunters sometimes bringing over 2 carcasses for skinning in the hunting camp even though there are only 2 skinning racks.
  • Fixed resources retrieved from the bandit camp being able to land in a pond, leading to the bandits possibly trying to loot them, not being able to get into the pond to get them and clog pathfinding, resulting in pathfinding for squads not working or being laggy.
  • Fixed Tavernkeepers transporting Ale back to the Granary if it exceeds 85% of the Pantry limit.
  • Second fix attempt: Resources retrieved from the bandit camp being able to land in a pond.
  • Fixed export price showing as "NA" in the trading post when doing local trade only (foreign trade checkbox disabled).
  • Fixed villagers not unequipping carts when going to fetch water.
  • Fixed villagers clumping too much at the well (note: this might affect transportation limits of other buildings again, aka more workers waiting if too many people want to access the same building at the same time).
  • Fixed grass not properly culling over fields.



Cosmetics



  • One-handed combo animation polish and two-handed idle pose polish.
  • [Experimental] Changed back the deposit icons to be all flat shaded for unification.
  • Made drought transitions smoother.
  • Added turning animations for oxen so that they appear less stiff when moving.
  • Spring color palette tweaks to overall appear less yellowish.
  • Main menu scene reworked for better historical authenticity.
  • Two handed combat animations cleanup (attack-defend-attack-defend combos).
  • Further Field material art direction & specular variation.
  • More precise height calculation on landscape deforming meshes like mines.
  • Tried to tune the ice material to make it less like, according to one player, concrete :)
  • [Experimental] Pond material changes: The water edge is softened at the cost of AA motion precision (sadly, we can't have both). Pond water now receives shadows. Note: Shadows will look pixelated up close with "sharp" shadow settings - Epic is working on a solution as we speak.
  • Increased the distance of cartwheels/barrels rotating which was earlier reduced too aggressively for optimization.
  • Increased how quickly the weather changes to reduce the periods of overcast weather since some players reported that the game is too gloomy.
  • The irregularity of the vegetable field shape now scales with their size. This way they are no longer too wobbly as they get very large.
  • [Experimental] Light function atlas enabled to allow ponds to receive cloud shadows - cloud shadow material edits were required.
  • Tweaked grass LODs & Grass Wind.