Manor Lords

Manor Lords

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Matt (Hooded Horse)  [developer] May 21, 2024 @ 6:36am
3
[Patch Notes] Manor Lords Experimental Update 0.7.965
Howdy folks,

I come bearing good news!

We're excited to announce the release of a new experimental branch for Manor Lords, version 0.7.965. This experimental update brings significant gameplay changes and numerous improvements.

Important Notice:
Before you switch to the new beta version of the game, it's absolutely crucial that you back up your save files. Failing to do so could result in the potential loss of your progress. The new strings are not localized yet and stability hasn't yet been thoroughly tested. Some balancing changes are still experimental.

To access your saves on PC:
1. Press Win + E
2. Paste %USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames into the search bar.

To discuss this build, please join the official Discord server here[discord.gg]. You'll find a channel for discussing the ongoing pre_release branch.

You can read Slavic Magic's full Steam announcement here.

How to Access the Experimental Branch:
1. Open Steam
2. Right-click on Manor Lords in your library
3. Select Properties
4. Navigate to the BETAS tab
5. Enter the password: veryNiceBasket
6. Select "pre_release" from the "Beta participation" dropdown
7. Wait for the game to update (restart Steam if needed)
8. Launch the game

Full Changelog for Version 0.7.960 -> 0.7.965
What's Inside:
This update primarily focuses on balancing and bugfixes, ensuring a more optimized and enjoyable gaming experience. Here are the key changes:
  • Militia Squads: You can now hire 6 militia squads, even if you already have retinue and mercenaries employed. Future updates will connect this cap to the Lord's rank.
  • Sheep Breeding: We have capped sheep breeding, and sheep no longer spawn exponentially.
  • Fields, Harvests, and Fertility: Significant improvements have been made to field overlays, crop prediction, and ox and worker behavior.
  • Barter and Trading: Numerous fixes implemented; on-foot traders can now carry 5 items per trip.
  • King's Tax and Trade Route Costs: These have been toned down from previous levels.
  • Loserville Bug: Fixed the "Loserville" mercenary bug.
  • Marketplace Distribution: Improvements made to the distribution within the marketplace.
  • Experimental Feature: Added a "Allow market stall setup" toggle to prevent certain workers from setting up market stalls.
  • Construction Reserve: You can now set a construction reserve for buildings using planks, such as the Joiner's shop.
Gameplay & Balance:
  • Capped sheep breeding to 1 new lamb every 10 days max.
  • [Experimental] Villagers are only allowed to fetch water from the well nearest their home, except in case of a fire.
  • [Experimental] Yield will never increase past 100% growth to keep gameplay intuitive.
  • [Experimental] Even at 0% fertility, a tiny yield is still possible.
  • [Experimental] Max yield per plant increased from 2 to 4, although the Hunting Grounds policy still reduces it by half.
  • [Experimental] Plant yield rate reduced by half to encourage early harvest in emergency modes.
  • The militia squad limit is now 6, regardless of retinue or mercenaries employed; future connection to the Lord's rank planned.
  • [Experimental] Doubled the fertility regeneration rate on fallow fields and from fertilization.
  • [Experimental] Slowed all plant growth by around 30% for balanced gameplay between field and vegetable crops.
  • [Experimental] Tree growth rate slowed by around 30% upon player requests for more impactful forest management.
  • [Experimental] Archer range increased by 1.5x with damage also increased from 12 to 15.
  • [Experimental] Cost of opening new trade routes returned to linear scaling.
  • [Experimental] Carrying capacity of on-foot trading post workers increased from 1 to 5.
  • [Experimental] Royal tax restructured: No tax for the first 5 years, then 1 Treasury per citizen after 5 years, 2 Treasury per citizen after 10 years, 3 Treasury per citizen after 15 years.
  • [Experimental] Adjusted granary and storehouse worker slots to unify to 3 families for lv1 and 6 families for lv2.
Minor Changes:
  • Removed optimization where only every nth plant affected the fertility values due to display errors.
  • Improved accuracy of fertility overlay colors and crop yield predictions.
  • Added missing tooltips to minor/major trades.
  • Enabled setting "trade rule" for advanced trades without an established route; items not available will show as NA.
  • Reworked the construction reserve system to include various goods like planks.
  • Optimized inventory array functions.
  • Enabled disallowing certain families or workplaces from setting up market stalls.
  • Tuned how "current region" is calculated in the UI for more comfortable building on the edge between two player-owned regions.
  • Ensured iron and clay deposits do not generate on steep terrains.
  • "MODDED" may now display after the version number to aid bug reporting.
Crash Fixes:
  • Fixed a crash related to deleting a building when pathfinding obstacles are being verified.
Bug Fixes:
  • Addressed issues with employed traders going to trade points without an open trade route.
  • Corrected early movement of farm workers to transport tasks despite available crops.
  • Resolved inaccurate predicted yield displays.
  • Fixed rotation issues in villagers after dismounting.
  • Addressed respect of work area limits by farming oxen.
  • Fixed blurry appearance of gilded aventail houndskull helmets in the retinue editor.
  • Corrected non-drawing of the forest mask.
  • Fixed bandit camps respawning on loading due to unsaved "lastBanditCampSpawnedDay."
  • Ensured villagers set up market stalls to sell their produce like vegetables.
  • Corrected the wrong apple basket carry animation.
  • Fixed wealth transfer issues during barter.
  • Ensured bartering traders return the correct number of items based on barter value and carrying capacity.
  • Addressed overpacking by bartering traders in their origin region.
  • Resolved trading post exports not proceeding after the trader reaches the destination.
  • Corrected the distribution of multiple instances of the same good type to a single plot, which left outlying houses undersupplied.
  • Fixed crop rotation to fallow causing farmers to harvest invisible itemID_0, which stopped supply dumps from being cleared.
  • Addressed issues with villagers staying at homes indefinitely if a bandit camp is spawned, thinking the region is under attack.
  • Ensured proper saving of mercenary company arrival regions.
  • Stopped granary workers from stealing ale from the tavern.
  • Fixed interrupted livestock exports due to sheep herd behavior.
  • Ensured livestock trader jobs trigger import tasks when buying livestock from another region.
  • Corrected the missing "hunger" popup artwork.
  • Fixed a typo in the credits list.
Cosmetics:
  • Tuned field dirt UV wiggle to make the huge vegetable gardens less wavy.
  • Improved the precision for snapping terraforming meshes like mines or sawpits to the ground.
  • Made leaf clumps smaller and disabled the parallax mapping to reduce distortions.
  • [WIP] Updated the visit mode character model for the green lady portrait to be female, still in progress.
  • Cleaned up combat animations.

Thank you for playing!

Greg Styczeń, Lead Developer, Slavic Magic
Last edited by Matt (Hooded Horse); May 21, 2024 @ 1:47pm
< >
Showing 1-15 of 104 comments
LordHaveMercy May 21, 2024 @ 6:49am 
I claim the first comment
PaTryk_Gracz0l May 21, 2024 @ 6:54am 
and i the second one , keep up the good work guyz the game is 16x the detail
Last edited by PaTryk_Gracz0l; May 21, 2024 @ 6:59am
TimeTraveller May 21, 2024 @ 6:56am 
Thirds the charm lol. It's getting better and better with these updates.

Thanks for all the hard work!
Angelillus May 21, 2024 @ 7:22am 
"[Experimental] Villagers are only allowed to fetch water from the well nearest their home, except in case of a fire."

Does this mean that if a farmer is harvesting a crop and needs to drink water, he can't drink from the well right there? Dont have much sense

"[Experimental] Tree growth rate slowed by around 30% upon player requests for more impactful forest management."

If you are going to implement this, then you should allow importing of wood, because we will run out of forests in our region
arvine17 May 21, 2024 @ 7:23am 
Thank you for the update, i cant wait to get home to play your wonderful game 🙏
Yewlin May 21, 2024 @ 7:39am 
sounds time for a new game, will test my last save before downloading this.
MaX-NOR May 21, 2024 @ 7:50am 
Nice
JN121 May 21, 2024 @ 7:59am 
Awesome, the sheep exceeding my pop problem is over OR we can eat them in the future.
town in go May 21, 2024 @ 8:17am 
anyone knows which is allow people to open a stall? yellow or white?
TimeTraveller May 21, 2024 @ 8:20am 
Originally posted by 唐完了就是宋:
anyone knows which is allow people to open a stall? yellow or white?
Yellow is allow I believe
Lord_Artheron May 21, 2024 @ 8:38am 
a few questions about the beta

Does the yellow symbol from the market mean it is not supplied?

Why do you constantly lose almost all of your food when attacking or defending?

Why do bandits steal something and they aren't even in the country?

Can you display the yield of eggs or apples, vegetables and skins in order to build the size of the houses accordingly?

Can you increase the number of wild animals with a crown? the traps don't seem to have any effect!

The pack mule has no effect either, does it? How does the exchange work?

and the dealer is not optimal after the update

Could you show in color how far a well reaches for supply?

thanks for this Game
Azmodan May 21, 2024 @ 9:54am 
I7-11700K, 32, 4090RTX, CTD without error on starting new game. 52 hours played on ver 960 without errors
Last edited by Azmodan; May 21, 2024 @ 10:19am
Major-Tom May 21, 2024 @ 9:56am 
builders stuck on 10 all the time and nothing being built..
Last edited by Major-Tom; May 21, 2024 @ 10:02am
Isokronic May 21, 2024 @ 10:03am 
Originally posted by Lord_Artheron:
a few questions about the beta

Does the yellow symbol from the market mean it is not supplied?

Why do you constantly lose almost all of your food when attacking or defending?

Why do bandits steal something and they aren't even in the country?

Can you display the yield of eggs or apples, vegetables and skins in order to build the size of the houses accordingly?

Can you increase the number of wild animals with a crown? the traps don't seem to have any effect!

The pack mule has no effect either, does it? How does the exchange work?

and the dealer is not optimal after the update

Could you show in color how far a well reaches for supply?

thanks for this Game
Upvote
Kedryn May 21, 2024 @ 10:39am 
These are some beautiful patch notes. Stall control, no more overlapping market distribution, bandit respawn fix, and I even got my forest layer on over-map back?

Awe.
Some.

Edit: And my food distribution, a problem which I suspect came from double plots, jumped from 70% to 95%.

When the villagers set up stalls to sell their vegetables, do they finally *only* sell their vegetables or apples or whatever, or do they still wander the map to grab everything else?
Last edited by Kedryn; May 21, 2024 @ 10:52am
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Date Posted: May 21, 2024 @ 6:36am
Posts: 104