Manor Lords

Manor Lords

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Matt (Hooded Horse)  [utvecklare] 21 maj, 2024 @ 6:36
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[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
Senast ändrad av Matt (Hooded Horse); 21 maj, 2024 @ 13:47
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Visar 76-90 av 104 kommentarer
BEEFY 25 maj, 2024 @ 0:31 
Ursprungligen skrivet av diedenjoakim:
To everyone experiencing crashes, make sure your graphics drivers are updated.
Did that. still happens.
Angelillus 25 maj, 2024 @ 6:30 
I love that farmers start plowing the land when they finish harvesting the crop (before the crops rotation). Would there be any chance they would choose fields that are not going to rotate fallow? Because they often waste time
BrnxBmbr 25 maj, 2024 @ 8:12 
Anyone else having problems with Sawpits not working now? I've paused, added families, changed families, and even demolished and rebuilt. Nothing. This game seems to have lost it's mind since the patches. Very frusterating.
Angelillus 25 maj, 2024 @ 8:41 
Ursprungligen skrivet av BrnxBmbr:
Anyone else having problems with Sawpits not working now? I've paused, added families, changed families, and even demolished and rebuilt. Nothing. This game seems to have lost it's mind since the patches. Very frusterating.

With sawmills there has always been the same problem: they do not operate if an ox does not carry logs of wood there. You have to assign an ox exclusively for the sawmill
Tekel1959 25 maj, 2024 @ 9:19 
Ursprungligen skrivet av Angelillus:
Ursprungligen skrivet av BrnxBmbr:
Anyone else having problems with Sawpits not working now? I've paused, added families, changed families, and even demolished and rebuilt. Nothing. This game seems to have lost it's mind since the patches. Very frusterating.

With sawmills there has always been the same problem: they do not operate if an ox does not carry logs of wood there. You have to assign an ox exclusively for the sawmill
Not strictly true, I never directly assigned an ox to any workplace and never had a sawpit issue.

YMMV, it is my observation that MANY things people swear always work, suddenly do not. My latest is a marketplace resize and a manned large storehouse with enough stored clothing items for 3x my population, balking at creating clothing stalls with plenty room to do so... Small village, ~260 pop, market worked fine until it didn't. Beta 965
Ruin 25 maj, 2024 @ 9:53 
Ursprungligen skrivet av Tekel1959:
Ursprungligen skrivet av Angelillus:

With sawmills there has always been the same problem: they do not operate if an ox does not carry logs of wood there. You have to assign an ox exclusively for the sawmill
Not strictly true, I never directly assigned an ox to any workplace and never had a sawpit issue.

YMMV, it is my observation that MANY things people swear always work, suddenly do not. My latest is a marketplace resize and a manned large storehouse with enough stored clothing items for 3x my population, balking at creating clothing stalls with plenty room to do so... Small village, ~260 pop, market worked fine until it didn't. Beta 965

There is definitely something up with sawmills... I'd often have to stop them working before the latest Beta patch, as they'd otherwise eat up all my logs, now I find that, unless I assign an Oxen to them as Angelillus suggested, they seem to sit idle for extremely long times, even if my Oxen are not otherwise doing anything more than collecting logs for my logging camps (and not moving logs to building plots, etc)...

I always place them right beside a logging camp, too, to ensure the distance from a source of logs is as minimal as possible, but I'm finding the logging camp could have full storage, but not one will get moved to the sawmill... Unless I assign an Oxen specifically to the mill...
Senast ändrad av Ruin; 25 maj, 2024 @ 9:55
The amount that vegetables were nerfed doesn't even make sense. I understand when you want to balance things but if I have 20 huge burbage plots all making vegetables I shouldn't be getting like 10-20 per month from it.
InferZord 25 maj, 2024 @ 12:30 
the apples and vegetables are broken it is completely useless to pick apples for the village.
Boogey 25 maj, 2024 @ 12:47 
Ursprungligen skrivet av Every Villain Is Lemons:
The amount that vegetables were nerfed doesn't even make sense. I understand when you want to balance things but if I have 20 huge burbage plots all making vegetables I shouldn't be getting like 10-20 per month from it.
Every 3rd of my plot is on vegetables (big ones), but I get like none to sell. There's something bigger going on, already before these pre-patch betas.
Handy 25 maj, 2024 @ 15:09 
Ursprungligen skrivet av Kedrick7:
Some Buildings have people running Market Stalls, with no option to turn them on/off.
Have seen Dyers, Farmhands, and Foresters both running stalls.
I don't know if they are Building them, or taking them over.
They likely reside in a home with eggs or some other food source and you may need to turn off the market stall option at their home...
Lynxx83 25 maj, 2024 @ 16:37 
Ursprungligen skrivet av Matt (Hooded Horse):
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.


Thank you for playing!

Greg Styczeń, Lead Developer, Slavic Magic

What about the version of Manor Lords on Xbox Game Pass for PC?

it seems outdated / having limited features:

only launches in DX11, can't switch to DX12 ingame.. is there at least a hidden method, eg. via settings file, or command flag, for windows game pass version?

I wanted to try out XeSS, files are there in install folder,
but it requires DX12 which I have no idea how to force-enable it.
pckirk 25 maj, 2024 @ 17:30 
The Beta Test version is ONLY available on Steam. It is not available via GoG, EGS, XBOX Game Pass, or PC Game Pass. Once it passes from Beta testing, it will be available on the stable EA branch.
how can i install the last update if i use Xbox gamepass? i have only 0.7.955
pckirk 25 maj, 2024 @ 20:10 
Ursprungligen skrivet av Енот на мэрсе |:-):
how can i install the last update if i use Xbox gamepass? i have only 0.7.955

You can not. Only available on Steam. You will need to wait till it is moved to the stable branch of EA.
Lynxx83 26 maj, 2024 @ 1:22 
Ursprungligen skrivet av pckirk:
The Beta Test version is ONLY available on Steam. It is not available via GoG, EGS, XBOX Game Pass, or PC Game Pass. Once it passes from Beta testing, it will be available on the stable EA branch.
Sorry for the misunderstanding, i posted here because its the most recent patch discussion thread:

Both Dx12 & XeSS used to be there for a while now,

but BOTH was removed a while back, ONLY for Xbox game pass version,
Roughly month ago with version 0.7.95 ..

..with the lame excuse in patch notes "MS says XeSS is not supported yet for wingdk games"

which sounds like major bs:

There's numerous games out there on xbox game pass PC,
Using both UE 4.26 or higher & also MS wingdk crap (unfortunately)
BUT they're at least DX12,
and ofc then XeSS also works fine, officially, as well.

ps: the game versions I compared,
Had same version numbers on steam & ms xbox game pass: 0.7.955.
Just Steam runs dx12 & xess just fine,
While game pass is stuck on DX11 and therefore no xess. Also, dx11 might run worse than dx12 :

https://www.reddit.com/r/ManorLords/comments/1cg8eu0/how_to_change_game_to_dx12/

All of thise still makes no sense to me,

And leaving the ms game pass version in a broken, outdated and also limited state,

Is just lame.

Soon it'll be way over a month now,

Fix it.
Senast ändrad av Lynxx83; 26 maj, 2024 @ 1:36
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Datum skrivet: 21 maj, 2024 @ 6:36
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