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
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Showing 91-104 of 104 comments
breakp01nt May 26, 2024 @ 6:48am 
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000540

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Originally posted by pckirk:
Originally posted by 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.
Should i wait for stable version like 0.8?
dilvish May 27, 2024 @ 6:50am 
Since the last update, all my cities are starving. Does anyone have the same problem ?
uwu May 27, 2024 @ 7:00am 
Farms produce very little for berries and vegetables. It's not just food, actually all raw materials are disproportionate. Not only in terms of realism, it also spoils the gameplay. The deposits were quickly exhausted. The trees are OK to run out when a village has been built, but the joke is that they have to be harvested for making bows or shields, which are otherwise carried into a house! It's nice to be able to plant a tree, but the game takes a few years, cutting down a tree could be decades later. It can't be perfect, a range is already too small compared to its real size, but it could be good with a reasonable balance.
Last edited by uwu; May 27, 2024 @ 7:01am
pckirk May 27, 2024 @ 7:09am 
area selection size can be adjusted via holding the Ctrl key and using the Mouse Scroll Wheel.
DaddyJokee May 27, 2024 @ 1:46pm 
What's the outlook on experimental branch transferring to main without the need for a new patch?
Raffu May 27, 2024 @ 8:24pm 
Markets stop working from time to time. Is it possible to just add the feature to be able to just build a market stall manually, because sometimes the villagers just refuse to make one. Then the Village starves, freeze to death despite having 100 units of food and wood.
filsdefut1984 May 28, 2024 @ 3:56am 
hello guys, I'm playing from macbook using nvidia pro, do you know how to install and up to this new version please ? Thank you so much in advance
Ronrussel May 28, 2024 @ 4:46am 
Originally posted by filsdefut1984:
hello guys, I'm playing from macbook using nvidia pro, do you know how to install and up to this new version please ? Thank you so much in advance

It's explained right in the text. Including the necessary Code to unlock the "beta" (veryNiceBasket). All pre- release patches like this one, are released via the Beta function of steam
Ronrussel May 28, 2024 @ 4:54am 
Originally posted by Rafael:
Markets stop working from time to time. Is it possible to just add the feature to be able to just build a market stall manually, because sometimes the villagers just refuse to make one. Then the Village starves, freeze to death despite having 100 units of food and wood.

If you move a market stall, it will not automatically "overtake" the previous person working there, resulting sometimes in empty market stalls. Keep in mind that markets work by "first come, first serve" but spamming market places isn't the solution either. One larger market is often better than 3 smaller ones. Early on, ensure that most buildings are *not* allowed to make stalls and instead put people in charge of the warehouse and let them build market stalls that should result in better delivery
Alliehotass May 28, 2024 @ 6:35am 
The Archers even after the Buff to 15, do no damage.
Raiders came in and got caught between a fence and trees and ran in circles. they absorbed at least 5 straight minutes of arrows, not one died.
I think they need some work.
PaTryk_Gracz0l May 28, 2024 @ 7:02am 
Originally posted by Alliehotass:
The Archers even after the Buff to 15, do no damage.
Raiders came in and got caught between a fence and trees and ran in circles. they absorbed at least 5 straight minutes of arrows, not one died.
I think they need some work.
true, i hired 60 archers and bearly no damage was done, but barons archers on the other hand could kill 5 of my people
Ruin May 29, 2024 @ 10:15pm 
Originally posted by PaTryk_Gracz0l:
Originally posted by Alliehotass:
The Archers even after the Buff to 15, do no damage.
Raiders came in and got caught between a fence and trees and ran in circles. they absorbed at least 5 straight minutes of arrows, not one died.
I think they need some work.
true, i hired 60 archers and bearly no damage was done, but barons archers on the other hand could kill 5 of my people

Remember to use the anti-archer stance... Armour also helps I imagine... You'd have been firing at Mercenaries in gambeson, possibly even mail, but if your militia were unarmoured, that could make a major difference...

I've seen a definite improvement in archers... Are they where they should be? I'm not entirely sure myself, but they're much better than they were... There's a big risk of them being too OP, to the point the player uses nothing but archers... So balancing is clearly ongoing...
Last edited by Ruin; May 29, 2024 @ 10:18pm
sdampier Jun 4, 2024 @ 8:40am 
really like the game but it crashes every day and even when reinstalled it crashes. Updated all drivers.
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Date Posted: May 21, 2024 @ 6:36am
Posts: 104