Manor Lords

Manor Lords

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leavemycave Dec 27, 2024 @ 8:46pm
How to Update the Game?
My game is still version 0.8.004 but my Steam says my game is up to date.
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pckirk Dec 27, 2024 @ 8:56pm 
Originally posted by leavemycave:
My game is still version 0.8.004 but my Steam says my game is up to date.

https://steamcommunity.com/app/1363080/eventcomments/603017487742670853/?tscn=1734988157


Mon, December 23
[Beta Patch - 0.8.017] Open Beta Update
Hi all,

A pre release version of the newest patch is now available in Betas.

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.

To find your saves on Steam for Manor Lords.
Press Win + E
Paste %USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames into the search bar.
To try the BETA, please follow these steps:
Open Steam
Right-click on Manor Lords in your library
Select Properties
Go to the BETAS tab
Enter the password: veryNiceBasket
Choose "pre_release" from the "Beta participation" drop-down list
Wait for the game to update the files (if nothing happens, restart the Steam client)
Launch the game
All new strings might not be localized yet, and stability hasn't yet been thoroughly tested. Some balancing changes are still experimental.

To discuss this, please join the official Discord server https://discord.gg/manorlords. You'll find a channel specifically for discussing the ongoing pre_release branch.


Changelog Version 0.8.004 -> 0.8.017

Major changes:

-[Experimental] Marketplace rework:

1) Only the storage building workers can setup marketplace Stalls now. There was too much confusion from who owns what and works where and it was very difficult for players to understand, for instance, that a gravedigger can have a food stall (selling home vegetable garden produce).
2) Only storage buildings supply the stall inventories and peddle.
3) The number of goods marketplace can supply is capped by the number of stalls (and therefore by the number of assigned storage building families). It can now be previewed in the market panel as "granary supply capacity" and "storehouse supply capacity". As the bars fill up, the supply capacity is reaching a limit and you need to assign more storage worker families.
4) Fuel Stalls and Fabric Stalls were merged into a General Goods Stall
5) Arcs connecting storage buildings to marketplaces are now being drawn after selecting either one
6) Marketplace supply UI will now show the number of assigned families in the storage buildings
7) Storage building families will now try to build or take over a stall as soon as they are assigned
8) Decreased max stall storage space to still have the motivation for a healthy number of stalls on the market
9) Abandoned stalls no longer account for marketplace availability
10) Tuned the market availability distribution so that houses reserve only as much variety as they need for the upgrade
11) All data in the Marketplace supply panel is now regional, including "Free stall locations"
12) After you disable "allow market stalls" on a storage building, workers abandon their Stalls since they stop contributing to Market Supply
13) Instead of eating from the marketplace, villagers sometimes eat straight from the granaries to reduce the marketplace supply fluctuations
14) In order for all values to always match, market supply is calculated instantly every time stall storage changes (supply includes what worker are already transporting)
15) Added extra marketplace tooltip info about available and required food variety in the region
16) You can now use storage filters on the marketplace to ensure some goods won't be distributed
17) To reduce supply fluctuations, plots and workplaces will refuel directly from storehouses if possible
18) When you allow market stall setup, workers will try to build or take over stalls instantly
19) When hovering over any supply category, the overlay colors of burgage plots should now update in real time
20) Storage workers will bring goods back to storage from abandoned stalls
21) Moved the Marketplace & Market Carts to the Logistics category

-Ale from the tavern, water from the well are now distributed in a similar way as marketplace items. This was done for 2 reasons:
a) It's no longer enough to just have 1 Ale sitting in the tavern to upgrade the whole town
b) I wanted to add Well and Tavern upgrades

-Map selection + new playable maps: High Peaks and Winding River

-Added an "Overstock" setting to the building tab for distributing buildings (Tavern, Marketplace).
This setting allows user to control how many extra goods are placed in the stalls or the tavern that exceed what's currently needed.

-A bridge building system (utilizing the Road Tool)

-Added a stone well upgrade that provides more water supply (30 plots). Reduced the wooden well water supply to 15 plots.

-A LV2 Tavern upgrade (and a new LV1 tavern visual)

Gameplay & Balance:
-Approval for taxation will now happen even if there is no money to tax - seems more intuitive for the players
-Charcoal burners now try to burn charcoal in stacks of up to 10 firewood at once (per assigned family)
-Slowed down woodcutter's debranching by 30%
-Windmills should no longer mill flour if there is no pantry space left
-1 grain makes 1 flour, bread output doubles (to reduce clogging at the windmill)

-[Experimental] Balance pass on building and upgrade costs, reducing amount of Logs, utilizing more Planks, Stone and Tools to better reflect the look of the building and encourage more diverse resource use.
-Tavern (Lvl1) employs 1 family (reduced from 3)
-Tavern (Lvl1) small boost to spoilage reduction over regular buildings
-Tavern (Lvl2) pantry reduced from 100 to 50
-Tavern (Lvl2) small boost to spoilage reduction over Lvl1
-Iron Normal Deposits minimum size increased 60%, maximum size increased 28%
-Stone Normal Deposit minimum size increased 20%, maximum size increased 20%

Balance Adjustments:
-Buildings:
-Apiary (Planks 2 -> 4)
-Stonecutter (Logs 2 -> 1) (Planks 0 -> 4)
-Mining Pit (Logs 1 -> 0) (Planks 0 -> 4)
-Tavern (Logs 5 -> 3) (Planks 0 -> 4)
-Mill (Logs 4 -> 2) (Planks 0 -> 8)
-Communal Oven (Logs 2 -> 2) (Planks 0 -> 4) (Stone 0 -> 10)
-Bloomery (Logs 2 -> 1) (Planks 0 -> 6)
-Smithy (Logs 2 -> 1) (Planks 0 -> 4) (Stone 0 -> 6)
-Clay Furnace (Logs 2 -> 1) (Planks 0 -> 6) (Stone 5 -> 8)
-Malthouse (Logs 4 -> 2) (Planks 0 -> 6) (Stone 0 -> 12)
-Tannery (Logs 4 -> 2) (Planks 0 -> 6)
-Upgrades:
-Granary Lvl2 (Logs 5 -> 2) (Planks 10 -> 12) (Stone 5 -> 5)
-Storehouse Lvl2 (Logs 5 -> 2) (Planks 10 -> 16)
-Stable (Planks 2 -> 4)
-Burgage Plot Lvl2 (Logs 4 -> 2) (Planks 0 -> 8)
-Burgage Plot Lvl3 (Logs 4 -> 3) (Planks 8 -> 12) (Tiles 4 -> 4) (Wealth 25 -> 25)
-Well Lvl2 (Planks 2 -> 4) (Stone 10 -> 10)
-Tavern Lvl2 (Logs 2 -> 2) (Planks 5 -> 8) (Stone 2 -> 10)
-Church Lvl2 (Logs 5 -> 4) (Planks 10 -> 16) (Stone 20 -> 25) (Tiles 10 -> 10)
-Extensions:
-Chicken Coop (Planks 0 -> 2) (Wealth 25 -> 15)
-Bakery (Planks 5 -> 6) (Wealth 5 -> 10)
-Tailor (Planks 5 -> 6) (Wealth 5 -> 10) (Tools 0 -> 1)
-Armorer (Planks 4 -> 8) (Wealth 10 -> 20) (Tools 0 -> 2)
-Blacksmith (Planks 5 -> 8) (Wealth 5 -> 20) (Tools 0 -> 2)
-Cobbler (Planks 5 -> 6) (Wealth 5 -> 10) (Tools 0 -> 1)
-Bowyer (Planks 4 -> 6) (Wealth 0 -> 10)
-Brewery (Planks 5 -> 6) (Wealth 5 -> 10)
-Joiner (Planks 4 -> 6) (Wealth 0 -> 10) (Tools 0 -> 1)
-Butcher (Planks 4 -> 6) (Wealth 0 -> 10) (Tools 0 -> 1)

-[Experimental] Instead picking random food types to eat, families now try to consume all foods equally
-[Experimental] Changed how Region Strengths are selected: Instead of choosing a random one, we're back to picking from a finite pool. This is to ensure there is for instance no rolls with zero rich iron deposits.

Minor changes:
-Adjusted building access limits to have less villagers "waiting" as the building gets too many transport requests at the same time
-Tooltip updates
-[Experimental] Shortened rain duration
-Instead of doing the mining animation on the surface, Deep Mine workers will actually go underground and bring mined resources on their way out
-Because it's impossible for the player to manage, retainers will no longer affect the resident's approval rating, including from taxation
-Added a problem banner "construction goods missing" for where the player blocks themself by exporting construction resources or reserving them for crafting (eg. by unpausing a sawpit that has logs in it that were meant for construction)
-[Experimental] Disabled FSR cause it potentially caused a GPU Crash even when it's disabled
-Added stamina regen for disbanded soldiers
-Improved AI unit command indecisiveness in tight spaces
-Pathfinding emergency mode will no longer ignore water obstacles
-Burgage Plots now display "total", "occupied" and "under construction" in the Region Panel.
-Tithe goods will only be collected from the Granaries to avoid causing extra market supply fluctuations
-Added the ability to drag and drop unit cards to change their order
-[Experimental] "access limit reached" will show in the task description when a task failed cause too many people try to access a single building at the same time
-Renamed the regions in Germanic Valley the better fit their meanings in German
-[Experimental] FOV changes depends on the camera zoom level
-[Experimental] When sending a unit by single clicking on a road (or a bridge), the unit will try to form a narrow formation and align the formation direction with the road direction
-Cleaned inventory grid widget generation to remove flickering tooltips and improve optimization
-Number of burgage plots is now displayed in the Region Panel
-Living Space displays what is Available rather than Total in the Region Panel
-Smoother camera height interpolation

Performance:
-Optimized static collision checks
-UI update optimizations
-Market demand calculation optimizations
-Optimized the eroding marketplace dirt functions

Crashfixes:
-Fix attempt for the UE5 crashing on some PCs with a "GPU Crash Triggered" message
-Fixed a crash when animals are killed, for instance by arrow fire, while being traded

Bugfixes:
-Fixed raiders encamping while at full strength instead of raiding if any bandit squad was wiped out to 0 before
-Fixed enemy units being able o encamp outside the map area
-Fixed raiders not moving towards the player's region if there's a bandit camp near them and the army think it's all encamped
-Fixed units walking underground near streams
-Fixed livestock traders trying to import dead animals
-Fixed lag spikes occurring when combat is happening in hard to navigate spaces
-Added another check to fix bandit camps spawning on ponds
-Fixed oxen not getting logs from the sawpit even though it's disabled
-Fixed: If the nearest tavern is taken or empty, villagers will refuse to go to another one
-Fixed soldiers sometimes triggering wrong locomotion animation, eg using the running animation when actually moving slow, or using the standing animation when actually moving fast
-Fixed assigning the first worker family and unassigning the last worker family not updating regional good surplus, even though it doesn't count as reserved for crafting when you unassing all workers from the workplace
-Fixed the surface mine sometimes getting stuck and construction never finishing
-Fixed granary workers collecting non-pantry stored items from the Trading Posts when the player disables all export of them
-Fixed: Flexible plot might not snap to the point closest to the cursor
-Fixed the player being able to force units into a pond or a river by issuing commands furiously
-Fixed units getting stuck on obstacles while retreating if they are in permanent collision with their own squad members
-Fixed hunters not unequipping bows before going to fetch water from the well
-Increased the distance large characters (animals, horse riders, handcart pullers) count as near to the camera to reduce chances of them visibly going sideways due to overoptimization
-Fixed the cursor changing to spyglass sometimes while the pause menu is visible
-Fixed clicking on a problem banner not always cycling through all the affected buildings or villagers
-Fixed residents bringing too much water home if their task update synchronized perfectly by a chance, possibly leading to clogged wells in large cities
-Fixed the camera being able to dive underwater in a pond after the snow melts and turns pond ground collision off
-Fixed armament delivery not triggering when the player upgrades the storehouse before finishing 5 cottages
-Fix attempt for villagers not respecting storage limits because of rare chance the items are marked as belonging to the target building, but villager not having a transport task just yet.
-Fixed: Invisible Crossbowmen items stored in Burgage plots when the unit flees from combat
-Fixed a possible error when array was changed during iteration when spoilage destroyed a supply dump holding only food

Cosmetics:
-Disabled snow displacement cause sadly it kept glitching
-Added the missing drinking mug during the drinking action in the taverns
-[WIP] Deep mine rework
-[WIP] Cloud and atmosphere tweaks to have some dark stormy skies
-Cliffs showing on the parchment map
-Updated visuals of Residential Expansions (lv1 and lv2)
-[Experimental] Brought back abandoned stalls having no cloth covers

Ps. New people are joining the team in 2025, it's going to be fun!

Thanks for playing and happy holidays!

Greg
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Date Posted: Dec 27, 2024 @ 8:46pm
Posts: 1