[p]Hello everyone,
[/p][p]A new patch has been released on the Beta Branch. This beta is localized, but a few spots are still missing translation.[/p][p][/p][h2]How to Access the Beta[/h2][hr][/hr][p]
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.
[/p]
[p]To find your Manor Lords Steam saves.[/p]
- [p] Press Win + E[/p]
- [p] Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.
[/p]
[p]
To try the BETA, please follow these steps:[/p]
- [p] Open Steam[/p]
- [p] Right-click on Manor Lords in your library[/p]
- [p] Select Properties[/p]
- [p] Go to the BETAS tab[/p]
- [p] Enter the password: veryNiceBasket[/p]
- [p] Choose "pre_release" from the "Beta participation" drop-down list[/p]
- [p] Wait for the game to update the files (if nothing happens, restart the Steam client)[/p]
- [p] Launch the game[/p]
[p]You can report
feedback and
bug reports on the Manor Lords Steam forums or join us on
Discord for bug reports and discussion about the latest patch.
[/p][hr][/hr]
Patch Notes — Version 0.8.048–0.8.049 (Beta)
[p][/p][p]
Minor changes:[/p][p]- Added Salt and Clay resource spots to Deep Mine to reduce traffic jams in the mine entrance.[/p][p]- Further tweaks for resolving collision in tight spaces (like doorways).[/p][p][/p][p]
Balance:[/p][p]- Reduced the max size of Rich Deposit Wild Animals by 18%.[/p][p]- Reduced Wheat yield -25%.[/p][p]- Reduced Barley yield -20%.[/p][p]- Increased Flax yield +50%.[/p][p]- Made Wheat / Rye fertility calculation more linear (Rye fertility now is 1.5 * Wheat fertility, but no more than 100%).[/p][p]- Dressed Stone value lowered from 7 to 5.[/p][p]- Rough Stone value lowered from 4 to 3.[/p][p]- Made Droughts much less impactful, but removed the clamp of a minimum 1 Yield per Field in all cases.[/p][p]- Granaries get a handcart shed. Handcarts slots changed to 2 (lv1) and 6 (lv2). Storehouse handcart slots are 2 (lv1) and 6 (lv2) as well.[/p][p][/p][p]
AI:[/p][p]- Will now build a Corpse Pit if enough corpses are piling up in the Settlement.[/p][p]- Will now assign Workers to the Church and Corpse Pit to bury any corpses lying around.[/p][p]- Will now calculate what goods it can't produce in a Region.[/p][p]- Will now import goods needed to rebuild the Settlement or to satisfy Maintenance.[/p][p]- Will now try to rebuild a Settlement in better order to avoid dead-locks.[/p][p]- Will now wait a little longer before adding a third or fourth family to the Trading Post.[/p][p]- Will now stop cutting down trees if storage of Timber reaches 200.[/p][p]- Will now stop cutting down trees if storage of Firewood reaches 2000.[/p][p]- Will now destroy a Stonegatherer Camp if no longer useful.[/p][p]- Will now destroy and rebuild the Hunting Camp if the Wild Animal Resource Node have moved away.[/p][p]- Will now build the Hunter Camp close to the Wild Animal Resource Node even if it's far away.[/p][p]- Will now put higher priority on far away resource gathering buildings under construction.[/p][p]- Will now try to avoid constructing a Manor on top of trees.[/p][p]- Fixed a number of issues that could dead-lock the AI when trying to rebuild a Settlement.[/p][p]- Fixed Stonegatherer Camp sometimes being constructed on the Stone Resource Node.[/p][p]- Fixed not building Stonemason's Station or Lime Kiln when having a Quarry.[/p][p]- Fixed not being aware of that a rich Stone Resource Node also produces Rough Stone.[/p][p][/p][p]
Bugfixes:[/p][p]- Fixed miners sometimes getting stuck in "equip pickaxe" animation while inside the Deep Mine.[/p][p]- Fixed the Ox being broken for 1 frame when spawning in a Settler's Camp in a new Region.[/p][p]- Fixed Peasants return all weapons/shields to the Storehouse on loading a save.[/p][p]- Fixed resources granted log prompts being added when workers drop resources on militia rally.[/p][p]- Fixed resources possibly being dropped to a Pond if there's no place for them in storage.[/p][p]- Fixed resource granting calling to redistribute militia recruits twice in a row if military resources were granted.[/p][p]- Added missing collision model for Charcoal Kiln.[/p][p]- Another fix attempt for Maintenance durability modifiers not getting applied properly.[/p][p]- Fixed issue with Residents/Workers being displayed on Building Floaters for Temporary buildings and Fields.[/p][p]- Fixed handcart slots not erasing while upgrading storage buildings to lv2, resulting in more carts being available than intended.[/p][p]- Fixed too many handcarts being spawned cause it would not account the ones actively in use.[/p][p]- Fixed Traders sometimes getting stuck when dismounting their horse wagons.[/p][p]- Fixed Fields floater UI not displaying correctly.[/p][p]- Fixed Ox Plows movement being choppy at high game speeds.[/p][p]- Fixed the Ń glyph missing in the italic font (Beta).[/p][p][/p][p]
UI:[/p][p]- Changed thickness of lines in the "Resources" line graph.[/p][p]- Removed all caps from Region name in Log Notifications.[/p][p]- Improved tooltip info on Nuremberg Prospectors perk.[/p][p]- Updated tooltip icons for pasture space.[/p][p]- Tweaked alignment of text for pasture/stable space in general building panels.[/p][p]- Fixed localisation issue with perk card slot tooltip.[/p][p]- Fixed missing localisation for population details tooltip.[/p][p][/p][p]
Cosmetics:[/p][p]- Added embers and smoke FX to the Smithy, Blacksmith and Armorer.[/p][p]- Ox plow will now align the rotation to ground slope.[/p][p][/p][p]
Optimization:[/p][p]- Reduced cost of showing Building Floaters by 62%[/p][p]- Optimized door opening and closing.[/p][p][/p][h3]Join the Manor Lords Community[/h3][p]Join our community on
Discord and
Reddit to ask questions, trade tips, and keep up with the game. There’s also a
community-run wiki that covers the most common questions, and you can follow
Slavic Magic on Twitter for more developer updates.[/p]