

The official Manor Lords Discord is banning the discussion or encouragement of mods until the official support arrives, in an effort to maintain the "integrity" of the gameplay. This hasn't, and won't, stop players from making mods for the game going forward, but publisher Hooded Horse will lift the rule when proper modding support drops. Now we wait for a Shrek total conversion mod, I guess?
RELATED LINKS:
Experimental new Manor Lords update introduces big trade changes
Manor Lords has an ale problem, so you've been called in to vote
First Manor Lords patch teases big trade and storage changes
Slavic Magic has released an experimental patch for Manor Lords, and it comes with plenty of fixes, new game mechanics, and some upgrades.
The patch addresses some of the more commonly reported issues such as the rate of Hildebolt's claims, the "None" people spawning in huge numbers and refusing to do any work, clogged Trading Posts, weak archer damage, ineffective sawpits and inefficient marketplace supply.
It also fixes issues with the game being stuck at the summary screen after a victory or game over, some of the problems with optimizations in large cities, problems with crops erasing in the winter, too harsh oversupply and undersupply systems, people and livestock staying homeless despite having enough living space, and overly high ale consumption - which can be a problem in real life too when down the pub.

A new Manor Lords update makes a wealth of changes to the recently released medieval strategy game, including several notable tweaks to trade and a new annual tax. The latest patch from developer Slavic Magic is full of dramatic changes, and has been made available to play now on Steam via the game's experimental beta branch for testing.
RELATED LINKS:
Manor Lords has an ale problem, so you've been called in to vote
First Manor Lords patch teases big trade and storage changes
Manor Lords trade explained