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New Manor Lords patch makes moving stuff around a little bit easier

I couldn't handle being a peasant. Backbreaking labor isn't for me, I can barely deal with bottom-sitting labor. The life of ceaseless toil, even if it's just carrying things about for your stern lord and master, just all seems like too much work. In Manor Lords it appears developer Slavic Magic agrees, as the peasant's lot just got a little bit lighter.


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Patch 0.7.975

Hi everyone,

Here's a changelog with the latest fixes. The new patch is available on the main branch, so if you participated in the pre_release, remember to set betas to "none".

Version 0.7.972->0.7.975

Gameplay & balance:
-Food cart & Firewood cart will now keep importing until it reaches their storage limits
-Made livestock order imports slightly faster by reducing the livestock merchant's travel distance
-[Experimental] Added 4 more handcarts to the lv2 storehouse [Side note: Considering handcart resources or handcart upgrades costing wooden parts in the future - opinions welcome]

Minor changes:
-Improved loading times
-Added a concurrent sound limit to hoe & sow sound effects (they clogged the audio buffer when too many people were farming in the same spot)
-Added the localization key & icon missing for item_143 (Honeycomb)
-Chimney smoke won't generate very far from the camera where it was barely visible
-[Experimental optimization] Animal random pathing calls reduced very far from the camera where they can't be observed
-[Experimental] Bumped up pathfinding priority of farming tasks
-Blood cover should now disappear from clothes on disbanding
-Further farming optimizations

Crashfixes:
-Fixed a weird crash caused by a character somehow triggering import of a non tradable item (Timber)
-Fixed a crash related to a barter building being invalid

Bugfixes:
-Fixed workers stuck in the transport task (for instance at the malthouse) because the task targetRotation didn't account for ground slope adjustment
-Fixed livestock being stuck at following task if the livestock trader gets unassigned mid journey
-Fixed the pause toggle not being visible on the fields
-Fixed characters sometimes loading with a weird rotation
-Fixed free traders clogging pathfinding and making a lot of villagers and/or traders freeze because they were waiting in pathfinding queue
-Fixed character sometimes ghosting through walls to their ungarrison location
-Fixed Food Cart showing as "abandoned"
-Fixed people not consuming food from the Food Cart
-Fixed the "pause" toggle not working on the Firewood Cart and Food Cart
-Fixed Dyers setting up Food stalls (because they had Food stored at their workplace)
-Fixed trading post workers not respecting the export trade rule in case where the goods are already transported to the trading post for export but the player changes their mind
-Fixed the interior box being visible during the construction process of a townhouse (variation G)
-Fixed the building card border scale animation
-Further fixes for broken character rotations
-Fixed livestock import not working if the target surplus has never been set and the player is using orders
-Fixed livestock imports ignoring other region trade rules
-Fixed custom livestock orders importing form on-map regions
-Fixed livestock order merchants trying to import horses that trade route merchants were riding on
-Fixed pasture/stable space not updating when exporting animals
-Fixed resources mined in surface and deep mine not registering as produce, leading to storehouse workers ignoring them sometimes
-Fixed recruits stuck in a loop of moving armaments between burgage plots

Cosmetics:
-Field material adjustments to reduce tiling artifacts

The next step

For the first month after release I tried to be careful not to make any risky changes, my goal was to stabilize the main branch (get rid of the most common, annoying issues). I'll keep reading the feedback too see if that build is stable enough to last us a bit longer, I'd be a nice time to go into the "dev cave" and do some more fun experiments & changes to push the game forward and finally add some new features.

If you've enjoyed the game and its patches, please consider leaving a Steam review. Your feedback helps others discover Manor Lords, and the more the merrier!

Thanks for playing!

Greg Styczeń
Lead dev

Manor Lords is on Sale!

[h2]Manor Lords is 25% off today until June 22. [/h2]
Manor Lords combines deep city-building, strategic battles, and intricate economic simulations in a medieval setting. As a lord, you'll manage the growth of your village into a flourishing city, handle resources, and expand your territory through strategic conquests. Inspired by late 14th-century Franconian architecture and art, the game strives for historical accuracy, enhancing both gameplay mechanics and visuals.
[previewyoutube][/previewyoutube]
[h3]Check out the most recent update's patch notes.[/h3]
https://store.steampowered.com/news/app/1363080/view/4187863867982742757?l=english

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https://store.steampowered.com/app/1363080/Manor_Lords/

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Manor Lords dev asks what should be in next patch, serious beef between butchers and walls naturally ensues

What do you think developer Slavic Magic needs to add to Manor Lords next? That's exactly the question it's recently asked the game's community, kicking off a bit of a barney between butcher fans, town wall desirers, and a fair amount of people who lie somewhere between those two extreme orthodoxies.

Yup, we've barely had time for the body to go cold after the concept of mourning was added to the game via a patch that emerged from beta the other week, and people are already debating where it should go next. To be fair though, this is just democracy in action, you know, the kind that might make you long for feudalism.

All this hoohah was kicked off by a poll put up by Slavic Magic over the weekend on the game's Discord server. It simply asked folks whether the game's next patch should focus on town walls, butchers, or just more bugfixes, quality-of-life features, and balancing.

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The entire Manor Lords economy has just been revamped

Collecting resources is one of the most important steps to building up your kingdom in Manor Lords. Without money, you stand no chance of becoming a settlement with any power or influence over those who surround you. Despite this, developer Slavic Magic has noticed that a few too many leaders have been hoarding wealth, which has made running a kingdom a little too easy, so a new king's tax is being implemented.


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