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[Beta update - 0.8.029] Open Beta Bugfixes

Hi all,

Few more fixes to the open beta branch.

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.

Version 0.8.028->0.8.029

Minor changes;
-Fixed some "holes" in Winding River landscape topology

Crashfixes:
-Fixed the vegetable extension crashing on a specific triangular plot shape

Bugfixes:
-Fix attempt for some PCs loading the coat of arms image as black if it was previously created in the UE4 build
-Walked back the change from 0.8.010 "Windmills should no longer mill flour if there is no pantry space left" since it can lead to the windmill getting stuck when the storage is perfectly full
-Fixed vegetable plots not being spawned on plots when the extension area center line is far different than the plot area center line. Note: Sadly that necessary fix might cause irregular vegetable patches from previous saves to appear invalid or have some plants removed.
-Fixed construction resources sometimes differing after loading a save, potentially leading to soft locking the construction progress if the player lacks resources

Thank you!

Greg

[Beta update - 0.8.028] Open Beta Bugfixes

Hi all,

I've been working on fixing some issues that came up after the last main branch patch. Mostly improving storage building logistics, but there also was a pretty bad bug where the artisans would stop work after upgrading their residential plot if they already had the artisan workshop.

By the way, a lot of players had problems with crashes on launch cause their antivirus software is deleting the game exe. Nothing was changed in the code that could cause it and obviously there is no virus - AV software has gone a bit crazy it seems. Just add it to exceptions and verify game files and it should fix it.

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.

Version 0.8.024->0.8.028

Minor changes:
-[Experimental] Veggie gardens are no longer instantly constructed. They now include a shed for vegetable storage for smoother logistics and easier handcart access. Also, because we need to fit the shed, one small vegetable patch was removed.
-Separated resources into pickup zones in the lv2 storehouse to make logistics more efficient
-[Experimental] The game will skip playing lengthy pickup animations inside the lv2 storehouse, lv2 granary and trading post (behind doors where it's not visible anyway) to make logistics smoother
-Added a special pickup zone for ale in the lv2 granary
-[Experimental] Disabled dynamic FOV on High Peaks to reduce clipping with the side mountains
-Added shed barrel drop zone to the lv1 tavern so that they don't have to fit them through the tiny door
-Tweaked pushing distance for characters colliding with static obstacles to reduce the chance of them getting stuck in tight doorways
-Added more info about construction status to save data to avoid buildings loading as unconstructed if they get altered between patches. This will also force older patch buildings to load as constructed.
-Localization updates

Optimization:
-Landscape texture optimizations
-GUI optimizations

Bugfixes:
-Fixed upgrading a residential buildings blocking all crafting in the artisan workshop until the player reloads the save or rebuilds the extension
-Fixed the overstock being limited to the active worker count
-Fixed the overstocked good amount not displaying in the tooltip
-Fixed buildings potentially loading as invisible when construction is in progress
-Fixed construction workers sometimes not equipping the spade when digging
-Fixed: Storage is full notification appears upon upgrading the Well
-Fixed tavern and trader TAB floaters displaying 0/0 workers
-Fixed all vegetable patches inside a single residential plot using the same vegetable type (new saves only)
-Fixed orchards appearing as saplings for a moment after loading even though they were grown when the game was saved

Cosmetics:
-[Experimental] Map view tweaks, trying to look more like it's actually drawn
-[Experimental] Increased vegetable garden drawing distances

Thank you for playing!

Greg

Manor Lords at the Hooded Horse January Publisher Sale

We’re happy to share that Manor Lords is participating in the January Publisher Sale at 30% off. Check it and other games out at the Hooded Horse January Sale.

Hooded Horse January Publisher Sale 2025
[hr][/hr][h3]Manor Lords - Latest Major Patch News[/h3]
We're hard at work on the next patch, and here's news about the massive Update 0.8.024 that we just released. Keep sharing your thoughts and feedback; we're always reading through them.

New Maps: High Peaks and Winding River
Two new playable maps join the roster, offering unique terrain and opportunities for settlement building. Whether you prefer the dramatic cliffs of High Peaks or the winding waterways of Winding River, these maps provide new challenges for every player.

Overstock Setting
Micromanagement just got easier. A new feature in the building tab lets you control how much extra stock is allocated to market stalls and taverns, ensuring goods are distributed efficiently and minimizing resource congestion.



Bridge Building
Say goodbye to river barriers. The new bridge-building system—integrated with the Road Tool—allows you to expand your settlements across rivers seamlessly, opening up new avenues for growth.

Upgrades: Stone Wells and Taverns
The stone well increases water supply to 30 plots, making it a more effective solution for larger settlements. Meanwhile, the wooden well has been adjusted to cover 15 plots. On the Tavern front, a new Level 2 upgrade adds functionality and a refreshed aesthetic, with Level 1 getting a visual facelift to match.


Here is a link to the full patch notes.
https://store.steampowered.com/news/app/1363080/view/534338967351329253?l=english

Manor Lords dev's philosophy is big patches that "polish as much as possible"

Manor Lords continues to go from strength to strength. The medieval strategy game and city builder hybrid has been out in early access for almost a year now, and each update added is even more game-changing than the last. For developer Grzegorz 'Greg' Styczeń, these massive updates are a very conscious choice. So if you've been periodically coming back to Manor Lords with every huge update, that system is going to continue going forward.


Read the rest of the story...


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Slavic Magic and Hooded Horse have released a new Manor Lords update, adding a couple of maps, the ability to construct bridges, and a bevy of smaller features to an already quite robust medieval city builder.

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