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.
Zitat:
To find your Steam for Manor Lords saves.
- Press Win + E
- Paste %USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames into the search bar.
- 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
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:
- [Experimental] Marketplace Rework: Only the storage building workers can set up marketplace stalls now. This resolves confusion about ownership and work assignments (e.g., a gravedigger with a food stall).
- Storage Building Supplies: Only storage buildings supply stall inventories and peddle.
- Marketplace Goods Cap: The number of goods a marketplace can supply is capped by the number of stalls and assigned storage building families. This can now be previewed as "granary supply capacity" and "storehouse supply capacity."
- Merged Stalls: Fuel Stalls and Fabric Stalls were merged into a General Goods Stall.
- Storage-Marketplace Arcs: Arcs connecting storage buildings to marketplaces are now drawn after selecting either one.
- Marketplace UI Updates: Marketplace supply UI now shows the number of assigned families in the storage buildings.
- Worker Stall Assignments: Storage building families build or take over a stall as soon as they are assigned.
- Stall Storage Reduction: Decreased max stall storage space to encourage more stalls in the market.
- Abandoned Stalls Exclusion: Abandoned stalls no longer count toward marketplace availability.
- Market Availability Distribution: Tuned market availability distribution; houses reserve only as much variety as needed for upgrades.
- Regional Data Updates: All data in the Marketplace Supply Panel is now regional, including "Free stall locations."
- Disable Stalls Behavior: Disabling "allow market stalls" on a storage building causes workers to abandon their stalls since they stop contributing to Market Supply.
- Direct Granary Consumption: Villagers sometimes eat straight from granaries to reduce marketplace supply fluctuations.
- Instant Market Supply Calculation: Market supply is calculated instantly whenever stall storage changes.
- Marketplace Tooltip Additions: Added extra marketplace tooltip info about food variety in the region.
- Marketplace Storage Filters: Storage filters can now be applied to marketplaces to prevent specific goods from being distributed.
- Refueling Directly from Storehouses: Plots and workplaces refuel directly from storehouses when possible to reduce supply fluctuations.
- Instant Stall Setup: Allowing market stall setup prompts workers to build or take over stalls instantly.
- Real-Time Overlay Updates: Supply category overlays now update burgage plot colors in real-time when hovered.
- Abandoned Stall Cleanup: Storage workers return goods from abandoned stalls to storage.
- Category Reorganization: Marketplace & Market Carts moved to the Logistics category.
- Ale and Water Distribution Changes: Ale from taverns and water from wells are now distributed like marketplace items.
- Reason 1: It’s no longer enough to have just 1 Ale in the tavern to upgrade the whole town.
- Reason 2: Added Well and Tavern upgrades.
New Features
- New Maps Added: High Peaks and Winding River are now playable maps.
- Overstock Setting: Added an "Overstock" setting to distribution buildings (Tavern, Marketplace). This controls how many extra goods are placed in stalls or taverns beyond what is currently needed.
- Bridge Building System: A bridge-building system using the Road Tool has been added.
- Stone Well Upgrade: Added a stone well upgrade that increases water supply to 30 plots. The wooden well supply was reduced to 15 plots.
- Tavern Level 2 Upgrade: Added a Level 2 Tavern upgrade with a new Level 1 visual.
Gameplay & Balance Changes
- Tax Approval Update: Taxation approval now occurs even if there is no money to tax.
- Charcoal Burning: Charcoal burners now burn stacks of up to 10 firewood at once per assigned family.
- Woodcutter Speed Adjustment: Woodcutters' debranching speed reduced by 30%.
- Windmill Storage Limitation: Windmills no longer mill flour if there is no pantry space left.
- Flour and Bread Changes: 1 grain now makes 1 flour, and bread output doubles to reduce clogging at the windmill.
- [Experimental] Building Costs Rebalanced: Adjusted resource costs for buildings and upgrades, using more Planks, Stone, and Tools for diversity and aesthetic reasons.
- Tavern Employment Reduction: Level 1 Tavern now employs 1 family (reduced from 3).
- Spoilage Reduction Boosts: Level 1 Tavern reduces spoilage slightly more than other buildings. Level 2 Tavern provides a small additional boost.
- Deposit Size Adjustments: Iron deposit minimum size increased by 60%, maximum size by 28%. Stone deposit sizes increased by 20%.
Balance Adjustments
- Apiary: Planks increased from 2 to 4.
- Stonecutter: Logs decreased from 2 to 1; Planks increased from 0 to 4.
- Mining Pit: Logs decreased from 1 to 0; Planks increased from 0 to 4.
- Tavern (Level 1): Logs decreased from 5 to 3; Planks increased from 0 to 4.
- Mill: Logs decreased from 4 to 2; Planks increased from 0 to 8.
- Communal Oven: Logs remain 2; Planks increased from 0 to 4; Stone increased from 0 to 10.
- Bloomery: Logs decreased from 2 to 1; Planks increased from 0 to 6.
- Smithy: Logs decreased from 2 to 1; Planks increased from 0 to 4; Stone increased from 0 to 6.
- Clay Furnace: Logs decreased from 2 to 1; Planks increased from 0 to 6; Stone increased from 5 to 8.
- Malthouse: Logs decreased from 4 to 2; Planks increased from 0 to 6; Stone increased from 0 to 12.
- Tannery: Logs decreased from 4 to 2; Planks increased from 0 to 6.
Minor Changes
- Building Access Limits Adjusted: Fewer villagers "wait" when too many try to access a building simultaneously.
- Tooltip Updates: Improved clarity and detail in tooltips.
- [Experimental] Rain Duration: Shortened rain duration.
- Underground Mining Animation: Deep Mine workers now go underground instead of mining on the surface.
- Retainers Excluded from Approval: Retainers no longer affect residents' approval ratings (e.g., from taxation).
- Problem Banner Added: Added "construction goods missing" banners for players blocking construction resources through exports or crafting reservations.
- [Experimental] FSR Disabled: Disabled FSR due to potential GPU crashes.
- Unit Command Improvements: Reduced indecisiveness in tight spaces.
- Pathfinding Updates: Emergency pathfinding now respects water obstacles.
- Region Panel Updates: Burgage Plots now show "total," "occupied," and "under construction" numbers. Living space now displays "Available" instead of "Total."
- Camera Adjustments: Smoother height interpolation.
Cosmetics
- [WIP] Cloud and Atmosphere Tweaks: Have some dark stormy skies.
- Cliffs on the Parchment Map: Cliffs are now visible on the parchment map.
- Updated Residential Expansion Visuals: Level 1 and Level 2 residential expansions have updated visuals.
Ps. New people are joining the team in 2025; it will be fun!
Thanks for playing, and happy holidays!
Greg