- 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.
Version 0.8.017->0.8.024
Major changes:
-[Experimental] Cliff system rework
a) Cliffs should be less ambiguous now. It should be more clear which area is buildable and traversable
b) When in build mode and when units are selected, a zigzag pattern will appear over cliff area
c) Gaps between landscape components and cliff should no longer appear when zooming far away
d) Pathfinding errors around cliffs should be fixed
Gameplay & Balance:
-Stone well supply increased to 50 plots to justify the extra cost
-Fishing in Ponds during droughts is not allowed anymore
Performance:
-[Experimental] Further optimized unit ground collision checks
Minor changes:
-[Experimental] Pickup location randomization for fields to make collecting crops smoother
-[Experimental] Dragging and projecting a unit formation, instead of skipping columns, they will stick to the obstacle edge if collision is detected
-[Experimental] Virtual supply distribution is clamped to number of active workers. Example: There are 2 taverns. In theory 1 tavern is enough to supply all houses, so the other tavern would stop all work. After the change both taverns still try and share some work.
-Added missing floater icons (when you hold TAB) to the tavern, trading post and the marketplace
Audio:
-Tweaked town ambience levels + added new ambient sounds
Bugfixes:
-Fixed brigands not leaving their camp sometimes when the enemy troops are near
-Fixed oxen and traders getting stuck off map on "Winding river" due to insufficient pathfinding data in the non playable area
-Fixed oxen orders getting lost after the player demolishes or relocates the building
-Fixed orange tint sometimes appearing in the player's Coat of Arms in the Lord's panel
-Fixed villagers trying to navigate to the closed off portion of the small granary
-Fixed gaps in the bridge pathfinding obstacle leading to soldiers "falling" off the bridge
-Changed how oxen rest in the Small Stable to reduce failed pathfinding requests for guides wanting to stand next to them (in a wall)
-Fixed soldiers still picking running animation sometimes when only slightly pushed due to overoptimization
-Fixed warehouse workers not transporting excess goods from the trading post if there are over 10 transport requests
-Fixed villagers not using stone wells to fight fire (Beta)
-Fixed cliffs not blocking road placement
-Fixed tavern workers stealing ale from another tavern (Beta)
-Fixed pathfinding link not being generated in the tavern entrances (Beta)
-Fixed wide townhouse not getting colorized with market overlay (Beta)
-Fixed supply distribution hopping burgage plots when a distributing building (like a tavern) expected other distributing building (like another tavern) to supply even when that other building is struggling with logistics and can't keep up (Beta)
-Fixed Retinue colors not updating in the Retinue Editor
-Fixed wool yield accumulating indefinitely on sheep (instead of being limited to 1 until collected by the sheep farm worker).
-Fixed sheep dropping wool when startled by raiders
-Fixed sheep herders shearing wool even when their workplace storage is full
-Fixed tavern visitors sometimes sitting in the air after upgrading the tavern to lv2
-Fixed taverns distributing supply even when no one is assigned or the building is paused (Beta)
-Fixed the clay furnace working even when not refueled
-Tavern visitors sit in the air after hitting "upgrade" while people are drinking
Thank you!
Greg