News Liste Manor Lords

[Update 4 hotfix - 0.8.029] Bugfixes & Logistics improvements
Manor Lords
30.01.25 19:35 Community Announcements
Hi all,

I decided to apply the fixes we tested in beta to the main branch.

As a reminder here are the most prominent changes:

-Fixed the bug where artisans stop working after upgrading the residential building
-Added different pickup zones that make storage buildings operate much smoother
-Since villagers often got stuck trying to pickup yields from vegetable extensions, the smallest vegetable patch was replaced by a storage shed
-Improved optimization

I also hotfixed the bug from the 0.8.028 beta which caused lv2 granary to sometimes never get finished

Also another reminder: 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. Add the exe to exceptions and verify game files and it should fix it.

Lastly, I heard that some players who last played the game back when it was running on UE4 are now facing crashes on the UE5 builds - in those cases deleting all game files (including in AppData) and reinstalling the game fixed the crashes.

Full changelog

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

Version 0.8.024->0.8.028
(same as the last Beta):

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!

Greg and team
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Release:26.04.2024 Genre: Strategie Entwickler: Slavic Magic Vertrieb: Hooded Horse Engine: Unreal Engine 4 Kopierschutz:keine Infos Franchise:keine Infos
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