You can now access a new experimental branch of Manor Lords (0.7.991).
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Mods: Please remove any mods you have before beginning a new save to ensure you can play without interference from an outdated mod.
Zitat:
To find your saves on Steam for Manor Lords.
- 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 0.7.987 -> 0.7.991
Gameplay & Balance:
- "Winter fishing" changed to "Advanced Pondkeeping" and now also doubles the pond's capacity
- When bought, sheep all have pregnancy counter set to 0 for better predictability of the sheep breeding development branch
- Upped fish pond regrowth to 50% in spring seasons
- Increased fishing spots to 11 per pond
- Fish Pond capacity is no longer random and has doubled from the previous maximum
- Default fishing reserve upped to 120 to avoid players overfishing by default
- Increased fishing action speed by reducing loop repetitions from 5 to 2
- [Experimental] The bonus resource node was removed since most people thought that it's a bug.
- [Experimental] Since most people expect between 2-3 ponds and 2-3 salt deposits per map, instead of spawning them as a bonus node from a random pool, fishing ponds can now randomly replace berry deposits, and salt deposits can randomly replace iron deposits. Once again, the randomization uses a fixed pool to spawn 2-3 of those per map, as the players seem to expect.
- Added generic storage to the Malthouse since it stores fuel
- Spoilage is now rounded up from half (1.4 becomes 1 unit) instead of always rounding up. If spoilage is lower than a single unit but greater than 0, it becomes a % chance to spoil.
- Market stalls now have max spoilage reduction as in real life it would have a high turnover (...and it was too punishing)
- A minimum of 2 sheep are now required for breeding to occur
- Sheep pregnancy duration lowered to 145 days (+-1) (Variable is currently hidden in the game)
- The number of lambs born per region cap increased to a maximum of 2 every ten days.
- Goat extension yield changed to 2 hides and one meat every 150 days + 1 extra meat with the advanced skinning development branch
Minor changes:
- Enhanced the tooltip for the "NA" price to explain better why it's not available
- "Fuel reserve" renamed to "fuel stockpile" not to confuse with the new "reserve" options
- Removed the "max capacity" placeholder text
- Added max mining deposit capacity to save data
- Added a "spoilage multiplier" difficulty setting to the game setup
- If an animal breeding fails due to collision, another attempt will be made next cycle
- Adjusted stone gate spawning locations for specific lv3 plots (left side anchored, no expansion upgrade)
- Added new help buttons to reserve and production limit and added entries for text in barter UI and work area and road curvature
Crashfixes:
- Fixed a crash when drawing over 200 waypoints for a squad
Bugfixes:
- Fixed: Villagers can fetch water from the not fully constructed well
- Fixed: Windmill does not respect Production Limit
- Fixed the tavern production limit being visible even though it doesn't produce anything
- Fixed invalid push force scaling at high framerates, resulting in units pushing themselves away indefinitely in rare situations
- Fixed deer not being startled by buildings
- Fixed some parts of the lv3 residential stone gate wall floating or spawning with gaps
- Fixed lv3 stone gate not always being spawned deterministically when a plot is narrow and there is no expansion, leading to some buildings appearing as unconstructed after loading a save
- Fixed villagers & oxen sometimes not respecting storage filters
- Fixed "berry" regional strength sometimes being picked even though there is no berries spawned cause a pond replaced them
- Fixed the heads sometimes disappearing when a newly spawned villager exits a building
- Fixed soldiers running away from the enemy immediately after loading a save
- Fixed deer counting as 2 when breeding
- Fixed setting highlights disappearing after changing the language
- Fixed storehouse workers collecting fuel stockpiles from buildings that need to be refueled
- Fixed the "Rooftiles" icon being greyed
- Fixed the "constantly pause and unpause the game to stop days passing" exploit
- Fixed deer icon not moving to their lair location after reloading the game
- Fixed lamb age not loading properly
Cosmetics:
- Tried to tune the ice material to make it less like, according to one player, concrete :)
- [Experimental] Pond material changes: The water edge is softened at the cost of AA motion precision (sadly, we can't have both). Pond water now receives shadows. Note: Shadows will look pixelated up close with "sharp" shadow settings - Epic is working on a solution as we speak.
If you've enjoyed playing Manor Lords, please take a moment to share your feedback in a Steam review. Thank you for playing!
Greg and the team