Manor Lords is a medieval strategy game featuring in-depth city building, large-scale tactical battles, and complex economic and social simulations. Rule your lands as a medieval lord – the seasons pass, the weather changes, and cities rise and fall.
Hi all,
[b]You can now access a new experimental branch of Manor Lords (0.7.991).[/b]
[b]Saves:[/b] To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.
[b]Mods:[/b] Please remove any mods you have before beginning a new save to ensure you can play without interference from an outdated mod.
[quote][h3]To find your saves on Steam for Manor Lords.[/h3]
[list]
[*] Press Win + E
[*] Paste %USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames into the search bar.
[/list][b]If you'd like to try it, please follow these steps:[/b]
[list]
[*] 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
[/list]All new strings might not be localized yet, and stability hasn't yet been thoroughly tested. Some balancing changes are still experimental.[/quote]
[b]To discuss this, please join the official Discord server[/b] https://discord.gg/manorlords. You'll find a channel specifically for discussing the ongoing pre_release branch.
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[h1]Changelog Version 0.7.987 -> 0.7.991[/h1]
[b]Gameplay & Balance:[/b]
[list]
[*] "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
[*] Iron Parts are now required to make Crossbows. They are made from Iron Slabs by the Blacksmith Artisan.
[/list]
[b]Minor changes:[/b]
[list]
[*] 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
[/list]
[b]Crashfixes:[/b]
[list]
[*] Fixed a crash when drawing over 200 waypoints for a squad
[/list]
[b]Bugfixes:[/b]
[list]
[*] 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
[/list]
[b]Cosmetics:[/b]
[list]
[*] 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.
[/list]
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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