Open beta bugfixes (and Piggies)

Manor Lords

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, A small patch with [b]several bugfixes[/b] was published to the BETA branch (pre_release). [b]UPDATE:[/b] Apparently we have a new startup crash in this build that happens only on some selected PCs. Good news is, it's not my fault. Bad news, it's some blue noise texture missing in Unreal Engine. We're trying to figure out - I'll push a hotfix as soon as we do. [b]In the meantime, there are some rumors that deleting the old config files fixes it (in \AppData\Local\ManorLords\Saved). UserSettings.ini might be the main culprit.[/b] [b]Additionally a Pig animal prototype was added [/b]- now you may choose to pick Goats or Pigs for your Animal Pen Extension. For now, Pigs have a 2x meat passive yield while Goats give 1 Meat + 1 Hides. Advanced Skinning doubles the Meat output of the extension, we're talking over further changes to the Development Branches related to husbandry and the Butcher, it would be nice to see more synergy between the Butcher and the Animal Pen Extensions. [b]By the way, before you give your criticism - from all we know medieval pigs were different to modern pigs[/b], closer in appearance to wild pigs or boars. They look like this on purpose :) [img]{STEAM_CLAN_IMAGE}/38221882/2c72489d70d2c0ece4a4f2ba35249a5b35c03dde.png[/img] [img]{STEAM_CLAN_IMAGE}/38221882/b8854e95486c60b36cf4e43a83de5a53988167a5.jpg[/img] [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Please remove any mods you have before beginning a new save to ensure you can play without interference from an outdated mod.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]To try the BETA, 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. [hr][/hr] [h1]Changelog Version 0.7.991 -> 0.7.995[/h1] Major changes: -Changed the goat pen extension to a more versatile "animal pen" a) You now have to choose what animal to order, either a pig or a goat b) Pigs give 2x meat every 150 days, Goats give 1 meat + 1 hides every 150 days Minor changes: -Added the livestock order timer to save data Gameplay & Balance: -Communal oven will now require refueling Bugfixes: -Fixed: Incorrect animal gets delivered if save/load is performed after ordering one (for example traders importing chickens by mistake) (Note: Fix may only be working for future saves) -Fixed the fuel reservation bug sometimes getting fuel into the negatives (Beta) -Fixed building access limit triggering too aggressively, resulting in a workers "waiting" cause they think too many people are trying to access the same building at the same time -Fixed villagers taking away Charcoal from workplaces that have fuel stockpiles -Fixed: Trapping perk does not work until loading a save file -Fixed: Workers keep producing goods without respecting the set reserve if it is set to 1000 or more (Beta) -Fixed: Bloomery not respecting crafting reserve (Beta) -Fixed: Trading post workers do not sell goods after loading a save -Fixed: Production in the Hunting camp blocks when the Generic storage is full of Carcass -Fixed: "Lazy buildings" (Like the sitting log in the hunting camp) being treated as workbenches -Fixed deer carcasses sometimes not disappearing from the rack after crafting is finished if a game was loaded during the crafting process -Fixed the meat lying under the table in the hunting camp -Fixed hunters sometimes bringing over 2 carcasses for skinning in the hunting camp even though there are only 2 skinning racks Cosmetics: -Increased the distance of cartwheels/barrels rotating which was earlier reduced too aggressively for optimization -Tried my best to match UE5 settings (foliage LODs, fog level) to UE4's settings since some players perceived a downgrade -Increased how quickly the weather changes to reduce the periods of overcast weather since some players reported that the game is too gloomy Thanks for playing, Greg Lead dev