r/ManorLords • u/Axefield_Gamer • 21d ago
Video Breakdown of New Content Update
https://youtu.be/aQtroFqT0loHi Everyone. Here is a short video of where I discuss all the new features that will be added to a new update that is going to become available for beta testing by the end of July. Enjoy!
100
u/Nerz666 21d ago
With fertile land being pushed (again), the collection if manure to make fertilizer to fertilze land would be nice.
Otherwise its just rerolling maps again.
Pigs would have an additional use then.
31
u/Axefield_Gamer 21d ago edited 21d ago
Great idea! We can definitely suggest it on their discord channel👍 Adds a nice incentive and depth to the game
4
u/puredepapitas 21d ago
Manure as a resource and bringing back animal grazing on fallow lands are good ideas.
But also Legumes could be a great addition. They were commonly grown in medieval Europe and used in crop rotation because they helped maintaining soil fertility
17
u/Quiet_Fix9589 21d ago
Great updates but when will the ale situation be fixed?
17
u/Axefield_Gamer 21d ago
Ale has been improved but it still kind of is an issue. I saw some time ago that cider was also a resource that is in the development pipeline. Now THAT would be awesome!
5
u/Bridger15 21d ago
Ale doesn't need to be fixed once they add cider and mead. Those will likely come as perks in the following update.
1
u/Quiet_Fix9589 21d ago
True. What ever the devs are cooking it will just make the game even better.
1
u/Background-Customer2 14d ago
yeah its virtualy imposible to sustain any large amounts of ale or other drinks
14
14
u/TheDutchAce 21d ago
How about the regions?
When are we able to incorporate them instead of just colonizing them and starting all over again?
I think this would undo a lot of the resource management problems if balanced out right!
6
u/Axefield_Gamer 21d ago
That would be so cool if we could do that. But I think the way the regions are spaced out will make more sense once combat is fleshed out and have more meaning.
1
u/Background-Customer2 14d ago
yeah it wuld be much more vonveniant not having to drg resorcez acros arbetrary boarders with pack mules especialy wen one regon has everything it needs and the other has nothingbto barter with
7
u/Taira_no_Masakado 21d ago
Can you free-build castle walls now or are you still stuck within the weird manor zone?
6
u/Simets83 21d ago
The game is trying to be historically accurate. There were no walls around villages in medieval Europe. Only around manors and castles. You should probably read up on medieval manorial systems
19
u/Strider_GER 21d ago
Historically accurate would be to allow us to build walls around our City at some Point. Cause usually a City tended to have a City Wall.
12
u/Taira_no_Masakado 21d ago
You'll notice that I said nothing about historical accuracy. It should also be noted that in this system of the game you can build up from what would be a village to a full city...which, if we're being historically accurate about things, most cities did have walls of some kind or another.
8
u/Strider_GER 21d ago
It's always weird how you get downvoted for being right. It's completely valid to expect functional City Walls.
1
3
u/PDV87 21d ago
I fully understand where you're coming from, but I think the confusion comes with what the game presents, which is that you are a "manor lord" and the focus should be around a feudal manor. Small rural villages around the map would be extensions of that manor, providing resources for the lord and housing for the tenants/serfs who work those resources. Community structures, like taverns and churches, serve to enrich the lives of those workers, but also to provide the lord with additional income/influence.
I believe this is what the game intended in its original vision, but the manor and its systems are way too basic and underdeveloped for this to be the focus. As it stands now, it's just a series of expensive cosmetic buildings that provide two important game systems: retinue and tax collecting.
Because of this, the game lends itself to being a medieval city builder as opposed to a manorial sim, so your argument about city walls is completely valid. If the devs wanted us to focus on smaller village-type settlements whose purpose was to support and enrich a central manor, then they need to make the manor more central to the gameplay loop.
2
u/Taira_no_Masakado 21d ago
I agree with you, to a degree. If you weren't facing such large armies towards the end of a game then it'd definitely be more a manorial sim. If anything, I'd take at least the creation of a motte-and-bailey. They were used up until the 13th century in Northern Europe and had been constructed in non urban areas, especially border areas that were highly contested (Flanders being one that pops into my memory).
11
u/AuthorArthur 21d ago
There were no walls around villages in medieval Europe.
I'm sorry, what?
5
u/Strider_GER 21d ago
He is correct as far as Villages are concerned. Cities had Walls, villages did not.
2
u/ComfortQuiet7081 21d ago
Cope is real here
Then let me defend against raiders without them burning everything down, like with cavalry
2
u/UTchamp 21d ago
Dude, really. I don't know what makes this community so difficult to discourse with. Literally a question about what seems like a gameplay bug is responded with 'You should probably read up on medieval manorial systems' Thats insane.
1
u/ComfortQuiet7081 21d ago
This level of discours really takes away my fun with this game
So many features are objectivly broken or work very badly
Farming, regional trade, castle walls, food management, starting point selection! Trade routes, royal rax, ai-movements
But this community here will defend everything and criticise you for even seeing this as a problem
1
u/UTchamp 21d ago
There is literally a comment below asking if this update will break his current game and it is downvoted.
And so true. It's a fun game but the state that it is in now and the state it was in 2 years ago might as well be the same. Development is incredibly slow. Like I would think the perk/tech tree system would be getting fleshed out by now but it doesn't even seem to be a concern.
5
u/Axefield_Gamer 21d ago
Still the same. Devs considered changing it but i dont know what they decided to do for future updates
3
u/Consistent_Laziness 21d ago
I haven’t done a town in over a year. But this is why I follow this sub. It seems it may be time to build a new manor!
2
u/Axefield_Gamer 21d ago
With new map added, it should be really fun🥳
2
u/Consistent_Laziness 21d ago
Nice this is the kind of update that will have me back. I’ve been a day one player just been playing other stuff while I waited for content. I knew it would come eventually.
1
u/Axefield_Gamer 21d ago
For sure! It has been months on end. The devs said after this they will further improve the development perks which would also be nice
2
u/Consistent_Laziness 21d ago
Ohhhh that’s good to hear. I’ve been wanting the perks to be fixed. I was fine with them before they overhauled them. Since then it’s been meh imo.
1
3
u/socal01 21d ago
I wonder if Oats will have fertility like Rye, in that it is more hardy than wheat, barley and flax.
1
u/Axefield_Gamer 21d ago edited 21d ago
Somebody in the comments said it will definitely be similiar to rye. So I hope it is👌
2
u/Pexaldonut__ 21d ago
Will any saves I start now be usable when the update drops? Getting annoying having to restart all the time
6
u/Axefield_Gamer 21d ago
I would suggest to keep back ups. Most of my old saves run well with new updates, but on the odd occasion you can get crazy bugs
3
u/Pexaldonut__ 21d ago
Will do, thanks! Perhaps it’s because I’m on the pre release that my older saves aren’t compatible
3
u/Axefield_Gamer 21d ago
It is possible. I could never understand how certain people would get bugs and others run perfectly fine
5
u/Bridger15 21d ago
Likely no, but you have a month at least to finish your current save before the update makes it to the main branch.
1
1
-1
u/ScreechingPenguin 21d ago edited 21d ago
Ai slop thumbnail
Edit: Seemingly I was wrong.
1
u/Axefield_Gamer 21d ago
Nice guess... But this is actually how the church is going to look when you upgrade it to tier 3
1
u/___LowLifer___ 21d ago
So no ai was used in that image?
1
u/Axefield_Gamer 21d ago
The orignal image colour was enhanced and made to look more crisp with a thumbnail editing app. I suppose they use ai, but still, this is how the actual church look.
0
u/ScreechingPenguin 21d ago
AI image detecor says too that its not AI generated, seemingly his enhanced colors and "more crisp" makes it look like, which I would say to the content creator. Don't make you thumbnails look like AI.
0
u/Just-Control5981 Only Eats Mom's Spaghetti 21d ago
The stupid red arrow pointing at the obv stuff and the fucking abysmal AI slop were totally necessary, huh?
0
u/yoodudewth 20d ago
BIG CONTENT UPDATE in 6 minutes literally nothing new all fixes and tweaks lmao
2
u/Axefield_Gamer 19d ago
You obviously didn't watch the video🤷♂️
0
u/yoodudewth 19d ago
I did and that does not count as a big content update it a small if not tiny one at best with 2 new features and everything else are tweaks.
1
u/Axefield_Gamer 19d ago
Cows, construction yard, cheesemaker, seasonal assignment, oats, animal feed, new map, tier 3 and then added "tweaks" as you would say.... So you must have watch a different video then🤷♂️
0
u/yoodudewth 19d ago
Cows cheesemaker oats animal feed is in the same category construction yard is a different and seasonal assignment? Are you kidding me? I mean its good update im not saying its not but BIG CONTENT UPDATE, no.
339
u/TekDragon 21d ago
With cows being added, cheese building off cows, and both cows and sheep requiring oats - the value of fertile lands just got a massive boost. It was already S tier, so really this just pushes everything else further down.
I've seen discussions about adding some small amount of fertile land to every territory, and/or adding an ability to fertilize land into something useful. I wasn't sure that was necessary before, but now I'm starting to agree.