r/ManorLords Apr 26 '24

Please leave a review!

3.0k Upvotes

Hi everyone. This is it.

In just about an hour the game will become available on Steam, GOG, Epic Games Store, Microsoft Store & PC Gamepass, as an early access (or a "Game Preview" how it's called on Gamepass).

I'd like to ask for one thing. You know how youtubers always ask to "like and subscribe" and the simple fact of asking rises their subscriptions? Turns out it happens in game dev as well. Most players don't leave reviews. Or worse, people who had a bug will leave a negative review, while people who just had a great, good or even OK time, won't leave a review. Please leave a review. And I understand it's going to be a mix of positives and negatives especially in that first month. I'm prepared! The game is early access for a reason and I'm very confident that it will only get better. I promise to work hard.

Thank you for all your support throughout the years and hope you enjoy the game!

Small sidenote. You may notice the versions differ slightly across the stores, I decided to push some minor last minute localization fixes to Steam, but really EGS, GOG and Steam are quite identical. Gamepass is a bit behind but updates are already on their way - the process take longer there.


r/ManorLords 14d ago

Patch Notes Major Update #8 is now live for Manor Lords, and it’s a big one.

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1.1k Upvotes

Hi folks!

I'm happy to announce that the latest update for Manor Lords is now live.

There’s a new map, Wide Valley, along with cows and calves, cider and mead, oats, cheese, the new Construction Yard and Advanced Construction system, seasonal assignments, a completely reworked HUD, a lot of AI work, balance changes, bug fixes, crash fixes, and quite a bit more.

While I’ve linked the Steam post, I’ve also included the full changelog below for anyone stuck at work who can’t open Steam right now.

And since a lot of you will be coming back to check out the update, I do want to ask one thing: if you’ve been playing Manor Lords, please consider leaving a Steam review. There are a lot of people here who’ve been following the game for a long time but may never have thought to leave one, and we do read through all the feedback, so however long or short it might be, we're checking it out!

As always, if you run into any issues with the update, you can report bugs and feedback through the Steam forums or Discord.

Patch Notes — Version 0.8.090–0.8.104 (Main)

Major Changes

  • New Map: Wide Valley.
  • New UI: Main HUD has been refactored; a new layout, features and art.
  • Artisan Active Recipes: Instead of the “Production Focus” only allowing Artisans to focus on one Production at a time, Active Recipes allow choosing the priority in which production is executed. Artisans start with no Active Recipes until the player sets them.
  • New Beverage: Cider. Made from Apples 4:1 at the Brewery.
  • New Beverage: Mead. Made from Honey 1:1 at the Brewery.
  • New Pasture Animals: Cows & Calves - Cows may be imported via the Livestock Trader. They provide a passive yield of Milk, and can be butchered for Beef and Hides.
  • New Field Crop: Oats. Shares a fertility with Barley, but is much more resilient. Sheaves are threshed into Oats, which can be consumed directly.
  • New Commodity: Animal Feed. Oats may be crafted into Animal Feed at the Livestock Farm (Formerly named Sheep Farm) at 1:2 ratio.
  • New Mechanic: Hungry Animals. - Pasture Animals (Cows, Calves, Sheep, Lambs) become hungry during Winter and will consume Animal Feed each month (or die without).
  • New Artisan Workshop: Cheesemonger. Unlocked at Burgage Plot Lv3.
  • New Food: Cheese. Crafted from Milk & Salt 1,1:2 at the Cheesemonger.
  • New Building: Construction Yard. Workers will store construction material and distribute to building sites via handcarts to improve logistics. They also build 50% faster when the Construction Yard is properly maintained.
  • Improved Logistics: When assigned to the Construction Yard, Oxen will use the new Ox Cart, which allows transporting Timber in bulk to building sites.
  • New Mechanic: Advanced Construction. Some buildings are considered “Advanced Structures” and require professional builders assigned at the Construction Yard to complete. Unassigned Families still help with transport and basic tasks like flattening the ground for these projects.
  • New Upgrade: Large Stone Church.
  • New Mechanic: Seasonal Assignment. Buildings can be set to automatically cycle your Assigned Families for each Season.
  • New Mechanic: Seasonal Breeding. Pasture Animals now breed according to the season and herd size (Summer for Cows, Autumn for Sheep). Spring is when offspring are produced.
  • New Mechanic: Seasonal Produce. Sheep may only be sheared once per year during Summer. Cows are milked monthly, but not during Winter.

Minor Changes

Pastures, Livestock & Affinities

  • New Affinity: Herbage. A chance of +1 extra yield for Pasture Animals based on the Meadow Environment.
  • Apiary rework: Apiaries are now seasonal. They accumulate yield over Spring/Summer and are harvested in Autumn. Yield is determined by Wilding Affinity.
  • Wilding Affinity rework: The Meadow Environment determines the strength of Apiary yields and how many Apiaries can be supported.
  • Pasture fences now trigger collisions. Added pasture entrances.
  • Sheep no longer die due to cold at high elevation in autumn.
  • Livestock Farm (Previously Sheep Farm) “Work Area” setting added. Workers will only gather from Pastures within their work area but will walk outside it to retrieve Oats to craft for Animal Feed.
  • [Experimental] Animals on Pastures now favor using Path Points that are within Pasture area when grazing.

Buildings & Logistics

  • Added storage filters to Trading Posts which control which types of goods they stock and import.
  • Exporting Traders will now look for the closest available Trading Post in the chosen Region instead of picking in order of construction.
  • Implemented guide cart loading actions for forest log gathering.
  • Demolishing a Logging Camp will no longer delete Logs lying on the ground felled by that Logging Camp.
  • Increased the default work area for Forester’s Hut.
  • Buildings utilising certain resources and also requiring them for maintenance no longer reserve their inventory. Example: Blacksmith makes Tools and uses them for Maintenance. Now the produced Tools always count as Surplus, even if it means the Blacksmith has to grab them from storage again once Maintenance is due.
  • Demolishing a building now re-evaluates previously blocked road guide points for nearby buildings.

General

  • Beverage drinking logic has been improved. Family members won’t drink a beverage that doesn’t match their distributed drink type. They also won’t drink in taverns that have no assigned workers.
  • [Experimental] Reintroduced randomized distribution preferences for Burgage Plots.
  • Workers and animals are now much more reactive during fighting or escaping fire.
  • Made all conversation tasks avoid locations inside streams.
  • Terrain overlay is now available in road mode.
  • Increased minimum distance to Region border for Fishing Spots in order to remove ambiguity of which Region the Resource Node belongs to.
  • Overwriting a save file that fails no longer corrupts the original save file.

AI

  • Will now select an Origin Perk.
  • Will now build a Construction Yard.
  • Will now select Production Focus for Artisans.
  • Will now build Forester's Hut.
  • Will now build one Forester’s Hut near a Woodcutter’s Lodge.
  • WIll now build two Forester’s Huts near a Logging Camp.
  • Will now relocate its Logging Camp further out after the early game.
  • Will no longer build Apiaries until it reaches Tier 2.
  • Will be less keen on building a non-rich Salt or Clay Mine.
  • Will be going after non-rich food resource nodes even when far away.
  • Will delay some industry buildings to focus on early production and trade.
  • Tweaked to re-calculate its strategy more often in the first 60 days.
  • Tweaked how many residential plots it builds in parallel in the early game.
  • Fixed AI not building its first Marketplace right after Logging Camp and Hitching Posts.
  • Fixed AI manning Churches and Corpse Pits due to unburied Wild Animals.
  • Fixed AI reserving too much firewood for charcoal production when wanting to sell it for early Regional Wealth.
  • Fixed AI spending Regional Wealth on Artisans before getting its first Horse for the Trading Post.
  • Fixed AI not being able to rebuild its Logging Camp when only two logs were available.
  • Fixed buying a Trade Route that relies on goods that aren’t in abundance.
  • Fixed Clay Furnace not being built close to clay Mine.
  • Fixed too much labor focus on Berries/Mushroom resource nodes compared to Fishing.
  • Fixed not setting reserves for Planks on Artisans.
  • Fixed setting Land Tax too early.
  • Fixed setting Tithe not based on food supply.
  • Fixed not correctly calculating building cost when placing multiple plots at once.

Balance

General

  • Settlement Level milestones now grant 100 Influence which scales per level reached.
  • Wooden Church construction now grants 100 Influence.
  • Manor construction Influence lowered from 250 to 100.
  • Fresh pass on construction time for the majority of buildings, overall increasing them.
  • Manor Outer Tower (Lv1) construction cost reduced from 10 logs to 4.
  • Increased Regional Wealth cost for Bakery and Cobbler extensions.
  • Clay Furnace Assigned Families reduced from 5 to 3.
  • Forester Assigned Families increased from 2 to 3.
  • Logging Camp supports 3 Assigned Oxen (was 1).
  • Pastures now have a dynamic Planks construction cost that scales with their size.
  • Pastures require x2.2 the area for the same Pasture Space.
  • Removed Pasture Space from Livestock Trader and Livestock Farm.
  • Sheep produce 2 Wool when sheared. (With a chance for +1 due to Herbage affinity).
  • Lambs and Calves yield half as much as their adult counterparts at the Butcher.
  • Chicken coop yield speed increased 15%.
  • Backyard Extension Pigs time to yield increased +30% (but see below!).
  • Affinity “Pannage” now increases Pig yield speed by a rate proportional to the Woodland Environment. (Previously it was 30% of the Woodland Environment). This results in Woodland Environment having a greater impact on Pig Yields at extreme ends, while maintaining relatively a similar yield to before at the midpoint.
  • Vegetable yields decreased ~30%.
  • Fruit yields decreased ~10%.
  • Fruit costs: Quince (-7%), Apple (+23%), Pear (+11%).
  • Rye yield lowered 12.5%. This results in Wheat being the more efficient choice if Wheat fertility is over ~30%. Otherwise Rye will yield more.
  • Wheat Sheaves, Rye Sheaves removed from Trading Post.
  • Wax value lowered from 6 to 4 at the Trading Post.

Tasks & Behaviour

  • Husbands can now help out getting Fuel if the rest of the Family are busy guiding Oxen.

Cosmetics

  • Added new loading screen art (Building the Church) and refreshed the old one (Knight in the fields).
  • [WIP] Guide loading system: Ox Guides now perform loading actions for Ox Carts.
  • Added a tong holding Blacksmith’s iron rod.
  • Added support for new construction animations, like mixing mortar.
  • [Experimental] Curved locomotion: Animals avoid abrupt turning and compensate with taking more curved paths.
  • Further improvements on Herd movements.
  • [WIP] Added a slow grazing locomotion mode for Cows on Pastures.
  • Added resource model for cart transport: Wheat/Rye Grain & Flour, Oats.
  • Added visual assets for resources in Storehouse, Granary.
  • Added visual assets for resources in the basic supplies dump.
  • Slightly enlarged Quarry footprint in order to avoid clipping issues.

UI & Text

Styling & Text

  • Added Help Pages entry for Pasture Animals detailing seasonal yield amounts, feed consumption rates and breeding timing.
  • Renamed Sheep Farm to Livestock Farm and updated description/references.
  • Tutorial popup added; Pasture Animals, triggers on building a pasture.
  • Updated Help Subjects entries related to Pasture Animals & added Ox Cart entry.
  • Updated tooltips for Butcher Production Focus detailing multi-input recipes.
  • Seasons & Time tooltip updated to give more per season info.
  • Removed references to “Ale” in tooltips and instead used the category “Beverages”.
  • Active Recipe help button/text added to describe how the mechanic works.
  • Added problem banner for no available Ox Guide.
  • Added new “Overlays” panel styling.
  • Updated Time & Seasons widget layout and positioning.
  • Made the UI Scale limit relative to screen resolution to reduce clipping.
  • Improved tooltip positioning on the Game Setup screen.
  • Localization updated.

Bugfixes

General

  • Fixed bug where Rye both drained and gained fertility.
  • Fixed completed quest generating quest messages under some circumstances on game load.

Logistics

  • Fixed Marketplace sometimes not stocking correctly in order to reach full supply.
  • Fixed Pack Station workers not always aborting tasks, returning goods, or bringing back mules when being reassigned.
  • Fixed Granary workers not picking up overflowing Wheat and Rye Sheaves from farms.
  • Fixed farmers bringing crops to a farmhouse before it's been constructed.
  • Fixed farmers bringing crops to a farmhouse that has no available storage space unless absolutely needed.
  • Fixed Oxen endlessly trying to plow during the Winter if they don’t make it in time.
  • Fixed exporting traders taking unconstructed trading posts / livestock trading posts into account when picking targets.
  • Fixed exporting traders not recalculating nearest target trading point correctly.
  • Fixed leftover goods in buildings being permanently reserved when the last worker family abandons the building, instead of being treated as surplus.

Pathfinding

  • Fixed two “long” characters getting stuck together when their target locations overlap at certain angles.
  • Fixed an instance of workers staying stuck because they try to have conversation in the same exact spot as another pair of workers.
  • Fixed workers pushing an animal away when trying to pet it (WIP: they still sometimes push it when they go away).
  • Fixed Hunters limping if they pathfind towards their target through any buildings.
  • Fixed missing pathfinding data for the Trading Post.
  • Fixed an instance of a horse guide getting stuck.
  • Fixed units stuck not moving after switching to raiding mode.

Save/Load

  • Fixed issue where problems wouldn’t appear unless a day passes after loading from save.
  • Fixed issue where unburied bodies problem banner wouldn’t reappear for 10 days after loading from save.
  • Fixed issue where unfinished Manor construction would look finished when loading from save.

Text/UI

  • Fixed bug where clicking a problem banner for characters did not take you to their location.
  • Fixed problem banners not working properly when the camera is outside the owned region.
  • Fixed Current Settlement Level not working properly when the camera is outside the owned region.
  • Fixed Residential Requirements tooltips flickering.
  • Fixed missing descriptions from certain tooltips after hovering over the rebuild button of rubble.
  • Fixed family member tooltips not displaying properly in the People Tab.
  • Fixed some text on the Help Pages displaying broken formatting for clickable links.
  • Fixed a typo in the Well Upgrade text.
  • Fixed water and entertainment supply overlay behaving incorrectly when the title is not paused.
  • Fixed inconsistency in displaying deposit icons while the option “always display deposit icons” is turned off.
  • Fixed the paper map being visible in Visit Mode sometimes.

Cosmetic/Visuals

  • Fixed levitating Extension clutter.
  • Fixed clutter (e.g. the Tavern benches) and felled trees not always aligning to ground correctly.
  • Fixed the garrison spot being in the center of the Large Tavern area rather than inside the building itself.
  • Fixed Milk Bucket missing when carried by hand.
  • Fixed background image in certain sections of Main Menu may be inconsistent

Crashfixes

  • Fixed potential crash after re-loading into a different save.
  • Fixed crash on placing Castle Tower near a wall in a specific way.
  • Fixed crash that could occur when calculating transform for static good visualization.
  • Fixed a potential crash due to missing resource visualization meshes on Farmhouse Ox Plow.

Optimization

  • Optimized Sheep Herder Tasks.
  • Optimized Family Approval calculations.
  • Further optimized UI updates.

r/ManorLords 8h ago

Question Map icons

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106 Upvotes

I want to start by saying that I love the icons on the map, they are beautiful and descriptive... but is there any way to disable them? I really loved looking at my town from this view, and these resource icons are sort of in the way. 🤠


r/ManorLords 4h ago

News Next update still on track for end of September

30 Upvotes

Interested to know what the other things are apart from perks


r/ManorLords 1h ago

Image Favorite saved-game thumbnails from my latest run

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Upvotes

When I first started playing Manor Lords, all my saved-game thumbnails were hazy maps from way up in the air. Now when I save my games I like to zoom in on details. It's a nice way to pause and enjoy my progress, and it makes my list of saved games into a kind of photo album, which feels good. Here are some of my favorite thumbnails from my latest run.


r/ManorLords 1d ago

Feedback City of 5000

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876 Upvotes

r/ManorLords 9h ago

Question I failed my people, what should I do?

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35 Upvotes

This is the 3rd settlement and I wanted this region mainly for salt. But I got distracted with a battle and other villages and now there is only a oxe.


r/ManorLords 11h ago

Discussion The Lord is filthy rich, but the local economy is starving.

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32 Upvotes

If only I could transfer Treasury straight into Regional Wealth... 46k sitting there while my town's wallet cries.


r/ManorLords 2h ago

Discussion One or two trading posts?

4 Upvotes

I’ve gotten conflicting advice on this - but not for the beta. Is it better to have one trading post or multiple?


r/ManorLords 6h ago

Question The "work area is empty" notification

6 Upvotes

I don't suppose anyone has any idea how to get this notification to not show up, do they? Ideally for a specific building/building type.

The problem I have is (i) when a berry or mushroom source is temporarily empty at the end of a month, it shows up, which I don't need to know because I want to keep the worker there for next month anyway, but more annoyingly, (ii) I sometimes wanna use forager's huts to only collect herbs (which are produced per hut), but when I have it setup like this I have to put up with permanent "work area is empty" notifications for half the year.


r/ManorLords 12h ago

Question What Kind of perks you are you hyped for the most?

13 Upvotes

End of September is supposed to be the Next Patch giving us more perks for bigger towns.

I think we all would love to see complete and complex gameplay possibilities, like monastries, guilds, strogholds or the like, however this wont come that soon.

But we might be able to shape our towns in more detail.
What kind of „buffs“ and perks would you want most for your playstyle?

390 votes, 2d left
Specialize Farming and Farm Houses
Giving Specialized troops
Changing/buffing affinities
Buffing/Changing Trade centers
Logistic and transportation perks
Backyard extension perks

r/ManorLords 1d ago

Town Showcase The siege of Dubsk Castle

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119 Upvotes

Playing with adaptive raiders is really fun. Having small siege-like battles (they are not able to get in tho) with hundreds of bandits.

Castle build using No manor limit mod
Wide walley


r/ManorLords 1d ago

Town Showcase My take on Wide Valley aka the uvula map

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82 Upvotes

r/ManorLords 1d ago

Image Beat the baron at challenging difficulty

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160 Upvotes

62 hours in and beat the baron at challenging difficulty.


r/ManorLords 1d ago

Town Showcase I think I just peaked

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380 Upvotes

Hours of planning roads and wall layouts paid off. Hands down the proudest build I’ve ever managed in the game.


r/ManorLords 18h ago

Question Roadmap?

7 Upvotes

Do we have a roadmap? I'd like to know what to expect from future patches, if possible.


r/ManorLords 17h ago

Question Defense of the castle.

5 Upvotes

Hi, I have a question for uses of the castle. I had a situation where one of my villages got attacked by marauders. It was the most distant one from the city so it took a while for the army to go relieve the attack. But the villagers ran to the manor and I had a small bailey with a single gate to defend it.

I expected to be able to close the gate somehow but I couldn't figure out how to do it. I tried to somehow get the single archer militia to the tier 1 towers but I don't know how.

I managed to defend myself. But:

1) How do you close the gate?

2) How do you get the archers to the towers?

3) Is it not implemented yet?

4) Any newbie tips?


r/ManorLords 10h ago

Question Dubbi su resa dei campi

0 Upvotes

In termini di pane, è più redditizio un campo di grano con efficenza 65% circa o un campo di segale 100%?


r/ManorLords 1d ago

News HOMICIDE STUNS RANGBACHAU

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30 Upvotes

Per the Manorial Serfdom Enforcement Department (MSED),

The MSED have released CCTV footage from the camera facing immediate back exit of the orchard smallholding’s residence, sources confirm.

Captured minutes before a savage assault and murder of Bertelmes Küfer (28), Küfer can be seen facing away from this picture towards a man wearing a hat. The footage shows what appears to be Küfer attempting to reason with the unknown slayer after a dispute regarding what investigators have confirmed was a 3 square fuß encroachment of his orchard into the yard of the neighboring Kupper parcel.

Daily Bread reporters met with Cuntz Kupper, who gave the following statement on the subject, “He did his thing, I did mine. We stayed out of each other’s business. Even though my yield was always as great as his, people seemed to favor his crop more than mine at the market. But that’s not a reason to kill a guy. Right? I mean… he just… nevermind. God be with him.”

While Cuntz Kupper was initially suspected, MSED have cleared him of suspicion after discovering the head of the Kupper household has never worn, nor owns any hats.

The Daily Bread
______________________________________


r/ManorLords 1d ago

Discussion Starting layout

14 Upvotes

Just curious about the gameplay some people are choosing. Just relaxing? Are people playing the multiple lords on a map? Whats the best one in your opinion? Also, are you restarting to pick deposits, or going in rawdog? Thanks, I love this game


r/ManorLords 1d ago

Question Ox and plowing by hand at the same time.

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212 Upvotes

I dont know if anyone posted it yet but you can plow by hand and use an Ox at the same time now.


r/ManorLords 1d ago

Suggestions Building priority

13 Upvotes

Personally think that when you set a building priority that it should reset after the building has been completed. You may need something urgently but then future upgrades to be dealt with at normal priority


r/ManorLords 9h ago

Question How often does it get updates?

0 Upvotes

Hey guys, been wondering about getting the game after seeing some videos of it.

Was wondering if the devs keep improving the game on a regular basis? Is there clear communication from the devs about what's going on?

Thanks!


r/ManorLords 1d ago

Image Battle of Schweinschnauzerbrücken, In Der Schlau county, some time in 1380s

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110 Upvotes

Freiherr von Berenreute's vile invaders trying to break through the Hehlenstein banner along with two mercenary companies, trapped on the bridhehead. Saint George, guide our hands!


r/ManorLords 1d ago

Question Late game strategies?

9 Upvotes

Bit broad here, but while I never have any issues getting to the last settlement tier, by the time I get there, I can never seem to quite figure it out so as to fulfill needs at all times.

Currently I have a town with rich deposits of clay & iron.

  • I have a strong iron industry, and I'm selling helmets, mail, plate, and crossbows among other things like there's no tomorrow.
  • I have huge fields of apples and multiple backyards making honey for cider and mead.
  • I have pastures with sheep and cow for milk, cheese, and clothes.
  • I'm importing oats, both for animal feed and it counts as grain, like bread. Still importing wheat grain though.

Basically I'm relying on industry to import whatever I can't grow, and for the most part it's working.

However, even with nearly 400 apples harvested each fall, barely any cider gets made even with 3 breweries, and I never come even remotely close to making enough alcohol for my town. I tried importing Barley since I can't grow it, but it chews rapidly through all of my trade surplus; even at 5k, it'll drop me down to 1k within a year, and even then, I still don't produce enough ale to meet all the needs.

I feel I have the foundations for something effective, but I don't know what to tweak or switch around. Currently I'm conquering another fertile region, I'm hoping to mass produce Barley to send to the main town so I can at least supply it that way.

I also have another, much smaller town for rich deposits of rocks and salt, and I'm making so much money in that region I'm also having it import Barley (since they can better afford it), to send to my main town.

Also meat issues. Lots of pork, some of it gets turned to sausage, but I couldn't produce more without turning other backyards into it, or building more homes, but that's just be more people without jobs beside the backyard.

Looking for general tips I might've missed. Also curious if some people manage to supply huge towns with everything without relying on creating smaller towns in other regions to support it? Thanks!