About the Game
Manor Lords is a strategy game that allows you to experience the life of a medieval lord. Grow your starting village into a bustling city, manage resources and production chains, and expand your lands through conquest.
Inspired by the art and architecture of late 14th century Franconia, Manor Lords prioritizes historical accuracy wherever possible, using it to inform gameplay mechanics and visuals alike. Common medieval tropes are avoided in favor of historical accuracy in order to make the world feel more authentic, colorful, and believable.

Manor Lords provides a gridless city-building experience with full freedom of placement and rotation. Building mechanics are inspired by the growth of real medieval towns and villages, where major trade routes and the landscape influenced how settlements formed and developed.
Spreading outward from a central marketplace, build your residential, commercial, and industrial districts following the natural lay of the land. Establish farms based on soil fertility, position hunting grounds according to animal populations, and ensure access to adequate resource deposits and forests to provide the raw materials needed for growth.
Assign areas for housing and watch your residents build their homes in accordance with the historical burgage plot system. Each area will be subdivided based on your roads and the allotted space, and homes will scale accordingly.
Build extensions behind larger homes to generate resources that would not otherwise be available. Homeowners don't just pay taxes – they grow vegetables, raise chickens and goats, and otherwise supply themselves and other townsfolk with essential needs beyond what your managed farms, pastures, and industries can provide.
Guide your settlements through the unique demands and opportunities of each season, enjoying the bounty brought by spring rains and preparing for the harsh snows of winter.

From boots to barley and hides to honey, Manor Lords features a great variety of goods fitting of the era. Materials need to be transported and processed into finished products through production chains, and you must balance the basic needs of your people against the desire to produce luxury items to ensure happiness, manufacture trade goods for export, or forge arms and armor to aid in your conquests.
Resources are littered across the map, encouraging you to expand and establish multiple specialized settlements. Extract valuable ores from your mining colonies, while villages devoted to agriculture, herding, or hunting supply the grains and meats needed to feed your growing populations. Will you spend your hard-earned influence to first acquire a rich source of iron for your smiths, or will you prioritize regions with fertile soil to serve as your breadbasket?
Unchecked expansion will have a direct effect on the environment. Herds of deer will migrate away from encroaching civilization, lack of crop rotation will worsen soil fertility, and cutting down too many trees will result in deforestation.
Establish trade routes and sell surplus goods to traveling merchants to enrich your population. Manufacturing and exporting a variety of goods will provide wealth with which to upgrade your peoples’ homes, import goods you can’t produce yourself, and through taxes on said wealth, fill your own coffers.

Yours is but a small parcel of land in a vast territory, and the competing ambitions between you and rival lords will inevitably lead to conflict. Lead your people into battle, not as expendable units to be easily replenished, but as your beloved loyal subjects where every death is a cost worth considering.
Train a retinue of skilled warriors to fight battles alongside the levies you raise from the town militia. At times these soldiers will be needed to suppress banditry, and at other times you will lead your men into battle to conquer or defend territory. When needed, mercenaries are a costly option to bolster your ranks. Will you raise the militia at the first sign of trouble, bringing your economy to a stand-still as your peasants pick up arms and rush to form ranks, or will you spend your personal wealth to hire bands of sellswords instead?
Command real-time tactical battles, taking into consideration fatigue, weather conditions, and equipment. Position your troops wisely – a smaller force can defeat a larger enemy, if commanded well.
Feel the cost of battle, even in victory, as each fallen soldier represents a lost person from your city.

This game is a passion project started by a solo developer, grown through player support into a full team of passionate individuals ranging from programmers and 2D artists to Game and Map Designers. You can reach out to us and share your opinions, ideas, and criticisms – we listen to your feedback.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
Hi everyone,
Localization was updated, and judging from reports from QA and Discord, the latest Beta looks stable enough to be brought to the Main branch. From the looks of things, the next update will come relatively soon and will contain a pathfinding refactor with multiple optimizations + multiple bugfixes and some balance tweaks. After that, the current plan is to do an update to the construction process (including a new church level), and then we're back to the development of Perks.
Steam Reviews: Your Feedback Matters
We'd really appreciate it if you could take a moment to leave a Steam review. As we're working hard on the next update, fixing bugs, and adding new features, we'd love to hear what you think about Manor Lords. Your feedback, opinions, and support all help us know what to focus on, improve, and add to Manor Lords. Even if it's a few sentences about how you feel about the latest update, it'd be a great help to the team and me.
Patch Notes — Version 0.8.050–0.8.065 (Main)
Major Changes
New Burgage Plot Level: Added a new Burgage Plot Level (now introduced as Level 3), complete with new models, requirements and effects.
Rearranged Order: Moved the previous Burgage Plot Level 3 aesthetic to Level 4, and updated requirements and effects.
Extension Requirements: Cobbler and Baker extension now require the Plot to be Level 3 to unlock.
Family Based Progression: Settlement Level progress now checks for Families of a certain level to be living in the region rather than Burgage Plots of a certain level to be built.
Living Space: Burgage Plot Upgrade: “Expansion” now gives +1 Living Space to the Plot regardless of Level.
New Map: Added a new map "Twin Lakes".
Battlefield Visibility: All squads inside an active Battlefield are now always visible.
Battlefield Proximity: After a battle starts, the area around the Battlefield where units are counted as participating gradually shrinks. (This is not the Battlefield zone itself).
Ox Guiding behaviour:
Only unassigned workers or workers from the Logging Camp can guide an Ox to a construction site.
Only unassigned workers or workers from the building an Ox delivers to can be assigned to guide the Ox.
Minor Changes
General:
Approval Tiers "Admired" and "Revered" now increase income for Level 3 and Level 4 Plots by 1.
Devil’s Hill: refreshed the trees, adjusted roads and spawn locations.
Devil's Hill: added dirt cliffs and dirt hills, added additional shrubbery.
Twin Lakes: replaced some of the rock cliffs with dirt cliffs, added dirt hills, lowered the height of the lake and adjusted the surrounding landscape.
Families are now allowed to plow their Backyard Vegetable Gardens in November.
Added Rough Stone and Rubble Stone pickup spots to the Quarry.
Idle Workers that can sit down to rest at the Workplace no longer go home.
Idle Workers closer to their Workplace than home will go inside the Workplace instead.
Only specified workplaces are allowed to be entered when idle.
Granary and Storehouse workers recalculate how much to collect when reaching a target building.
Increased the regional limit per good in the Trading Post.
Grave diggers now bring the corpse to the closest valid destination from the corpse position.
Dead enemy soldiers may be buried in a corpse pit if it is much closer than a Church or in the aftermath of a large battle.
Family members fetching water will pick the Well that gives the shortest round trip rather than the closest to their home.
Further refined unit collision and collision avoidance code.
Wild animals should avoid retreating into cliffs and ponds if possible.
Manor buildings/modules no longer have road snapping points while placing them.
Added a force correction when a character is pushed into an obstacle.
Reduced collision radius for all civilians.
Smoothed collision avoidance behaviour.
Added extra collision resolving fallback.
Since it's still WIP, the Siege Camp building option was hidden.
Hunter's traps are now checked every 90 days, and have a chance to yield based on the strength of the Teeming Affinity.
Armament Delivery adjusted to require 15 total population (5 housed families) and a storehouse to trigger delivery.
Refined how pathfinding emergency mode works (Emergency triggers when a character is in a spot they can't get out from, for instance they build a fence around themselves).
Battlefield placement will attempt to avoid overlapping Settlements.
AI:
Will now take the amount of military equipment into account before adding another Militia squad.
Will now take Artisans into consideration when calculating a region's input and output of Goods.
Will now export any excess military Goods not deemed necessary for current or future squads.
Will now raise all squads after pressing a Claim.
Will now raise all squads once a Challenge starts.
Fixed not defending owned but not settled regions.
Fixed building roads in a new region before it's been settled.
Fixed building other extensions on Residential plots designated for Artisan workshops.
Fixed building Stone Gatherer Camp when a Quarry is under construction or when no more surface Rubble remains.
Will no longer build a Stone Gatherer Camp for a rich Stone resource node.
Will no longer try to settle additional regions until that mechanic is properly implemented.
Added a temporary max cap to the number of families in AI regions.
Fixed disbanding squads before they have looted a defeated bandit camp.
Fixed being able to raise squads with less than five soldiers.
Balance
General:
Wild Animals breeding speed doubled to accommodate the recent breeding bugfix in 0.8.050.
Max Wild Animal Deposit size increased from 16 to 18 (normal) and 26 to 28 (rich).
Barley growth time adjusted from Winter Crop to Spring Crop.
Rye growth time adjusted from Spring Crop to Winter Crop.
Increased Food Spoilage values and made them more consistent relative to each other.
Increased the thresholds between Very Low, Low, Medium, High and Very High Food Spoilage.
Starting amount of a Shoal of Fish deposit is now 80% (was 66%) ensuring its above the default Reserve of the Fishing Hut on game start.
Taverns now have the same spoilage reduction as the Granaries.
Updated Generic and Pantry storage on Burgage Plots to be more consistent.
Trade:
Malt is now a Major Trade.
UI & Text
Styling & Quality of Life
Added logic to detect OS preferred language on first startup after update.
Added a preview of the existing limited Work Area when hovering the Work Area buttons.
When displaying TAB Building Floaters, they now center around the camera pivot, and not the camera location.
Added a short fade in when spawning TAB Building Floaters.
Updated Living Space details tooltip to include Lv4 families.
Improved wording on resource deposit tooltips.
Improved spacing for title on perk selection screen.
\ Added a notification log prompt when a Settlement that is owned by another Lord levels up.
Fishing Hut’s default Reserve is now relative to Rich or Normal deposit.
Tooltips and references to Honey/Apiary now use a consistent icon.
Wax is now displayed under Crafting Materials on the resource bar.
Text:
Updated localization.
Added "Deposits" to the Wiki with information about all natural resources.
A person who works a Small Holding is now considered a Smallholder as their job title.
Updated text for Burgage Plot upgrades to give more accurate info.
Added translation text for resource deposits names.
Added translation text for item categories in the family consumption tooltip.
Added translation text for victory screen.
Added translation text for dead hares.
Added translation text for fire started.
Added translation text for running from attackers task.
Added translation text for on fire.
Fixed missing translation string for all non-English languages adding a suffix to the letter creator’s first line.
Fixed missing translation for when a fire propagates to nearby structures.
Fixed translation for maintenance in Polish.
Fixed Apiary translation for Burgage Plot upgrades.
Bugfixes
Production
Fixed workers not being able to pick up goods from their own workplace if their work area did not include their workplace.
Fixed the chance of idle Workers going home or feeding chickens being twice as common as other idle tasks.
Fixed Logging Camp workers not using the building’s stumps to sit around when idle.
Fixed workers dropping transitionary items on “supplies” piles on the ground.
Fixed storage buildings calling cart destruction functions twice on demolish.
Fixed Millers not respecting the crafting Reserve of Grain.
Fixed Butcher ignoring Production Limits.
Fixed Wax carriers using the wrong walking animation.
Fixed Wax not being collected by Storehouse Workers.
Military
Fixed Battlefields drifting based on positions of units not actively involved in the combat.
Fixed Battlefields ending up outside the region actually targeted by the challenge.
Fixed enemy squads not being properly disbanded and removed when conquering another region.
Fixed empty squads counting as active when determining if a battle is still ongoing.
Fixed AI sending a peace offer, offering more treasury than they have.
Fixed non-Bandit AI being able to raid.
Fixed logic for when Challenge battles start and end.
Fixed logic for deciding who won and lost after a Challenge battle ends.
Pathfinding
Fixed people getting stuck during castle deconstruction due to the castle ladders being removed incorrectly.
Fixed soldiers getting stuck on, or walking into cliffs during fights.
Fixed characters getting stuck when they load within floating point error to a pathfinding obstacle.
Fixed another instance of workers clogging in a narrow doorway.
Fixed Ox guides running ahead of the Ox when at high game speeds.
Fixed Twin Lakes fishing spots spawning inside the lake area.
Fixed another instance of Retinue stuck in the Manor on rallying.
Fixed wrong collision shape generating for water bodies with sharp turns on the bank (Eg. Small lake).
Fixed ox guides sometimes abandoning ox when picking up last log from a supply dump.
Fixed mules not being led back to the Pack Station when the worker is reassigned to a different job.
Fixed workers just standing still due to not getting a path back from the pathfinder.
Save/Load
Fixed fence collision of buildings that are being upgraded creating pathfinding issues after loading a saved game.
Fixed Global Market Supply not resetting properly when starting a new game.
Fix attempt for the game crashing if the engine fails to load unit templates properly.
Fixed sowing task getting stuck during loading because of an invalid target building.
Fixed drought data not being saved and loaded correctly.
Fixed harvest prediction changing after save/load.
Fixed Ox carts not being loaded properly.
Fixed owner of Hunting Hounds not being saved and loaded.
Citizens no longer transport weapons from a Burgage Plot into a Storehouse after loading a save.
Manor
Increased the initial Manor palace bounds to cover the construction process timbers, otherwise they could spawn inside a cliff/lake and block construction.
Fixed inability to build additional Manor buildings within the Manor area after placing walls due to changing building bounds.
Fixed yet unbuilt Manor walls not updating cost in popup when modifying variant of stone walls.
Fixed Manor buildings level change buttons not updating cost properly in popup after building becomes fully built.
Fixed upgrading Manor modules for free if a second module of the upgraded type was already built.
Fixed manor "ghost buildings" missing ghost material unless manor was initialized by loading a save file.
Fixed invalid retinue ownership transfer when player or AI conquers region with Manor.
Fixed reserved resources being taken twice for Manor primary building.
Fixed stone Outer Tower pieces disappearing during reconstruction.
Fixed the Castle Planner allowing you to upgrade for free.
Fixed the unaffordable Manor exploit.
Miscelleanous
Fixed another possible memory leak with TAB Building Floaters not erasing properly.
Fixed issue with random camera shakes due to distant units not having their distance to the player updated yet.
Fixed another possible instance of camera shake setting not applying.
Fixed wrong Obstacle ID order after deleting an Obstacle, possibly leading to Obstacles being ignored during pathfinding or even crashing the game.
Fixed valid good type arrays appending on each session start, leading to excess livestock spawning at Tradepoints.
Fixed Market Stalls sometimes being overstocked by 1 good.
Fixed maintenance slider in buildings changing frequency values to 0.25 and 4 instead of 0.5 and 2.
Fixed Lv4 residential buildings sometimes pushing too deep into the plot area.
Fixed not getting back the construction cost of a Burgage Expansion when demolishing.
Fixed an instance of Ox stuck in collision with a Market Stall peddler.
Fixed weavers sometimes sitting the wrong way while crafting.
Fixed oversized Tier 4 Burgage Plots caused by using meters instead of centimeters in the scaling algorithm.
Fixed ability to scroll map by moving cursor to border of the game window while fullscreen UI is opened.
Fix attempt for people wearing plate armor during transport instead of carrying it.
Fixed Of the Vogtland perk doubling capacity resources other than Berries and Mushrooms.
Fixed pause or slowdown of game speed happening due to player continuously discovering encamped squads of bandits.
Text/UI
Fixed burgage plot extension for extra family not being shown in available space UI while its construction started but was not yet finished.
Fixed corrupted production building popup state that appears after assigning Family to workplace via Burgage Plot People UI.
Fixed map names staying in the previously selected language in the Game Setup screen.
Fixed the sidearms requirement displaying the incorrect icon in the Form Militia stats panel.
Fixed Market supply/demand tooltip being in a broken state after switching tabs.
Fixed tooltip for Berries deposit incorrectly displaying Pollination Affinity.
Fixed Approval tooltip sometimes only displaying data from the player's starting region.
Fixed player being able to see the Approval Rating of Regions they don't own.
Fixed misaligned text in Residential Requirements.
Fixed text error on Regensburg Guildmen perk that referenced a discount to Iron Ore instead of Iron Slab.
Fixed missing text on Eel resource deposit.
Crashfixes
Fixed crash on late game saves when season was updated and too many fields updated their plowing on the GPU at once.
Fixed bug in bandit camp initialization on game load, leading to crash on bandit camp removal.
Fixed a crash that could occur when a building was burned down but was in queue for distribution of goods.
Fixed crash on attempt to read family assigned to just abandoned stall (for example when removing multiple families from granary).
Fixed crash caused by missing "does this unit clog other units" invalidating when deleting unit.
Fixed crash often happening on mule animal appearance - trying to access an empty animation
Fixed a crash on loading when a save contains an invalid task target building.
Fixed crash related to idle units trying to find a conversation target outside of map.
Fixed crash when building a bridge in the same place as a demolished bridge.
Fixed crash on mercenaries disbanding after retreating out of map.
Fixed a crash that could occur when putting out fire on a building.
Cosmetics
To increase the visual variety of wide LV4 Burgage Plots, the game will sometimes leave a facade gap and pick smaller house varieties.
Fixed the Quarry rocks being covered in snow at the same time as the surrounding building area isn't.
Re-added some Urban environment grass patches.
Reduced grass pop in by adding a dithered fade in.
Added variable turning rate so that small animals like Hares can rotate faster.
Made Unit selection circles less distracting up close.
Added ground blenders for Burgage Plot lv1 and Church lv1
Tweaked behaviour of Hunting Hounds to look more responsive.
Optimization (up to 6x fps gain in very large cities)
Completely refactored the Event Notification system, for example to avoid Step FX events registering when the villager is far from the camera (where they can't be heard anyway).
Fixed a lag spike happening when pressing TAB on a large city and spawning hundreds of Building Floaters.
Implemented various building caches to greatly reduce worker task iteration times.
Added farming task check skipping if the field is fully plowed, sown and growing.
Fixed crop transform changes causing a lag spike on every "day passed" update on saves with huge fields.
Removed periodic hitch of 80ms that occurred on large saves when calculating resident market requirements.
Reduced spikes caused by problem banner updates happening all at once.
Prevented particle effects from playing that were too far away.
Reduced hitches when constructing buildings.
Improved the way idle villagers search for an animal to pet.
Made grass density to be variable on the camera angle.
Stabilized Task updates.
Greatly optimized the unit rendering system to avoid redundant transform updates.
Greatly optimized Regional Stock and Surplus recalculation.
Greatly optimized Regional Stock UI counter updates.
Greatly optimized field texture updates.
Reduced frequency of rotation updates to be in sync with location update frequency.
Optimized idle task generation checking if someone already targets the worker with their own tasks.
Optimized Farmers attempting to collect Crops for Threshing from buildings other than Fields.
Optimized particle effects across the board.
Optimized unit location interpolation frequency.
Optimized the "find unit under cursor" function.
Optimized the Warehouse and Granary tasks.
Optimized searching for a conversation spot.
Optimized searches for the nearest Cart.
Optimized the "Get Resource" Task.
Further optimized market supply distribution.
Optimized water rendering on Twin Lakes.
You can report feedback and bug reports on the Manor Lords Steam forums or join us on Discord for bug reports and discussion about the latest patch.
Join the Manor Lords Community
Join our community on Discord and Reddit to ask questions, trade tips, and keep up with the game. There’s also a community-run wiki that covers the most common questions, and you can follow Slavic Magic on Twitter for more developer updates.
This update is now live on the main branch after spending time on the Beta Branch. Over the past weeks, it focused on bug fixes, AI improvements, and balance and gameplay polish. Thank you to everyone who tested the beta and took the time to share feedback. It was a big help.
You’ll find the full list of changes included in this release below.
If you have a moment, a Steam review sharing your experience would be appreciated. Hearing what’s working and what still needs attention helps guide what we focus on next.
Important to Note
Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a new version.Mods: Please remove any mods. They will most likely crash the game.
Previous Version: If for some reason you enjoyed the previous version more, it will be available on it's own Beta branch 0_8_029a password: ILikedItMoreBefore
You can report feedback and bug reports on the Manor Lords Steam forums or join us on Discord for bug reports and discussion about the latest patch.
Patch Notes — Version 0.8.029–0.8.050
Major Changes
- Starting Location Selection: Ability to select the starting location in the game setup screen for the player and adversaries.
- New Maps: Devil's Hill, Jagged Cliffs, Divided and Lake Lemm.
- New Game Modes: Duel (1 vs 1 with AI) and Fractured Realm (4 Lord free-for-all).
- New Buildings, Jobs & Resources: Quarry, Stonemason, Lime Kiln, and their connected resources: Rough Stone, Dressed Stone, Mortar.
- Wall Positioning: A new system for positioning units on walls.
- Ladder Climbing: Units now climb ladders to access higher floors.
- Hover Fortifications: The player can now hover the castle fortifications and see the soldiers inside.
- Gate Control: Added the ability to open and close each castle gate individually.
- Module Upgrades: Every castle module, including walls and gates, can now be upgraded to lv2.
- Placement Logic: Module placement is no longer restricted by distance to the nearest major module. The planner now displays the total Bailey Area. The Bailey area allowed for construction is limited by your lord's or lady's Rank (still WIP).
- Wall Platforms: You can now attach platforms to the castle walls. The level of platforms is capped by the wall type.
- Environment Types: Each Region is divided by area into multiple Environment Types: (Meadow, Woodland, Farmland, Urban, Rural).
- Building Affinities: Different buildings can have Affinities with different Environment Types, for instance, the Animal Pen has a "Pannage" Affinity which decreases the time to yield for Pig Pens relative to the Woodland area.
- Workplace Maintenance: A lot of workplaces now must be maintained by delivering resources to function properly.
- Failure Risks: Failure to maintain a building can result in various risks, such as collapse for mines, injury and even a minor death chance.
- Rate Tuning: You can tune a workplace's level of maintenance, affecting Labor Speed.
- Yield Definition: Yield is a measure of how much your workplace produces. Various buildings use different timespans and benchmark values depending on their nature.
- Yield Influencers: Yield can be affected by Labor Speed, Efficiency, and Productivity.
- Labor Speed: Labor Speed measures how fast your workers perform workplace related tasks.
- Efficiency: Efficiency measures how much output you get per input when crafting, per plant when farming or per passive income cycle, depending on the production type. High Efficiency means your Gardens will produce more Vegetables and your Crafting tasks may produce extra items.
- Productivity: Productivity is a measure of your logistics: transport and labor times vs idle times, sickness, extension work and militia assignments.
- Memory Weight Shift: Approval memory weight was shifted to dramatically favor current events versus past events.
- Approval Tiers: There are now 7 approval Tiers. Landing in a specific Approval Tier will give various penalties and bonuses to growth, influence, income among others.
- Food Categories:All foods now fit within food categories; Foraged Goods, Meats, Fishes, Vegetables, Grains and Animal Produce.
- Burgage Plot Requirement overhaul: Burgage Plots now require a variety of foods from different categories, encouraging more diverse variety as they upgrade.
- Expanded Vegetables: Vegetables resource was split into Cabbages, Carrots and Beetroots.
- Expanded Orchards: In addition to Apples, Pears and Quinces were added as new Orchard options.
- Expanded Meats: Meat was divided into: Mutton, Chevon, Pork, Beef, Chicken, Small Game, and is produced by their respective animals accordingly.
- Expanded Fish: Fish was divided into Carp (from ponds) and Eel (from rivers).
- New Food: Milk is passively produced by Goats for the Animal Produce category.
- Wild Animals: Deer were replaced by Small Game since it's more plausible in historical terms. Small Game also yields Pelts, which is an early trade commodity.
- Foraged Goods: Alongside Berries, Mushrooms have been reintroduced as a Foraged Good.
- Honey: Honey is no longer consumed. It is intended for use in a future update, but for now can be sold, while the Apiary Extension boosts the yield of Farms and Orchards through the Pollination Affinity.
- Development Perks: To a lot of players, the development tree was a weak point of the game and described as immersion breaking. Therefore, a new, more grounded system of Development Perks has been introduced. The player will now face more realistic choices at each settlement level and those choices reflect the settlement development stage.
- Perk Design: The perks are also designed to be more nuanced from a game design perspective so that choices are less immediately obvious, but compound into strong specializations over time.
- Rollout Status: Since it's still in progress, only the first batch of perks (Origins) is available.
- Policies: Policies are temporarily removed (still undergoing rework).
Minor Changes
General:
- Removed a lot of chance based mechanics in favor of more deterministic calculations to make yield balance more predictable (this includes farming and mining which used to be chance based).
- Yields are more linear as Orchard Trees and Field Crops mature.
- Moved consumption & approval data to the Family structure instead of storing it on husbands (this was a temporary workaround to represent per family consumption and approval effects).
- Since individual villagers no longer have a consumption update, we also moved the disease data to the Family structure. As a side effect, whole families will now get sick together.
- Fishing nodes often spawn in rivers now (allowing river fishing).
- Streams now use the river system and therefore will spawn small bridges.
- Added a new Elevation overlay for use with Farming and Livestock.
- Replaced the Brewery extension placeholder.
- Added an additional road to Wirnitz in Germanic Valley
- Added an extra hard cap for storage distribution limits, eg. if a stall has 21 items for some reason but only 20 storage space, the extra item will not count as supply.
Quality of Life Improvements:
- Added a "Protect Resource Area" checkbox for the Logging Camp and Firewood Cutter which makes workers automatically avoid deforestation near vulnerable resources.
- Worker families assigned to a building being upgraded will now participate in the construction.
- Oxen transporting Timber for construction will get the nearest log instead of nearest on the ground before from buildings.
- Oxen transporting Timber will now prioritize delivering to a target near where the Timber is picked up.
- Blocked sons with jobs from refueling the home if there is a female family member without any task that can do it instead.
- Workplace animals will now be assigned a home as close as possible to the workplace.
- When debranching a tree, Workers will always pick the one closest to them.
- When cutting down a tree, Workers will pick the nearest one, unless too far away from the Logging Camp.
- Changed order of goods produced for Blacksmith and Joiner to list Spears and Large shields first.
- Artisans will start producing the first listed good when their workshop is built.
- Trading Post Workers will now only use Horses that are assigned to their Trading Post (Horses are automatically assigned when they arrive).
- Due to tester feedback, storage building workers supply their Stalls from their own Storehouse/Granary only.
- When taking care of the dead, bodies will now be moved to the nearest Corpse Pit or Church.
Manor Specific:
- Manors no longer have families living in them (since Manors aren't residential and can't fulfil requirements it was always a bit weird).
- When castle modules are placed on a wall, they will split the wall and snap the walls to edges instead of clipping with the module.
- Added an option to join 2 walls into 1 after you snap their ends together.
- Added missing wall snapping points to the outer towers.
- When rotating a module, the attached walls should now stay attached. The rotation is limited if a module has wall connections.
- Castle modules now collide with each other when placing in order to avoid building areas impossible for pathfinding and reduce clipping.
Adjustments:
- Deprecated some jobs since they no longer were fitting the game design: Removed Dye and Dyer in their previous implementation. Removed Firewood Cart and Food Cart.
- Cloaks are removed, instead, there are two recipes for producing Clothes - either from Wool or from Linen.
- Apiary is now a backyard extension. Wax is now produced every third cycle from an Apiary.
- Removed the "Fence up" Upgrade from fields since it's a leftover of the previous development tree and doesn't quite fit anymore.
- Temporary removal of the "Force Early Harvest" button in the Farmhouse.
- Granary workers no longer supply Windmills since it was inconsistent with all the other workplaces needing to get their own crafting resources.
- Pigs, Goats and hunting hounds no longer use the livestock order timer the Oxen/Mules/Horses do.
Technical:
- Added global graphics presets.
- \ Added new frame limit options (59.99 and 59.94) in an attempt to reduce VSync lag.
- \ Increased house entering distance at high game speeds to reduce people clogging doorways.
- Improved the camera collision with cliffs on High Peaks.
- Tweaked the cliff pathfinding obstacle accuracy.
Balance
General:
- Every newly settled region now gains +1 Growth for 1 year from the "Fresh Settlement" modifier.
- Shortened the fadeout time of all Approval Memories from 365 to 90 days to make the mechanic feel slightly more responsive.
- Destroying a Bandit Camp will net 33% less Regional Wealth/Treasury on average.
- Manors/Castles are no longer flammable under the assumption that raiders shouldn't be able to easily light them on fire.
- Fertility drain starts from 5% of growth so that yields don't drop while the crop is still being planted.
- Rye fertility now is 1.5 * Wheat fertility, but no more than 100%.
- Droughts are much less impactful, no longer sets crop yields to 1.
- Granaries get a handcart shed. Handcarts slots changed to 2 (lv1) and 6 (lv2). Storehouse handcart slots are 2 (lv1) and 6 (lv2) as well.
- Lightning should no longer start fires on "Weather Events: None" game setting.
- Tithe gives 2 Influence for every 1 Food donated (was 1).
- Sausages are made from Pork and Salt.
- Shoes cost reduced from 2 Leather to 1 Leather.
- Reduced sawpit max workers to 1.
- Regional Wealth is no longer refunded when demolishing a building.
Resource Deposits:
- Starting Resource Node balance changed: Players get either Fish or Small Game, either Berries or Mushrooms, either Iron or Salt, as well as Clay, Stone and Fertility. Two of those get boosted to a Region Strength (Rich Resource Node or a Rich Fertility).
- Increased chance of fishing resource nodes on maps with many river regions. (Temporary)
- Wild Animal reproduction is now dependent on their herd size. A minimum of 2 animals is required.
- Tweaked resource regrowth rates and capacities for all resource deposits.
- Rich Mining Deposits have larger mining range than normal ones, allowing you to potentially place more mines on a single deposit.
- There is an increasing chance of collapse if the user places too many mines close to each other.
Burgage Plots & Families:
- The cost of Vegetable Gardens and Orchards scale based on the size of the Extension Area. This can be viewed as the “Planting Cost” when placing the Burgage Plot.
- Vegetable Gardens need to be replowed and replanted after harvest.
- Chicken (meat) is now produced every fourth cycle from a Chicken Coop, while Milk is produced from Goats with Chevon and Hides every third cycle.
- Families consume 1 Ale every 3 months.
- Introduced a 30 day grace period when starting the game / settling a region before the homelessness approval factor kicks in.
- Families now consume extra goods related to their Burgage Level, eg. Clothing for Lv2 and up.
- Removed Tool cost from all Artisan Workshops as Maintenance replaces it.
- Increased Blacksmith and Armorer Workshops Regional Wealth cost increased to 25.
Trade:
- All values are now visible at the Trading Post, even without established routes, and a completely new balance has been introduced for all goods.
- New values assigned to most Animals for orders and the Livestock Trading Post.
- Increased the max number of assigned horses to 4 at the Trading Post.
- Increased import tariff from 5 to 10 for all foreign trades.
UI & Text
Styling & Quality of Life:
- UI styling overhaul with a more "medieval" and less modern feel.
- Resource nodes will display as drawings instead of icons in the parchment (region) view and have more consistent icons in world view.
- “Records” statistics screen where you can compare and contrast your regional production and consumption of all goods.
- Hovering over Approval displays an overlay detailing missing Requirements and level of satisfaction on all Burgage Plots.
- Improved Family list styling in the People Tab. Includes a new hoverable Family Consumption icon detailing what is consumed and how frequently.
- Extensions will now display the icon of the chosen animal or crop in the building Residential panel and building floaters when pressing TAB.
- Existing saves can now be renamed, and added an overwrite save confirmation check.
- Tutorial styling improved, adding subsections for less pop-ups but with more clearly defined information overall.
- Log notifications that trigger close to each other are now displayed for a few seconds instead of just the most recent one.
- Regions can now be cycled through on the Region Screen.
- Livestock Tooltip now displays Extension animals.
- Living Space tooltip now includes Plot, Population and Migration details.
- When a Burgage Plot is refueled, the cold warning should now instantly disappear.
- Quest finished messages should no longer popup for Mercenary Company payments (a bit overkill).
- Broken mercenary companies will no longer display in the Mercenary Company Panel.
- Windmills now display their efficiency value in the General panel.
Text:
- All tutorials rewritten and new tutorial pop-ups implemented.
- All wiki entries in “Economy” category rewritten. “Tutorials” category added to allow reading of tutorials at your own pace.
- Added a lot more character names.
- Added weights to character names to control how likely they are to be picked.
- All building descriptions rewritten to list less direct numbers, but be more generalized as yields can now vary.
- All upgrades rewritten to be more thematic, consistent and to detail more information about how the upgrade works.
- Updated text for establishing a trade route tooltip, delivering more information.
- Updated Royal Tax setting description in the Main Menu, delivering more information.
Functionality:
- Manor modules now also snap back to the original dragging start position to reduce accidental changes.
- Alt-clicking to delete a castle module was replaced by a destroy button.
- Improved accuracy when selecting wall points.
- Road Snap Points no longer get distorted on the grass.
- Removed the building placement front arrow since building entrances are displayed now.
- Re-added the Sheen effect after creating or replanting a field/garden to give more visual feedback.
Sound
- Drag Audio: Added sound effects when dragging castle modules.
Bugfixes
- Fixed approval tooltip not displaying during the first in-game day in a session.
- Fixed job assignment sometimes not correctly picking an unassigned family living nearest to the workplace.
- Fixed the castle wall blueprints being less curved after committing to construction at least once.
- Fixed the camera snapping above water level when moving over waterbodies.
- Fixed an issue with the problem banner appearing when the trading post is connected to the trade network.
- Fixed soldiers becoming immobile if all their squad members have died.
- Fixed region data and problem banners displaying incorrectly after loading a save where the player has lost all region control.
- Fixed felled trees sometimes loading with overly large scale.
- Fixed certain pre-placed road pieces respawning when loading a saved game.
- Fixed the Large Granary not upgrading sometimes.
- Fixed villagers sometimes getting stuck inside their homes when loading a saved game.
- Fixed Resource Clumps floating in the map view.
- Fixed Burgage Plots not tinting red when hovering over any supply if the value is exactly 0%.
- Fixed pathfinding ignoring the broken wagon next to the Trading Post.
- Fixed the player being able to add militia units from non owned regions.
- Fixed livestock orders failing due to the ox trying to navigate into the stable wall and failing.
- Fixed resource nodes showing a partially filled icon after all resources have been gathered.
- Fixed the "Cold" event text not displaying translation.
- Fixed empty extension clutter levitating after loading a saved game.
- Fixed flashing building widgets when pressing tab.
- Fixed Livestock Merchant tooltip not showing correct translation.
- Fixed Bandit Camps rewards triggering twice.
- Fixed Rallying Point placement being blocked on Fields and Pastures.
- Fixed Bandits cheering too much when killing civilians.
- Fixed dying soldiers levitating over ground on slopes.
- Fixed demolishing a building being upgraded not returning any construction goods.
- Fixed too many handcarts being spawned cause it would not account for the ones actively in use.
- Fixed Peasants returning all weapons/shields to the Storehouse on loading a save.
- Fixed resources possibly being dropped to a Pond if there's no place for them in storage.
- Fixed missing collision model for Charcoal Kiln.
Cosmetics
- Lv1 Garrison Tower model was reworked to be more proportional with the scale of the Lv1 Manor.
- Made oxen straighten their back when they wait for a guide so that they don't just stand there bent like a banana.
- Updated the empty Extension clutter visuals to be less historically inaccurate and more randomized.
- Orchards workers now use a shovel and digging animation instead of hoe and plough.
- Reworked Joiner, Bowyer, Armorer & Butcher workshops.
- Tweaked seasonal variation tints for far away trees.
- Ox plow will now align the rotation to ground slope.
- Improved door opening detection precision.
- Tweaked visuals of fishing locations.
Optimization
- Skipped animal petting in the stables since it's no space for it anyway and it only clogged pathfinding with unresolved requests. Tweaked the ox guide locations in tight spaces to avoid unresolved pathfinding requests.
- Drastically reduced reallocated Vertex Animation textures to decrease ambient frametime.
- Optimized bee particle systems since they actually added up in large cities with many Apiaries.
- Fixed issues around Pooled widgets building up indefinitely, addressing potential memory leak.
- Fixed memory leak when updating all shopfront and wells visuals as inventory changes.
- Optimized Inventory panel and Log Entries to prevent exponential frame dropping.
- Optimized searching for a conversation partners in large cities when idle.
- Fixed market supply distribution causing a lag spike on every new day.
- Added embers and smoke FX to the Smithy, Blacksmith and Armorer.
- Removed hitching/potential crashing when burning crops.
- Reduced cost of showing Building Floaters by 62%
- Optimized population and living space UI updates.
- Further optimized market distribution calculations.
- Optimized the market distribution code a bit.
- Optimized door opening and closing.
- Minor video memory optimizations.
- Optimized the rain particles a bit.
- Optimized workplace task logic.
- Optimized planted tree growth.
- Upgrade to FSR4.0.2
AI
- Will now stop producing Charcoal if storage of Charcoal reaches 1000.
- Will now consider building another Granary or Storehouse when current ones reach 90% capacity.
- Fixed potentially not being able to rally more than once.
- Fixed not creating more than one Militia squad.
- Fixed expecting double-sized orchard plots to build an expansion, thus not having enough living space to attract migration.
- Will now build a Corpse Pit if enough corpses are piling up in the Settlement.
- Will now assign Workers to the Church and Corpse Pit to bury any corpses lying around.
- Will now calculate what goods it can't produce in a Region.
- Will now import goods needed to rebuild the Settlement or to satisfy Maintenance.
- Will now try to rebuild a Settlement in better order to avoid dead-locks.
- Will now wait a little longer before adding a third or fourth family to the Trading Post.
- Will now stop cutting down trees if storage of Timber reaches 200.
- Will now stop cutting down trees if storage of Firewood reaches 2000.
- Will now destroy a Stonegatherer Camp if no longer useful.
- Will now destroy and rebuild the Hunting Camp if the Wild Animal Resource Node have moved away.
- Will now build the Hunter Camp close to the Wild Animal Resource Node even if it's far away.
- Will now put higher priority on far away resource gathering buildings under construction.
- Will now try to avoid constructing a Manor on top of trees.
- Fixed a number of issues that could dead-lock the AI when trying to rebuild a Settlement.
- Fixed Stonegatherer Camp sometimes being constructed on the Stone Resource Node.
- Fixed not building Stonemason's Station or Lime Kiln when having a Quarry.
- Fixed not being aware of that a rich Stone Resource Node also produces Rough Stone.
- AI will now build a Blacksmith extension even if it has no rich iron resource node.
- AI will now always build a Joiner extension.
- AI will now build a Bloomery if it has any iron resource node or if it has already build a Trading Post.
- AI will no longer buy an Animal Pen, Vegetable Garden, or Orchard backyard extension unless it can afford the animal order och planting cost.
- AI will no longer add single household artisan workshop on double-sized plots.
- AI will no longer add an artisan workshop on plots meant for vegetable gardens or orchards.
- AI will no longer sell tools until it can properly estimate its own need.
- AI will try to demolish an existing building in order to get hold of any missing resources to build or rebuild a first Logging Camp.
- AI will now try to rebuild buildings that have been turned into rubble.
- AI now sets better limits regarding hunting and fishing.
- Fixed worker placement not properly taking hunting and fishing limits into account.
- Fixed worker placement not properly understanding if enough raw material was available for multi-goods producing buildings.
- AI will now be a little bit quicker to add more worker families to the Trading Post.
- AI will now only export one good per family in the Trading Post unless they have access to a horse.
- AI will no longer buy a major trade route before it has acquired a second ox and a horse.
- AI will score constructing residential plots lower to avoid overtaking other buildings when rebuilding.
- AI will score Hitching Posts and Stables much higher when needed to avoid having animals running away.
- AI will now build Charcoal Kilns.
- AI will now try to exploit pelts or firewood/charcoal for early game regional wealth.
- AI will not focus a bit more on harvesting seasonal goods during their season.
- AI will now ignore sick families when trying to redistribute worker families.
- AI will now focus more on building and upgrading residential houses in order to meet immigration.
- Fixed not rebuilding market stalls due to them not getting a score.
- Fixed Vegetable Garden unintentionally being slightly favored over Orchard.
- Fixed always trying to put a well on a water vein even if that game option was turned off.
- Fixed a bug that would invalidate trying to build a road connection towards the settlement instead of the nearest road.
- Fixed a bug that would invalidate too many residential plots.
- Fixed AI building on overly steep slopes.
- Fixed AI exceeding region borders with their plots.
- Fixed castle modules spawning levitating after load game (or multiple load games).
- Fixed sorting of potential export goods not using total stored amount as tie-breaker.
- Fixed AI trying to build roads to an invalid coordinate.
- Fixed all of UI completely disappearing after opening and closing the Castle Planner.
- AI will now redistribute workers every 3 days instead of several times per second.
- AI will now consider constructing a building that produces not needed goods if the export price is at least 2 instead of 3.
- AI will now be able to upgrade Residential Plots to tier 2.
- AI will now be able to upgrade Residential Plots to Joiner and Blacksmith.
- AI will now update many economy and trade functions more seldom for increased performance.
- AI will now destroy no longer needed buildings, like exhausted Mines, or buildings gathering resources no longer present.
- AI will now calculate and be guided by the need of things like Maintenance, and not just missing construction goods.
- AI will now calculate and be guided by a strategic reserve of goods, and no longer trade away goods it needs.
- AI will now try to place the Trading Post close to the nearest King's Road.
- AI will now better favor high ground when placing the Manor or its first Church.
- Fixed AI building too many Hitching Posts.
- Fixed AI building a tier 1 building when the rubble of an upgraded building can be repaired.
- Fixed AI not being able to build Quarries.
- Fixed AI not disbanding Militia and Retinue when no longer faced with any active enemy threats.
- Fixed AI not building single Residential Plots by lowering the standard plot width from 1000 to 750.
- Fixed AI not building any buildings if the initial building grid runs out of potential spots.
- Fixed AI not being able to buy a Major Trade Route.
- Will now ignore non-rich food resource nodes if too far away from village with max distance based on number of families.
- Will now assign Horses when possible to the Trading Post.
- Fixed not setting hunting and fishing limits based on a Resource Node's actual max value.
- Fixed incorrect scoring of Order Animals and Plant Vegetables and Plant Fruits.
- Fixed not prioritizing high enough the construction of the first Logging Camp.
- Will now consider far off Iron, Salt, and Clay Resource Nodes over time as the number of worker families increase.
- Will now value building mines on top of Iron Resource Nodes higher than other mines.
- Will now import any needed Iron Tools if there is no Iron Resource Node in the region.
- Fixed not counting families who becomes homeless by losing their home as available workforce.
- Fixed Manors built by AI not being visible and not considered completed.
Join the Manor Lords Community
Join our community on Discord and Reddit to ask questions, trade tips, and keep up with the game. There’s also a community-run wiki that covers the most common questions, and you can follow Slavic Magic on Twitter for more developer updates.I decided to apply the fixes we tested in beta to the main branch.
As a reminder here are the most prominent changes:
-Fixed the bug where artisans stop working after upgrading the residential building
-Added different pickup zones that make storage buildings operate much smoother
-Since villagers often got stuck trying to pickup yields from vegetable extensions, the smallest vegetable patch was replaced by a storage shed
-Improved optimization
I also hotfixed the bug from the 0.8.028 beta which caused lv2 granary to sometimes never get finished
Also another reminder: A lot of players had problems with crashes on launch cause their antivirus software is deleting the game exe. Nothing was changed in the code that could cause it and obviously there is no virus - AV software has gone a bit crazy. Add the exe to exceptions and verify game files and it should fix it.
Lastly, I heard that some players who last played the game back when it was running on UE4 are now facing crashes on the UE5 builds - in those cases deleting all game files (including in AppData) and reinstalling the game fixed the crashes.
Full changelog
Version 0.8.028->0.8.029
Minor changes;
-Fixed some "holes" in Winding River landscape topology
Crashfixes:
-Fixed the vegetable extension crashing on a specific triangular plot shape
Bugfixes:
-Fix attempt for some PCs loading the coat of arms image as black if it was previously created in the UE4 build
-Walked back the change from 0.8.010 "Windmills should no longer mill flour if there is no pantry space left" since it can lead to the windmill getting stuck when the storage is perfectly full
-Fixed vegetable plots not being spawned on plots when the extension area center line is far different than the plot area center line. Note: Sadly that necessary fix might cause irregular vegetable patches from previous saves to appear invalid or have some plants removed.
-Fixed construction resources sometimes differing after loading a save, potentially leading to soft locking the construction progress if the player lacks resources
Version 0.8.024->0.8.028
(same as the last Beta):
Minor changes:
- Veggie gardens are no longer instantly constructed. They now include a shed for vegetable storage for smoother logistics and easier handcart access. Also, because we need to fit the shed, one small vegetable patch was removed.
-Separated resources into pickup zones in the lv2 storehouse to make logistics more efficient
- The game will skip playing lengthy pickup animations inside the lv2 storehouse, lv2 granary and trading post (behind doors where it's not visible anyway) to make logistics smoother
-Added a special pickup zone for ale in the lv2 granary
- Disabled dynamic FOV on High Peaks to reduce clipping with the side mountains
-Added shed barrel drop zone to the lv1 tavern so that they don't have to fit them through the tiny door
-Tweaked pushing distance for characters colliding with static obstacles to reduce the chance of them getting stuck in tight doorways
-Added more info about construction status to save data to avoid buildings loading as unconstructed if they get altered between patches. This will also force older patch buildings to load as constructed.
-Localization updates
Optimization:
-Landscape texture optimizations
-GUI optimizations
Bugfixes:
-Fixed upgrading a residential buildings blocking all crafting in the artisan workshop until the player reloads the save or rebuilds the extension
-Fixed the overstock being limited to the active worker count
-Fixed the overstocked good amount not displaying in the tooltip
-Fixed buildings potentially loading as invisible when construction is in progress
-Fixed construction workers sometimes not equipping the spade when digging
-Fixed: Storage is full notification appears upon upgrading the Well
-Fixed tavern and trader TAB floaters displaying 0/0 workers
-Fixed all vegetable patches inside a single residential plot using the same vegetable type (new saves only)
-Fixed orchards appearing as saplings for a moment after loading even though they were grown when the game was saved
Cosmetics:
- Map view tweaks, trying to look more like it's actually drawn
- Increased vegetable garden drawing distances
Thank you!
Greg and team
A new patch has been released to the main branch, combining the work from two prior beta patches.
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. They will most likely crash the game.
To find your Steam for Manor Lords saves.
- Press Win + E
- Paste %USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames into the search bar.
You can report feedback and bug reports on the Manor Lords Steam forums or join us on Discord for bug reports and discussion about the latest patch.
Changelog Version 0.8.004 -> 0.8.024
Major Changes:
- Cliffs should be less ambiguous now. It should be more clear which area is buildable and traversable.
- When in build mode and when units are selected, a zigzag pattern will appear over the cliff area.
- Gaps between landscape components and cliffs should no longer appear when zooming far away.
- Pathfinding errors around cliffs should be fixed.
- Worker Restrictions for Stalls: Only the storage building workers can set up marketplace Stalls now. There was too much confusion about who owned what and works where, and it was very difficult for players to understand, for instance, that a gravedigger could have a food stall (selling home vegetable garden produce).
- Inventory Source Restriction: Only storage buildings supply the stall inventories and peddle.
- Goods Supply Cap: The number of goods a marketplace can supply is capped by the number of stalls (and, therefore, by the number of assigned storage building families). It can now be previewed in the market panel as "granary supply capacity" and "storehouse supply capacity." As the bars fill up, the supply capacity is reaching a limit, and you need to assign more storage worker families.
- Stall Mergers: Fuel Stalls and Fabric Stalls were merged into a General Goods Stall.
- Connection Arcs Added: Arcs connecting storage buildings to marketplaces are now being drawn after selecting either one.
- Marketplace UI Update: Marketplace supply UI will now show the number of assigned families in the storage buildings.
- Instant Stall Assignments: Storage-building families will now try to build or take over a stall as soon as they are assigned.
- Reduced Stall Storage Space: Decreased max stall storage space to still have the motivation for a healthy number of stalls on the market.
- Abandoned Stalls Exclusion: Abandoned stalls no longer account for marketplace availability.
- Market Availability Distribution: Tuned the market availability distribution so that houses reserve only as much variety as they need for the upgrade.
- Regional Data Update: All data in the Marketplace supply panel is now regional, including "Free stall locations."
- Disable Stalls Behavior: After you disable "allow market stalls" on a storage building, workers abandon their stalls since they stop contributing to Market Supply.
- Granary Direct Consumption: Instead of eating from the marketplace, villagers sometimes eat straight from the granaries to reduce the marketplace supply fluctuations.
- Instant Market Supply Calculation: In order for all values to always match, market supply is calculated instantly every time stall storage changes (supply includes what workers are already transporting).
- Extra Tooltip Info: Added extra marketplace tooltip info about available and required food variety in the region.
- Marketplace Storage Filters: You can now use storage filters on the marketplace to ensure some goods won't be distributed.
- Refueling from Storehouses: To reduce supply fluctuations, plots and workplaces will refuel directly from storehouses if possible.
- Instant Stall Setup: When you allow market stall setup, workers will try to build or take over stalls instantly.
- Real-Time Overlay Updates: When hovering over any supply category, the overlay colors of burgage plots should now update in real time.
- Abandoned Stall Goods Return: Storage workers will bring goods back to storage from abandoned stalls.
- Category Reorganization: Moved the Marketplace & Market Carts to the Logistics category.
- Ale and Water Distribution Changes:
- New Distribution Logic: Ale from taverns and water from wells are now distributed in a similar way as marketplace items.
- Reason 1: It's no longer enough to just have 1 Ale sitting in the tavern to upgrade the whole town.
- Reason 2: I wanted to add Well and Tavern upgrades.
- New Distribution Logic: Ale from taverns and water from wells are now distributed in a similar way as marketplace items.
Cliff system rework
New Features
- New Playable Maps: Map selection now includes two new playable maps: High Peaks and Winding River.
- Overstock Setting Added: Added an "Overstock" setting to the building tab for distributing buildings (Tavern, Marketplace). This setting allows the user to control how many extra goods are placed in the stalls or the tavern that exceed what's currently needed.
- Bridge Building System: A bridge-building system has been added, utilizing the Road Tool.
- Stone Well Upgrade: Added a stone well upgrade that provides more water supply (30 plots). The wooden well water supply was reduced to 15 plots.
- Level 2 Tavern Upgrade: Added a Level 2 Tavern upgrade and a new visual for the Level 1 Tavern.
Gameplay & Balance
- Taxation Approval Change: Approval for taxation will now happen even if there is no money to tax — seems more intuitive for the players.
- Stone Well Supply: Stone well supply increased to 50 plots to justify the extra cost.
- Restrictions During Droughts:Fishing in ponds during droughts is not allowed anymore.
- Charcoal Burning Adjustment: Charcoal burners now try to burn charcoal in stacks of up to 10 firewood at once (per assigned family).
- Woodcutter Speed Reduced: Slowed down woodcutter's debranching by 30%.
- Windmill Storage Limitation: Windmills should no longer mill flour if there is no pantry space left.
- Flour and Bread Changes: 1 grain makes 1 flour, and bread output doubles (to reduce clogging at the windmill).
- Building Costs Rebalance: Balance pass on building and upgrade costs, reducing the amount of Logs and utilizing more Planks, Stone, and Tools to better reflect the look of the building and encourage more diverse resource use.
- Tavern Employment Reduction: Tavern (Lvl1) now employs 1 family (reduced from 3).
- Tavern Spoilage Reduction Boosts: Tavern (Lvl1) now provides a small boost to spoilage reduction over regular buildings.
- Tavern Pantry Capacity Reduced: Tavern (Lvl2) pantry capacity reduced from 100 to 50.
- Tavern Spoilage Boost at Lvl2: Tavern (Lvl2) now provides a small boost to spoilage reduction over Lvl1.
- Iron Deposit Size Increased: Iron Normal Deposits minimum size increased by 60%; maximum size increased by 28%.
- Stone Deposit Size Increased: Stone Normal Deposits minimum size increased by 20%; maximum size increased by 20%.
Balance Adjustments
- Apiary: Planks increased from 2 to 4.
- Stonecutter: Logs decreased from 2 to 1; Planks increased from 0 to 4.
- Mining Pit: Logs decreased from 1 to 0; Planks increased from 0 to 4.
- Tavern (Level 1): Logs decreased from 5 to 3; Planks increased from 0 to 4.
- Mill: Logs decreased from 4 to 2; Planks increased from 0 to 8.
- Communal Oven: Logs remain 2; Planks increased from 0 to 4; Stone increased from 0 to 10.
- Bloomery: Logs decreased from 2 to 1; Planks increased from 0 to 6.
- Smithy: Logs decreased from 2 to 1; Planks increased from 0 to 4; Stone increased from 0 to 6.
- Clay Furnace: Logs decreased from 2 to 1; Planks increased from 0 to 6; Stone increased from 5 to 8.
- Malthouse: Logs decreased from 4 to 2; Planks increased from 0 to 6; Stone increased from 0 to 12.
- Tannery: Logs decreased from 4 to 2; Planks increased from 0 to 6.
- Granary (Level 2): Logs decreased from 5 to 2; Planks increased from 10 to 12; Stone remains 5.
- Storehouse (Level 2): Logs decreased from 5 to 2; Planks increased from 10 to 16.
- Stable: Planks increased from 2 to 4.
- Burgage Plot (Level 2): Logs decreased from 4 to 2; Planks increased from 0 to 8.
- Burgage Plot (Level 3): Logs increased from 4 to 3; Planks increased from 8 to 12; Tiles and Wealth remain unchanged.
- Well (Level 2): Planks increased from 2 to 4; Stone remains 10.
- Tavern (Level 2): Logs remain 2; Planks increased from 5 to 8; Stone increased from 2 to 10.
- Church (Level 2): Logs decreased from 5 to 4; Planks increased from 10 to 16; Stone increased from 20 to 25; Tiles remain unchanged.
- Chicken Coop: Planks increased from 0 to 2; Wealth decreased from 25 to 15.
- Bakery: Planks increased from 5 to 6; Wealth increased from 5 to 10.
- Tailor: Planks increased from 5 to 6; Wealth increased from 5 to 10; Tools increased from 0 to 1.
- Armorer: Planks increased from 4 to 8; Wealth increased from 10 to 20; Tools increased from 0 to 2.
- Blacksmith: Planks increased from 5 to 8; Wealth increased from 5 to 20; Tools increased from 0 to 2.
- Cobbler: Planks increased from 5 to 6; Wealth increased from 5 to 10; Tools increased from 0 to 1.
- Bowyer: Planks increased from 4 to 6; Wealth increased from 0 to 10.
- Brewery: Planks increased from 5 to 6; Wealth increased from 5 to 10.
- Joiner: Planks increased from 4 to 6; Wealth increased from 0 to 10; Tools increased from 0 to 1.
- Butcher: Planks increased from 4 to 6; Wealth increased from 0 to 10; Tools increased from 0 to 1.
- Food Consumption Adjustment: Instead of picking random food types to eat, families now try to consume all foods equally.
- Region Strength Selection Change: Instead of choosing a random one, regions are now picked from a finite pool. This ensures, for instance, no rolls with zero rich iron deposits.
Minor Changes
- Pickup Location Randomization: Pickup location randomization for fields to make collecting crops smoother.
- Unit Formation Dragging and Collision: Dragging and projecting a unit formation, instead of skipping columns, will stick to the obstacle edge if a collision is detected.
- Virtual Supply Distribution Adjustment: Virtual supply distribution is clamped to a number of active workers. Example: There are two taverns. In theory, 1 tavern is enough to supply all houses so that the other tavern would stop all work. After the change, both taverns will still try to share some work.
- Missing Floater Icons Added: Added missing floater icons (when you hold TAB) to the tavern, trading post, and the marketplace.
- Building Access Limits Adjusted: Adjusted building access limits to have fewer villagers "waiting" as the building gets too many transport requests at the same time.
- Tooltip Updates: Tooltip updates.
- Rain Duration Shortened: Shortened rain duration.
- Deep Mine Animation Changes: Instead of doing the mining animation on the surface, Deep Mineworkers will actually go underground and bring mined resources on their way out.
- Retainers Excluded from Approval Ratings: Because it's impossible for the player to manage, retainers will no longer affect the resident's approval rating, including from taxation.
- Construction Goods Banner Added: Added a problem banner "construction goods missing" for where the player blocks themself by exporting construction resources or reserving them for crafting (e.g., by unpausing a sawpit that has logs in it that were meant for construction).
- Disabled FSR: Disabled FSR cause it potentially causes a GPU Crash even when it's disabled.
- Stamina Regeneration for Disbanded Soldiers: Added stamina regen for disbanded soldiers.
- AI Command Improvement: Improved AI unit command indecisiveness in tight spaces.
- Pathfinding Emergency Mode Fixes: Pathfinding emergency mode will no longer ignore water obstacles.
- Burgage Plot Info Displayed in Region Panel: Burgage Plots now display "total," "occupied," and "under construction" in the Region Panel.
- Granaries Limited for Tithe Goods Collection: Tithe goods will only be collected from the Granaries to avoid causing extra market supply fluctuations.
- Unit Cards Reordering Added: Added the ability to drag and drop unit cards to change their order.
- Task Failure Messages Updated: "Access limit reached" will show in the task description when a task failed because too many people tried to access a single building at the same time.
- Region Names Adjusted: Renamed the regions in Germanic Valley to better fit their meanings in German.
- FOV Adjustments: FOV changes now depend on the camera zoom level.
- Unit Formation Improvements: When sending a unit by single clicking on a road (or a bridge), the unit will try to form a narrow formation and align the formation direction with the road direction.
- Inventory Grid Widget Optimization: Cleaned inventory grid widget generation to remove flickering tooltips and improve optimization.
- Burgage Plot Numbers Added to Region Panel: Number of burgage plots is now displayed in the Region Panel.
- Living Space Availability Displayed: Living Space displays what is Available rather than Total in the Region Panel.
- Smoother Camera Interpolation: Smoother camera height interpolation.
Performance
- Static Collision Checks: Optimized static collision checks.
- UI Updates: UI update optimizations.
- Market Demand Calculations: Market demand calculation optimizations.
- Marketplace Dirt Erosion: Optimized the eroding marketplace dirt functions.
- Unit Ground Collision: Further optimized unit ground collision checks.
Crashfixes
- GPU Crash Fix Attempt: Fix attempt for the UE5 crashing on some PCs with a "GPU Crash Triggered" message.
- Animal Death Crash Fixed: Fixed a crash when animals are killed, for instance, by arrow fire, while being traded.
Bugfixes
- Brigand Behavior Fix: Fixed brigands not leaving their camp sometimes when the enemy troops are near.
- Pathfinding Fix on "Winding River": Fixed oxen and traders getting stuck off the map on "Winding River" due to insufficient pathfinding data in the non-playable area.
- Oxen Order Management Fix: Fixed oxen orders get lost after the player demolishes or relocates the building.
- Coat of Arms Display Fix: Fixed orange tint sometimes appears in the player's Coat of Arms in the Lord's panel.
- Granary Navigation Fix: Fixed villagers trying to navigate to the closed-off portion of the small granary.
- Bridge Pathfinding Fix: Fixed gaps in the bridge pathfinding obstacle leading to soldiers "falling" off the bridge.
- Small Stable Pathfinding Adjustment: Changed how oxen rest in the Small Stable to reduce failed pathfinding requests for guides wanting to stand next to them (in a wall).
- Soldier Animation Fix: Fixed soldiers still pick running animation sometimes when only slightly pushed due to overoptimization.
- Warehouse Transport Fix: Fixed warehouse workers not transporting excess goods from the trading post if there are over 10 transport requests.
- Cliff Road Placement Fix: Fixed cliffs not blocking road placement.
- Retinue Editor Color Fix: Fixed Retinue colors not updating in the Retinue Editor.
- Wool Yield Limit Fix: Fixed wool yield accumulating indefinitely on sheep (instead of being limited to 1 until collected by the sheep farm worker).
- Sheep Wool Drop Fix: Fixed sheep dropping wool when startled by raiders.
- Sheep Shearing Logic Fix: Fixed sheep herders shearing wool even when their workplace storage is full.
- Tavern Visitor Seating Fix: Fixed tavern visitors sometimes sitting in the air after upgrading the tavern to lv2.
- Clay Furnace Operation Fix: Fixed the clay furnace working even when not refueled.
- Tavern Upgrade Seating Fix: Tavern visitors sit in the air after hitting "upgrade" while people are drinking.
- Encamping Raiders Issue Fixed: Fixed raiders encamping while at full strength instead of raiding if any bandit squad was wiped out to 0 before.
- Enemy Units Encamping Outside Map Fixed: Fixed enemy units being able to encamp outside the map area.
- Raider Movement Towards Player Fixed: Fixed raiders not moving towards the player's region if there's a bandit camp near them and the army think it's all encamped.
- Units Walking Underground Fixed: Fixed units walking underground near streams.
- Livestock Traders Importing Dead Animals Fixed: Fixed livestock traders trying to import dead animals.
- Combat Lag Spikes Reduced: Fixed lag spikes occurring when combat is happening in hard-to-navigate spaces.
- Bandit Camp Spawning Fixed: Added another check to fix bandit camps spawning on ponds.
- Disabled Sawpit Oxen Task Fixed: Fixed oxen not getting logs from the sawpit even though it's disabled.
- Tavern Visit Issue Fixed: Fixed: If the nearest tavern is taken or empty, villagers will refuse to go to another one.
- Soldiers Locomotion Animation Fixed: Fixed soldiers sometimes triggering wrong locomotion animation, e.g., using the running animation when actually moving slow, or using the standing animation when actually moving fast.
- Regional Good Surplus Update Fixed: Fixed assigning the first worker family and unassigning the last worker family not updating regional good surplus, even though it doesn't count as reserved for crafting when you unassign all workers from the workplace.
- Surface Mine Construction Fixed: Fixed the surface mine sometimes gets stuck and construction never finishes.
- Granary Workers Collecting Non-Pantry Items Fixed: Fixed granary workers collecting non-pantry stored items from the Trading Posts when the player disables all export of them.
- Flexible Plot Snapping Fixed: Fixed: Flexible plot might not snap to the point closest to the cursor.
- Unit Command Exploit Fixed: Fixed the player being able to force units into a pond or a river by issuing commands furiously.
- Retreating Units Getting Stuck Fixed: Fixed units get stuck on obstacles while retreating if they are in permanent collision with their own squad members.
- Hunters Bow Equip Issue Fixed: Fixed hunters not unequipping bows before going to fetch water from the well.
- Large Characters Movement Improved: Increased the distance large characters (animals, horse riders, handcart pullers) count as near to the camera to reduce the chances of them visibly going sideways due to overoptimization.
- Cursor Spyglass Change Fixed: Fixed the cursor changing to spyglass sometimes while the pause menu is visible.
- Problem Banner Cycling Fixed: Fixed clicking on a problem banner does not always cycle through all the affected buildings or villagers.
- Excessive Water Collection Fixed: Fixed residents bringing too much water home if their task update synchronized perfectly by chance, possibly leading to clogged wells in large cities.
- Camera Diving Underwater Fixed: Fixed the camera being able to dive underwater in a pond after the snow melts and turns pond ground collision off.
- Armament Delivery Trigger Fixed: Fixed armament delivery does not trigger when the player upgrades the storehouse before finishing 5 cottages.
- Villager Storage Limit Respect Fixed: Fix attempts for villagers not respecting storage limits because of a rare chance the items are marked as belonging to the target building, but the villager does not have a transport task just yet.
- Invisible Crossbowmen Items Fixed: Fixed: Invisible Crossbowmen items stored in Burgage plots when the unit flees from combat.
- Array Error During Spoilage Fixed: Fixed a possible error when the array was changed during iteration when spoilage destroyed a supply dump holding only food.
Audio + Sound
- Town Ambience Adjustments: Tweaked town ambiance levels + added new ambient sounds.
Cosmetics
- Snow Displacement Disabled: Disabled snow displacement cause sadly it kept glitching.
- Drinking Mug Added: Added the missing drinking mug during the drinking action in the taverns.
- Deep Mine Rework: Work in progress on a Deep Mine rework.
- Cloud and Atmosphere Tweaks: Work in progress on tweaks to clouds and atmosphere to create some dark, stormy skies.
- Cliffs Added to Parchment Map: Cliffs now show on the parchment map.
- Residential Expansion Visuals Updated: Updated visuals of Residential Expansions (Level 1 and Level 2).
- Abandoned Stall Covers Removed: Brought back abandoned stalls having no cloth covers.
Antivirus programs may flag the Manor Lords executable (.exe) as a "false positive" and quarantine it.
Here’s What You Need to Know:What to Do:
- This happens because the executable is newly released and not widely recognized by antivirus software, leading to generic detections like "IDP.Generic."
- Such detections are often false positives.
- Update your antivirus definitions to ensure they are current.
- If the issue continues, retrieve the file from quarantine or set your antivirus to "allow" the executable.
Additional Info:
Some users, particularly those using Norton or Spybot, have resolved the issue by updating their antivirus definitions.
We have some community hubs on Discord, Twitter, YouTube, Facebook, Instagram, and Reddit for updates, discussions, and feedback. Visit the official Manor Lords website and wiki for detailed information and resources. Thank you for supporting the journey!
Don't forget to share your thoughts and feedback in a Steam review. We check them constantly, and we're working hard on even more updates.
Thanks for playing,
Greg
Current Release
22368857
Uploaded Mar 21, 2026
System Requirements
How to Install
ManorLords.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
7.3 GB
22368857
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View AllDownload Manor Lords for PC with a direct link or via torrent. Get the full version of Manor Lords for free. Manor Lords is a Simulation released by Slavic Magic.