Manor Lords’ new beta build goes after stuck workers, battle hiccups, and pathfinding
Slavic Magic opened version 0.8.086 on Steam's pre_release branch with the password veryNiceBasket, and the changelog also includes a castle-planner crash fix.

Slavic Magic has opened Manor Lords beta 0.8.086 for testing on Steam. The studio recommends backing up saves before switching branches and removing mods first, since they will most likely crash the game.
To join the test, open Steam, right-click Manor Lords in your library, open Properties, go to the BETAS tab, enter the password veryNiceBasket, and pick pre_release from the branch list. Players can send feedback or post bug reports on the Steam forums if the build gives them trouble.
This is the next round of Manor Lords testing after the earlier 0.8.049 beta build.
Patch Notes — Manor Lords 0.8.083–0.8.086 (Beta)
The beta patch spends most of its time on worker behavior, battlefield cleanup, and pathfinding fixes. It also touches cosmetics, production, logistics, and a crash fix in the castle planner.
Minor Changes
General
- Made it possible to select buildings that have ended up inside the Manor area (temporary change until town walls are ready – it’s still not intended to place normal town buildings inside the castle area and castles are still intended to get more of their own modules later in development).
- Further changes to unit collision: Because treating handcarts and characters separately caused extremely rare but fatal cases of workers getting stuck, we reworked all characters to use capsules that combine their collision into one.
- Small improvements on collision avoidance around carts so that characters bump into them less often.
- Unemployed husbands can help fetch fuel or water.
- Workers harvesting vegetables will now walk back to the shed to drop off the produce.
- Employed sons skip fetching fuel or water if there is an available woman in the same household.
Cosmetics
- Reworked models for food resources being transported.
- Items from the Construction category, as well as Leather, Hides, Shoes, Charcoal, and Clothes have had locations adjusted so they sit more naturally in a handcart.
- Added more construction resources assets to Houses and Church
Bugfixes
General
- Fixed task to pet animal not aborting if target animal starts moving.
- Fixed targeting animals to pet that aren’t from the same region, are a mount, or are moving.
- Fixed alt+click not removing buildings in castle planner.
Production
- Fixed only a few workers being able to thresh at the Farmhouse.
- Fixed only a few workers being able to craft at the Clay Furnace.
- Fixed workers sometimes visiting a distant Church rather than the one closest to them.
- Fixed workers from Stone Gatherer Camp unequipping baskets upon starting to gather Rubble.
- Fixed Artisan Tailors not respecting production limits on Clothes.
- Fixed sheep shearing being possible in Winter.
Logistics
- Fixed workers abandoning import livestock tasks when being reassigned to another building.
- Fixed Granary and Storehouse workers not prioritizing supply dumps enough.
- Fixed several instances of incorrect trading decisions when no target inventory has been set.
Military
- Fixed nearby squads outside the battlefield registering as part of the battle even while moving away.
- Fixed battles not ending when the last enemy unit left the battlefield.
- Fixed stutters during battles caused by archer AI
Pathfinding
- Fixed one more case of characters stuck when facing each other perfectly en face.
- Fixed character not being able to exit a house due to another character waiting on something in proximity.
- Fixed another instance of workers stuck after completing stone walls.
- Fixed the castle construction being stuck if a module gets placed in the exact spot where the ox is expected to drop a log.
- Fixed workers being unable to leave the home if any unit within a very large radius was stuck.
- Fixed traders getting stuck on the Devil’s Hill map due to generated paths hitting the safety limits too early.
- Fixed collision model for Manor LV1 Gatehouse.
- Fixed Task queue getting clogged on lower framerates, possibly leading to workers getting stuck.
- Fixed missing pathfinding links in the Stone Manor module, leading to workers getting stuck during construction resource transport.
- Fixed traders not being able to dismount, making other workers at the Trading Post stuck.
- Fixed another instance of handcart workers being stuck.
- Adjusted Lime Kiln layout to fix pathfinding issues.
Cosmetic/Visuals
- Fixed a rare occurrence of characters being stuck in endless animation loops.
- Fixed Blacksmiths holding tools while going to collect goods.
- Fixed female Blacksmiths not having proper attire and not holding a hammer when crafting.
- Fixed buildings missing stairs on game loading.
Text/UI
- Fixed squished stance icons.
- Fixed Artisan produced goods being shown during construction of the workplace.
- Fixed fertility percentage not updating in field UI.
- Removed redundant linen, leather and yarn filters in the marketplace.
- Fixed transactions view not refreshing data automatically under normal circumstances after being opened for the first time.
- Fixed building storage UI data not refreshing immediately on state change.
Crashfixes
- Fixed crash on pressing wall building button in castle planner while already in progress of building a wall.
Thank you for playing!
Greg and Slavic Magic team
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Source: Steam
Manor Lords
Developed by Slavic Magic



