Manor Lords Beta 0.8.100–0.8.103 Addresses Wide Valley Crashes and Localization
The test build also adjusts early-game AI decisions, adds a Construction Yard preview, and fixes an animal-export crash.

Manor Lords‘ beta branch has picked up another cleanup pass, with versions 0.8.100–0.8.103 adding more localization work, revising early settlement behavior, and addressing two crash scenarios. The build also gives players a terrain overlay while placing roads and stops sheep from dying of cold at high elevations during autumn.
The two crash fixes cover loading an older save on Wide valley and exporting animals. In a Steam announcement, Slavic Magic also outlined changes to mines, food resources, trade routes, taxes, residential plots, and several user interface problems.
The changelog follows the previous beta pass, which covered livestock and trading fixes across versions 0.8.097–0.8.100. The new notes spend more time on AI priorities, Chinese translation behavior, and the systems around fishing and animal exports.
How to Access the Manor Lords Beta
Back up your saved files before switching to the beta branch. Slavic Magic also recommends removing mods first because they can cause the game to crash.
- Open Steam.
- Right-click Manor Lords in your library.
- Select Properties.
- Open the BETAS tab.
- Enter the password
veryNiceBasket. - Choose
pre_releasefrom the Beta participation drop-down list. - Wait for the game files to update. Restart the Steam client if the update does not begin.
- Launch the game.
Players can send feedback or bug reports through the Manor Lords Steam forums.
Patch Notes — Manor Lords 0.8.100–0.8.103 (Beta)
The largest changes in this beta pass affect settlement management and save stability. The AI now recalculates its strategy more often during the first 60 days, while the crash fixes target older saves on Wide valley and animal exports. Localization work also covers general text and Chinese building descriptions.
Minor Changes
General
- Terrain overlay is now available in road mode.
- Sheep no longer die out of cold at high elevation terrain in autumn.
AI
- 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.
- 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.
- 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 not correctly calculating building cost when placing multiple plots at once.
Cosmetics
- Updated the Construction Yard preview model.
- Added new loading screen art (Building the Church) and refreshed the old one (Knight in the fields).
- Added final Cheesemonger building model.
UI & Text
Styling & Text
- Localization updated.
Bugfixes
Logistics
- Fixed Fisherman’s Hut always using Carp limit even on an Eel resource node.
Text / UI
- Fixed tags not working in several building descriptions in Chinese translations.
- Fixed Fisherman’s Hut, Hunting Camp and Firewood Cutter showing production limits in addition to gathering/fishing limits.
Cosmetic/Visuals
- Fixed the flickering black box in the Pasture Shed.
Optimization
- Tweaked logs location in the Logging Camp for better pathfinding performance.
Crashfixes
- Fixed crash when loading from older save on Wide valley.
- Fixed crash when exporting animals.
How is the beta behaving in your settlement? Share your thoughts in the comments, and follow us on X, Bluesky, YouTube, Instagram, Steam, and Telegram.
Manor Lords
Developed by Slavic Magic




