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Manor Lords Beta 0.8.117 Fixes Farming and Settlement Bugs

The 0.8.111–0.8.117 beta also adjusts Rye yields, Forester planting density, and the AI's settlement layouts.

Manor Lords beta version 0.8.117 brings fixes for farming, production, construction, and AI behavior. The 0.8.111–0.8.117 changelog also changes how fertility and crop growth accumulate, cuts Forester planting density by approximately 66%, and fixes a crash when loading a save with a dead soldier carrying a banner.

Slavic Magic’s Steam beta notes detail the changes. The farming adjustments build on the 0.8.110 beta’s crop and field changes, while the 0.8.111 hotfix had already addressed field status displays and harvest problems.

To access the beta, open Manor Lords’ Properties in Steam, select the BETAS tab, enter veryNiceBasket, and choose pre_release. Slavic Magic recommends backing up saves and removing mods before switching. Players can submit feedback or bug reports on the Steam forums.

Patch Notes for Manor Lords 0.8.111-0.8.117 (Beta)

Minor Changes

Farming

  • While fields have crops selected but nothing has been planted, they will regenerate fertility as if they were fallow.
  • Fallow fertility replenishment builds up over time with most regeneration happening towards the end of a year cycle.
  • Similarly, crops now get most of their growth in the final months.

General

  • Productivity tracking is available for Foresters and Zeidlers.
  • Wooden Church now triggers wide roads in front of it.
  • Wide roads will be triggered for longer stretches along a plot’s border.
  • Fast unit HP regeneration now requires being at least 160 meters away from the closest enemy unit.
  • Wild Animals, Berries, and Mushroom resource nodes are now placed deeper into Forests when possible.
  • Employed families helping construct their own burgage plot will not perform “cosmetic construction” anymore. That allows prioritizing any other potentially productive tasks.

Balance

General

  • Zeidlers will now tend to a tree once only, and roll a chance (Honey Hunting Affinity) to succeed at establishing a beehive.
  • Honey Hunting Affinity now takes 50% of the Woodland Environment as the chance to succeed at establishing a beehive at a tree.
  • Foresters’ tree planting density has reduced approximately 66%.
  • While a crop grows, the other fertility types now gain slightly less. Fallow cycles are generally needed to keep fields sustainable.
  • Rye’s fertility bonus increased from x1.5 to x1.75 and yield increased 7%. Rye becomes the better choice from bread making at the Bakery if Wheat is below 60% fertility.
  • Weiden Hinterlanders mining boost reduced -10%, matching its text description and intended speed.
  • Smoked Fish trade value reduced slightly.

AI

  • Will now use a rich mine as the center point when placing a Bloomery or a Clay Furnace.
  • Will now wait to build a Charcoal Kiln until it has finished construction of a Woodcutter’s Lodge.
  • Will now rotate buildings too far from a nearby road towards the settlement center instead.
  • Will now try to build enclosing roads around the central Marketplace and Churches.
  • Will now try to rotate close by buildings towards a Marketplace or Church.
  • Tweaked the general layout of starting roads around the settlement.
  • Fixed not exporting Pelts in regions with a non-rich resource node.

UI & Text

Styling & Quality of Life

  • Livestock icon added for Ox.

Text

  • Localization updated.
  • Updated text for storage filters on a pasture for selecting which animal to allow.
  • Added text for Zeidler’s Hut building name.
  • Improved text for Fertilizer related tooltips.
  • Teeming Affinity icon now appears on Forager Hut.
  • Environment percentages will now always add up to 100%.
  • Updated tutorial for field placement. (When the field plot tool is being used).
  • New tutorial for farming. (When farmhouse/field built).

Bugfixes

General

  • Upgrading or converting a building now properly updates the building menu, and relocating relocates the proper upgraded building.
  • Fixed not being able to relocate the Zeidler Hut without it rebuilding as a Forester’s Hut.
  • Fixed wide roads not being applied for certain buildings when upgrading.
  • Fixed bugged state of castle modules when loading a save with modules under construction.
  • Fixed relocating a stall resulting in freeing available market stall space.
  • Fixed possibility of transferring market stalls between marketplaces.
  • Fixed workers preferring cosmetic construction of close buildings that doesn’t increase progress over productive construction of far buildings.
  • Fixed multiple construction workers competing for the same building spot.
  • Fixed Zeidler “Honey Hunting” chance being inverted, resulting in less Honey & Wax the more Woodland you had.
  • Fixed Of the Votgland’s negative effect being applied to the Herb Garden of a Forager Hut.
  • Fixed Of the Vogtland’s negative effect being applied to Fields and the Farmhouse, causing a double negative to farming.
  • Fixed Weiden Hinterlanders positive effect being applied to Fields and the Farmhouse, causing a double positive to farming.
  • Fixed Weiden Hinterlanders perk not affecting the price of Chicken Coop.
  • Fixed crops in Field Storage spoiling faster instead of slower with Practical Tillage perk in winter.
  • Fixed Shoals of Fish not regenerating on seasons other than Spring with Fish Husbandry perk.
  • Fixed Oxen plowing fields when harvesting was not finished.
  • Fixed approval loss not dropping due to unburied bodies.
  • Fixed bug where defeating bandits by ranged combat only did not reward Influence.
  • Fixed pathfinding issue when attempting to capture bandit camps.
  • Fixed ability to create units in an unowned region.
  • Fixed raiders stealing Dung and Fertilizer.

Production

  • Fixed production limits not working for Mine, Quarry, Stone Gatherer Camp, Forager Hut.
  • Fixed workplace building not producing anything due to Production Limit being able to go negative.
  • Fixed Butcher’s Shop workers producing beyond storage limits.
  • Fixed spoiled food not being included in regional production registry UI.
  • Fixed Livestock Farm workers accidentally cancelling pasture collection tasks when Oats could be crafted into Animal Feed.
  • Fixed field yields of the same fertility being inconsistent due to rounding errors.
  • Fixed collecting crops task not respecting transportation limits and all targeting the nearest Farmhouse.
  • Fixed Farmhouse workers not completing their tasks if multiple farmhouses existed with their own limited work areas separating fields.
  • Fixed fruits being harvested outside of September.
  • Fixed some pond fishing spots being too far from water.

Cosmetic/Visuals

  • Fixed existing Butcher’s Shop always looking as if Gantry was not built after loading a save.
  • Fixed fences sometimes not spawning on load from save.
  • Fixed issue with dirt path appearing in a straight line towards gate of Manor.
  • Fixed Zeidlers wearing unrelated equipment when tending or harvesting honey.

Text/UI

  • Fixed the productivity tracker lagging behind time entries, causing it to always display 0% when first viewed.
  • Fixed Hunters “placing trap” task not being considered as “labor” for the productivity tracker.
  • Fixed Zeidler’s “harvest” task not being considered as “labor” for the productivity tracker.
  • Fixed the Zeidlers problem banner “nothing in work area” not clearing once the season changed to Autumn.
  • Fixed Zeidler Hut showing the Forester Hut description when hovering over its information button.
  • Fixed Fertilization task not switching to “No Current Task” once complete.
  • Fixed Livestock and Fertilizer appearing in storage filters.
  • Storage filters: dung is no longer available, fertilizer is only available in trading posts.
  • Fixed Stone lined pit efficiency hover text not hooked up correctly.
  • Fixed Nuremberg Prospectors perk not removing warning about collapse chance in UI tooltip during mine placement.
  • Fixed issue where upgrading certain extensions replaced the building icon with an incorrect one.
  • Fixed certain burgage extension icons not matching the extension selection UI icons.
  • Fixed “Home” button disappearing for Family entry UI in workplaces.
  • Fixed “Follow Roads” button for Military units showing the “Allow Friendly Fire” tooltip.
  • Fixed Improved Militia Effectiveness text when hovering squad not hooked up correctly.
  • Fixed army panel showing data for foreign regions.
  • Fixed possibility to give empty names to animals.

Crashfixes

  • Fixed crash when loading save game with a dead soldier carrying a banner.

Which fix will have the biggest effect on how your settlement runs? Follow us for more on the changes coming through the Manor Lords beta on X, Bluesky, YouTube, Instagram, Steam, and Telegram.

Manor Lords

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.

  • Genre Real Time Strategy (RTS), Simulator, Strategy
  • Platforms PC (Microsoft Windows), Xbox One
  • Perspective Bird view / Isometric
  • Modes Single player
  • Release April 26, 2024
  • Publisher Hooded Horse
  • Age Rating ESRB TPEGI 12

Angel Kicevski

I've spent half of my life playing video games, ever since the competitive 1.6 era, where I played professionally. Now I am happily married to Margarita Kicevski and have two beautiful children. My goal is to deliver fresh news and updates from the gaming world, but also deliver some juicy guides. Previously, I worked on another website for 8 years and decided to continue my journey here! So basically, I am in this industry for 10+ years... which has been quite a lot, let me tell you!

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