The latest beta update for Manor Lords, version 0.8.028, has rolled out, addressing some pesky bugs that have bothered players since the last main patch. If you’ve ever tried to get your artisans to work only to find them stuck after upgrading their homes, you’re not alone! Greg from the development team is here with a remedy.
This latest patch is about improving the overall flow of gameplay, particularly with storage-building logistics. Personally, I can’t help but appreciate when developers tackle such issues, nothing’s more frustrating than watching your carefully built empire grind to a halt because of a glitch.
A notable point highlighted by Greg is the confusion caused by antivirus software erroneously flagging the game’s executable as harmful, resulting in crashes upon launching Manor Lords. Thankfully, he provides an easy fix: add the game to your antivirus exceptions and verify those game files!
Patch Notes for Version 0.8.024 -> 0.8.028
- [Experimental] 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.
- [Experimental] 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.
- [Experimental] 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.
Bugs Fixed:
- Fixed upgrading residential buildings blocking all crafting in artisan workshop until player reloads save or rebuilds extension.
- Fixed overstock being limited to active worker count.
- Fixed overstocked good amount not displaying in tooltip.
- Fixed buildings potentially loading as invisible when construction is in progress.
- Fixed construction workers sometimes not equipping spade when digging.
- Fixed: Storage is full notification appears upon upgrading Well.
- Fixed tavern and trader TAB floaters displaying 0/0 workers.
- Fixed all vegetable patches inside a single residential plot using same vegetable type (new saves only).
- Fixed orchards appearing as saplings for a moment after loading even though they were grown when game was saved.
Cosmetics:
- [Experimental] Map view tweaks, trying to look more like it’s actually drawn.
- [Experimental] Increased vegetable garden drawing distances.
This beta phase is ongoing; some strings might not be localized yet, and stability hasn’t been thoroughly tested. So, if you fancy giving it a go, follow these steps:
If you want further discussions about this update or want some community chatter around it, hop over onto their official Discord server at
https://discord.gg/manorlords. There’s a dedicated channel for chatting about this pre-release branch!
The team continues working hard behind the scenes while we play this medieval gem that feels like coming home every time I boot it up.