Ah, Manor Lords, that delightful blend of city-building and medieval strategy that keeps us glued to our screens. Have you ever pondered the mysteries of cliff systems or wondered if your tavern workers are a tad too sneaky? Well, wonder no more! The new open beta patch is here, packed with fascinating fixes and tweaks to make your virtual lordship smoother.
The latest update, version 0.8.024, brings many changes that might tickle your fancy or solve those pesky pathfinding errors around cliffs! If you’re eager to try out these fresh updates, here’s a quick guide: fire up Steam, right-click on Manor Lords, head over to Properties, pop in the password “veryNiceBasket” under the BETAS tab, select “pre_release,” and let it work its magic.
[0.8.024] Open Beta bugfixes
- Open Steam
- Right-click on Manor Lords in your library
- Select Properties
- Go to the BETAS tab
- Enter the password: veryNiceBasket
- Choose “pre_release” from the “Beta participation” drop-down list
- Wait for the game to update the files (if nothing happens, restart the Steam client)
- Launch the game
All new strings might not be localized yet, and stability hasn’t yet been thoroughly tested. Some balancing changes are still experimental.
To discuss this, please join the official Discord server https://discord.gg/manorlords. You’ll find a channel specifically for discussing the ongoing pre-release branch.
Version 0.8.017->0.8.024
Major changes:
– [Experimental] Cliff system rework
a) Cliffs should be less ambiguous now. It should be more clear which area is buildable and traversable
b) When in build mode and when units are selected, a zigzag pattern will appear over cliff area
c) Gaps between landscape components and cliff should no longer appear when zooming far away
d) Pathfinding errors around cliffs should be fixed
Gameplay & Balance:
– Stone well supply increased to 50 plots to justify the extra cost
– Fishing in Ponds during droughts is not allowed anymore
Performance:
– [Experimental] Further optimized unit ground collision checks
Minor changes:
– [Experimental] Pickup location randomization for fields to make collecting crops smoother
– [Experimental] Dragging and projecting a unit formation instead of skipping columns they will stick to obstacle edge if collision is detected
– [Experimental] Virtual supply distribution is clamped to number of active workers.
Example: There are two taverns; one could suffice for all houses so normally one would stop working but now both share some work.
– Added missing floater icons (when you hold TAB) to tavern trading post marketplace
Audio:
– Tweaked town ambience levels + added new ambient sounds
Bugfixes:
– Fixed brigands not leaving their camp sometimes when enemy troops are near
– Fixed oxen traders getting stuck off map on “Winding river” …and many more!“`