0.8.065|Mar 18, 2026
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5/5 Game-Changing

Manor Lords v0.8.065 introduces Burgage Plot Level 4, shifts settlement progression to family-based levels, and delivers a massive 6x performance boost for large cities.

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Key Changes

  • 1New Burgage Plot Level 4 added (previous Level 3 moved up to Level 4).
  • 2Settlement Level progress now checks for Family levels instead of Burgage Plot levels.
  • 3Massive performance optimizations providing up to 6x FPS gain in large cities.
  • 4New 'Twin Lakes' map added with unique landscape features.
  • 5Barley and Rye growth seasons swapped (Barley is now Spring, Rye is now Winter).
  • 6Food spoilage values and thresholds significantly increased.
  • 7Cobbler and Baker extensions now require Level 3 Burgage Plots to unlock.
  • 8AI now considers military equipment and Artisans for economic and squad calculations.
  • 9New 'Admired' and 'Revered' approval tiers increase income for high-level plots.
  • 10Complete refactor of the Event Notification system to reduce CPU overhead.

All Changes

🏠Settlement & Buildings(9)

  • newBurgage Plot: Added a new Burgage Plot Level 3 with new models, requirements, and effects.
  • changeBurgage Plot: Moved the previous Burgage Plot Level 3 aesthetic and requirements to Level 4.
  • nerfBurgage Plot: Cobbler and Baker extensions now require the Plot to be Level 3 to unlock.
  • changeSettlement Level: Settlement Level progress now checks for Families of a certain level rather than Burgage Plot levels.
  • buffBurgage Plot: Burgage Plot Upgrade: 'Expansion' now gives +1 Living Space regardless of Plot Level.
  • buffApproval: Approval Tiers 'Admired' and 'Revered' now increase income for Level 3 and Level 4 Plots by 1.
  • changeManor: Manor buildings/modules no longer have road snapping points while placing them.
  • changeBurgage Plot: Added ground blenders for Burgage Plot lv1 and Church lv1.
  • changeBurgage Plot: To increase visual variety of wide LV4 Burgage Plots, the game will sometimes leave a facade gap.

🤖Gameplay & AI(19)

  • changeBattlefield: All squads inside an active Battlefield are now always visible.
  • changeBattlefield: Battlefield participation area gradually shrinks after a battle starts.
  • changeOx: Only unassigned workers or Logging Camp workers can guide an Ox to a construction site.
  • changeOx: Only unassigned workers or workers from the destination building can guide an Ox.
  • buffVegetable Garden: Families are now allowed to plow Backyard Vegetable Gardens in November.
  • changeWorkers: Idle workers closer to their workplace than home will now rest inside the workplace.
  • buffWorkers: Granary and Storehouse workers recalculate collection amounts upon reaching a target building.
  • buffGrave Digger: Grave diggers now bring corpses to the closest valid destination.
  • changeCorpse Pit: Dead enemy soldiers can now be buried in a corpse pit if it is closer than a Church.
  • buffWell: Water fetching logic updated to prioritize the shortest round trip rather than the closest Well.
  • nerfArmament Delivery: Armament Delivery now requires 15 total population (5 housed families) and a storehouse.
  • changeAI: AI now considers military equipment levels before adding new Militia squads.
  • changeAI: AI now considers Artisans when calculating regional input and output of goods.
  • buffAI: AI will now export excess military goods not needed for current or future squads.
  • buffAI: AI will now raise all squads after pressing a Claim or starting a Challenge.
  • buffAI: AI now defends owned but unsettled regions.
  • changeAI: AI will no longer build Stone Gatherer Camps for rich Stone resource nodes.
  • removeAI: AI will no longer try to settle additional regions until the mechanic is properly implemented.
  • changeAI: Added a temporary max cap to the number of families in AI regions.

🗺️Maps & Environment(6)

  • newTwin Lakes: Added a new map 'Twin Lakes'.
  • changeDevil’s Hill: Refreshed Devil’s Hill with new trees, adjusted roads, spawn locations, and dirt cliffs.
  • changeTwin Lakes: Adjusted Twin Lakes landscape with dirt cliffs, hills, and lowered lake height.
  • newQuarry: Added Rough Stone and Rubble Stone pickup spots to the Quarry.
  • changeWild Animals: Wild animals will now attempt to avoid retreating into cliffs and ponds.
  • changeHunter's Trap: Hunter's traps are now checked every 90 days with yields based on Teeming Affinity.

⚖️Balance & Trade(9)

  • buffWild Animals: Wild Animals breeding speed doubled.
  • buffWild Animals: Max Wild Animal Deposit size increased from 16 to 18 (normal) and 26 to 28 (rich).
  • changeBarley: Barley growth time adjusted from Winter Crop to Spring Crop.
  • changeRye: Rye growth time adjusted from Spring Crop to Winter Crop.
  • nerfFood Spoilage: Increased Food Spoilage values and thresholds across all levels.
  • buffFish: Starting amount of Shoal of Fish deposits increased from 66% to 80%.
  • buffTavern: Taverns now provide the same spoilage reduction as Granaries.
  • changeMalt: Malt is now classified as a Major Trade.
  • buffTrading Post: Increased the regional limit per good in the Trading Post.

Optimization & Performance(9)

  • changePerformance: Completely refactored the Event Notification system to reduce CPU overhead.
  • buffPerformance: Implemented building caches to greatly reduce worker task iteration times.
  • buffPerformance: Optimized unit rendering system to avoid redundant transform updates.
  • fixUI: Fixed lag spikes when spawning hundreds of Building Floaters via the TAB key.
  • buffFarming: Added farming task check skipping for fully plowed, sown, and growing fields.
  • fixPerformance: Removed 80ms periodic hitch occurring on large saves during market requirement calculations.
  • buffPerformance: Prevented particle effects from playing when too far from the camera.
  • buffPerformance: Greatly optimized Regional Stock and Surplus recalculations.
  • buffPerformance: Optimized Warehouse, Granary, and 'Get Resource' tasks.

🐛Bug Fixes(10)

  • fixWorkers: Fixed workers unable to pick up goods if their workplace was outside their assigned work area.
  • fixButcher: Fixed Butcher ignoring Production Limits.
  • fixBattlefield: Fixed Battlefields drifting based on units not involved in combat.
  • fixPathfinding: Fixed soldiers getting stuck on or walking into cliffs during fights.
  • fixTrade: Fixed Global Market Supply not resetting properly when starting a new game.
  • fixManor: Fixed inability to build additional Manor buildings after placing walls.
  • fixManor: Fixed the 'unaffordable Manor' exploit.
  • fixStability: Fixed crash occurring during late-game season updates with massive fields.
  • fixStability: Fixed crash related to idle units trying to find conversation targets outside the map.
  • fixBurgage Plot: Fixed oversized Tier 4 Burgage Plots caused by a scaling algorithm error (meters vs centimeters).

🌐UI & Localization(5)

  • newUI: Added logic to detect OS preferred language on first startup.
  • newUI: Added a preview of the limited Work Area when hovering Work Area buttons.
  • changeUI: Wax is now displayed under Crafting Materials on the resource bar.
  • newWiki: Added 'Deposits' section to the Wiki with info on all natural resources.
  • changeUI: Updated job title for Small Holding workers to 'Smallholder'.

Summary

Major Progression & Housing Overhaul

This update fundamentally changes how players grow their settlements. A new Burgage Plot Level 3 has been added, pushing the previous Level 3 aesthetic and requirements to a new Level 4. Crucially, Settlement Level progress is no longer tied to building levels but instead checks for the level of Families living in the region. Additionally, the Cobbler and Baker extensions now require Level 3 plots to unlock, and the Expansion upgrade provides +1 Living Space regardless of the plot's level.

Performance & Technical Refactor

Players with large cities will see the most significant impact from this patch, with optimizations providing up to a 6x FPS gain. This was achieved through a complete refactor of the Event Notification system, implementation of building caches for worker tasks, and stabilization of task updates. The update also introduces the Twin Lakes map and a host of AI improvements, including better economic logic for Artisans and military equipment management.

Balance & Gameplay Tweaks

The economy has been tightened with increased Food Spoilage values and thresholds. Farming has seen a seasonal shift: Barley is now a Spring crop, while Rye has moved to Winter. Trade has also been adjusted, with Malt now classified as a Major Trade. Military encounters are more transparent with squads always visible within active Battlefields, and the AI is now more aggressive in defending its territory and raising squads during challenges.