Beta bugfixes (Version 0.8.117)
BETAManor Lords v0.8.117 introduces a major farming rework with fertility regeneration for unplanted fields and Rye buffs, alongside a complete overhaul of Zeidler beehive mechanics and AI building logic.
Key Changes
- 1Unplanted fields now regenerate fertility as if they were fallow, improving crop sustainability
- 2Rye buffed with increased fertility bonus (1.75x) and 7% higher yield
- 3Zeidler mechanics overhauled with new 'Honey Hunting Affinity' and a fix for inverted success rates
- 4AI building logic improved to prioritize rich mines and better settlement layouts around Churches
- 5Forester tree planting density reduced by 66% to balance forest growth
- 6Fixed production limits not working for Mines, Quarries, and Forager Huts
- 7Fixed a crash occurring when loading saves with dead soldiers carrying banners
- 8New productivity tracking added for Foresters and Zeidlers
- 9Unit HP regeneration now requires a 160m distance from enemy units
- 10New tutorials added for field placement and general farming mechanics
All Changes
🌾Farming(6)
- buffFields: Fields with crops selected but nothing planted now regenerate fertility as if they were fallow
- changeFields: Fallow fertility replenishment now builds up over time with most regeneration occurring at the end of the year cycle
- changeCrops: Crops now receive the majority of their growth in the final months of the cycle
- nerfFields: Fertility gain for non-active crop types is reduced while a crop is growing, making fallow cycles more necessary
- buffRye: Rye fertility bonus increased from x1.5 to x1.75
- buffRye: Rye yield increased by 7%
⚖️Gameplay & Balance(11)
- newProductivity Tracker: Productivity tracking is now available for Foresters and Zeidlers
- changeWooden Church: Wooden Church now triggers wide roads in front of it
- changeRoads: Wide roads will now be triggered for longer stretches along a plot's border
- nerfMilitary Units: Fast unit HP regeneration now requires being at least 160 meters away from the closest enemy unit
- changeResource Nodes: Wild Animals, Berries, and Mushroom resource nodes are now placed deeper into Forests when possible
- changeFamilies: Employed families helping construct their own burgage plot will no longer perform 'cosmetic construction', prioritizing productive tasks instead
- changeZeidlers: Zeidlers now roll a 'Honey Hunting Affinity' chance to succeed at establishing a beehive at a tree
- changeZeidlers: Honey Hunting Affinity now takes 50% of the Woodland Environment as the success chance
- nerfForesters: Foresters' tree planting density has been reduced by approximately 66%
- nerfWeiden Hinterlanders: Weiden Hinterlanders mining boost reduced by 10% to match its intended speed
- nerfSmoked Fish: Smoked Fish trade value reduced slightly
🤖AI Behavior(6)
- changeAI: AI will now use rich mines as the center point when placing a Bloomery or Clay Furnace
- changeAI: AI will now wait to build a Charcoal Kiln until the Woodcutter's Lodge is finished
- changeAI: AI will now rotate buildings far from roads toward the settlement center
- changeAI: AI will now attempt to build enclosing roads around the central Marketplace and Churches
- changeAI: AI will now rotate nearby buildings toward a Marketplace or Church
- changeAI: Tweaked the general layout of starting roads around the settlement
🖥️UI & Quality of Life(7)
- newOx: Added a Livestock icon for the Ox
- changePasture: Updated text for storage filters on pastures for animal selection
- newZeidler's Hut: Added text for the Zeidler's Hut building name
- changeFertilizer: Improved text for Fertilizer related tooltips
- newForager Hut: Teeming Affinity icon now appears on the Forager Hut
- newTutorial: New tutorial added for field placement
- newTutorial: New tutorial added for farming mechanics
🛠️Bug Fixes(51)
- fixUI: Fixed building menu not updating properly when upgrading or converting buildings
- fixZeidler's Hut: Fixed Zeidler Hut rebuilding as a Forester's Hut when relocated
- fixZeidlers: Fixed Zeidler 'Honey Hunting' chance being inverted, which previously caused less honey production with more woodland
- fixOf the Vogtland: Fixed Of the Vogtland's negative effect being incorrectly applied to Fields and Farmhouses
- fixPractical Tillage: Fixed crops in Field Storage spoiling faster in winter with the Practical Tillage perk
- fixOxen: Fixed Oxen plowing fields before harvesting was finished
- fixRaiders: Fixed raiders being able to steal Dung and Fertilizer
- fixProduction: Fixed production limits not working for Mine, Quarry, Stone Gatherer Camp, and Forager Hut
- fixFields: Fixed field yields being inconsistent due to rounding errors
- fixProductivity Tracker: Fixed productivity tracker displaying 0% when first viewed due to lag
- fixStability: Fixed crash when loading a save game with a dead soldier carrying a banner
- fixAI: Fixed AI not exporting Pelts in regions with non-rich resource nodes
- fixRoads: Fixed wide roads not being applied for certain buildings when upgrading
- fixCastle: Fixed bugged state of castle modules when loading saves with modules under construction
- fixMarket Stalls: Fixed relocating a stall resulting in freeing available market stall space incorrectly
- fixMarket Stalls: Fixed possibility of transferring market stalls between marketplaces
- fixConstruction: Fixed workers preferring cosmetic construction over productive construction of far buildings
- fixConstruction: Fixed multiple construction workers competing for the same building spot
- fixForager Hut: Fixed Of the Votgland's negative effect being applied to the Herb Garden of a Forager Hut
- fixWeiden Hinterlanders: Fixed Weiden Hinterlanders positive effect being applied to Fields and the Farmhouse causing double bonuses
- fixWeiden Hinterlanders: Fixed Weiden Hinterlanders perk not affecting the price of Chicken Coops
- fixFish Husbandry: Fixed Shoals of Fish not regenerating outside of Spring with Fish Husbandry perk
- fixApproval: Fixed approval loss not dropping due to unburied bodies
- fixInfluence: Fixed bug where defeating bandits by ranged combat only did not reward Influence
- fixPathfinding: Fixed pathfinding issue when attempting to capture bandit camps
- fixMilitary Units: Fixed ability to create units in an unowned region
- fixProduction: Fixed workplace building not producing anything due to Production Limit being able to go negative
- fixButcher's Shop: Fixed Butcher's Shop workers producing beyond storage limits
- fixUI: Fixed spoiled food not being included in regional production registry UI
- fixLivestock Farm: Fixed Livestock Farm workers cancelling pasture collection tasks when Oats could be crafted into Animal Feed
- fixFarmhouse: Fixed collecting crops task not respecting transportation limits and all targeting the nearest Farmhouse
- fixFarmhouse: Fixed Farmhouse workers not completing tasks if multiple farmhouses existed with limited work areas
- fixFarming: Fixed fruits being harvested outside of September
- fixFishing: Fixed some pond fishing spots being too far from water
- fixVisuals: Fixed Butcher's Shop gantry visual bug after loading a save
- fixVisuals: Fixed fences sometimes not spawning on load from save
- fixVisuals: Fixed dirt path appearing in a straight line towards the Manor gate
- fixVisuals: Fixed Zeidlers wearing unrelated equipment when tending or harvesting honey
- fixProductivity Tracker: Fixed Hunters 'placing trap' and Zeidler 'harvest' tasks not being considered labor for the productivity tracker
- fixUI: Fixed Zeidler 'nothing in work area' banner not clearing when the season changed to Autumn
- fixUI: Fixed Zeidler Hut showing the Forester Hut description in tooltips
- fixUI: Fixed Fertilization task not switching to 'No Current Task' once complete
- fixUI: Fixed Livestock and Fertilizer appearing incorrectly in storage filters
- fixUI: Fixed Stone lined pit efficiency hover text not being hooked up correctly
- fixUI: Fixed Nuremberg Prospectors perk not removing collapse chance warning in UI
- fixUI: Fixed upgrading extensions replacing building icons with incorrect ones
- fixUI: Fixed 'Home' button disappearing for Family entry UI in workplaces
- fixUI: Fixed 'Follow Roads' button for Military units showing the 'Allow Friendly Fire' tooltip
- fixUI: Fixed Improved Militia Effectiveness text not being hooked up correctly
- fixUI: Fixed army panel showing data for foreign regions
- fixUI: Fixed possibility to give empty names to animals
Summary
Farming & Sustainability
This update significantly alters how fields interact with the environment. Fields with crops selected but not yet planted now regenerate fertility as if they were fallow. Rye has received a notable buff to both fertility bonuses and yield, making it a more viable alternative to wheat. However, fertility management is now more demanding, as other fertility types gain less while a crop is actively growing.
AI & Building Logic
The AI's settlement planning has been refined. It now prioritizes rich mines for industrial buildings and attempts to create more aesthetic and functional layouts by rotating buildings toward central landmarks like Churches and Marketplaces.
Balance & Bug Fixes
Zeidlers have been reworked with a new "Honey Hunting Affinity" mechanic based on woodland coverage, and a critical bug that inverted their success rates has been resolved. Additionally, this patch includes a massive sweep of fixes for production limits, task prioritization, and UI tooltips, alongside a fix for a crash involving dead soldiers carrying banners.
