Aug 22, 2026
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Beta localization and crashfixes

3/5 Moderate

BETAManor Lords v0.8.100–0.8.103 introduces significant AI logic improvements for resource management and taxation, alongside new loading screen art and critical crash fixes.

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Key Changes

  • 1Extensive AI logic overhaul for early-game production, trade, and taxation
  • 2Fixed crashes occurring during animal exports and loading older Wide Valley saves
  • 3Added final Cheesemonger building model and new loading screen art
  • 4Terrain overlay is now available while in road construction mode
  • 5AI now waits until Tier 2 to build Apiaries and prioritizes early industry more effectively
  • 6Fixed Fisherman’s Hut incorrectly applying Carp limits to Eel nodes
  • 7Improved pathfinding performance by tweaking log locations in the Logging Camp

All Changes

🧠AI Behavior(13)

  • changeAI: AI will no longer build Apiaries until it reaches Tier 2.
  • changeAI: AI will be less keen on building a non-rich Salt or Clay Mine.
  • changeAI: AI will now seek out non-rich food resource nodes even when far away.
  • changeAI: AI will delay some industry buildings to focus on early production and trade.
  • fixAI: Fixed AI buying a Trade Route that relies on goods that aren’t in abundance.
  • fixAI: Fixed Clay Furnace not being built close to Clay Mines by the AI.
  • fixAI: Fixed AI focusing too much labor on Berries/Mushroom resource nodes compared to Fishing.
  • fixAI: Fixed AI not setting reserves for Planks on Artisans.
  • fixAI: Fixed AI setting Land Tax too early.
  • fixAI: Fixed AI setting Tithe not based on food supply.
  • changeAI: Tweaked AI to re-calculate its strategy more often in the first 60 days.
  • changeAI: Tweaked how many residential plots the AI builds in parallel in the early game.
  • fixAI: Fixed AI not correctly calculating building cost when placing multiple plots at once.

🎮Gameplay(2)

  • changeRoads: Terrain overlay is now available while in road mode.
  • fixSheep: Fixed an issue where sheep would die of cold at high elevation terrain in autumn.

🎨Visuals & Cosmetics(5)

  • changeConstruction Yard: Updated the Construction Yard preview model.
  • newLoading Screen: Added new 'Building the Church' loading screen art.
  • changeLoading Screen: Refreshed the 'Knight in the fields' loading screen art.
  • newCheesemonger: Added the final building model for the Cheesemonger.
  • fixPasture Shed: Fixed a flickering black box visual glitch in the Pasture Shed.

🌐UI & Localization(3)

  • changeLocalization: Updated localization across multiple languages.
  • fixLocalization: Fixed tags not working in several building descriptions in Chinese translations.
  • fixUI: Fixed Fisherman’s Hut, Hunting Camp, and Firewood Cutter showing production limits in addition to gathering/fishing limits.

📦Logistics & Performance(2)

  • fixFisherman's Hut: Fixed Fisherman’s Hut always using Carp limit even on an Eel resource node.
  • fixLogging Camp: Tweaked log locations in the Logging Camp to improve pathfinding performance.

🛠️Stability(2)

  • fixSaves: Fixed a crash when loading from older saves on the Wide Valley map.
  • fixTrading: Fixed a crash occurring when exporting animals.

Summary

This beta update focuses on refining AI behavior during the early game, ensuring better resource prioritization and more logical building placement. It also includes visual updates like the final Cheesemonger model and new loading screen art, while addressing crashes related to animal exports and older save files.