New BETA version is available for testing (0.8.059)
Manor Lords adds a new Burgage Plot level and shifts progression to track Families, plus a new map and 6x FPS gains.
Key Changes
- 1New Burgage Plot Level 3 added; previous Level 3 moved to Level 4.
- 2Settlement Level progression now tracks Families instead of built Plot levels.
- 3New 'Twin Lakes' map added with unique landscape features.
- 4Performance refactor providing up to 6x FPS gains in large cities.
- 5Barley and Rye growth seasons swapped (Spring vs Winter).
- 6Cobbler and Baker extensions now require Level 3 Burgage Plots.
- 7Wild animal breeding speed doubled and deposit sizes increased.
- 8Ox guiding restricted to unassigned workers or specific camp workers.
- 9Food spoilage values and thresholds increased for higher difficulty.
- 10AI now considers military equipment and Artisans for regional management.
All Changes
🏘️Settlement & Progression(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 to Level 4 with updated requirements.
- changeBurgage Plot: Cobbler and Baker extensions now require a Level 3 Plot to unlock.
- changeSettlement Level: Settlement Level progress now checks for Families of a certain level rather than built 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.
- buffFamilies: Families are now allowed to plow their Backyards in November.
- changeManor: Manor buildings/modules no longer have road snapping points while placing them.
- removeSiege Camp: The Siege Camp building option has been hidden as it is still a work in progress.
🗺️Maps & Environment(6)
- newTwin Lakes: Added a new map titled 'Twin Lakes'.
- changeDevil's Hill: Refreshed trees and adjusted roads/spawn locations on Devil's Hill.
- newDevil's Hill: Added dirt cliffs, dirt hills, and additional shrubbery to Devil's Hill.
- changeTwin Lakes: Replaced rock cliffs with dirt cliffs and added dirt hills to Twin Lakes.
- changeTwin Lakes: Lowered the height of the lake and adjusted the landscape on Twin Lakes.
- changeWild Animals: Wild animals now attempt to avoid retreating into cliffs and ponds.
🧠Gameplay & AI(15)
- changeOx: Ox guiding to construction sites is now restricted to unassigned workers or Logging Camp workers.
- changeOx: Ox guiding for deliveries is restricted to unassigned workers or workers from the destination building.
- buffWorkers: Idle workers who can sit at their workplace no longer return home.
- buffWorkers: Idle workers closer to their workplace than home will now go inside the workplace.
- changeWorkers: Only specified workplaces are allowed to be entered when workers are idle.
- buffWorkers: Granary and Storehouse workers now recalculate collection amounts upon reaching a target building.
- buffGrave Digger: Grave diggers now bring corpses to the closest valid destination from the corpse position.
- changeCorpse Pit: Dead enemy soldiers may now be buried in a corpse pit if it is closer than a Church.
- buffWell: Family members fetching water now choose the Well providing the shortest round trip.
- 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.
- changeAI: AI will now export excess military goods not required for current or future squads.
- changeAI: AI will now raise all squads immediately after pressing a Claim or starting a Challenge.
- removeAI: AI will no longer attempt to settle additional regions until the mechanic is fully implemented.
- changeAI: Added a temporary maximum cap to the number of families in AI-controlled regions.
⚖️Balance & Trade(8)
- buffWild Animals: Wild Animals breeding speed has been 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 a Winter Crop to a Spring Crop.
- changeRye: Rye growth time adjusted from a Spring Crop to a Winter Crop.
- nerfFood: Increased Food Spoilage values and improved consistency between food types.
- nerfFood: Increased the thresholds between all Food Spoilage levels (Very Low to Very High).
- changeMalt: Malt is now classified as a Major Trade item.
- buffTrading Post: Increased the regional limit per good in the Trading Post.
⚡Performance & Optimization(9)
- buffPerformance: Refactored the Event Notification system to avoid processing Step FX for distant villagers.
- buffPerformance: Implemented building caches to greatly reduce worker task iteration times.
- buffPerformance: Optimized unit rendering system to avoid redundant transform updates.
- buffPerformance: Greatly optimized Regional Stock and Surplus recalculations.
- buffPerformance: Greatly optimized Regional Stock UI counter updates.
- buffPerformance: Optimized field texture updates and crop transform updates.
- buffPerformance: Optimized Warehouse, Granary, and Market supply distribution tasks.
- buffPerformance: Reduced grass density based on camera angle to improve frame rates.
- buffPerformance: Optimized unit location interpolation and rotation update frequencies.
🐛Bug Fixes(8)
- fixWorkers: Fixed workers unable to pick up goods from their own workplace if it was outside their work area.
- fixProduction: Fixed Millers ignoring Grain reserves and Butchers ignoring production limits.
- fixMilitary: Fixed Battlefields drifting or appearing outside the targeted challenge region.
- fixPathfinding: Fixed characters getting stuck during castle deconstruction or on cliffs.
- fixManor: Fixed the Castle Planner allowing free upgrades and the unaffordable Manor exploit.
- fixTrade: Fixed Global Market Supply not resetting properly when starting a new game.
- fixSave/Load: Fixed an issue where drought data and harvest predictions were not saved correctly.
- fixPerformance: Fixed memory leaks associated with TAB Building Floaters.
🛠️Crash Fixes(5)
- fixStability: Fixed a crash on late-game saves when too many fields updated plowing on the GPU simultaneously.
- fixStability: Fixed a crash during bandit camp initialization on game load.
- fixStability: Fixed a crash occurring when a building burned down while in a distribution queue.
- fixStability: Fixed a crash related to mule animal appearances and missing animations.
- fixStability: Fixed a crash when building a bridge in the same location as a demolished bridge.
🖥️UI & Quality of Life(4)
- newUI: Added logic to detect OS preferred language on the first startup.
- newUI: Added a preview of the existing limited Work Area when hovering Work Area buttons.
- newUI: Added a notification log prompt when a settlement owned by another Lord levels up.
- changeUI: Updated tooltips for Burgage Plot upgrades and Living Space to include Level 4 info.
Summary
Progression & Housing Overhaul
The core progression system has been redesigned to track the number of Families living in a region rather than the level of built Burgage Plots. A new Level 3 Burgage Plot has been introduced with unique models and requirements, while the previous Level 3 aesthetic has been moved to Level 4. Additionally, specialized extensions like the Cobbler and Baker now require a Level 3 plot to unlock.
New Map & Environment
A new map, "Twin Lakes," joins the rotation, featuring adjusted landscapes and dirt cliffs. Existing maps like Devil's Hill have received visual refreshes, including updated road layouts and foliage.
Performance & Systems
This update features a massive optimization pass, refactoring event notifications and unit rendering to provide up to a 6x FPS increase in large settlements. Gameplay systems like Ox guiding, AI military logic, and worker idle behaviors have been refined for better efficiency and realism.
Balance & Bug Fixes
Significant balance changes include doubling the breeding speed of wild animals, swapping the growth seasons for Barley and Rye, and increasing food spoilage rates. Hundreds of bugs related to production, pathfinding, and manor construction have been addressed, alongside several critical crash fixes.
