0.8.078|Jun 6, 2026
View on Steam↗New BETA version is available for testing (0.8.078)
3/5 Moderate
BETAMajor pathfinding and collision overhaul alongside native gamepad support, squad formation refactors, and significant Ale production balance changes.
Key Changes
- 1Major pathfinding overhaul including a new 'island' system for enclosed zones.
- 2Native Gamepad support added for all gameplay and menu systems.
- 3Squad move commands refactored with context-sensitive formations (lines, columns, scattered).
- 4Ale consumption removed for Level 1 Families; crafting output reduced from 2 to 1.
- 5Character locomotion and collision now use substeps for consistency across game speeds.
- 6Raider behavior adjusted: they now retreat after 50% loot or 40% destruction.
- 7Threshing Priority Medium workforce requirement reduced from 50% to 25%.
- 8Maximum game speed limited to 8x to ensure simulation stability.
- 9Significant performance optimizations for harvest calculations and UI memory usage.
- 10Game Setup screen and Building Panels received a visual and animation overhaul.
All Changes
⚙️Gameplay Systems(8)
- changePathfinding: Major updates to the pathfinding system to reduce time spent waiting for a path.
- newPathfinding: Added an 'island' system to quickly reject paths between different enclosed zones like Manor Castles or riversides without bridges.
- changeLocomotion: Refactored character locomotion and collision to use proper substeps, reducing simulation differences between 1x and 12x game speeds.
- changePathfinding: Refactored the group pathfinding algorithm for better unit coordination.
- buffFamilies: Families now only become homeless when their home burns down instead of when it initially catches fire.
- changeChurch: Increased Lv1 and Lv2 Church boundaries to accommodate future upgrade levels.
- changeBuildings: Forced ungarrisoning when demolishing buildings to prevent characters getting stuck inside.
- changePathfinding: Large characters now have a minor preference for path points that do not require extreme turning.
⚔️Military(7)
- changeSquads: Squad move commands refactored: defaults to wide lines in open fields, 3-column lines on roads, and scattered formations in building areas.
- newSquads: Added ability to hold ALT when giving move commands to keep relative Squad offsets.
- changeSquads: Squads now attempt to align their combat formation to the road shape when fighting on roads.
- changeSquads: Straight army paths are now saved and restored upon loading a game.
- changeNeutral Squads: Neutral Squad sightings occur less frequently and messages are now grouped together.
- changeNeutral Squads: Neutral Squads no longer stop or slow down the game speed upon sighting.
- changeRaiders: Raiders now leave after looting 50% of settlement loot or torching 40% of the settlement.
💰Economy & Balance(8)
- buffAle: Ale is no longer consumed by Level 1 Families.
- nerfAle: Ale crafting output reduced from 2 to 1.
- changeFarmhouse: Threshing Priority default is now set to Low when constructing a Farmhouse.
- buffFarmhouse: Medium Threshing Priority now uses 25% workforce instead of 50%.
- buffWild Animals: Reduced the startle distance for Wild Animals.
- buffHunters: Hunters and Hunting Hounds are now less likely to startle Wild Animals.
- buffDeep Mine: Increased garrisoning speed into the Deep Mine.
- buffTrading Post: Trading Post husbands can now stock the building if no other workers are available.
🎮UI & Controls(7)
- newControls: Added native Gamepad controls.
- changeUI: Overhauled the Game Setup screen aesthetic and adjusted Load screen styling to match.
- newUI: Added info about permanently assigned animals to building floaters accessible via the TAB key.
- newUI: Ale consumption is now displayed in the Family Consumption UI within the People Tab.
- changeUI: Disabled the 'always show region border under cursor' functionality to improve combat visibility.
- changeUI: Popups for Hunger and other status effects are suppressed while holding LMB to avoid mechanical interference.
- newTutorial: Added a logistics tutorial and shortened early tutorials to reduce information overload.
🚀Performance(7)
- fixPerformance: Limited maximum game speed to 8x to maintain simulation precision and performance.
- fixPerformance: Menu textures now unload upon transitioning to gameplay to free up system memory.
- fixPerformance: Optimized harvest yield calculation performance for maps with large amounts of sown plants.
- fixPerformance: Greatly reduced stuttering when spawning Building Panels.
- fixPerformance: Optimized obstacle verification during squad attack formation projections.
- fixPerformance: Reduced performance drops when removing buildings by optimizing Log Entry logic.
- fixPerformance: Disabled shadow casting on Lightning during storms to prevent stuttering when using sharp shadows.
🐛Bug Fixes(10)
- fixStability: Fixed a crash when redistributing supplies while a Burgage Plot had a corrupted memory state.
- fixGameplay: Fixed an exploit allowing players to skip construction requirements by holding RMB while placing buildings in adjacent regions.
- fixAchievements: Fixed animals and civilians incorrectly counting towards 'Enemies killed' or 'Soldiers Lost' achievements.
- fixTrading Post: Fixed Trading Post not respecting reservation and surplus limits.
- fixLogistics: Fixed workers with handcarts walking slower on roads.
- fixSquads: Fixed squads recovering fully from fatigue when disbanding and rallying in quick succession.
- fixPathfinding: Fixed collision logic incorrectly treating streams as impassable obstacles.
- fixBurgage Plot: Fixed Artisan shops in Lv4 Burgage Plots not persisting after loading a save.
- fixVisuals: Fixed snow not appearing on rocks and cliffs during winter.
- fixAudio: Fixed animals killed by arrows emitting human death sounds.
Summary
This major beta update for Manor Lords focuses on deep technical refactoring to improve performance and simulation accuracy. Key highlights include a complete overhaul of the pathfinding and collision systems to ensure consistency across high game speeds, the introduction of native gamepad support, and a visual refresh of the Game Setup screen. Gameplay balance sees a significant shift in Ale mechanics and Raider behavior, while dozens of optimizations target memory usage and CPU overhead during large-scale harvests and building placement.
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