0.8.117|Oct 31, 2026
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Version 0.8.117 gets promoted to the default branch

5/5 Game-Changing

Manor Lords v0.8.117 introduces the Rural Foundations perk category, a new Dung and Fertilizer system, and a major overhaul to seasonal crop cycles.

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Key Changes

  • 1New 'Rural Foundations' development perk category with 6 new perks
  • 2Introduction of Dung and Fertilizer mechanics to manage field fertility
  • 3Seasonal Crop overhaul splitting Wheat/Rye (Winter) and Flax/Barley/Oats (Spring)
  • 4New Fishmonger artisan producing Smoked Fish
  • 5New Dunghill building for waste management and fertilizer production
  • 6Field UI refactor featuring a 12-month activity timeline
  • 7Warbow damage increased by 23% while Crossbow damage decreased by 16%
  • 8AI strategy overhaul with increased focus on trade and efficient building placement
  • 9Crop Rotation is now permanently enabled for all fields
  • 10Forester tree planting density reduced by 66%

All Changes

🌾Farming & Agriculture(8)

  • newDung: Added Dung production where pasture animals produce waste at varying rates.
  • newFertilizer: Farmhouse workers can now apply Fertilizer to Fallow Fields during Summer to boost Maximum Fertility for 2 years.
  • changeCrops: Crops are now split into Winter (Wheat, Rye) and Spring (Flax, Barley, Oats) with strict sowing months.
  • changeCrop Rotation: Crop Rotation is now permanently enabled for all fields and cannot be disabled.
  • newField UI: Refactored Field UI now includes a 12-month timeline of upcoming agricultural activities.
  • changeCrops: Unharvested crops in October now slowly die and lose yield instead of force-rotating immediately.
  • changeFertility: Fallow fertility replenishment and crop growth now primarily occur toward the end of their respective cycles.
  • changeFallow Fields: Plowing of Fallow Fields is now permitted in Spring, Summer, and Autumn with low priority.

🌳Development Perks(8)

  • newRural Foundations: Added 'Rural Foundations' Perk Category with six new perks unlockable at Settlement Level 3.
  • buffExperienced Forestry: Experienced Forestry: Increases sawpit efficiency by 20%, Bow Militia range by 25%, and allows winter tree planting.
  • buffWoodland Beekeeping: Woodland Beekeeping: Repurposes Forester's Hut for honey/wax and reduces Apples required for Cider by 25%.
  • buffFish Husbandry: Fish Husbandry: Increases shoal capacity by 15%, enables winter fishing, and boosts Fishmonger efficiency by 25%.
  • buffLivestock Provisioning: Livestock Provisioning: Increases Cow reproduction by 15% and reduces Beef/Mutton spoilage by 10%.
  • buffPractical Tillage: Practical Tillage: Adds Backyard Dung collection and reduces crop damage from rain/snow by 50%.
  • buffPastoral Practice: Pastoral Practice: Increases Sheep reproduction by 30% and Pasture capacity by 20%.
  • buffBorn of the Alps: Born of the Alps: Sheep wool production increased by +1 when on high elevation.

🏠Buildings & Artisans(4)

  • newFishmonger: New Artisan: Fishmonger, who produces Smoked Fish from Fish and Salt.
  • newDunghill: New Building: Dunghill, used for collecting Dung and producing Fertilizer.
  • newLogging Camp: Logging Camp and Woodcutter’s Lodge now feature Reserve and Production Limits.
  • changeForester’s Hut: Updated visuals for the Forester’s Hut and building panels.

⚖️Gameplay & Balance(8)

  • buffWarbows: Warbows damage increased by 23%.
  • nerfCrossbows: Crossbows damage decreased by 16%.
  • nerfCrops: Crop growth speed reduced by 2.4% and Fallow fertility regeneration significantly lowered.
  • buffRye: Rye fertility bonus increased from x1.5 to x1.75 and yield increased by 7%.
  • nerfForester: Foresters’ tree planting density reduced by approximately 66%.
  • buffLivestock: Livestock breeding chance for Cows and Sheep increased to 40%.
  • nerfVegetable Garden: Vegetable Gardens grow at only 20% of their normal rate during Winter.
  • nerfDeep Mine: Deep Mine output has been decreased.

🤖AI Behavior(4)

  • changeAI: AI now recalculates regional strategy daily and evaluates worker placement more frequently.
  • changeAI: AI now prioritizes early trade, Granary upgrades, and regional resource-based militia types.
  • buffAI: AI will now build multiple Hunting Camps and purchase upgrades like Hunting Hounds and Herb Gardens.
  • changeAI: AI now attempts to build enclosing roads around Marketplaces and Churches.

🛠️Bug Fixes & Stability(6)

  • fixStability: Fixed crashes related to texture garbage collection and attacks on troops positioned on Manor walls.
  • fixPerks: Fixed several issues where development perks (Vogtland, Hinterlanders) were applying incorrect double-negative or double-positive effects.
  • fixPathfinding: Fixed pathfinding for Loggers and Firewood Cutters getting stuck on obstacles.
  • fixProduction: Resolved issues with production limits not working for Mines, Quarries, and Forager Huts.
  • fixMilitary: Fixed militia not breaking when morale reaches 0 and influence rewards for ranged-only bandit combat.
  • fixUI: Addressed over 40 additional UI, text, and cosmetic bugs across building panels and tooltips.

Summary

This major update, now promoted to the default branch, fundamentally transforms the agricultural and development systems in Manor Lords. Players can now utilize a new Rural Foundations perk category featuring six distinct development paths. Farming has been overhauled with a strict split between Winter and Spring crops, the introduction of Dung and Fertilizer mechanics to manage soil fertility, and a refactored Field UI that provides a 12-month activity timeline. Additionally, the update brings significant AI improvements, military balance tweaks for ranged units, and a massive suite of bug fixes and optimizations.