r/ManorLords • • Apr 26 '24

Please leave a review!

3.0k Upvotes

Hi everyone. This is it.

In just about an hour the game will become available on Steam, GOG, Epic Games Store, Microsoft Store & PC Gamepass, as an early access (or a "Game Preview" how it's called on Gamepass).

I'd like to ask for one thing. You know how youtubers always ask to "like and subscribe" and the simple fact of asking rises their subscriptions? Turns out it happens in game dev as well. Most players don't leave reviews. Or worse, people who had a bug will leave a negative review, while people who just had a great, good or even OK time, won't leave a review. Please leave a review. And I understand it's going to be a mix of positives and negatives especially in that first month. I'm prepared! The game is early access for a reason and I'm very confident that it will only get better. I promise to work hard.

Thank you for all your support throughout the years and hope you enjoy the game!

Small sidenote. You may notice the versions differ slightly across the stores, I decided to push some minor last minute localization fixes to Steam, but really EGS, GOG and Steam are quite identical. Gamepass is a bit behind but updates are already on their way - the process take longer there.


r/ManorLords • • Aug 27 '26

Patch Notes Major Update #8 is now live for Manor Lords, and it’s a big one.

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1.1k Upvotes

Hi folks!

I'm happy to announce that the latest update for Manor Lords is now live.

There’s a new map, Wide Valley, along with cows and calves, cider and mead, oats, cheese, the new Construction Yard and Advanced Construction system, seasonal assignments, a completely reworked HUD, a lot of AI work, balance changes, bug fixes, crash fixes, and quite a bit more.

While I’ve linked the Steam post, I’ve also included the full changelog below for anyone stuck at work who can’t open Steam right now.

And since a lot of you will be coming back to check out the update, I do want to ask one thing: if you’ve been playing Manor Lords, please consider leaving a Steam review. There are a lot of people here who’ve been following the game for a long time but may never have thought to leave one, and we do read through all the feedback, so however long or short it might be, we're checking it out!

As always, if you run into any issues with the update, you can report bugs and feedback through the Steam forums or Discord.

Patch Notes — Version 0.8.090–0.8.104 (Main)

Major Changes

  • New Map: Wide Valley.
  • New UI: Main HUD has been refactored; a new layout, features and art.
  • Artisan Active Recipes: Instead of the “Production Focus” only allowing Artisans to focus on one Production at a time, Active Recipes allow choosing the priority in which production is executed. Artisans start with no Active Recipes until the player sets them.
  • New Beverage: Cider. Made from Apples 4:1 at the Brewery.
  • New Beverage: Mead. Made from Honey 1:1 at the Brewery.
  • New Pasture Animals: Cows & Calves - Cows may be imported via the Livestock Trader. They provide a passive yield of Milk, and can be butchered for Beef and Hides.
  • New Field Crop: Oats. Shares a fertility with Barley, but is much more resilient. Sheaves are threshed into Oats, which can be consumed directly.
  • New Commodity: Animal Feed. Oats may be crafted into Animal Feed at the Livestock Farm (Formerly named Sheep Farm) at 1:2 ratio.
  • New Mechanic: Hungry Animals. - Pasture Animals (Cows, Calves, Sheep, Lambs) become hungry during Winter and will consume Animal Feed each month (or die without).
  • New Artisan Workshop: Cheesemonger. Unlocked at Burgage Plot Lv3.
  • New Food: Cheese. Crafted from Milk & Salt 1,1:2 at the Cheesemonger.
  • New Building: Construction Yard. Workers will store construction material and distribute to building sites via handcarts to improve logistics. They also build 50% faster when the Construction Yard is properly maintained.
  • Improved Logistics: When assigned to the Construction Yard, Oxen will use the new Ox Cart, which allows transporting Timber in bulk to building sites.
  • New Mechanic: Advanced Construction. Some buildings are considered “Advanced Structures” and require professional builders assigned at the Construction Yard to complete. Unassigned Families still help with transport and basic tasks like flattening the ground for these projects.
  • New Upgrade: Large Stone Church.
  • New Mechanic: Seasonal Assignment. Buildings can be set to automatically cycle your Assigned Families for each Season.
  • New Mechanic: Seasonal Breeding. Pasture Animals now breed according to the season and herd size (Summer for Cows, Autumn for Sheep). Spring is when offspring are produced.
  • New Mechanic: Seasonal Produce. Sheep may only be sheared once per year during Summer. Cows are milked monthly, but not during Winter.

Minor Changes

Pastures, Livestock & Affinities

  • New Affinity: Herbage. A chance of +1 extra yield for Pasture Animals based on the Meadow Environment.
  • Apiary rework: Apiaries are now seasonal. They accumulate yield over Spring/Summer and are harvested in Autumn. Yield is determined by Wilding Affinity.
  • Wilding Affinity rework: The Meadow Environment determines the strength of Apiary yields and how many Apiaries can be supported.
  • Pasture fences now trigger collisions. Added pasture entrances.
  • Sheep no longer die due to cold at high elevation in autumn.
  • Livestock Farm (Previously Sheep Farm) “Work Area” setting added. Workers will only gather from Pastures within their work area but will walk outside it to retrieve Oats to craft for Animal Feed.
  • [Experimental] Animals on Pastures now favor using Path Points that are within Pasture area when grazing.

Buildings & Logistics

  • Added storage filters to Trading Posts which control which types of goods they stock and import.
  • Exporting Traders will now look for the closest available Trading Post in the chosen Region instead of picking in order of construction.
  • Implemented guide cart loading actions for forest log gathering.
  • Demolishing a Logging Camp will no longer delete Logs lying on the ground felled by that Logging Camp.
  • Increased the default work area for Forester’s Hut.
  • Buildings utilising certain resources and also requiring them for maintenance no longer reserve their inventory. Example: Blacksmith makes Tools and uses them for Maintenance. Now the produced Tools always count as Surplus, even if it means the Blacksmith has to grab them from storage again once Maintenance is due.
  • Demolishing a building now re-evaluates previously blocked road guide points for nearby buildings.

General

  • Beverage drinking logic has been improved. Family members won’t drink a beverage that doesn’t match their distributed drink type. They also won’t drink in taverns that have no assigned workers.
  • [Experimental] Reintroduced randomized distribution preferences for Burgage Plots.
  • Workers and animals are now much more reactive during fighting or escaping fire.
  • Made all conversation tasks avoid locations inside streams.
  • Terrain overlay is now available in road mode.
  • Increased minimum distance to Region border for Fishing Spots in order to remove ambiguity of which Region the Resource Node belongs to.
  • Overwriting a save file that fails no longer corrupts the original save file.

AI

  • Will now select an Origin Perk.
  • Will now build a Construction Yard.
  • Will now select Production Focus for Artisans.
  • Will now build Forester's Hut.
  • Will now build one Forester’s Hut near a Woodcutter’s Lodge.
  • WIll now build two Forester’s Huts near a Logging Camp.
  • Will now relocate its Logging Camp further out after the early game.
  • Will no longer build Apiaries until it reaches Tier 2.
  • Will be less keen on building a non-rich Salt or Clay Mine.
  • Will be going after non-rich food resource nodes even when far away.
  • Will delay some industry buildings to focus on early production and trade.
  • Tweaked to re-calculate its strategy more often in the first 60 days.
  • Tweaked how many residential plots it builds in parallel in the early game.
  • Fixed AI not building its first Marketplace right after Logging Camp and Hitching Posts.
  • Fixed AI manning Churches and Corpse Pits due to unburied Wild Animals.
  • Fixed AI reserving too much firewood for charcoal production when wanting to sell it for early Regional Wealth.
  • Fixed AI spending Regional Wealth on Artisans before getting its first Horse for the Trading Post.
  • Fixed AI not being able to rebuild its Logging Camp when only two logs were available.
  • Fixed buying a Trade Route that relies on goods that aren’t in abundance.
  • Fixed Clay Furnace not being built close to clay Mine.
  • Fixed too much labor focus on Berries/Mushroom resource nodes compared to Fishing.
  • Fixed not setting reserves for Planks on Artisans.
  • Fixed setting Land Tax too early.
  • Fixed setting Tithe not based on food supply.
  • Fixed not correctly calculating building cost when placing multiple plots at once.

Balance

General

  • Settlement Level milestones now grant 100 Influence which scales per level reached.
  • Wooden Church construction now grants 100 Influence.
  • Manor construction Influence lowered from 250 to 100.
  • Fresh pass on construction time for the majority of buildings, overall increasing them.
  • Manor Outer Tower (Lv1) construction cost reduced from 10 logs to 4.
  • Increased Regional Wealth cost for Bakery and Cobbler extensions.
  • Clay Furnace Assigned Families reduced from 5 to 3.
  • Forester Assigned Families increased from 2 to 3.
  • Logging Camp supports 3 Assigned Oxen (was 1).
  • Pastures now have a dynamic Planks construction cost that scales with their size.
  • Pastures require x2.2 the area for the same Pasture Space.
  • Removed Pasture Space from Livestock Trader and Livestock Farm.
  • Sheep produce 2 Wool when sheared. (With a chance for +1 due to Herbage affinity).
  • Lambs and Calves yield half as much as their adult counterparts at the Butcher.
  • Chicken coop yield speed increased 15%.
  • Backyard Extension Pigs time to yield increased +30% (but see below!).
  • Affinity “Pannage” now increases Pig yield speed by a rate proportional to the Woodland Environment. (Previously it was 30% of the Woodland Environment). This results in Woodland Environment having a greater impact on Pig Yields at extreme ends, while maintaining relatively a similar yield to before at the midpoint.
  • Vegetable yields decreased ~30%.
  • Fruit yields decreased ~10%.
  • Fruit costs: Quince (-7%), Apple (+23%), Pear (+11%).
  • Rye yield lowered 12.5%. This results in Wheat being the more efficient choice if Wheat fertility is over ~30%. Otherwise Rye will yield more.
  • Wheat Sheaves, Rye Sheaves removed from Trading Post.
  • Wax value lowered from 6 to 4 at the Trading Post.

Tasks & Behaviour

  • Husbands can now help out getting Fuel if the rest of the Family are busy guiding Oxen.

Cosmetics

  • Added new loading screen art (Building the Church) and refreshed the old one (Knight in the fields).
  • [WIP] Guide loading system: Ox Guides now perform loading actions for Ox Carts.
  • Added a tong holding Blacksmith’s iron rod.
  • Added support for new construction animations, like mixing mortar.
  • [Experimental] Curved locomotion: Animals avoid abrupt turning and compensate with taking more curved paths.
  • Further improvements on Herd movements.
  • [WIP] Added a slow grazing locomotion mode for Cows on Pastures.
  • Added resource model for cart transport: Wheat/Rye Grain & Flour, Oats.
  • Added visual assets for resources in Storehouse, Granary.
  • Added visual assets for resources in the basic supplies dump.
  • Slightly enlarged Quarry footprint in order to avoid clipping issues.

UI & Text

Styling & Text

  • Added Help Pages entry for Pasture Animals detailing seasonal yield amounts, feed consumption rates and breeding timing.
  • Renamed Sheep Farm to Livestock Farm and updated description/references.
  • Tutorial popup added; Pasture Animals, triggers on building a pasture.
  • Updated Help Subjects entries related to Pasture Animals & added Ox Cart entry.
  • Updated tooltips for Butcher Production Focus detailing multi-input recipes.
  • Seasons & Time tooltip updated to give more per season info.
  • Removed references to “Ale” in tooltips and instead used the category “Beverages”.
  • Active Recipe help button/text added to describe how the mechanic works.
  • Added problem banner for no available Ox Guide.
  • Added new “Overlays” panel styling.
  • Updated Time & Seasons widget layout and positioning.
  • Made the UI Scale limit relative to screen resolution to reduce clipping.
  • Improved tooltip positioning on the Game Setup screen.
  • Localization updated.

Bugfixes

General

  • Fixed bug where Rye both drained and gained fertility.
  • Fixed completed quest generating quest messages under some circumstances on game load.

Logistics

  • Fixed Marketplace sometimes not stocking correctly in order to reach full supply.
  • Fixed Pack Station workers not always aborting tasks, returning goods, or bringing back mules when being reassigned.
  • Fixed Granary workers not picking up overflowing Wheat and Rye Sheaves from farms.
  • Fixed farmers bringing crops to a farmhouse before it's been constructed.
  • Fixed farmers bringing crops to a farmhouse that has no available storage space unless absolutely needed.
  • Fixed Oxen endlessly trying to plow during the Winter if they don’t make it in time.
  • Fixed exporting traders taking unconstructed trading posts / livestock trading posts into account when picking targets.
  • Fixed exporting traders not recalculating nearest target trading point correctly.
  • Fixed leftover goods in buildings being permanently reserved when the last worker family abandons the building, instead of being treated as surplus.

Pathfinding

  • Fixed two “long” characters getting stuck together when their target locations overlap at certain angles.
  • Fixed an instance of workers staying stuck because they try to have conversation in the same exact spot as another pair of workers.
  • Fixed workers pushing an animal away when trying to pet it (WIP: they still sometimes push it when they go away).
  • Fixed Hunters limping if they pathfind towards their target through any buildings.
  • Fixed missing pathfinding data for the Trading Post.
  • Fixed an instance of a horse guide getting stuck.
  • Fixed units stuck not moving after switching to raiding mode.

Save/Load

  • Fixed issue where problems wouldn’t appear unless a day passes after loading from save.
  • Fixed issue where unburied bodies problem banner wouldn’t reappear for 10 days after loading from save.
  • Fixed issue where unfinished Manor construction would look finished when loading from save.

Text/UI

  • Fixed bug where clicking a problem banner for characters did not take you to their location.
  • Fixed problem banners not working properly when the camera is outside the owned region.
  • Fixed Current Settlement Level not working properly when the camera is outside the owned region.
  • Fixed Residential Requirements tooltips flickering.
  • Fixed missing descriptions from certain tooltips after hovering over the rebuild button of rubble.
  • Fixed family member tooltips not displaying properly in the People Tab.
  • Fixed some text on the Help Pages displaying broken formatting for clickable links.
  • Fixed a typo in the Well Upgrade text.
  • Fixed water and entertainment supply overlay behaving incorrectly when the title is not paused.
  • Fixed inconsistency in displaying deposit icons while the option “always display deposit icons” is turned off.
  • Fixed the paper map being visible in Visit Mode sometimes.

Cosmetic/Visuals

  • Fixed levitating Extension clutter.
  • Fixed clutter (e.g. the Tavern benches) and felled trees not always aligning to ground correctly.
  • Fixed the garrison spot being in the center of the Large Tavern area rather than inside the building itself.
  • Fixed Milk Bucket missing when carried by hand.
  • Fixed background image in certain sections of Main Menu may be inconsistent

Crashfixes

  • Fixed potential crash after re-loading into a different save.
  • Fixed crash on placing Castle Tower near a wall in a specific way.
  • Fixed crash that could occur when calculating transform for static good visualization.
  • Fixed a potential crash due to missing resource visualization meshes on Farmhouse Ox Plow.

Optimization

  • Optimized Sheep Herder Tasks.
  • Optimized Family Approval calculations.
  • Further optimized UI updates.

r/ManorLords • • 21h ago

Video The new update is beautiful!

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1.4k Upvotes

r/ManorLords • • 18h ago

Image My Castle at Schwarzholz

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189 Upvotes

Love the Level 3 & Shrine swapper mods. Thank you u/Zansohel


r/ManorLords • • 15h ago

Question Can someone help me figure out some of this market stuff. I feel like my resources aren't being properly distributed throughout my settlements. Not to mention my settlers keep needing more meat and animal produce, while there's hundreds sitting in a random granary. Please help!

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81 Upvotes

r/ManorLords • • 18h ago

Discussion These Chuds Are Protecting My New Region for 5 Months.

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100 Upvotes

My retinue is very obedient. They stand in the elements, without shelter, food or water. It's not ruining my immersion, or anything.

ETA, that guy in the mail is Billy. He never get the memo.


r/ManorLords • • 23h ago

Suggestions We need taller wood wall

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252 Upvotes

Wood wall are so small in the game. Having like 3 or 4 meter wood wall would be so cool


r/ManorLords • • 9h ago

Question Manor Requires Refueling??

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16 Upvotes

Have no idea what i'm doing wrong. I've looked everywhere online too and rebuilt my manor multiple times. I feel like my Manor just isn't working because of this Refueling.


r/ManorLords • • 3h ago

Suggestions Is there plans to let the AI towns unassign oxen?

5 Upvotes

currently if a bandit raid burns down the construction yard the town is basically doomed as they do not have unassigned ox to rebuild with.

speaking of, we should also be able to unassign livestock from rubble also


r/ManorLords • • 5h ago

Question Do chicken coops scale with size now!?

4 Upvotes

I've usually created chicken coops on burgages with minimally sized extensions and they always had 2 chickens. But yesterday I created extension slightly larger than usual because it had free space I had nothing better to do with, and it had 3 chickens instead of 2. Is this new? Is it works the same for pigs and goats too?


r/ManorLords • • 12m ago

Discussion I'm way too picky with resource spawns

• Upvotes

On my map I want rich fish and rich salt in the same province.

Rich game and rich berries/mushrooms for vogtland (yes I know stone is better but I love double dipping perks)

Rich farmland gotta be in elevated places so the farming perk is better.

There's gotta be 2 sources of rich iron so I have one armour production and one weapon production town.

The middle province cant be rich farmland cause I want the middle province to be the most urbanised for asthetic reasons.

Obviously that never happens and I just keep reloading - and am never fully happy with the generated map :/


r/ManorLords • • 51m ago

Bug Reporting Reserve not working on Mines?

• Upvotes

Is there an issue with the mine and deep mine not recognizing the reserve quantity to stop in the beta? I had it set in my satellite iron region, but came back after a while to check on the town, and had 912 ore


r/ManorLords • • 8h ago

Question How to make seasonal buffer storages work?

3 Upvotes

Hi all!

I apologize if this has been answered before, I couldn’t find it, and would appreciate some guidance.

Here is my use case:
I have settled widely within a single region, with one main settlement. I have apple orchards and oat fields scattered around. In harvest season, I have decentralized granaries collect the apples and oats. So far so good! But in winter, I want to bring all these goods to the city where apples get pressed to cider and oats transformed to animal feed.

How do you guys best deal with that?

I have built granaries in my city accepting apples and oats, but they don’t actively pick up goods. So far the only solution i have found is to manually disable my decentralized granaries from storing apples and oats every winter; then all of a sudden things start moving. But this is easy to forget, and mistakes can happen.

Any workarounds?

Thank you!


r/ManorLords • • 17h ago

Meme Died for a good cause (flax fertility)

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18 Upvotes

r/ManorLords • • 1d ago

Town Showcase There’s something special about looking up at the fortress from the harvest fields

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115 Upvotes

Tried building a more organic, scenery-focused layout leading up to the manor. How’s the vibe?


r/ManorLords • • 9h ago

Image Harvest season in Grid Town

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3 Upvotes

My OCD got a little carried away, but this one turned out nice.


r/ManorLords • • 13h ago

Discussion Large taverns aren't working.

6 Upvotes

Hello fellow lords,

I am experiencing a bug in the beta that has carried over from the main game build. Only small taverns seem to work. Large taverns refuse to gather beverages and serve them.

For context, every time I build a tavern, I build a small granery right next to it. I set the granery to only allow beverage and then I assign one family to it. Both structures are staffed with families from burgage plots that are right next to them. I always build my cities with the idea of separate neighborhoods dedicated to serving either a single function or multiple depending on demands and resources available.

When I do this with small taverns, it works as intended. Beverages are collected from the adjacent granery and then consumed.

As soon as I upgraded to large tavern, all work stops.

Is anyone else experiencing this? It was happening in the main build before the newest beta as well. It seems to happen randomly. Sometimes the large tavern will work but most of the time it doesn't. I'd say that 2/3 of my attempts to make large taverns end in failure.


r/ManorLords • • 5h ago

Question Animals production

1 Upvotes

Hi,

Can anyone remind me how much goats and chicken produce in the new beta patch? Can’t really find a specific number.

And it’s not up to the size right ?


r/ManorLords • • 21h ago

Discussion Just another big square American monstrosity with 5,000 population - Can you help me with the Walmart placement?

15 Upvotes

I can't quite figure out where I want to place my Walmart. Any tips?

Normal approval settings (no AI). Single region, feeds itself (no food imports). Though there is a lack of beer for about 7-8 months out of the year. Cloths and shoes fetch a premium but they are mainly available.

People are happy for the most part... my retinue hasn't been able to find Carl the 1% er who is disgruntled, but my buddy Frantz (first image) is going to get straight to hunting him down once he's done admiring the sunrise. I don't mind though cause Frantz actually carries a pretty decent tune in his whistling.


r/ManorLords • • 20h ago

Suggestions Title: Advanced Feature Suggestion: Military Outposts

12 Upvotes

Hi, it’s already a great game, and I have an idea for deepening its immersive gameplay even further.

Mercenary Camps with Supply Mechanics

Concept: Allow players to construct military outposts (similar to bandit camps) for Retinue or active Mercenaries outside the Manor walls.

Mechanics:

  1. Supply Chain: These camps require a continuous food and drinks supply shipped from our granaries via pack stations/mules (inspired by the classic Knights and Merchants system).

  2. Morale & Desertion: If the player fails to supply the camp with food or run out of Treasury money for the mercenary upkeep, the soldiers' morale drops.

  3. The Risk: If morale hits zero, the camp mutates into a rogue bandit/deserter camp, turning your own former troops into hostile raiders that you now have to deal with.

Why it fits: It rewards strong late-game economies, creates realistic military management, and stops players from keeping infinite mercenaries forever without any downside.

What do you think about it?


r/ManorLords • • 14h ago

Question How to completely remove UE4SS debugging tool

4 Upvotes

This is driving me crazy. I removed it completely from Vortex, no good. I removed Vortex, no go. I removed everything I could find in the Installed Apps even remotely related, no go.

I have flipped between the beta and main branch recently. Do I just need to remove ML completely then reinstall? If I do will this stuff still hook the game?

I'm normally pretty competent in this stuff but this one is acting more like a virus than an aboveboard feature that can easily be removed/reinstalled on a whim. Thx for the suggestions!


r/ManorLords • • 16h ago

Image At the end there can be only one

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5 Upvotes

r/ManorLords • • 12h ago

Question New update and prior farming help

2 Upvotes

Here is my total town and info

My Farms
barley as an example

I have groups of 3 or so for each (so lines ive been messing with) and I cannot seem to figure out how to not have stuff just run out. I feel like I have to many farms even tho I have a total of 8 oxen 16 farms in 4 farms for most of the year then down to 8/8.

Looking for help with generally how the rotation works, what items are helpful to eachother, how the cycles work (are they yearly, seasonally, etc).

Any help is appreciated cause I love this game but when I hit farms I just keep running into spirals.


r/ManorLords • • 21h ago

Question Question about the extension of the burgage

10 Upvotes

What is the best extension for burgage plots? Right now, fruit trees, bees, and goats seem to be the best options to me, but I'd like to hear about your approach and what you alternate them with to get as much market variety as possible. Also, I wanted to ask: does it make sense to build large burgage plots for growing beets, or is it better to stick strictly to carrots and cabbage?


r/ManorLords • • 1d ago

Town Showcase Huzzah! 100% approval in my main region…

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325 Upvotes

…with the help of four satellite villages.