A new patch for Manor Lords has just gone live and we have the patch notes here for you to read. The patch brings several gameplay balances, and performance improvements such as load times, farming optimizations, and more. Several instances of crashes have also been addressed in the patch along with a long list of bug fixes. Here are the patch notes.
Manor Lords Patch 0.7.975 Notes (11 June)
Version 0.7.972 -> 0.7.975
Gameplay & Balance:
- Food cart & Firewood cart will now keep importing until they reach their storage limits.
- Made livestock order imports slightly faster by reducing the livestock merchant’s travel distance.
- [Experimental] Added 4 more handcarts to the lv2 storehouse.
- Side note: Considering handcart resources or handcart upgrades costing wooden parts in the future – opinions welcome.
Minor Changes:
- Improved loading times.
- Added a concurrent sound limit to hoe & sow sound effects (they clogged the audio buffer when too many people were farming in the same spot).
- Added the localization key & icon missing for item_143 (Honeycomb).
- Chimney smoke won’t generate very far from the camera where it was barely visible.
- [Experimental optimization] Animal random pathing calls reduced very far from the camera where they can’t be observed.
- [Experimental] Bumped up pathfinding priority of farming tasks.
- Blood cover should now disappear from clothes on disbanding.
- Further farming optimizations.
Crash Fixes:
- Fixed a weird crash caused by a character somehow triggering import of a non-tradable item (Timber).
- Fixed a crash related to a barter building being invalid.
Bug Fixes:
- Fixed workers stuck in the transport task (for instance at the malthouse) because the task targetRotation didn’t account for ground slope adjustment.
- Fixed livestock being stuck at following task if the livestock trader gets unassigned mid journey.
- Fixed the pause toggle not being visible on the fields.
- Fixed characters sometimes loading with a weird rotation.
- Fixed free traders clogging pathfinding and making a lot of villagers and/or traders freeze because they were waiting in the pathfinding queue.
- Fixed character sometimes ghosting through walls to their ungarrison location.
- Fixed Food Cart showing as “abandoned”.
- Fixed people not consuming food from the Food Cart.
- Fixed the “pause” toggle not working on the Firewood Cart and Food Cart.
- Fixed Dyers setting up Food stalls (because they had Food stored at their workplace).
- Fixed trading post workers not respecting the export trade rule in cases where the goods are already transported to the trading post for export but the player changes their mind.
- Fixed the interior box being visible during the construction process of a townhouse (variation G).
- Fixed the building card border scale animation.
- Further fixes for broken character rotations.
- Fixed livestock import not working if the target surplus has never been set and the player is using orders.
- Fixed livestock imports ignoring other region trade rules.
- Fixed custom livestock orders importing from on-map regions.
- Fixed livestock order merchants trying to import horses that trade route merchants were riding on.
- Fixed pasture/stable space not updating when exporting animals.
- Fixed resources mined in surface and deep mine not registering as produce, leading to storehouse workers ignoring them sometimes.
- Fixed recruits stuck in a loop of moving armaments between burgage plots.
Cosmetics:
- Field material adjustments to reduce tiling artifacts.
The Next Step
For the first month after release, I tried to be careful not to make any risky changes; my goal was to stabilize the main branch (get rid of the most common, annoying issues). I’ll keep reading the feedback to see if this build is stable enough to last us a bit longer. It would be a nice time to go into the “dev cave” and do some more fun experiments & changes to push the game forward and finally add some new features.