Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.
Right-click on Manor Lords in your library
Select Properties
Go to the BETAS tab
Enter the password: veryNiceBasket
Choose "pre_release" from the "Beta participation" drop-down list
Wait for the game to update the files (if nothing happens, restart the Steam client)
Launch the game
New Development Perks : Added “Rural Foundations” Perk Category with six new perks, unlockable at Settlement Level 3.
New Artisan: Fishmonger . Produces Smoked Fish from Fish and Salt.
New Building: Dunghill . Assigned Families (Dung Collector) collect Dung and produce Fertilizer. Dung & Fertilizer may only be stored at the Dunghill.
Dung Production : Pasture Animals produce Dung at various rates depending on the animal.
Fertilization: Farmhouse workers can boost a Fallow Field’s Maximum Fertility by applying Fertilizer during Summer. Fertilizer lasts for just over 2 years.
Seasonal Crops : Officially split Crops into Winter and Spring and strictly allow farming tasks in their appropriate months. Wheat & Rye are Winter crops, but can optionally be sown in Spring for quicker return, but less yield.
Flax, Barley & Oats are Spring crops and can only be sown in Spring.
Refactored Field UI : Includes a timeline of the next 12 months of upcoming field related activities.
\ Crop Rotation is now always ON for all fields and cannot be disabled, since not using it didn’t have any benefits.
Plowing of Fallow fields is allowed in Spring, Summer & Autumn but has the lowest priority of all tasks.
Unharvested Crops in October will no longer force-rotate, but instead will begin to slowly die and lose their yield, giving a window of time to salvage the field.
Crop Rotation now occurs across Autumn, and has three triggers; On September 1st for a field with nothing to harvest, including Fallow.
After a harvest completes.
On November 1st (for fields that died and were never harvested).
Upgrade (Forester’s Hut) “Zeidler’s Hut”. Upgrade Effect: The Forester’s Hut is repurposed to tend beehives in nearby woodland during Spring and Summer, harvesting Honey and Wax in Autumn.
Increases Apiation’s limit by 10%, allowing for a stronger Pollination bonus.
Reduces the number of Apples required to make Cider by 25%.
Increases Shoal of Fish capacity by 15%, lowers reproduction by 50% but allows reproduction during all Spring, Summer and Autumn months.
Increases Fishmonger Efficiency by +25%.
Enables Fishing during Winter.
New Upgrade (Butcher) “Butcher’s Gantry”. Upgrade Effect: Efficiency +20%.
Increases Cow reproduction success by 15%.
Increases Livestock Farm Efficiency when crafting Animal Feed by 20%.
Home Dung Collection (Backyard Animal Pens produce Dung).
Reduces Crop spoilage by ~18% and lowers damage from rain/snow by 50%.
Increases Field drought resistance by 50%.
New Upgrade (Dunghill) “Stone-Lined Pit”. Upgrade Effect: Efficiency +20%.
Increases Sheep reproduction success by 30%.
Causes Backyard Animal Pens to yield 10% faster.
Increases Pasture capacity by 20%.
Removed: Sheep no longer die at high elevation during Winter.
Added: Sheep wool production +1 when on high elevation.
Animals no longer die from high elevation in Winter.
Pastures can be configured to accept or reject different Animals via the Advanced Tab.
Families prioritize consumption of Food types that their Burgage Plots currently request from the Market Supply. Therefore if Marketplaces don’t allow Oats, it won’t be consumed as long as there are other Food options available.
Squads can now be ordered to follow roads.
Logging Camp workers will stop work if regional surplus of timber reaches or exceeds total timber storage limit in the region, and a problem banner will appear.
Added Reserve and Production Limit to Logging Camp and Woodcutter’s Lodge.
Livestock assigned to a building can only be led by assigned workers from that building, and require assigned workers to be able to execute their tasks.
Livestock will move into buildings only after the construction process completes.
Sheaves are collected from farms in order of least available grain type.
Sheaves are threshed in order of least available grain type.
“Supplies” do not generate road snapping points anymore.
Pasture Animal breeding logic was rewritten to be more stable (avoiding multiple chances) resulting in a single chance for pregnancy to occur on the first day of the season (Cows in Summer, Sheep in Autumn).
Residential plots being upgraded can accept new families if there is already constructed available living space.
Families will count as higher level only after their Burgage Plot’s upgrade process fully completes.
Idle workers at the Fisherman’s Hut can now go inside instead of going home.
Workers will no longer walk slower due to carrying some equipment.
Oxen are now less strict about following roads.
Will put earlier focus on upgrading the Granary.
Will now assign an Ox to the Sawpit.
Will now always use a fixed pool of unassigned instead of basing it on current construction needs.
Will now evaluate worker placement every day instead of every third day during the first two months.
Will now put more emphasis on getting early trade up and running.
Will now put early focus on two trade goods based on regional resources and picked Origin Perk.
Will now look to import resources to create helmets for militia in year two if needed.
Will now ignore more buildings early on, in order to stay more focused.
Will now use varying sizes when building Residential plots.
Will now build multiple Hunting Camps around Wild Animals resource nodes.
Will now buy the Hunting Hound upgrade for the Hunting Camp if possible.
Will now recalculate region strategy at least once per day.
Fixed not unpausing buildings at sleep before starting to rebuild them.
Fixed picking wrong Origin Perk when having rich Iron and rich Small game.
Fixed not handling some transitionary resources correctly when calculating good chains.
Fixed building backyard extensions on plots where no family had moved in.
Fixed constructing too much living space due to counting orchards as potential expansion plots.
Fixed not building any artisans due to no available empty backyards.
Fixed constantly firing and hiring workers at the Hunting Camp due to it reaching the hunting limit.
Fixed buying other extensions than Vegetable Garden or Orchard for designated plots.
Fixed not being able to build a Stonemason’s Station in a region without Rich Stone if needed.
Fixed exporting goods imported to fill a need.
Fixed not being able to reassign workers from buildings at sleep.
Will now base militia types more on regional resources.
Fixed adding Deep Mine too early before it can spare the regional wealth.
Fixed the occasional major road around the settlement having sharp and weird-looking turns.
Vegetable Gardens grow at 20% their normal rate during Winter.
Crops grow 2.4% slower.
Livestock breeding chance for Cows and Sheep increased to 40%.
Fallow Fields regenerate fertility at a significantly lower rate.
Labor speed from double maintenance was lowered from +100% to +25%.
Changed default reserved limit for Small Game to be 90% of the Wild Animal max herd size as its more optimal.
Increased fishing spots number to 15 per Resource Node. (Supports more Fishing Huts)
Fertility boost gained from having Rich Fertility in a Region lowered by 30%.
Decreased the output from the Deep Mine.
Warbows do 23% more damage.
Crossbows do 16% less damage.
Hunting Camp, Forager Hut, and Woodcutter’s Lodge no longer count toward the Rural Environment.
Areas covered by lakes, rivers, ponds, and cliffs are now ignored when calculating Environment percentages.
Large backyards for Urban buildings now count towards the Rural Environment.
Updated visuals of the Forester’s Hut.
\ Updated building panel visuals.
Pasture shed will now spawn along the best fitting wall, based on terrain slope.
Livestock now try to keep by the Pasture shed in the Winter.
Rye, Barley and Wheat now have slightly different tints to help distinguish them.
Updated far mountain visuals in the Germanic Valley map.
Minor touch ups in fir forest vegetation on Germanic Valley.
Improved the plowing texture effects to reduce spill over into neighboring Fields.
NPCs will now get pushed by the player Character in Visit Mode.
Livestock Farm workers now equip buckets when they go to milk and perform an animated milking Action.
Increased size of supplies diameter from 3m to 4m.
Improved queueing behavior.
Construction workers flattening ground now try to stay out of the way of any resource drop points.
New layout and visualization for the Field inventory tab.
New layout and visualization for inventory tabs: Storage, Productivity, Protection Area, Mine Collapse Chance.
Due to harvest being more flexible, “harvest season ended” notification was removed.
TAB key floaters containing the amount of yield for unharvested fields in October is displayed in red color as they are dying.
TAB key floaters do not use the crop rotation icon for fields anymore as it’s on by default.
Fertility overlay selector reorganized to keep crops of shared fertility together.
Added missing building panel image for Deep Mine.
Wiki updated for Pasture Animals to be more accurate.
“Minerals” subcategory reclassified as “Raw Materials”.
“Fodder” subcategory reclassified as “Farming”.
General text pass on Perk Effects.
Added wiki entries for Farming and Crop Rotation.
Fixed sleep/awake not firing and hiring livestock animal workers.
Fixed Environments not being calculated correctly.
\ Removed Lebkuchen from Trading Post.
Fixed livestock farmers stopping milking cows if generic storage of their workplace is full.
Fixed livestock farmers not respecting production limits when collecting Milk and Wool.
Fixed Efficiency modifier calculations not giving enough bonus Yield.
Fixed plowing Oxen not respecting field priority.
Fixed: A paused farmhouse does not prevent ox from plowing a field.
Fixed: Foresters may plant trees outside of their own region.
Fixed default hunting and fishing limits not being set based on the actual numbers of the resource nodes.
Added a fallback transport location for logs in case the Manor palace is placed so close to a cliff, the Oxen can’t drop Timber.
Fixed oxen not being hired automatically by building when becoming available.
Fixed abandoned carts being destroyed if inside the plot of a building being demolished.
Fixed transport of water reducing water supply temporarily.
Fixed guide loading the ox cart holding on to a timber log when rallied into militia squad.
Fixed militia not breaking when morale reaches 0.
Fixed Loggers and Firewood Cutters getting stuck if the target tree was inside an obstacle.
Fixed planted trees not showing up on the paper map after loading a savegame.
Fixed planted trees sometimes being registered to the wrong Region upon loading a savegame.
Fixed the game time trying to catch up after it temporarily stops during autosave.
Fixed field highlight effect rendering without the player actually changing the crop type (e.g. when a field is fallow and the player selects fallow again from the dropdown).
Fixed the plowing texture not resetting over winter when plowing status resets.
Fixed the plowing shed spawning underground if a farmhouse is built on a slope.
Fixed style of message log entry about people dead from starvation (alert color, skull icon).
Fixed Tavern lv1-lv2 wall paints looking too bright.
Fixed: 'Rebuild' button is missing from the Rubble UI.
Fixed: Reassigning Family between buildings can assign two families instead of one in People's tab.
Fixed families in Residential plots not being shown in the living space tooltip while the plot was under construction.
Fixed the Residential expansion not counting towards living space being constructed in the living space tooltip.
Fixed: Livestock tab is missing from Hitching Post, Small Stable and Pasture widgets.
Fixed: Small Stable is missing 'Purchase Animal' buttons.
Fixed: Escape in building mode doesn’t cancel plot type placement.
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.
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.
\ Animals on Pastures now favor using Path Points that are within Pasture area when grazing.
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.
\ 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.
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.
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.
\ 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.
\ Curved locomotion: Animals avoid abrupt turning and compensate with taking more curved paths.
Further improvements on Herd movements.
\ 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.
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.
Fixed completed quest generating quest messages under some circumstances on game load.
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.
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.
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.
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.
Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.
Right-click on Manor Lords in your library
Select Properties
Go to the BETAS tab
Enter the password: veryNiceBasket
Choose "pre_release" from the "Beta participation" drop-down list
Wait for the game to update the files (if nothing happens, restart the Steam client)
Launch the game
Butcher Beef recipe increased from 4 to 6 from Cows, and from 2 to 3 from Calves.
Butcher Mutton recipe increased from 2 to 3 from Sheep.
Cows no longer produce Milk in Autumn, only in Spring and Summer.
Logging Camp supports 3 Assigned Oxen (was 1).
Construction Yard now has two Oxen, with an additional Ox Cart. (Beta)
Tweaked selection of Origin Perks. (Beta)
Construction Yard-assigned Oxen now only use the Ox Cart and only collect from supply dumps, Logging Camps, or Construction Yards. (They still deliver to construction sites.) (Beta)
Construction Yard efficiency is now properly shown using the maintenance UI.
Experimental: Animals on Pastures now favor using Path Points that are within the Pasture area when grazing.
Made all conversation tasks prefer locations outside streams.
Exporting Traders will now look for the closest available Trading Post in the chosen Region instead of selecting one based on construction order.
Livestock Farm Work Area added. Workers will only gather from Pastures within their work area, but will walk outside it to retrieve Oats to craft Animal Feed.
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.
Increased the minimum distance to the Region border for Fishing Spots to remove ambiguity about which Region the Resource Node belongs to.
\ Reintroduced randomized distribution preferences for Burgage Plots. For example, residents of some Burgage Plots will prefer Cider, some Ale, and some Mead (when available).
Added missing controller support and improved controller navigation and layout in several places.
Added a tutorial for Pasture Animals, triggered when building a Pasture.
Updated overlay selection panel visuals. (Beta)
Updated Time & Seasons widget layout and positioning. (Beta)
Added Ox Cart Help Subjects entry.
Made the UI Scale limit relative to screen resolution to reduce clipping.
Improved tooltip positioning on the Game Setup screen.
Fixed Time Widget and Version text overlap when a controller is enabled.
UI now displays a “Target Stock Exceeded” problem banner if a Construction Yard has more than the desired amount. If another building can receive the excess, the problem banner is removed. (Beta)
UI no longer displays a “Storage Full” problem banner if a Construction Yard is at target stock and at capacity.
Fixed flying fish and the broken bridge on Wide Valley. (Beta)
Fixed Deep Mines missing the Seasonal Assignment UI. (Beta)
Fixed stuttering Ox Guides. (Beta)
Fixed missing string for Cheesemonger job description. (Beta)
Fixed Cow icons appearing where Calf icons should. (Beta)
Fixed holding Tab displaying invalid information about the Construction Yard.
Fixed an issue where a “No skilled workers” problem banner would not appear if there was also unfinished construction. (Beta)
Fixed the missing problem banner icon for “No skilled workers.” (Beta)
Fixed an instance of workers getting stuck because they tried to have a conversation in the exact same spot as another pair of workers.
Fixed an older save compatibility bug that caused new animal types to be non-importable.
Fixed Oxen dying of hunger if they were too close to a Pasture.
Fixed completed quests generating new quest messages under some circumstances during game load.