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
Made it possible to select buildings that have ended up inside the Manor area (temporary change until town walls are ready - it's still not intended to place normal town buildings inside the castle area and castles are still intended to get more of their own modules later in development) .
Further changes to unit collision: Because treating handcarts and characters separately caused extremely rare but fatal cases of workers getting stuck, we reworked all characters to use capsules that combine their collision into one.
Small improvements on collision avoidance around carts so that characters bump into them less often.
Unemployed husbands can help fetch fuel or water.
Workers harvesting vegetables will now walk back to the shed to drop off the produce.
Employed sons skip fetching fuel or water if there is an available woman in the same household.
Reworked models for food resources being transported.
Items from the Construction category, as well as Leather, Hides, Shoes, Charcoal, and Clothes have had locations adjusted so they sit more naturally in a handcart.
Added more construction resources assets to Houses and Church
Fixed task to pet animal not aborting if target animal starts moving.
Fixed targeting animals to pet that aren't from the same region, are a mount, or are moving.
Fixed alt+click not removing buildings in castle planner.
Fixed only a few workers being able to thresh at the Farmhouse.
Fixed only a few workers being able to craft at the Clay Furnace.
Fixed workers sometimes visiting a distant Church rather than the one closest to them.
Fixed workers from Stone Gatherer Camp unequipping baskets upon starting to gather Rubble.
Fixed Artisan Tailors not respecting production limits on Clothes.
Fixed sheep shearing being possible in Winter.
Fixed workers abandoning import livestock tasks when being reassigned to another building.
Fixed Granary and Storehouse workers not prioritizing supply dumps enough.
Fixed several instances of incorrect trading decisions when no target inventory has been set.
Fixed nearby squads outside the battlefield registering as part of the battle even while moving away.
Fixed battles not ending when the last enemy unit left the battlefield.
Fixed stutters during battles caused by archer AI
Fixed one more case of characters stuck when facing each other perfectly en face.
Fixed character not being able to exit a house due to another character waiting on something in proximity.
Fixed another instance of workers stuck after completing stone walls.
Fixed the castle construction being stuck if a module gets placed in the exact spot where the ox is expected to drop a log.
Fixed workers being unable to leave the home if any unit within a very large radius was stuck.
Fixed traders getting stuck on the Devil’s Hill map due to generated paths hitting the safety limits too early.
Fixed collision model for Manor LV1 Gatehouse.
Fixed Task queue getting clogged on lower framerates, possibly leading to workers getting stuck.
Fixed missing pathfinding links in the Stone Manor module, leading to workers getting stuck during construction resource transport.
Fixed traders not being able to dismount, making other workers at the Trading Post stuck.
Fixed another instance of handcart workers being stuck.
Adjusted Lime Kiln layout to fix pathfinding issues.
Fixed a rare occurrence of characters being stuck in endless animation loops.
Fixed Blacksmiths holding tools while going to collect goods.
Fixed female Blacksmiths not having proper attire and not holding a hammer when crafting.
Fixed buildings missing stairs on game loading.
Fixed squished stance icons.
Fixed Artisan produced goods being shown during construction of the workplace.
Fixed fertility percentage not updating in field UI.
Removed redundant linen, leather and yarn filters in the marketplace.
Fixed transactions view not refreshing data automatically under normal circumstances after being opened for the first time.
Fixed building storage UI data not refreshing immediately on state change.
Fixed crash on pressing wall building button in castle planner while already in progress of building a wall.
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
Further improved collision avoidance, especially when someone is performing an action and blocking the way, or walking in front while diseased.
Added handcart good transform overrides so that we can fine tune the goods position in the carts and avoid clipping in the future. Experimentally added a small rocking effect when placing down items into carts, too.
Made workers return handcarts to the cart shed when available and when there’s no urgent other task (eg. rallying).
Switched cart loading animation to use the same good visualization that is later used on the carts.
Made it possible for idle foragers to wait inside Forager’s Hut during Spring and Summer instead of going home.
Increased Quarry bounds to fix ground clipping issues when multiple are placed next to each other.
Tuned construction worker behavior to focus more on the building parts that are currently progressing.
Changed Pasture Space to be based on area instead of border length.
Changed menu buttons to act as “not clicked” if released while the cursor was outside button borders.
Added another failsafe for when a wall finishes construction and locks characters inside.
Wild Animal resource nodes will try to move to a forest edge position if no suitable forest position exists.
Added a simple queue system for when multiple workers try to access the same exact task spot, for example when dropping resources.
Minor tweaks for unit formation assignment.
Replaced the placeholder wallpaper in the main menu with a higher res texture asset.
Added a new “passing through” locomotion animation variation to handcart carriers.
Tuned the fog on High Peaks to fix overly brightly lit background mountains.
Refined edges between the buildings and the ground in a few spots.
Localization updated.
Squad icons move more smoothly when distant character movement is optimized.
Added missing string for log entry “deposit exhausted”. \
Fixed broken task processing in AI lord regions captured by the player, leading to bugs such as demolished buildings occupying space - disallowing placing other buildings in their position.
Fixed Homeless Tents not being removed if the last accommodated family died or migrated.
Fixed characters sometimes not triggering actions after reaching their destination.
Fixed issue with duplicated animation actions upon pause/resume leading to various issues.
Fixed pasture road snap points leading inward, depending on creation direction (clockwise vs counter clockwise).
Fixed character height not updating when they unhide after previously being hidden due to camera distance.
Fix peace option from 2nd tab in letter creator not removing current claim while declaring peace.
Various character collision fixes.
Fixed Livestock Trader abandoning the animal they are importing if reassigned to another job.
Fixed Sheep Herders leaving their home region to herd sheep that are being imported.
Fixed buildings with more than one upgrade not being properly refunded when demolished.
Fixed Ox Plows trying to plow into a building.
Fixed sheep being targeted for shearing while being transported.
Fixed warning for no resources to harvest not disappearing when Berries/Mushrooms regrow.
Fixed foragers going to get a basket even when there were no resources to harvest.
Fixed workers fighting for the same crafting spot, e.g. in the Clay Furnace.
Fixed some imported and exported goods not being taken into account when calculating available surplus.
Fixed Trade Route Merchants only buying from a region once.
Fixed wrong retinue armor price if plate armor is added to ignored goods in Trading Post.
Fixed soldiers sometimes still ignoring building collision when moving in formation.
Fixed unit pathfinding sometimes breaking when a unit is already on a wall.
Fixed one more instance of characters being able to force their way through building collision.
Fixed characters sometimes walking through walls after a failed task.
Fixed characters not being able to connect to pathfinding even though they may stand right on top of a path point, due to the path point not having enough free space around it.
Fix attempt for builders getting stuck in walls during Stone Wall construction.
Fixed Wild Animals constantly being startled.
Fixed workers with tasks sometimes standing still for a long time.
Fixed one instance of an Obstacle being missed by pathfinding.
Fixed invalid Obstacle bounds after deleting burgage plot fences.
Fixed ongoing constructions losing some progress during save-load operations.
Opening and closing pause menu while letter/quest is opened should no longer unpause days passing in game.
Fixed characters sometimes teleporting after loading a saved game.
Units no longer run off from the rest of their squad on load from save if some are unsafe to move.
Fixed Artisan store fronts showing goods other than those the Artisan produce or produced.
Fixed missing texture on some helmets in Armorer’s Workshop.
Fixed burgage plot side shed spawning underground.
Fixed wheel rotation rates.
Another fix attempt for the house interior material not rendering.
Fixed fences not properly following slopes in Weaver's Workshop, Fisherman’s Hut, Livestock Trading Post.
Fixed stone walls with wooden platforms taking a ridiculous amount of time to be built.
Fixed Church preview model displaying a too small plot.
Fix attempt for characters sometimes levitating over unconstructed buildings.
Fixed Wooden Sheds spawning underground in place of Stone Walls during the construction process.
Fixed Stone Wall pieces not appearing during Castle reconstruction.
Fixed dead characters sometimes stuck in a walking cycle.
Fixed characters visually still overlapping even though their positions were internally properly separated by dynamic unit collision due to a mistimed update.
Fixed horses sometimes having extremely wrong upper body rotations.
Fixed floating cobblestone in one of the narrow townhouses.
Fixed several floating resource visualization meshes, for example in the artisans shop windows.
Fixed missing icon for scenario-specific buildings (windmill ruins etc.) after pressing TAB button.
Fixed flickering animal entries in building livestock UI tab.
Fixed “not enough pasture space” warning never disappearing.
Fixed unit selection circles not moving if the selected soldiers are very far from the camera.
Fixed crash from save game descriptor file missing.
Fixed crash from following unit that gets killed.
Fixed uncommon crash related to workers returning handcarts to the shed.
Fixed stall when fighting near cliffs.
Fixed redundant data copy in the unit pathfinder.
Optimized AI looking for a spacious enough location to move its armies to.
Optimized locomotion animation update frequency for civilians and animals.
Improved performance of unscheduling events on animation changes.
Fixed performance degradation after buildings had been burnt down to rubble.
## What changed
### Bug Fixes
- **Daytime visuals** — Fixed day/night feature toggle not properly resetting visual state
- **Interior shadows** — Fixed shadows not rendering inside buildings
- **Attack confirmations** — Fixed decals appearing in wrong locations
- **Burgage Plot fences** — Now behave consistently and don't disappear during upgrades
- **Burgage Plot gates** — Fixed front gate appearing twice when upgrading
- **Building models** — Fixed disappearing temporarily at start of upgrade process and blinking during construction
- **Artisan shops** — Fixed not being added if Lv4 Plot upgrade was built before choosing Artisan upgrade
- **Resource pickups** — Fixed spawning inside obstacles
- **Farmhouse upgrades** — Fixed Ox cart spawning in middle of stable divider
- **Fisherman's Hut** — Fixed hovering fishes
- **UI elements** — Fixed white squares appearing in Construction/Castle Planner tabs, TAB key rubble/shrine icons, and corrupted building UI states
- **Squad controls** — Fixed walk/run button not updating when using double-click run command
- **Retinue customization** — Fixed button remaining available after manor destruction
- **Pause menu** — Fixed confirmation windows remaining on-screen and settlers camp closing not resuming game/edge panning
- **Coat textures** — Fixed being broken after returning to Main Menu
- **Random starting season** — Fixed not working correctly when returning to Main Menu
- **Region panel swaps** — Fixed data swap issues during animation sequences
- **Building placement** — Fixed ability to skip construction requirements by holding right mouse button across regions
- **Cross-regional roads** — Fixed only reading starting region obstacle data
- **Cinematic Mode** — Fixed game freez
Fixed daytime visual state not resetting properly after disabling day/night feature.
Fixed interior shadows not rendering.
Fixed attack confirmation decals appearing in wrong locations.
Fixed surface type under workers not being updated, trigger incorrect walking sounds.
Burgage Plot fences now behave more consistently and don’t disappear when upgrading.
Fixed issue where front gate could appear twice when upgrading Burgage Plots.
Fixed building models disappearing temporarily at the start of the building upgrade process.
Fixed new construction models blinking for a short while under some circumstances (such as the Lv2 Church upgrade process).
Fixed Artisan shops not being added if Lv4 Plot upgrade was built before choosing Artisan upgrade.
Fixed some resource pickup locations spawning inside obstacles.
Fixed Farmhouse upgrade Ox cart spawning in the middle of the stable’s divider.
Fixed hovering fishes in Fisherman’s Hut.
Fixed a white square being visible after selecting Buildings from the Construction and Castle Planner tabs.
Fixed walk/run squad UI button not updating when triggering run command via doubleclick.
Fixed retinue customization button still being available after corresponding manor gets destroyed.
Fixed building UI being in a corrupted state when clicking the right mouse button immediately after releasing the left mouse button.
Fixed a white square being shown instead of a proper icon for rubble and shrine after pressing TAB.
Fixed game staying paused and edge panning not working after closing settlers camp UI.
Fixed confirmation windows remaining on-screen upon closing the pause menu.
You don't want to get units stuck together, but you want units to get stuck a little, otherwise combat feels too weightless.
You want the same results while playing on 1x, 4x and 12x but you don't want to do 12x the work on the CPU. You need to somehow improve the simulation resolution on high game speeds but without sacrificing performance.
Major updates to the pathfinding system to reduce time spent waiting for a path.
Added a proper “island” system that quickly rejects paths between different enclosed zones (Manor Castles, riversides with no bridge connection and so on).
Fixed coat textures being broken after reentering the Main Menu.
Fixed random starting season not working correctly on returning to the Main Menu and selecting a new game again.
Fixed region panel data swap not working properly when another swap occurs during the animation of the first swap.
Fixed the ability to place a building in an adjacent region and skip construction requirements by holding the right mouse button.
Fixed map edges not counting as any region when detecting region swaps.
Fixed cross regional roads exclusively reading the starting regions obstacle data, ignoring obstacles in the connected regions.
Fixed game freezing during Cinematic Mode ( Ctrl+C ) after blocking popup appears.
Fixed game freezing when popup appears while rotating building.
Fixed possibility of “Hunger” appearing while there is some food left due to transport tasks reserving food.
Fixed Families not moving into a Burgage Plot if its construction process was paused right before completion.
Fixed fruit trees not being planted when the sown vegetable garden was replaced by an orchard.
Fixed wrong logic of unmaintained building collapsing, that could potentially lead to collapsed building being in invalid state, without possibility to be rebuilt.
Fixed animals killed by arrows emitting human death sounds.
Refactored the group pathfinding algorithm.
Overhauled the Game Setup screen’s aesthetic.
Added Gamepad controls.
Added Granary, Storehouse, Trading Post, Homeless Tents, and Bridges to locations to avoid doing idle tasks around.
When fighting on roads, Squads try to align their combat formation to their shape.
Straight army paths are now saved and will be restored when loading. Multi-waypoint paths ( Ctrl+RMB+drag ) are currently not supported.
Sightings of neutral Squads happen less frequently and their messages are grouped together.
Neutral Squads no longer stop or slow down game speed.
Families become homeless only when their home burns down instead of when it catches fire.
Church Lv1 & Lv2 boundary has been increased to make space for future levels.
Added info about permanently assigned animals to building floaters ( TAB key).
Improved tooltip when the player does not have enough resources during Burgage Plot placement.
Ungarrisoning is now forced when demolishing to prevent “asking person inside to leave”.
Increased garrisoning speed into the Deep Mine.
Unread quests and letters are now properly displayed after loading a save.
Trading Post Families husbands can stock the Trading Post if no one else can.
\ For characters that are large and it’s hard for them to turn in place, we added a minor preference to follow path points that don’t require extreme turning early on.
\ Disabled the “always show region border under cursor location” functionality since it obstructed the view of the combat sometimes.
\ Ale is no longer consumed by Lv1 Families.
\ Ale crafting output reduced from 2 to 1.
Threshing Priority default is now Low when constructing a Farmhouse.
Threshing Priority at Medium now uses 25% workforce, rather than 50%.
Raiders will attempt to fill up their inventory when looting, but will leave if 50% of the settlement’s loot has already been taken or 40% of the settlement has been torched.
Reduced the startle distance for Wild Animals.
Hunters and Hunting Hounds are less likely to startle Wild Animals.
Dirt cliff adjustments on Devil’s Hill Map.
Environmental touch ups on various maps.
Added diversity to food assets in market stalls.
Fences now appear as intended for bigger Lv4 Burgage Plots.
Adjusted Stone Gatehouse and Tower entrances to better fit the platforms.
Lv2 Church Upgrade now displays scaffolding and ladders during the build process.
Load screen styling adjusted to match the revised Game Setup screen.
Updated Building Panel opening animation.
Transition of the Building Panel categories are smoother.
Ale consumption is now displayed in the Family Consumption UI in the People Tab.
Styling adjustments to Squad Tooltip to prevent stat text-cut off and improve consistency.
Trade Category icons updated to be consistent with Resource Bar UI.
Opening castle planner closes pinned building tabs, this prevents some potential bugs with demolishing manor.
Popups for “Hunger” etc. will not appear while the player is holding LMB , to avoid interfering with some game mechanics.
Added missing strings for squad stances that may be prevented (can’t run because using Shieldwall etc.).
Added new tooltips to Threshing Priority levels.
Collapse chance tooltip updated to reflect daily chance and give more accurate info.
Added logistics tutorial and shortened some early tutorials to prevent overbearing info.
Reduced text for Market Supply Capacity and improved visibility on when it appears.
Fixed reentering into the Main Menu not spawning already enabled AI Lords.
Fixed animals and civilians counting towards “Enemies killed”/”Soldiers Lost” for achievements.
Fixed animals dying affecting "Lost Villagers" for achievements.
Fixed ox not abandoning their plowing task if the field switches to Fallow.
Fixed ox and guide having incorrect rotation on higher speeds when plowing.
Fixed being able to place buildings with flexible borders on top of Wild Animal resource nodes without triggering migration.
Fixed workers not aborting their “pet” tasks when the animal stopped being idle.
Fixed destroyed or unoccupied Burgage Plots still producing eggs and similar passive products.
Fixed Hunting Camp not reporting "storage full" for its generic storage.
Fixed Hunting Camp not processing the last carcass when storage is full.
Fixed faulty logic for Hunters that prevented the placement of animal traps.
Fixed Stone Gatherer Camp not logging its yield in the production tracker.
Fixed Stone Gatherer Camp completely ignoring storage capacity.
Fixed production buildings not setting their reserve based on if a deposit is Rich or not.
Fixed wrong amounts of food being added to the production log when taking food from a unit carrying food.
Fixed Collapse Chance due to proximity of mines for Mining Pit and Deep Mine not triggering unless they were missing Maintenance resources.
Fixed incorrect calculation of how many more goods can be transported to a Granary or Storehouse.
Fixed Trading Post not respecting reservation and surplus limits.
Fixed workers with handcarts walking slower on roads.
Fixed Granary and Storehouse workers not picking up unwanted goods from market stalls.
Fixed raiders being able to loot Timber logs.
Fixed raiders not picking a random good in inventory to loot.
Fixed raiders going after enemies outside the target region.
Fixed raiders forgetting they were going home and starting to raid again.
Fixed squads not tactically retreating when breaking off engagement if the enemy squad wasn’t previously targeted.
Fixed AI squads sometimes “dancing around in place” during their attack instead of charging forward.
Fixed polling of fighting skill availability (such as shieldwall in forest).
Fixed formations sometimes reversing direction when sent to road locations.
Fixed squads recovering fully from fatigue when disbanding and rallying in quick succession.
Fixed villagers coming out of hiding during attacks to guide animals.
Fixed presence of troops (such as retinues) preventing game over if every citizen dies.
Fixed inability to place rally points on roads.
Fixed collision logic sometimes treats streams as impassable obstacles.
Fixed mismatch between pathfinding and collision logic that could cause workers to get stuck.
Fixed collision logic not being able to handle a worker being stuck against an impassable obstacle like a bridge or cliff.
Added an emergency push out if a character ends up inside an impassable obstacle, for instance after a castle wall section finishes construction.
Fixed a problematic area on the Jagged Cliffs that caused pathfinding to fail sometimes.
Fixed pathfinding links not always regenerating after demolishing a building, including when the Castle/Manor gets reconstructed.
Fixed workers stuck trying to exit Deep Mines continuing to extract more resources.
Fixed startled Wild Animals not returning to their Resource Node.
Fixed Free Merchants making additional stops and aborting going to their original target Trading Post.
Fixed Free Merchants not going home if there is no Trading Post to visit.
Fixed Free Merchants not stopping at Trading Posts along the way.
Fixed Manor Castle platform path points spawning on the wrong floor.
Fixed Manor Castle not marking its obstacles as “impassable”.
Fixed bandits constantly getting stuck or failing pathfinding while being at camp.
Fixed raiders moving erratically due to constantly picking a new location outside the map to return to.
Fixed soldiers facing the enemy even when they are extremely far away.
Fixed unit stances and skills not being saved, always resulting in default values after loading the game.
Fixed retinue equipment not being worn for rallied retinues on game loading.
Fixed threshing priority not being saved properly.
Fixed “region under attack” and “squads present” not being recalculated after loading a save game.
Fixed wall gates open/closed states not being supported in game saves.
Fixed manor stone wall gates open/closed status not being restored on game loading.
Fixed Artisan shops in Lv4 Burgage Plots not persisting when loading.
Fences on Burgage Plots no longer disappear if loading from save during an upgrade.
Fixed crops deleted during the "Burn Field" action being restored on save/load.
Fixed wrong rotation of hunters during shooting animation.
Fixed bandits having wrong rotation while throwing torches.
Fixed the wrong position and rotation of workers during tanning.
Fixed invalid character rotation on bridges.
Fixed animals and workers with wagons being rotated incorrectly when traversing bridges.
Fixed Small Game carry animations.
Fixed animation loops occasionally getting stuck after specific combinations of zooming out, zooming in and pausing.
Fixed hunters glitching through the hunting camp table.
Fixed snow not appearing on rocks and cliffs in winter.
Fixed game unpausing and map becoming scrollable on returning from “ESC menu” while blocking popup was present.
Fixed some Burgage Plot UI elements being excessively recreated on new day.
Fixed animals that ran away not being subtracted from regional livestock data.
Fixed lambs growing into sheep not being correctly updated in the regional livestock data.
Fixed exports of stable animals subtracting the count of the region's animals twice.
Fixed Trading Posts showing as not connected to the trade network.
Fixed Trade Rules sometimes being ignored when a Trader recalculated their shopping list.
Fixed Mortar missing from resources list while constructing.
Fixed wrong item categories for Flax, Wheat and Barley (Crops is now a subcategory of Crafting Materials).
Fixed missing tooltip warning when buildings with flexible borders overlap Wild Animal resource nodes.
Fixed corrupted resource counter updating after switching between owned regions.
Fixed translation issue with the Tannery description in Polish.
Fixed crash on attempting to redistribute supplies while some Burgage Plot had corrupted memory state.
Fixed crash when going into Manor building’s People tab while browsing the map after Game Over.
Fixed potential crash when demolishing Vegetable Garden Backyard Extension.
Fixed crash when using visit mode while a unit was selected.
Fixed a crash when raiders were targeting a building in an empty region.
\ Limited max game speed to 8x due to increased simulation precision having an impact on performance.
Menu textures now unload upon transitioning to gameplay to free up memory.
Optimized memory consumption by UI textures used during gameplay.
Removed expensive widgets from various game and menu UI elements.
Reduced performance drop on building removal caused by redundant Log Entry logic.
Notably optimized harvest yield calculation performance when large amounts of sown field plants are present on the map.
Added a better method for backyard animals to look for random idle spots to reduce pathfinding errors.
Disabled shadow casting on Lightning during storms since it caused stutter when also using sharp shadows.
Removed the optimization that caused some foot sliding, especially noticeable on horses.
Reused tooltip widget between similar UI elements.
Optimized usage of particle systems.
Fixed performance problems while trying to place a Burgage Plot plot point in the sky.
Fixed Coat of Arms UI assets being loaded during the game after opening Main Menu.
Greatly optimized obstacle verification during squad attack formation projections.
Greatly reduced stutter when spawning Building Panels.
Further refactored character locomotion and collision to use proper substeps in order to reduce differences between different game speeds.
Refactored Squad move commands: When moving multiple Squads by short RMB release, it defaults to forming a wide line when commanded in an open field, a 3 column line when commanded on a road and a scattered formation if commanded over a building area. To use the previous behavior (keeping relative Squad offsets), the player has to hold the ALT key when giving commands.
# Manor Lords Patch Notes Summary
## What Changed
- **Burgage Plot Level 3** — New level added with new models, requirements, and effects; previous Level 3 moved to Level 4
- **Cobbler and Baker extensions** — Now require Burgage Plot Level 3 to unlock
- **Settlement Level progression** — Now checks for Families of certain levels living in the region instead of Burgage Plots built
- **Twin Lakes map** — New map added to the game
- **Wild Animal breeding** — Speed doubled; max deposit size increased from 16 to 18 (normal) and 26 to 28 (rich)
## Balance Changes
- **Burgage Plot "Expansion" upgrade** — Now gives +1 Living Space regardless of level (previously scaled with level)
- **Approval tiers "Admired" and "Revered"** — Now increase income for Level 3 and Level 4 Plots by 1
- **Backyard Vegetable Gardens** — Families can now plow them in November
- **Trading Post regional limit** — Increased per good
- **Fishing Hut default Reserve** — Now relative to Rich or Normal deposit type
- **Food Spoilage values** — Increased and made more consistent; thresholds between spoilage tiers adjusted
- **Shoal of Fish starting amount** — Increased from 66% to 80% to match Fishing Hut default Reserve
- **Taverns spoilage reduction** — Now same as Granaries
- **Malt** — Now classified as a Major Trade good
- **Collision radius for civilians** — Reduced
- **Hunter's traps** — Now checked every 90 days with yield chance based on T
New Burgage Plot Level : Added a new Burgage Plot Level (now introduced as Level 3), complete with new models, requirements and effects.
Rearranged Order : Moved the previous Burgage Plot Level 3 aesthetic to Level 4, and updated requirements and effects.
Extension Requirements : Cobbler and Baker extension now require the Plot to be Level 3 to unlock.
Family Based Progression : Settlement Level progress now checks for Families of a certain level to be living in the region rather than Burgage Plots of a certain level to be built.
Living Space : Burgage Plot Upgrade: “Expansion” now gives +1 Living Space to the Plot regardless of Level.
New Map : Added a new map "Twin Lakes".
Battlefield Visibility : All squads inside an active Battlefield are now always visible.
Battlefield Proximity : After a battle starts, the area around the Battlefield where units are counted as participating gradually shrinks. (This is not the Battlefield zone itself).
Only unassigned workers or workers from the Logging Camp can guide an Ox to a construction site.
Only unassigned workers or workers from the building an Ox delivers to can be assigned to guide the Ox.
Approval Tiers "Admired" and "Revered" now increase income for Level 3 and Level 4 Plots by 1.
Devil’s Hill: refreshed the trees, adjusted roads and spawn locations.
Devil's Hill: added dirt cliffs and dirt hills, added additional shrubbery.
Twin Lakes: replaced some of the rock cliffs with dirt cliffs, added dirt hills, lowered the height of the lake and adjusted the surrounding landscape.
Families are now allowed to plow their Backyard Vegetable Gardens in November.
Added Rough Stone and Rubble Stone pickup spots to the Quarry.
Idle Workers that can sit down to rest at the Workplace no longer go home.
Idle Workers closer to their Workplace than home will go inside the Workplace instead.
Only specified workplaces are allowed to be entered when idle.
Granary and Storehouse workers recalculate how much to collect when reaching a target building.
Increased the regional limit per good in the Trading Post.
Grave diggers now bring the corpse to the closest valid destination from the corpse position.
Dead enemy soldiers may be buried in a corpse pit if it is much closer than a Church or in the aftermath of a large battle.
Family members fetching water will pick the Well that gives the shortest round trip rather than the closest to their home.
Further refined unit collision and collision avoidance code.
Wild animals should avoid retreating into cliffs and ponds if possible.
Manor buildings/modules no longer have road snapping points while placing them.
Added a force correction when a character is pushed into an obstacle.
Reduced collision radius for all civilians.
Smoothed collision avoidance behaviour.
Added extra collision resolving fallback.
Added logic to detect OS preferred language on first startup after update.
Added a preview of the existing limited Work Area when hovering the Work Area buttons.
When displaying TAB Building Floaters, they now center around the camera pivot, and not the camera location.
Added a short fade in when spawning TAB Building Floaters.
Updated Living Space details tooltip to include Lv4 families.
Improved wording on resource deposit tooltips.
Improved spacing for title on perk selection screen.
\ Added a notification log prompt when a Settlement that is owned by another Lord levels up.
Fishing Hut’s default Reserve is now relative to Rich or Normal deposit.
Tooltips and references to Honey/Apiary now use a consistent icon.
Wax is now displayed under Crafting Materials on the resource bar.
Updated localization.
Added "Deposits" to the Wiki with information about all natural resources.
A person who works a Small Holding is now considered a Smallholder as their job title.
Updated text for Burgage Plot upgrades to give more accurate info.
Added translation text for resource deposits names.
Added translation text for item categories in the family consumption tooltip.
Added translation text for victory screen.
Added translation text for dead hares.
Added translation text for fire started.
Added translation text for running from attackers task.
Added translation text for on fire.
Fixed missing translation string for all non-English languages adding a suffix to the letter creator’s first line.
Fixed missing translation for when a fire propagates to nearby structures.
Fixed translation for maintenance in Polish.
Fixed Apiary translation for Burgage Plot upgrades.
Fixed workers not being able to pick up goods from their own workplace if their work area did not include their workplace.
Fixed the chance of idle Workers going home or feeding chickens being twice as common as other idle tasks.
Fixed Logging Camp workers not using the building’s stumps to sit around when idle.
Fixed workers dropping transitionary items on “supplies” piles on the ground.
Fixed storage buildings calling cart destruction functions twice on demolish.
Fixed Millers not respecting the crafting Reserve of Grain.
Fixed Butcher ignoring Production Limits.
Fixed Wax carriers using the wrong walking animation.
Fixed Wax not being collected by Storehouse Workers.
Fixed Battlefields drifting based on positions of units not actively involved in the combat.
Fixed Battlefields ending up outside the region actually targeted by the challenge.
Fixed enemy squads not being properly disbanded and removed when conquering another region.
Fixed empty squads counting as active when determining if a battle is still ongoing.
Fixed AI sending a peace offer, offering more treasury than they have.
Armament Delivery adjusted to require 15 total population (5 housed families) and a storehouse to trigger delivery.
Battlefield placement will attempt to avoid overlapping Settlements.
Will now take the amount of military equipment into account before adding another Militia squad.
Will now take Artisans into consideration when calculating a region's input and output of Goods.
Will now export any excess military Goods not deemed necessary for current or future squads.
Will now raise all squads after pressing a Claim.
Will now raise all squads once a Challenge starts.
Fixed not defending owned but not settled regions.
Fixed building roads in a new region before it's been settled.
Fixed building other extensions on Residential plots designated for Artisan workshops.
Fixed building Stone Gatherer Camp when a Quarry is under construction or when no more surface Rubble remains.
Will no longer build a Stone Gatherer Camp for a rich Stone resource node.
Will no longer try to settle additional regions until that mechanic is properly implemented.
Added a temporary max cap to the number of families in AI regions.
Fixed disbanding squads before they have looted a defeated bandit camp.
Fixed being able to raise squads with less than five soldiers.
Wild Animals breeding speed doubled to accommodate the recent breeding bugfix in 0.8.050.
Max Wild Animal Deposit size increased from 16 to 18 (normal) and 26 to 28 (rich).
Barley growth time adjusted from Winter Crop to Spring Crop.
Rye growth time adjusted from Spring Crop to Winter Crop.
Increased Food Spoilage values and made them more consistent relative to each other.
Increased the thresholds between Very Low, Low, Medium, High and Very High Food Spoilage.
Starting amount of a Shoal of Fish deposit is now 80% (was 66%) ensuring its above the default Reserve of the Fishing Hut on game start.
Taverns now have the same spoilage reduction as the Granaries.
Updated Generic and Pantry storage on Burgage Plots to be more consistent.
Malt is now a Major Trade.
Fixed non-Bandit AI being able to raid.
Fixed logic for when Challenge battles start and end.
Fixed logic for deciding who won and lost after a Challenge battle ends.
Fixed people getting stuck during castle deconstruction due to the castle ladders being removed incorrectly.
Fixed soldiers getting stuck on, or walking into cliffs during fights.
Fixed characters getting stuck when they load within floating point error to a pathfinding obstacle.
Fixed another instance of workers clogging in a narrow doorway.
Fixed Ox guides running ahead of the Ox when at high game speeds.
Fixed Twin Lakes fishing spots spawning inside the lake area.
Fixed another instance of Retinue stuck in the Manor on rallying.
Fixed wrong collision shape generating for water bodies with sharp turns on the bank (Eg. Small lake).
Fixed ox guides sometimes abandoning ox when picking up last log from a supply dump.
Fixed mules not being led back to the Pack Station when the worker is reassigned to a different job.
Fixed workers just standing still due to not getting a path back from the pathfinder.
Fixed fence collision of buildings that are being upgraded creating pathfinding issues after loading a saved game.
Fixed Global Market Supply not resetting properly when starting a new game.
Fix attempt for the game crashing if the engine fails to load unit templates properly.
Fixed sowing task getting stuck during loading because of an invalid target building.
Fixed drought data not being saved and loaded correctly.
Fixed harvest prediction changing after save/load.
Fixed Ox carts not being loaded properly.
Fixed owner of Hunting Hounds not being saved and loaded.
Citizens no longer transport weapons from a Burgage Plot into a Storehouse after loading a save.
Increased the initial Manor palace bounds to cover the construction process timbers, otherwise they could spawn inside a cliff/lake and block construction.
Fixed inability to build additional Manor buildings within the Manor area after placing walls due to changing building bounds.
Fixed yet unbuilt Manor walls not updating cost in popup when modifying variant of stone walls.
Fixed Manor buildings level change buttons not updating cost properly in popup after building becomes fully built.
Fixed upgrading Manor modules for free if a second module of the upgraded type was already built.
Fixed manor "ghost buildings" missing ghost material unless manor was initialized by loading a save file.
Fixed invalid retinue ownership transfer when player or AI conquers region with Manor.
Fixed reserved resources being taken twice for Manor primary building.
Fixed stone Outer Tower pieces disappearing during reconstruction.
Fixed the Castle Planner allowing you to upgrade for free.
Fixed the unaffordable Manor exploit.
Fixed another possible memory leak with TAB Building Floaters not erasing properly.
Fixed issue with random camera shakes due to distant units not having their distance to the player updated yet.
Fixed another possible instance of camera shake setting not applying.
Fixed wrong Obstacle ID order after deleting an Obstacle, possibly leading to Obstacles being ignored during pathfinding or even crashing the game.
Fixed valid good type arrays appending on each session start, leading to excess livestock spawning at Tradepoints.
Fixed Market Stalls sometimes being overstocked by 1 good.
Fixed maintenance slider in buildings changing frequency values to 0.25 and 4 instead of 0.5 and 2.
Fixed Lv4 residential buildings sometimes pushing too deep into the plot area.
Fixed not getting back the construction cost of a Burgage Expansion when demolishing.
Fixed an instance of Ox stuck in collision with a Market Stall peddler.
Fixed weavers sometimes sitting the wrong way while crafting.
Fixed oversized Tier 4 Burgage Plots caused by using meters instead of centimeters in the scaling algorithm.
Fixed ability to scroll map by moving cursor to border of the game window while fullscreen UI is opened.
Fix attempt for people wearing plate armor during transport instead of carrying it.
Fixed Of the Vogtland perk doubling capacity resources other than Berries and Mushrooms.
Fixed pause or slowdown of game speed happening due to player continuously discovering encamped squads of bandits.
Fixed burgage plot extension for extra family not being shown in available space UI while its construction started but was not yet finished.
Fixed corrupted production building popup state that appears after assigning Family to workplace via Burgage Plot People UI.
Fixed map names staying in the previously selected language in the Game Setup screen.
Fixed the sidearms requirement displaying the incorrect icon in the Form Militia stats panel.
Fixed Market supply/demand tooltip being in a broken state after switching tabs.
Fixed tooltip for Berries deposit incorrectly displaying Pollination Affinity.
Fixed Approval tooltip sometimes only displaying data from the player's starting region.
Fixed player being able to see the Approval Rating of Regions they don't own.
Fixed misaligned text in Residential Requirements.
Fixed text error on Regensburg Guildmen perk that referenced a discount to Iron Ore instead of Iron Slab.
Fixed missing text on Eel resource deposit.
Fixed crash on late game saves when season was updated and too many fields updated their plowing on the GPU at once.
Fixed bug in bandit camp initialization on game load, leading to crash on bandit camp removal.
Fixed a crash that could occur when a building was burned down but was in queue for distribution of goods.
Fixed crash on attempt to read family assigned to just abandoned stall (for example when removing multiple families from granary).
Fixed crash caused by missing "does this unit clog other units" invalidating when deleting unit.
Fixed crash often happening on mule animal appearance - trying to access an empty animation
Fixed a crash on loading when a save contains an invalid task target building.
Fixed crash related to idle units trying to find a conversation target outside of map.
Fixed crash when building a bridge in the same place as a demolished bridge.
Fixed crash on mercenaries disbanding after retreating out of map.
Fixed a crash that could occur when putting out fire on a building.
To increase the visual variety of wide LV4 Burgage Plots, the game will sometimes leave a facade gap and pick smaller house varieties.
Fixed the Quarry rocks being covered in snow at the same time as the surrounding building area isn't.
Re-added some Urban environment grass patches.
Reduced grass pop in by adding a dithered fade in.
Added variable turning rate so that small animals like Hares can rotate faster.
Made Unit selection circles less distracting up close.
Added ground blenders for Burgage Plot lv1 and Church lv1
Tweaked behaviour of Hunting Hounds to look more responsive.
Completely refactored the Event Notification system, for example to avoid Step FX events registering when the villager is far from the camera (where they can't be heard anyway).
Fixed a lag spike happening when pressing TAB on a large city and spawning hundreds of Building Floaters.
Implemented various building caches to greatly reduce worker task iteration times.
Added farming task check skipping if the field is fully plowed, sown and growing.
Fixed crop transform changes causing a lag spike on every "day passed" update on saves with huge fields.
Removed periodic hitch of 80ms that occurred on large saves when calculating resident market requirements.
Reduced spikes caused by problem banner updates happening all at once.
Prevented particle effects from playing that were too far away.
Reduced hitches when constructing buildings.
Improved the way idle villagers search for an animal to pet.
Made grass density to be variable on the camera angle.
Stabilized Task updates.
Greatly optimized the unit rendering system to avoid redundant transform updates.
Greatly optimized Regional Stock and Surplus recalculation.
Reduced frequency of rotation updates to be in sync with location update frequency.
Optimized idle task generation checking if someone already targets the worker with their own tasks.
Optimized Farmers attempting to collect Crops for Threshing from buildings other than Fields.
Optimized particle effects across the board.
Optimized unit location interpolation frequency.
Optimized the "find unit under cursor" function.
Optimized the Warehouse and Granary tasks.
Optimized searching for a conversation spot.
Optimized searches for the nearest Cart.
Optimized the "Get Resource" Task.
Further optimized market supply distribution.
Optimized water rendering on Twin Lakes.
Hunter's traps are now checked every 90 days, and have a chance to yield based on the strength of the Teeming Affinity.
Refined how pathfinding emergency mode works (Emergency triggers when a character is in a spot they can't get out from, for instance they build a fence around themselves).