Manor Lords Patch Notes

Patch 2026-05-09 May 9, 2026

  • Pathfinding Refactor
  • What about the “Trade Rework”?
View full patch notes ↗

Patch 2026-03-18 March 18, 2026

# 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.
  • Greatly optimized Regional Stock UI counter updates.
  • Greatly optimized field texture updates.
  • 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).
View full patch notes ↗

Patch 0.8.065 March 17, 2026

View full patch notes ↗

Patch 0.8.061 February 21, 2026

  • Press Win + E
  • 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
  • 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)
  • Hunter's traps are now checked every 90 days, and have a chance to yield based on the strength of the Teeming Affinity.
  • Armament Delivery adjusted to require 15 total population (5 housed families) and a storehouse to trigger delivery.
  • 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).
  • Battlefield placement will attempt to avoid overlapping Settlements.
  • Fishing Hut’s default Reserve is now relative to Rich or Normal deposit.
  • Fixed being able to raise squads with less than five soldiers.
  • 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.
  • Tooltips and references to Honey/Apiary now use a consistent icon.
  • Wax is now displayed under Crafting Materials on the resource bar.
  • 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.
  • Fixed Wax not being collected by Storehouse Workers.
  • Fixed logic for when Challenge battles start and end.
  • Fixed logic for deciding who won and lost after a Challenge battle ends.
  • 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 carts not being loaded properly (Note: Ox carts are invisible, it's WIP).
  • Fixed owner of Hunting Hounds not being saved and loaded.
  • 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 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 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 a crash on loading when a save contains an invalid task target building.
  • Tweaked behaviour of hunting hounds to look more responsive.
  • Optimized water rendering on Twin Lakes.
View full patch notes ↗

Patch 0.8.059 February 16, 2026

  • Press Win + E
  • 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 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".
  • 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 Backyards 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.
  • Since it's still WIP, the Siege Camp building option was hidden.
  • 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 number of families in AI regions.
  • Fixed disbanding squads before they have looted a defeated bandit camp.
  • 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.
  • Malt is now a Major Trade.
  • 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 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.
  • 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 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.
  • Fixed non-Bandit AI being able to raid.
  • 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 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.
  • 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 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 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 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 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.
  • 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.
  • 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.
  • Reduced spikes caused by problem banner updates happening all at once.
  • 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.
  • Greatly optimized Regional Stock UI counter updates.
  • Greatly optimized field texture updates.
  • 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 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.
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