Slavic Magic’s Manor Lords is a deeply immersive city-building and strategy game set in the medieval era. After being one of the most wish-listed games on Steam, Manor Lords was finally released onto Early Access on April 26, 2024. While some early access bumps are to be expected, Manor Lords' positive reviews are a testament to the game’s epic potential.

The passionate Manor Lords community is already providing valuable feedback, and Slavic Magic is committed to addressing these issues with upcoming patches. This guide will regularly catalog all available patch notes for Manor Lords, so check back to stay updated on the latest changes and improvements to the game.

Manor Lords Crops
Manor Lords: Best Crops To Prioritize While Farming, Ranked

Choosing which crops to grow in Manor Lords is a tough and strategic decision. This list highlights which crops are the best!

Before you switch to the beta version of Manor Lords, make sure to back up your save files to prevent losing any progress.

May 22, 2024 – Manor Lords Update 0.7.965 Patch Notes

marketplace in manor lords

New Additions:

  • Militia Squads: You can now hire 6 militia squads, even if you already have retinue and mercenaries employed. Future updates will connect this cap to the Lord's rank.
  • Sheep Breeding: We have capped sheep breeding, and sheep no longer spawn exponentially.
  • Fields, Harvests, and Fertility: Significant improvements have been made to field overlays, crop prediction, and ox and worker behavior.
  • Barter and Trading: Numerous fixes implemented; on-foot traders can now carry 5 items per trip.
  • King's Tax and Trade Route Costs: These have been toned down from previous levels.
  • Loserville Bug: Fixed the "Loserville" mercenary bug.
  • Marketplace Distribution: Improvements made to the distribution within the marketplace.
  • Experimental Feature: Added a "Allow market stall setup" toggle to prevent certain workers from setting up market stalls.
  • Construction Reserve: You can now set up a construction reserve for buildings using planks, such as the Joiner's shop.

Gameplay & Balance:

  • Capped sheep breeding to 1 new lamb every 10 days max.
  • [Experimental] Villagers are only allowed to fetch water from the well nearest their home, except in case of a fire.
  • [Experimental] Yield will never increase past 100% growth to keep gameplay intuitive.
  • [Experimental] Even at 0% fertility, a tiny yield is still possible.
  • [Experimental] Max yield per plant increased from 2 to 4, although the Hunting Grounds policy still reduces it by half.
  • [Experimental] Plant yield rate reduced by half to encourage early harvest in emergency modes.
  • The militia squad limit is now 6, regardless of retinue or mercenaries employed; future connection to the Lord's rank planned.
  • [Experimental] Doubled the fertility regeneration rate on fallow fields and from fertilization.
  • [Experimental] Slowed all plant growth by around 30% for balanced gameplay between field and vegetable crops.
  • [Experimental] Tree growth rate slowed by around 30% upon player requests for more impactful forest management.
  • [Experimental] Archer range increased by 1.5x with damage also increased from 12 to 15.
  • [Experimental] Cost of opening new trade routes returned to linear scaling.
  • [Experimental] Carrying capacity of on-foot trading post workers increased from 1 to 5.
  • [Experimental] Royal tax restructured: No tax for the first 5 years, then 1 Treasury per citizen after 5 years, 2 Treasury per citizen after 10 years, 3 Treasury per citizen after 15 years.
  • [Experimental] Adjusted granary and storehouse worker slots to unify to 3 families for lv1 and 6 families for lv2.

Minor Changes:

  • Removed optimization where only every nth plant affected the fertility values due to display errors.
  • Improved accuracy of fertility overlay colors and crop yield predictions.
  • Added missing tooltips to minor/major trades.
  • Enabled setting "trade rule" for advanced trades without an established route; items not available will show as NA.
  • Reworked the construction reserve system to include various goods like planks.
  • Optimized inventory array functions.
  • Enabled disallowing certain families or workplaces from setting up market stalls.
  • Tuned how "current region" is calculated in the UI for more comfortable building on the edge between two player-owned regions.
  • Ensured iron and clay deposits do not generate on steep terrains.
  • "MODDED" may now display after the version number to aid bug reporting.

Crash Fixes:

  • Fixed a crash related to deleting a building when pathfinding obstacles are being verified.

Bug Fixes:

  • Addressed issues with employed traders going to trade points without an open trade route.
  • Corrected early movement of farm workers to transport tasks despite available crops.
  • Resolved inaccurate predicted yield displays.
  • Fixed rotation issues in villagers after dismounting.
  • Addressed respect of work area limits by farming oxen.
  • Fixed blurry appearance of gilded aventail houndskull helmets in the retinue editor.
  • Corrected non-drawing of the forest mask.
  • Fixed bandit camps respawning on loading due to unsaved "lastBanditCampSpawnedDay."
  • Ensured villagers set up market stalls to sell their produce like vegetables.
  • Corrected the wrong apple basket carry animation.
  • Fixed wealth transfer issues during barter.
  • Ensured bartering traders return the correct number of items based on barter value and carrying capacity.
  • Addressed overpacking by bartering traders in their origin region.
  • Resolved trading post exports not proceeding after the trader reaches the destination.
  • Corrected the distribution of multiple instances of the same good type to a single plot, which left outlying houses undersupplied.
  • Fixed crop rotation to fallow causing farmers to harvest invisible itemID_0, which stopped supply dumps from being cleared.
  • Addressed issues with villagers staying at homes indefinitely if a bandit camp is spawned, thinking the region is under attack.
  • Ensured proper saving of mercenary company arrival regions.
  • Stopped granary workers from stealing ale from the tavern.
  • Fixed interrupted livestock exports due to sheep herd behavior.
  • Ensured livestock trader jobs trigger import tasks when buying livestock from another region.
  • Corrected the missing "hunger" popup artwork.
  • Fixed a typo in the credits list.

Cosmetics:

  • Tuned field dirt UV wiggle to make the huge vegetable gardens less wavy.
  • Improved the precision for snapping terraforming meshes like mines or sawpits to the ground.
  • Made leaf clumps smaller and disabled the parallax mapping to reduce distortions.
  • [WIP] Updated the visit mode character model for the green lady portrait to be female, still in progress.
  • Cleaned up combat animations.
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Manor Lords Tag Page Cover Art
Manor Lords
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Released
April 26, 2024
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WHERE TO PLAY

DIGITAL
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Developer(s)
Slavic Magic
Publisher(s)
Hooded Horse
Genre(s)
Strategy, City Builder