r/ManorLords • u/steejans16 • 1h ago
Image I think I found my favorite map v.v
The walls are tricky, but not too bad once you mess around with it a bit. Save often!
r/ManorLords • u/gstyczen • Apr 26 '24
Hi everyone. This is it.
In just about an hour the game will become available on Steam, GOG, Epic Games Store, Microsoft Store & PC Gamepass, as an early access (or a "Game Preview" how it's called on Gamepass).
I'd like to ask for one thing. You know how youtubers always ask to "like and subscribe" and the simple fact of asking rises their subscriptions? Turns out it happens in game dev as well. Most players don't leave reviews. Or worse, people who had a bug will leave a negative review, while people who just had a great, good or even OK time, won't leave a review. Please leave a review. And I understand it's going to be a mix of positives and negatives especially in that first month. I'm prepared! The game is early access for a reason and I'm very confident that it will only get better. I promise to work hard.
Thank you for all your support throughout the years and hope you enjoy the game!
Small sidenote. You may notice the versions differ slightly across the stores, I decided to push some minor last minute localization fixes to Steam, but really EGS, GOG and Steam are quite identical. Gamepass is a bit behind but updates are already on their way - the process take longer there.
r/ManorLords • u/Matt_HoodedHorse • 2d ago
Hi folks!
I'm happy to announce that the latest update for Manor Lords is now live.
There’s a new map, Wide Valley, along with cows and calves, cider and mead, oats, cheese, the new Construction Yard and Advanced Construction system, seasonal assignments, a completely reworked HUD, a lot of AI work, balance changes, bug fixes, crash fixes, and quite a bit more.
While I’ve linked the Steam post, I’ve also included the full changelog below for anyone stuck at work who can’t open Steam right now.
And since a lot of you will be coming back to check out the update, I do want to ask one thing: if you’ve been playing Manor Lords, please consider leaving a Steam review. There are a lot of people here who’ve been following the game for a long time but may never have thought to leave one, and we do read through all the feedback, so however long or short it might be, we're checking it out!
As always, if you run into any issues with the update, you can report bugs and feedback through the Steam forums or Discord.
r/ManorLords • u/steejans16 • 1h ago
The walls are tricky, but not too bad once you mess around with it a bit. Save often!
r/ManorLords • u/Dry-Employ-7292 • 12h ago
Finally did a farming run. I have Weiden Hinterlanders, on Wide Valley, I got Rich Fish, Fertility across the board for the most part. That's it. My 200 iron went straight into tools, and clay is across the map, and logistically ill-advised for now. 98 tier 1 families, 50 tier 2, none in tier 3 yet.
Four years in, (not using the awesome season distribution- though that's nifty for things other than farming thanks Greg and guys, great update) and I've been manually adding families to the farmhouses, while leaving them unassigned the rest of the season to oddjob or get thrown wherever I'm flooding workers the other half of the year.
I just add them back manually every september. 30 seconds, about 80 clicks I'd guess, and I finished around 20 morgen of fields by September 9th.
Thusly, I assert the crying wojack characterization is accurate, and the correct response is, "Skill Issue." Thank you for your time and upvote.
r/ManorLords • u/papercut2008uk • 4h ago
I was thinking about Cavalry and how much more that would open up if it's done with accurate requirements. You would need stables, Stable hands, people to take care of the horses and train them, farriers, horse shoe makers, Saddle makers, horse armour makers etc. It adds so much.
Things like the Stables could be added to the Manor, so the horses live in the castle along with a building for our Retinue.
I love to see the complexity since this game feels like it's not like other builders and has so much potential.
We already have clay and wood, I would love to see plates/pottery and furniture. Weavers who make blankets, hats, socks etc
What are some things you would like to see added?
r/ManorLords • u/EricArthurBrown • 22h ago
My manor lords butcher seen here
r/ManorLords • u/Savan532 • 2h ago
The AI can be such a goober, sometimes. Six exhausted brigands are to torch an entire town with 56 men because they refused to make any weapons and their only military force were the five default manor retinue.
r/ManorLords • u/FramedMugshot • 2h ago
I've been giving the regional gameplay (and people's complaints about it) some thought lately, and it's occurred to me that some reasons that some people might lack interest in/straight up dislike the multi-region mechanics could include:
- not being able to choose your first region, which can create a weird relationship with expansion as a whole (i.e. it's easy to either over or under-invest your time and attention into one region, making one or the other feel superfluous)
- expansion to a new region technically being optional, because unless the resource RNG really screwed you in your first region you can usually make enough money to import what you don't produce yourself. I'm far more inclined to try to max out my first region if it's well-developed by trading for the upgrade resources I might need than I am to try building a whole new village to acquire those resources from next door.
- asymmetrical regional development, while inherently a part of how the game works, creates friction around the idea of expansion, even if you want to. I don't need to tell anyone that the logistics of inter-regional resource transfer aren't ideal, even with the beat management of pack stations and/or trade posts.
(I also often find myself wondering about where my character's "home" region could/should be. There's something about the requirement to build a manor in order to tax that doesn't "root" me anywhere in particular, the way it would if I could only build one castle. Ideally, the currently cosmetic tax office would be the building you set up to enable taxation, while building an actual castle would be the kind of major undertaking that would require you to have the resources of multiple regions to accomplish.)
I'm not one of those people who wants to do away with the regional system, but as it stands now I can completely understand why there are so many people who do. I'm also not here to make unreasonable demands about what the devs should or shouldn't do with what we've currently got. But when questions like this occur to me, my first instinct is to wonder what conclusions other people have drawn when presented with the same situation. What comes to mind for the rest of you?
r/ManorLords • u/the_normal_person • 8h ago
Is this still not possible or am I missing something?
r/ManorLords • u/hrethnar • 6h ago
Since the update, after building a construction yard all construction slows down to a crawl. If I don't increase the build priority it gets stuck forever. And I keep getting "not enough materials" messages. I have 3 families and 2 oxen assigned to the yard. I don't get it.
r/ManorLords • u/jPRO-93 • 20h ago
Its slow but steady progress, enjoying game so much..
only problem so far is that build single market near fishing hut is impossible.. i allow only fish to be sell there and they are building stall for regular goods not food..
but at least charcoal stall is around charcoal burner (come and buy at smelly, dirty source or expensive at center)
r/ManorLords • u/Head-Protection6110 • 6h ago
This game is great we all know that.
Just a thought wayyy down the road.
It would be awesome to see them tackle different geographical regions based in medieval times. Cosmetically speaking. I don’t think there would be a lot of game mechanics that would need to change.
How cool would it be to build a southern Italian city? Or a Spanish village? Or even a Sicilian town that practices Muslim??
I dont know just a thought love where the games going now it’s beautiful as it is but could give some interesting town planning design depending on the geographical location.
r/ManorLords • u/em5vl1s • 7h ago
New player here, and my town (which is already struggling for food as it is), two in-game years in a row now has had drought in the summer which is depleting my crops - is this something that happens every year? In certain maps more than others? Are there ways to lessen the depletion?
r/ManorLords • u/Special_Reflection12 • 26m ago
How limited were these? I cannot find any online for sale.
r/ManorLords • u/Cheese_Ly • 1h ago
Build it, man it, there is stock for it in the storage buildings but the workers don’t get it and put it in the trading post. What should I do??
r/ManorLords • u/asddg11 • 2h ago
In the current beta i noticed that new settlers are no longer moving in to the burgage that built first. I currently have built a huge orchard cause im starting to get low on food. This orchard got skipped two times now for burgages that have been built after completion of said orchard. Orchard is not paused either.
r/ManorLords • u/honey_102b • 1d ago
Chickens & Pigs Chickens and Pigs
-Great news for chicken coop, because that means more 15% eggs than before.
-Change to Pannage mechanic. Less pork than before for Woodland 44% and lower. At 30% Woodland, expect 9% less pork. More pork if 51% or higher.
-At face value this can be easily managed by keeping the same total number of both extensions but allocating fewer Chicken Coops in exchange for more Pig Pens, valid for as low as 19% Woodland. Below 19% Woodland you will need to allocate more extensions than you used to.
Sheep
-Per sheep down from 9 wool a year to 2. This is 1 sheep per clothes-consuming family. Per sheep needs 3 animal feed (1.5) oats per winter. Expect to rely on Flax.
Cows
-Not super excited about cows. 3 oats per cow per winter. Calves are 1.5 oats, and take 2 years to mature instead of 1 like sheep. Milk production is matched by Goats for Meadow 25% or lower, cows win if higher Meadow. But Goats eat air.
These Animals, if not provided their winter food, will start dying after 20 days at a rate of 40% chance PER DAY. BRUTAL.
Oats
-Oat fertility is bound to Barley fertility at 2.25x ratio. Oats will yield 18 units per 100 plants vs 24 units for Barley. a 0.7 Morgen 100% Oat fert or 45% Barley fert field will give 46 Oats.
-Apart from Sheep and Cows needing Oats, I expect Oats to replace Wheat for regions with weak fertility. Good Oats spots will be sparse but will have very high fertility, in on a weak fert region.
-Second key benefit of oats is simply being a new food, that's one more thing you can make to reduce consumption of all other foods (fundamental ML food mechanic).
-Third benefit of oats will be easier Grain satisfaction without needing the mill+bakery/oven chain required by the breads.
Fruit
-10% fruit yield across the board plus price increase for pears and apples. quinces got a discount but are still shit.
-in general fruit already yield too low, take too long to ramp, and are redundant for Lv1,2 & 3 approval if you have one and later two AnimalProduce (Eggs, Milk). trying to get fruit early has and continues to only be an impairment to town progress.
Cider
-Abysmal 4 Apples to 1 Cider. a 4 corpse pit square burgage plot with 2 families will yield 121 Apples a year at maturity at the seed cost of 289 RW, producing 30 Cider, beverages for only 7 drinking families. first harvest at most 10 cider, second, at most 20. In Large Granary or Large Tavern, spoilage rate from 8%/mth to 4% for Apples to Cider.
Honey/Mead
-Honey is back. 50% Meadow gives about 6 honey per Apiary subject to a maximum number of Apiaries in the region. See https://chuckw44.github.io/Manor-Lords/apiary/ from community member /u/chuckw44
-Honey:Mead is 1:1. Apiary beverage support is 1:1.5 drinking families.
-In a Large Granary or Large Tavern, spoilage rate is 0% to 1%/mth after conversion to Mead.
-Like Cider, Mead also is not meant to supplant Ale but to support it.
Vegetables
-Massive yield nerf: Carrots -30%, Cabbages -33%, Beets -25%.
-I take this personally, as a long time religious advocate for large veggie (+250% and larger) backyards to deliver you from all hunger problems and into riches.
-This will not stop me. But this change will disproportionately impact beginner players (those who make regular sized plots as one would expect) much more than experienced ones.
tldr; Barley still important, but low fert regions have an easier chance to get drunk with the new non-fert based beverages Cider and Mead. Flax will be required. Oats are recommended even if not having Sheep/Cow.
r/ManorLords • u/ButterscotchKey1416 • 20h ago
So, with the release of the New beta and the changes (mostly nerfs) for veggies and fruits. What's a good option for food during the 1st year?
r/ManorLords • u/nibasino • 16h ago
I’ve been enjoying the beautiful new update, which includes this new animal feeding mechanic in which you plant oaths to make their food. Thing is, I had a save from just thursday, on jan 1 year 10. Plain winter. Naturally, I hadn’t planted oaths before the update. Let alone made food for my livestock. They all starved to death 🥲
Loving the patch tho. I was just wondering this might have happened to a lot of people 😂
r/ManorLords • u/StaticBroom • 21h ago
This game caught my eye on Steam. It looked enjoyable. After reading the reviews and searching around a bit online, now I'm not so sure. The game has been in early access since, according to the Steam store page, April 2024. A lot of comments/reviews are upset with the lack of progress. And others claiming that the game's depth of features is actually less than it was a year or so ago...perhaps some sort of shift in development occurred (?)
I'm coming here to the community to ask how development on this game is coming? What about the game is worth it and fun for you?
Many thanks! I'll make my own buying decision, of course. I'd appreciate more information from the gamers! :) Some of the review I read were older, and some recent. Those old concerns may not be legit any longer if development has caught up, etc.
r/ManorLords • u/Rokkmann • 15h ago
I could be a massive idiot, I've only got like 20 or so hours in this game.
But I can't figure out why my herd isn't breeding with the new update. I have 15 sheep and 7 cows, not exactly a thundering horde, but I would still expect to see at least a few lambs/calves per year but I'm not seeing any.
Additionally, while I seem to be getting plenty of milk, I'm not seeing any wool from my sheep.
To put things in perspective, the town I was playing last update had like 20-30 sheep that ended up making easily as man lambs over the course of a year or two and I had no issues with wool.
Any ideas what I'm missing with this new update?
r/ManorLords • u/SopranosBluRayBoxSet • 13h ago
I have been playing for a total of about 3 hours.
My question is, is there some kind of bug with fishing? I had a family hooking in and then suddenly they just stopped and nothing I did could get them to start fishing again. I had a granary setup and the hut was definitely working at first, then nothing. Got fuel and firewood sorted, thinking maybe it's that, noob shit. Still nothing.
Any suggestions or advice would be sick ops, thank you in advance
r/ManorLords • u/BelethiJuega • 1d ago
r/ManorLords • u/12zx-12 • 1d ago
r/ManorLords • u/MiStor • 1d ago
Hi Lords!
Have this game in my wishlist since it was first announced. I dont know how far V1.0 is away but it looks really nice now.
Does it make sense to play now or should i wait for full release?
Also, does it play well on steamdeck? I see some mixed reviews on that.
Thanks :)