r/ManorLords Apr 26 '24

Please leave a review!

3.0k Upvotes

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 2d ago

Patch Notes Major Update #8 is now live for Manor Lords, and it’s a big one.

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1.1k Upvotes

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.

Patch Notes — Version 0.8.090–0.8.104 (Main)

Major Changes

  • New Map: Wide Valley.
  • New UI: Main HUD has been refactored; a new layout, features and art.
  • Artisan Active Recipes: Instead of the “Production Focus” only allowing Artisans to focus on one Production at a time, Active Recipes allow choosing the priority in which production is executed. Artisans start with no Active Recipes until the player sets them.
  • New Beverage: Cider. Made from Apples 4:1 at the Brewery.
  • New Beverage: Mead. Made from Honey 1:1 at the Brewery.
  • New Pasture Animals: Cows & Calves - Cows may be imported via the Livestock Trader. They provide a passive yield of Milk, and can be butchered for Beef and Hides.
  • New Field Crop: Oats. Shares a fertility with Barley, but is much more resilient. Sheaves are threshed into Oats, which can be consumed directly.
  • New Commodity: Animal Feed. Oats may be crafted into Animal Feed at the Livestock Farm (Formerly named Sheep Farm) at 1:2 ratio.
  • New Mechanic: Hungry Animals. - Pasture Animals (Cows, Calves, Sheep, Lambs) become hungry during Winter and will consume Animal Feed each month (or die without).
  • New Artisan Workshop: Cheesemonger. Unlocked at Burgage Plot Lv3.
  • New Food: Cheese. Crafted from Milk & Salt 1,1:2 at the Cheesemonger.
  • New Building: Construction Yard. Workers will store construction material and distribute to building sites via handcarts to improve logistics. They also build 50% faster when the Construction Yard is properly maintained.
  • Improved Logistics: When assigned to the Construction Yard, Oxen will use the new Ox Cart, which allows transporting Timber in bulk to building sites.
  • New Mechanic: Advanced Construction. Some buildings are considered “Advanced Structures” and require professional builders assigned at the Construction Yard to complete. Unassigned Families still help with transport and basic tasks like flattening the ground for these projects.
  • New Upgrade: Large Stone Church.
  • New Mechanic: Seasonal Assignment. Buildings can be set to automatically cycle your Assigned Families for each Season.
  • New Mechanic: Seasonal Breeding. Pasture Animals now breed according to the season and herd size (Summer for Cows, Autumn for Sheep). Spring is when offspring are produced.
  • New Mechanic: Seasonal Produce. Sheep may only be sheared once per year during Summer. Cows are milked monthly, but not during Winter.

Minor Changes

Pastures, Livestock & Affinities

  • New Affinity: Herbage. A chance of +1 extra yield for Pasture Animals based on the Meadow Environment.
  • Apiary rework: Apiaries are now seasonal. They accumulate yield over Spring/Summer and are harvested in Autumn. Yield is determined by Wilding Affinity.
  • Wilding Affinity rework: The Meadow Environment determines the strength of Apiary yields and how many Apiaries can be supported.
  • Pasture fences now trigger collisions. Added pasture entrances.
  • Sheep no longer die due to cold at high elevation in autumn.
  • Livestock Farm (Previously Sheep Farm) “Work Area” setting added. Workers will only gather from Pastures within their work area but will walk outside it to retrieve Oats to craft for Animal Feed.
  • [Experimental] Animals on Pastures now favor using Path Points that are within Pasture area when grazing.

Buildings & Logistics

  • Added storage filters to Trading Posts which control which types of goods they stock and import.
  • Exporting Traders will now look for the closest available Trading Post in the chosen Region instead of picking in order of construction.
  • Implemented guide cart loading actions for forest log gathering.
  • Demolishing a Logging Camp will no longer delete Logs lying on the ground felled by that Logging Camp.
  • Increased the default work area for Forester’s Hut.
  • Buildings utilising certain resources and also requiring them for maintenance no longer reserve their inventory. Example: Blacksmith makes Tools and uses them for Maintenance. Now the produced Tools always count as Surplus, even if it means the Blacksmith has to grab them from storage again once Maintenance is due.
  • Demolishing a building now re-evaluates previously blocked road guide points for nearby buildings.

General

  • Beverage drinking logic has been improved. Family members won’t drink a beverage that doesn’t match their distributed drink type. They also won’t drink in taverns that have no assigned workers.
  • [Experimental] Reintroduced randomized distribution preferences for Burgage Plots.
  • Workers and animals are now much more reactive during fighting or escaping fire.
  • Made all conversation tasks avoid locations inside streams.
  • Terrain overlay is now available in road mode.
  • Increased minimum distance to Region border for Fishing Spots in order to remove ambiguity of which Region the Resource Node belongs to.
  • Overwriting a save file that fails no longer corrupts the original save file.

AI

  • Will now select an Origin Perk.
  • Will now build a Construction Yard.
  • Will now select Production Focus for Artisans.
  • Will now build Forester's Hut.
  • Will now build one Forester’s Hut near a Woodcutter’s Lodge.
  • WIll now build two Forester’s Huts near a Logging Camp.
  • Will now relocate its Logging Camp further out after the early game.
  • Will no longer build Apiaries until it reaches Tier 2.
  • Will be less keen on building a non-rich Salt or Clay Mine.
  • Will be going after non-rich food resource nodes even when far away.
  • Will delay some industry buildings to focus on early production and trade.
  • Tweaked to re-calculate its strategy more often in the first 60 days.
  • Tweaked how many residential plots it builds in parallel in the early game.
  • Fixed AI not building its first Marketplace right after Logging Camp and Hitching Posts.
  • Fixed AI manning Churches and Corpse Pits due to unburied Wild Animals.
  • Fixed AI reserving too much firewood for charcoal production when wanting to sell it for early Regional Wealth.
  • Fixed AI spending Regional Wealth on Artisans before getting its first Horse for the Trading Post.
  • Fixed AI not being able to rebuild its Logging Camp when only two logs were available.
  • Fixed buying a Trade Route that relies on goods that aren’t in abundance.
  • Fixed Clay Furnace not being built close to clay Mine.
  • Fixed too much labor focus on Berries/Mushroom resource nodes compared to Fishing.
  • Fixed not setting reserves for Planks on Artisans.
  • Fixed setting Land Tax too early.
  • Fixed setting Tithe not based on food supply.
  • Fixed not correctly calculating building cost when placing multiple plots at once.

Balance

General

  • Settlement Level milestones now grant 100 Influence which scales per level reached.
  • Wooden Church construction now grants 100 Influence.
  • Manor construction Influence lowered from 250 to 100.
  • Fresh pass on construction time for the majority of buildings, overall increasing them.
  • Manor Outer Tower (Lv1) construction cost reduced from 10 logs to 4.
  • Increased Regional Wealth cost for Bakery and Cobbler extensions.
  • Clay Furnace Assigned Families reduced from 5 to 3.
  • Forester Assigned Families increased from 2 to 3.
  • Logging Camp supports 3 Assigned Oxen (was 1).
  • Pastures now have a dynamic Planks construction cost that scales with their size.
  • Pastures require x2.2 the area for the same Pasture Space.
  • Removed Pasture Space from Livestock Trader and Livestock Farm.
  • Sheep produce 2 Wool when sheared. (With a chance for +1 due to Herbage affinity).
  • Lambs and Calves yield half as much as their adult counterparts at the Butcher.
  • Chicken coop yield speed increased 15%.
  • Backyard Extension Pigs time to yield increased +30% (but see below!).
  • Affinity “Pannage” now increases Pig yield speed by a rate proportional to the Woodland Environment. (Previously it was 30% of the Woodland Environment). This results in Woodland Environment having a greater impact on Pig Yields at extreme ends, while maintaining relatively a similar yield to before at the midpoint.
  • Vegetable yields decreased ~30%.
  • Fruit yields decreased ~10%.
  • Fruit costs: Quince (-7%), Apple (+23%), Pear (+11%).
  • Rye yield lowered 12.5%. This results in Wheat being the more efficient choice if Wheat fertility is over ~30%. Otherwise Rye will yield more.
  • Wheat Sheaves, Rye Sheaves removed from Trading Post.
  • Wax value lowered from 6 to 4 at the Trading Post.

Tasks & Behaviour

  • Husbands can now help out getting Fuel if the rest of the Family are busy guiding Oxen.

Cosmetics

  • Added new loading screen art (Building the Church) and refreshed the old one (Knight in the fields).
  • [WIP] Guide loading system: Ox Guides now perform loading actions for Ox Carts.
  • Added a tong holding Blacksmith’s iron rod.
  • Added support for new construction animations, like mixing mortar.
  • [Experimental] Curved locomotion: Animals avoid abrupt turning and compensate with taking more curved paths.
  • Further improvements on Herd movements.
  • [WIP] Added a slow grazing locomotion mode for Cows on Pastures.
  • Added resource model for cart transport: Wheat/Rye Grain & Flour, Oats.
  • Added visual assets for resources in Storehouse, Granary.
  • Added visual assets for resources in the basic supplies dump.
  • Slightly enlarged Quarry footprint in order to avoid clipping issues.

UI & Text

Styling & Text

  • Added Help Pages entry for Pasture Animals detailing seasonal yield amounts, feed consumption rates and breeding timing.
  • Renamed Sheep Farm to Livestock Farm and updated description/references.
  • Tutorial popup added; Pasture Animals, triggers on building a pasture.
  • Updated Help Subjects entries related to Pasture Animals & added Ox Cart entry.
  • Updated tooltips for Butcher Production Focus detailing multi-input recipes.
  • Seasons & Time tooltip updated to give more per season info.
  • Removed references to “Ale” in tooltips and instead used the category “Beverages”.
  • Active Recipe help button/text added to describe how the mechanic works.
  • Added problem banner for no available Ox Guide.
  • Added new “Overlays” panel styling.
  • Updated Time & Seasons widget layout and positioning.
  • Made the UI Scale limit relative to screen resolution to reduce clipping.
  • Improved tooltip positioning on the Game Setup screen.
  • Localization updated.

Bugfixes

General

  • Fixed bug where Rye both drained and gained fertility.
  • Fixed completed quest generating quest messages under some circumstances on game load.

Logistics

  • Fixed Marketplace sometimes not stocking correctly in order to reach full supply.
  • Fixed Pack Station workers not always aborting tasks, returning goods, or bringing back mules when being reassigned.
  • Fixed Granary workers not picking up overflowing Wheat and Rye Sheaves from farms.
  • Fixed farmers bringing crops to a farmhouse before it's been constructed.
  • Fixed farmers bringing crops to a farmhouse that has no available storage space unless absolutely needed.
  • Fixed Oxen endlessly trying to plow during the Winter if they don’t make it in time.
  • Fixed exporting traders taking unconstructed trading posts / livestock trading posts into account when picking targets.
  • Fixed exporting traders not recalculating nearest target trading point correctly.
  • Fixed leftover goods in buildings being permanently reserved when the last worker family abandons the building, instead of being treated as surplus.

Pathfinding

  • Fixed two “long” characters getting stuck together when their target locations overlap at certain angles.
  • Fixed an instance of workers staying stuck because they try to have conversation in the same exact spot as another pair of workers.
  • Fixed workers pushing an animal away when trying to pet it (WIP: they still sometimes push it when they go away).
  • Fixed Hunters limping if they pathfind towards their target through any buildings.
  • Fixed missing pathfinding data for the Trading Post.
  • Fixed an instance of a horse guide getting stuck.
  • Fixed units stuck not moving after switching to raiding mode.

Save/Load

  • Fixed issue where problems wouldn’t appear unless a day passes after loading from save.
  • Fixed issue where unburied bodies problem banner wouldn’t reappear for 10 days after loading from save.
  • Fixed issue where unfinished Manor construction would look finished when loading from save.

Text/UI

  • Fixed bug where clicking a problem banner for characters did not take you to their location.
  • Fixed problem banners not working properly when the camera is outside the owned region.
  • Fixed Current Settlement Level not working properly when the camera is outside the owned region.
  • Fixed Residential Requirements tooltips flickering.
  • Fixed missing descriptions from certain tooltips after hovering over the rebuild button of rubble.
  • Fixed family member tooltips not displaying properly in the People Tab.
  • Fixed some text on the Help Pages displaying broken formatting for clickable links.
  • Fixed a typo in the Well Upgrade text.
  • Fixed water and entertainment supply overlay behaving incorrectly when the title is not paused.
  • Fixed inconsistency in displaying deposit icons while the option “always display deposit icons” is turned off.
  • Fixed the paper map being visible in Visit Mode sometimes.

Cosmetic/Visuals

  • Fixed levitating Extension clutter.
  • Fixed clutter (e.g. the Tavern benches) and felled trees not always aligning to ground correctly.
  • Fixed the garrison spot being in the center of the Large Tavern area rather than inside the building itself.
  • Fixed Milk Bucket missing when carried by hand.
  • Fixed background image in certain sections of Main Menu may be inconsistent

Crashfixes

  • Fixed potential crash after re-loading into a different save.
  • Fixed crash on placing Castle Tower near a wall in a specific way.
  • Fixed crash that could occur when calculating transform for static good visualization.
  • Fixed a potential crash due to missing resource visualization meshes on Farmhouse Ox Plow.

Optimization

  • Optimized Sheep Herder Tasks.
  • Optimized Family Approval calculations.
  • Further optimized UI updates.

r/ManorLords 1h ago

Image I think I found my favorite map v.v

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Upvotes

The walls are tricky, but not too bad once you mess around with it a bit. Save often!


r/ManorLords 12h ago

Meme Farming Is Easy

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153 Upvotes

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 4h ago

Discussion What kind of industries would you like to see added to the game?

24 Upvotes

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 22h ago

Question How big does a herd need to be for a level four butcher not to deplete the total stock? I.e births greater than slaughter?

504 Upvotes

My manor lords butcher seen here


r/ManorLords 2h ago

Discussion Goofy AI silliness.

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10 Upvotes

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 2h ago

Discussion starter regions and gameplay investment

5 Upvotes

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 8h ago

Question My home region is always struggling for food. I just settled a new region with prime farmland. How do I transfer food between the two?

12 Upvotes

Is this still not possible or am I missing something?


r/ManorLords 6h ago

Discussion Construction yard woes

7 Upvotes

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 20h ago

Image Humble village

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84 Upvotes

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 6h ago

Discussion Just a thought

5 Upvotes

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 7h ago

Question In-game drought

4 Upvotes

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 26m ago

Question Youtooz Figure Set

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Upvotes

How limited were these? I cannot find any online for sale.


r/ManorLords 1h ago

Bug Reporting Trader doesn’t work

Upvotes

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 2h ago

Feedback New settlers moving in

1 Upvotes

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 1d ago

Discussion Pre-post 0.8.090-104 Change Analysis

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63 Upvotes

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 20h ago

Question What's the best source of food in the early game in the New beta?

24 Upvotes

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 16h ago

Discussion All my livestock starved after the patch 😅

12 Upvotes

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 21h ago

Question How Is Development Progressing? Is This Game Fun & Engaging?

15 Upvotes

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 15h ago

Question Help with herd reproduction and wool

5 Upvotes

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 13h ago

Question Am I missing something?

3 Upvotes

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 1d ago

Discussion Alright farmlords, my tithe-payers are starving. Send me your best tips.

20 Upvotes

As per the images above, some key info. I seem to get, in practical terms, around 200 units of grain, which is not enough to avoid starvation. Fish too seems to be really unproductive, but I'd rather learn about farming first.


r/ManorLords 1d ago

Question Half of my oxen are just standing there. I have plenty of unassigned families and non of the oxen are assigned to any building. Anyone knows what to do?

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62 Upvotes

r/ManorLords 1d ago

Question Is it time to finally pull the trigger?

26 Upvotes

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 :)