⚠ NOTICE

The game has been released in Early Access on 26th of April, 2024.
Please keep in mind that any information provided on this Wiki may be incomplete or subject to change as the game progresses.

0.8.029 - Hotfix

From Manor Lords Official Wiki

Patch notes for Version 0.8.029 (Main)
This hotfix combines the fixes of the previous two beta updates into the main branch.

Minor changes

  • Fixed some "holes" in Winding River landscape topology
  • [Experimental] Veggie gardens are no longer instantly constructed. They now include a shed for vegetable storage for smoother logistics and easier handcart access. Also, because we need to fit the shed, one small vegetable patch was removed.
  • Separated resources into pickup zones in the lv2 storehouse to make logistics more efficient
  • [Experimental] The game will skip playing lengthy pickup animations inside the lv2 storehouse, lv2 granary and trading post (behind doors where it's not visible anyway) to make logistics smoother
  • Added a special pickup zone for ale in the lv2 granary
  • [Experimental] Disabled dynamic FOV on High Peaks to reduce clipping with the side mountains
  • Added shed barrel drop zone to the lv1 tavern so that they don't have to fit them through the tiny door
  • Tweaked pushing distance for characters colliding with static obstacles to reduce the chance of them getting stuck in tight doorways
  • Added more info about construction status to save data to avoid buildings loading as unconstructed if they get altered between patches. This will also force older patch buildings to load as constructed.
  • Localization updates

Optimization

  • Landscape texture optimizations
  • GUI optimizations

Crashfixes

  • Fixed the vegetable extension crashing on a specific triangular plot shape

Bugfixes

  • Fix attempt for some PCs loading the coat of arms image as black if it was previously created in the UE4 build
  • Walked back the change from 0.8.010 "Windmills should no longer mill flour if there is no pantry space left" since it can lead to the windmill getting stuck when the storage is perfectly full
  • Fixed vegetable plots not being spawned on plots when the extension area center line is far different than the plot area center line. Note: Sadly that necessary fix might cause irregular vegetable patches from previous saves to appear invalid or have some plants removed.
  • Fixed construction resources sometimes differing after loading a save, potentially leading to soft locking the construction progress if the player lacks resources
  • Fixed upgrading a residential buildings blocking all crafting in the artisan workshop until the player reloads the save or rebuilds the extension
  • Fixed the overstock being limited to the active worker count
  • Fixed the overstocked good amount not displaying in the tooltip
  • Fixed buildings potentially loading as invisible when construction is in progress
  • Fixed construction workers sometimes not equipping the spade when digging
  • Fixed: Storage is full notification appears upon upgrading the Well
  • Fixed tavern and trader TAB floaters displaying 0/0 workers
  • Fixed all vegetable patches inside a single residential plot using the same vegetable type (new saves only)
  • Fixed orchards appearing as saplings for a moment after loading even though they were grown when the game was saved

Cosmetics

Cosmetics:

  • [Experimental] Map view tweaks, trying to look more like it's actually drawn
  • [Experimental] Increased vegetable garden drawing distances


Thank you!

Greg and team