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	<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?action=history&amp;feed=atom&amp;title=0.8.059_-_Beta</id>
	<title>0.8.059 - Beta - Revision history</title>
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	<updated>2026-10-04T18:48:02Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.059_-_Beta&amp;diff=11243&amp;oldid=prev</id>
		<title>76561198045386223: new created</title>
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		<updated>2026-02-21T18:46:56Z</updated>

		<summary type="html">&lt;p&gt;new created&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039; Patch notes for [[{{tl}}Version_history|Version]] 0.8.059 (Beta) &amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
* New Burgage Plot Level: Added a new Burgage Plot Level (now introduced as Level 3), complete with new models, requirements and effects.&lt;br /&gt;
* Rearranged Order: Moved the previous Burgage Plot Level 3 aesthetic to Level 4, and updated requirements and effects.&lt;br /&gt;
* Extension Requirements: Cobbler and Baker extension now require the Plot to be Level 3 to unlock.&lt;br /&gt;
* 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.&lt;br /&gt;
* Living Space: Burgage Plot Upgrade: “Expansion” now gives +1 Living Space to the Plot regardless of Level.&lt;br /&gt;
* New Map: Added a new map &amp;quot;Twin Lakes&amp;quot;.&lt;br /&gt;
=== Ox Guiding behaviour: ===&lt;br /&gt;
* Only unassigned workers or workers from the Logging Camp can guide an Ox to a construction site.&lt;br /&gt;
* Only unassigned workers or workers from the building an Ox delivers to can be assigned to guide the Ox.&lt;br /&gt;
== Minor Changes ==&lt;br /&gt;
=== General: ===&lt;br /&gt;
* Approval Tiers &amp;quot;Admired&amp;quot; and &amp;quot;Revered&amp;quot; now increase income for Level 3 and Level 4 Plots by 1.&lt;br /&gt;
* Devil’s Hill: refreshed the trees, adjusted roads and spawn locations.&lt;br /&gt;
* Devil&amp;#039;s Hill: added dirt cliffs and dirt hills, added additional shrubbery.&lt;br /&gt;
* 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.&lt;br /&gt;
* Families are now allowed to plow their Backyards in November.&lt;br /&gt;
* Added Rough Stone and Rubble Stone pickup spots to the Quarry.&lt;br /&gt;
* Idle Workers that can sit down to rest at the Workplace no longer go home.&lt;br /&gt;
* Idle Workers closer to their Workplace than home will go inside the Workplace instead.&lt;br /&gt;
* Only specified workplaces are allowed to be entered when idle.&lt;br /&gt;
* Granary and Storehouse workers recalculate how much to collect when reaching a target building.&lt;br /&gt;
* Increased the regional limit per good in the Trading Post.&lt;br /&gt;
* Grave diggers now bring the corpse to the closest valid destination from the corpse position.&lt;br /&gt;
* 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.&lt;br /&gt;
* Family members fetching water will pick the Well that gives the shortest round trip rather than the closest to their home.&lt;br /&gt;
* Further refined unit collision and collision avoidance code.&lt;br /&gt;
* Wild animals should avoid retreating into cliffs and ponds if possible.&lt;br /&gt;
* Manor buildings/modules no longer have road snapping points while placing them.&lt;br /&gt;
* Added a force correction when a character is pushed into an obstacle.&lt;br /&gt;
* Reduced collision radius for all civilians.&lt;br /&gt;
* Smoothed collision avoidance behaviour.&lt;br /&gt;
* Added extra collision resolving fallback.&lt;br /&gt;
* Since it&amp;#039;s still WIP, the Siege Camp building option was hidden.&lt;br /&gt;
=== AI: ===&lt;br /&gt;
* Will now take the amount of military equipment into account before adding another Militia squad.&lt;br /&gt;
* Will now take Artisans into consideration when calculating a region&amp;#039;s input and output of Goods.&lt;br /&gt;
* Will now export any excess military Goods not deemed necessary for current or future squads.&lt;br /&gt;
* Will now raise all squads after pressing a Claim.&lt;br /&gt;
* Will now raise all squads once a Challenge starts.&lt;br /&gt;
* Fixed not defending owned but not settled regions.&lt;br /&gt;
* Fixed building roads in a new region before it&amp;#039;s been settled.&lt;br /&gt;
* Fixed building other extensions on Residential plots designated for Artisan workshops.&lt;br /&gt;
* Fixed building Stone Gatherer Camp when a Quarry is under construction or when no more surface Rubble remains.&lt;br /&gt;
* Will no longer build a Stone Gatherer Camp for a rich Stone resource node.&lt;br /&gt;
* Will no longer try to settle additional regions until that mechanic is properly implemented.&lt;br /&gt;
* Added a temporary max cap to number of families in AI regions.&lt;br /&gt;
* Fixed disbanding squads before they have looted a defeated bandit camp.&lt;br /&gt;
== Balance ==&lt;br /&gt;
=== General: ===&lt;br /&gt;
* Wild Animals breeding speed doubled to accommodate the recent breeding bugfix in 0.8.050.&lt;br /&gt;
* Max Wild Animal Deposit size increased from 16 to 18 (normal) and 26 to 28 (rich).&lt;br /&gt;
* Barley growth time adjusted from Winter Crop to Spring Crop.&lt;br /&gt;
* Rye growth time adjusted from Spring Crop to Winter Crop.&lt;br /&gt;
* Increased Food Spoilage values and made them more consistent relative to each other.&lt;br /&gt;
* Increased the thresholds between Very Low, Low, Medium, High and Very High Food Spoilage.&lt;br /&gt;
=== Trade: ===&lt;br /&gt;
* Malt is now a Major Trade.&lt;br /&gt;
== UI &amp;amp; Text ==&lt;br /&gt;
=== Styling &amp;amp; Quality of Life ===&lt;br /&gt;
* Added logic to detect OS preferred language on first startup after update.&lt;br /&gt;
* Added a preview of the existing limited Work Area when hovering the Work Area buttons.&lt;br /&gt;
* When displaying TAB floaters, they now center around the camera pivot, and not the camera location.&lt;br /&gt;
* Added a short fade in when spawning TAB Building Floaters.&lt;br /&gt;
* Updated Living Space details tooltip to include Lv4 families. &lt;br /&gt;
* Improved wording on resource deposit tooltips.&lt;br /&gt;
* Improved spacing for title on perk selection screen.&lt;br /&gt;
* [WIP] Added a notification log prompt when a Settlement that is owned by another Lord levels up.&lt;br /&gt;
=== Text: ===&lt;br /&gt;
* Updated text for Burgage Plot upgrades to give more accurate info.&lt;br /&gt;
* Added translation text for resource deposits names.&lt;br /&gt;
* Added translation text for item categories in the family consumption tooltip.&lt;br /&gt;
* Added translation text for victory screen.&lt;br /&gt;
* Added translation text for dead hares.&lt;br /&gt;
* Added translation text for fire started.&lt;br /&gt;
* Added translation text for running from attackers task.&lt;br /&gt;
* Added translation text for on fire.&lt;br /&gt;
* Fixed missing translation string for all non-English languages adding a suffix to the letter creator’s first line.&lt;br /&gt;
* Fixed missing translation for when a fire propagates to nearby structures.&lt;br /&gt;
* Fixed translation for maintenance in Polish.&lt;br /&gt;
* Fixed Apiary translation for Burgage Plot upgrades.&lt;br /&gt;
== Bugfixes ==&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Fixed workers not being able to pick up goods from their own workplace if their work area did not include their workplace.&lt;br /&gt;
* Fixed the chance of idle Workers going home or feeding chickens being twice as common as other idle tasks.&lt;br /&gt;
* Fixed Logging Camp workers not using the building’s stumps to sit around when idle.&lt;br /&gt;
* Fixed workers dropping transitionary items on “supplies” piles on the ground.&lt;br /&gt;
* Fixed storage buildings calling cart destruction functions twice on demolish.&lt;br /&gt;
* Fixed Millers not respecting the crafting Reserve of Grain.&lt;br /&gt;
* Fixed Butcher ignoring Production Limits.&lt;br /&gt;
* Fixed Wax carriers using the wrong walking animation.&lt;br /&gt;
=== Military ===&lt;br /&gt;
* Fixed Battlefields drifting based on positions of units not actively involved in the combat.&lt;br /&gt;
* Fixed Battlefields ending up outside the region actually targeted by the challenge.&lt;br /&gt;
* Fixed enemy squads not being properly disbanded and removed when conquering another region.&lt;br /&gt;
* Fixed empty squads counting as active when determining if a battle is still ongoing.&lt;br /&gt;
* Fixed AI sending a peace offer, offering more treasury than they have.&lt;br /&gt;
* Fixed non-Bandit AI being able to raid.&lt;br /&gt;
=== Pathfinding ===&lt;br /&gt;
* Fixed people getting stuck during castle deconstruction due to the castle ladders being removed incorrectly.&lt;br /&gt;
* Fixed soldiers getting stuck on, or walking into cliffs during fights.&lt;br /&gt;
* Fixed characters getting stuck when they load within floating point error to a pathfinding obstacle.&lt;br /&gt;
* Fixed another instance of workers clogging in a narrow doorway.&lt;br /&gt;
* Fixed Ox guides running ahead of the Ox when at high game speeds.&lt;br /&gt;
=== Save/Load ===&lt;br /&gt;
* Fixed fence collision of buildings that are being upgraded creating pathfinding issues after loading a saved game.&lt;br /&gt;
* Fixed Global Market Supply not resetting properly when starting a new game.&lt;br /&gt;
* Fix attempt for the game crashing if the engine fails to load unit templates properly.&lt;br /&gt;
* Fixed sowing task getting stuck during loading because of an invalid target building.&lt;br /&gt;
* Fixed drought data not being saved and loaded correctly.&lt;br /&gt;
* Fixed harvest prediction changing after save/load.&lt;br /&gt;
=== Manor ===&lt;br /&gt;
* Increased the initial Manor palace bounds to cover the construction process timbers, otherwise they could spawn inside a cliff/lake and block construction.&lt;br /&gt;
* Fixed inability to build additional Manor buildings within the Manor area after placing walls due to changing building bounds.&lt;br /&gt;
* Fixed reserved resources being taken twice for Manor primary building.&lt;br /&gt;
* Fixed stone Outer Tower pieces disappearing during reconstruction.&lt;br /&gt;
* Fixed the Castle Planner allowing you to upgrade for free.&lt;br /&gt;
* Fixed the unaffordable Manor exploit.&lt;br /&gt;
=== Miscelleanous ===&lt;br /&gt;
* Fixed another possible memory leak with TAB Building Floaters not erasing properly.&lt;br /&gt;
* Fixed issue with random camera shakes due to distant units not having their distance to the player updated yet.&lt;br /&gt;
* Fixed another possible instance of camera shake setting not applying.&lt;br /&gt;
* Fixed wrong Obstacle ID order after deleting an Obstacle, possibly leading to Obstacles being ignored during pathfinding or even crashing the game.&lt;br /&gt;
* Fixed valid good type arrays appending on each session start, leading to excess livestock spawning at Tradepoints.&lt;br /&gt;
* Fixed Market Stalls sometimes being overstocked by 1 good.&lt;br /&gt;
* Fixed maintenance slider in buildings changing frequency values to 0.25 and 4 instead of 0.5 and 2.&lt;br /&gt;
* Fixed Lv4 residential buildings sometimes pushing too deep into the plot area.&lt;br /&gt;
* Fixed not getting back the construction cost of a Burgage Expansion when demolishing.&lt;br /&gt;
* Fixed an instance of Ox stuck in collision with a Market Stall peddler.&lt;br /&gt;
* Fixed weavers sometimes sitting the wrong way while crafting.&lt;br /&gt;
=== Text/UI ===&lt;br /&gt;
* Fixed burgage plot extension for extra family not being shown in available space UI while its construction started but was not yet finished.&lt;br /&gt;
* Fixed corrupted production building popup state that appears after assigning Family to workplace via Burgage Plot People UI.&lt;br /&gt;
* Fixed map names staying in the previously selected language in the Game Setup screen.&lt;br /&gt;
* Fixed the sidearms requirement displaying the incorrect icon in the Form Militia stats panel.&lt;br /&gt;
* Fixed Market supply/demand tooltip being in a broken state after switching tabs.&lt;br /&gt;
* Fixed tooltip for Berries deposit incorrectly displaying Pollination Affinity.&lt;br /&gt;
* Fixed Approval tooltip sometimes only displaying data from the player&amp;#039;s starting region.&lt;br /&gt;
* Fixed player being able to see the Approval Rating of Regions they don&amp;#039;t own.&lt;br /&gt;
* Fixed misaligned text in Residential Requirements.&lt;br /&gt;
== Crashfixes ==&lt;br /&gt;
* Fixed crash on late game saves when season was updated and too many fields updated their plowing on the GPU at once.&lt;br /&gt;
* Fixed bug in bandit camp initialization on game load, leading to crash on bandit camp removal.&lt;br /&gt;
* Fixed a crash that could occur when a building was burned down but was in queue for distribution of goods.&lt;br /&gt;
* Fixed crash on attempt to read family assigned to just abandoned stall (for example when removing multiple families from granary).&lt;br /&gt;
* Fixed crash caused by missing &amp;quot;does this unit clog other units&amp;quot; invalidating when deleting unit.&lt;br /&gt;
* Fixed crash often happening on mule animal appearance - trying to access an empty animation&lt;br /&gt;
* Fixed crash related to idle units trying to find a conversation target outside of map.&lt;br /&gt;
* Fixed crash when building a bridge in the same place as a demolished bridge.&lt;br /&gt;
* Fixed crash on mercenaries disbanding after retreating out of map.&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
* To increase the visual variety of wide LV4 Burgage Plots, the game will sometimes leave a facade gap and pick smaller house varieties.&lt;br /&gt;
* Fixed the Quarry rocks being covered in snow at the same time as the surrounding building area isn&amp;#039;t.&lt;br /&gt;
* Re-added some Urban environment grass patches.&lt;br /&gt;
* Reduced grass pop in by adding a dithered fade in.&lt;br /&gt;
* Added variable turning rate so that small animals like Hares can rotate faster.&lt;br /&gt;
* Made Unit selection circles less distracting up close.&lt;br /&gt;
== Optimization (up to 6x fps gain in very large cities) ==&lt;br /&gt;
* 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&amp;#039;t be heard anyway).&lt;br /&gt;
* Fixed a lag spike happening when pressing TAB on a large city and spawning hundreds of Building Floaters.&lt;br /&gt;
* Implemented various building caches to greatly reduce worker task iteration times.&lt;br /&gt;
* Added farming task check skipping if the field is fully plowed, sown and growing.&lt;br /&gt;
* Fixed crop transform changes causing a lag spike on every &amp;quot;day passed&amp;quot; update on saves with huge fields.&lt;br /&gt;
* Reduced spikes caused by problem banner updates happening all at once.&lt;br /&gt;
* Improved the way idle villagers search for an animal to pet.&lt;br /&gt;
* Made grass density to be variable on the camera angle.&lt;br /&gt;
* Stabilized Task updates.&lt;br /&gt;
* Greatly optimized the unit rendering system to avoid redundant transform updates.&lt;br /&gt;
* Greatly optimized Regional Stock and Surplus recalculation.&lt;br /&gt;
* Greatly optimized Regional Stock UI counter updates.&lt;br /&gt;
* Greatly optimized field texture updates.&lt;br /&gt;
* Reduced frequency of rotation updates to be in sync with location update frequency.&lt;br /&gt;
* Optimized idle task generation checking if someone already targets the worker with their own tasks.&lt;br /&gt;
* Optimized Farmers attempting to collect Crops for Threshing from buildings other than Fields.&lt;br /&gt;
* Optimized unit location interpolation frequency.&lt;br /&gt;
* Optimized the &amp;quot;find unit under cursor&amp;quot; function.&lt;br /&gt;
* Optimized the Warehouse and Granary tasks.&lt;br /&gt;
* Optimized searching for a conversation spot.&lt;br /&gt;
* Optimized searches for the nearest Cart.&lt;br /&gt;
* Optimized the &amp;quot;Get Resource&amp;quot; Task.&lt;br /&gt;
* Further optimized market supply distribution.&lt;/div&gt;</summary>
		<author><name>76561198045386223</name></author>
	</entry>
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