Official Manor Lords patch 0.7.972: everyone gets to start over!
Posted on Jun 1, 2024
The first official Manor Lords patch has been released by SlavicMagic and is now available on all platforms. Patch version 0.7.972 of Manor Lords brings all of the previous patch changes, and more!
What you'll read in this post:
- Before you start playing
- Most notable changes
- King's Tax / Royal Tax
- Global/Local trade switch for Trading Posts
- Food and drinks
- And even more
The first official Manor Lords patch has been released by SlavicMagic yesterday. It is now available on all platforms, unlike the earlier beta patches which were only available on Steam.
Patch version 0.7.972 of Manor Lords brings most (if not all) of the previous patch changes. Even some new things were added!
Before you start playing
Before you head out and try out all the changes, a few things are important to note.
If you are playing Manor Lords on Steam and you did have the beta patches installed, be sure to disable the beta toggle.
Also, if you have any mods installed, you should really disable all mods. This way you can experience the gameplay as it was intented (including all the new improvements and additions). Also, mod creators probably haven't updated their mods yet, so you're likely working with outdated mods.
Regardless of the platform you play on, be sure to start a new game. Save games might not have the correct settings and variables to enjoy the new gameplay and fixes.
Most notable changes
Over a hundred changes and fixes were implemented over the past 2 beta patches on Steam and have now been bundled in this newly released version 0.7.972 of Manor Lords.
For a full list of all changes, please refer to the Full Changelog on Steam.
Let's highlight the most notable ones!
King's Tax / Royal Tax
As a Manor Lord, you are required to pay a royal tribute to the King of the land. This king's tax is calculated per population (so not per family!).
If you're like me and struggle to get money in the first place: don't worry! There aren't any consequences yet. We better start learning to make money though: in the future the king will send armies to collect his money.
The Royal Tax has a clear calculation:
- No tax for the first 5 years (hooray!)
- 1 gold per citizen for the next 5 years (game years 5 - 10)
- 2 gold per citizen for the next 5 years (game years 10 - 15)
- 3 gold per citizen from 15 years onwards
Global/Local trade switch for Trading Posts
In the first early access version, the only way to send resources between your regions was by using a pack station and bartering.
This new release adds the option to trade locally. This allows for changing goods between regions without having to send goods back.
Of course, it does mean you need regional wealth to import the goods you require from the other region. But on the other hand, if the other region needs goods you produce, you'll get the money back soon enough.
Other changes to the market and trading mechanics include:
- Trade Logistics Development branch lowers costs by 50% instead of capping at 25 gold. The base costs of opening a route has been increased from 12 to 20.
- Better Deals Development branch now reduces the import tariff by 50%. It used to remove it completely, making import and export equally priced.
- Allow for exporting even at market oversupply stage.
- Global market supply rebalances in a yearly cycle.
- You can now set a Burgage plot or production building to "not sell at market".
Food and drinks
In the food and drinks department, a lot of things have changed. Most of these changes lead to easier food management, either by needing less or providing more.
- Ale consumption is reduced by 75%.
- Backyard extensions share their yield earlier with the rest of the region, instead of keeping it to themselves.
- Families will collect water from the nearest well to their home (except in the case of a fire).
- Farming has seen multiple changes.
- Crop fertility is no longer drained after reaching 100%.
- Harvested crops are added to the field inventory.
- Plowing shed allows for 2 livestock workers.
- Maximum yield per plant is increased to 4.
- Fertility regeneration effect is doubled on fallow fields.
And even more
Aside from the changes above, there are some other noteworthy fixes and additions.
- Hildebolt isn't claiming as quickly any more.
- Sawpits are more efficient.
- Archers have seen a rework in damage and range.
- You can hire more militia, regardless of whether you already have mercenaries or retinues.
- Sheep aren't breeding as quickly any more.
- Mourning period is visible in Burgage plot.
So there you have it! A LOT of changes to try out in a new game of Manor Lords, just in time for the weekend!
Tagged as News Manor Lords