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Last official update was 20 days ago
Last public release was 72 days ago
Last recorded changes was 1 week ago
Last checked 12 hours ago
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We're also fixing a lot of bugs. ... after revising some of the logic behind how Granary and Storehouse workers calculate and prioritize pickup of goods, it should now be much easier to reach full supply of late-game items such as clothes:
TL;DR: Tim (CEO) plan is to give development update at least once a month going forward.
Next patch is coming soon and it includes pathfinding refactor to fix stuck units, more natural movement and improve performance.
Trade Rework is put on hold, the team is prioritizing Rural Traditions perk next, focused on local resource upgrades, specialization, and farming improvements (includes Early Harvest).
Patch notes with full list of fixes will be out once it releases to public beta/main
Thanks, it gets more difficult to develop the more finished the game gets, not only there is existing complexity to maintain but making something perfect is about 10x harder than just making it work. So we're doing the 10x now as there will be no more "it's ea" excuses.
— MANOR LORDS (@LordsManor) April 28, 2026
Thanks❤️Likely after Perks, which is planned after the Construction Yard/Church which is planned after the pathfinding patch which we're still stuck on.
— MANOR LORDS (@LordsManor) April 13, 2026
TL;DR: Manor Lords Major Update #6 is now live on the Main branch (v0.8.050–0.8.065, promoted from Beta).
Key Changes:
- New Burgage Plot Level 3 (new models, requirements & effects); previous Level 3 look/effects moved to Level 4.
- Family-Based Progression: Settlement level now depends on having high-level Families living in the region (instead of just built plots).
- New map: “Twin Lakes”.
- Battlefield updates: All squads inside an active battlefield are always visible; participation area around the battlefield gradually shrinks
- Improved Ox guiding rules for construction.
- Big batch of AI fixes, collision/pathfinding refinements, balance tweaks (wild animal breeding & capacity, crop growth times, food spoilage, trade), and QoL/UI/localization improvements.
Next update: pathfinding refactor + optimizations, followed by construction changes (including a new church level), then back to Perks development.
