Roadmap
Curated roadmap for Manor Lords
Important

We track and verify every updates manually and every information is from public sources. We are not affiliated with Manor Lords.

Updated daily, if you know any unlisted update from official channels, tweets/posts, replies, etc. let us know here

Important

Manor Lords is still in early development, features may be pushed back or removed.


There is no official Roadmap. The features listed here is curated from posts and discussions and they are not final; refer to the Source listed under each of them.


Last updated 12 hours ago




Upcoming Features

Features that is being worked on, likely to become part of next game patch.

Pathfinding Refactor

Pathfinding is being reworked to fix units being stuck especially around castles and tight spaces, Oxen to plow more smoothly, and more natural movement on roads.


Ox pathfinds on the castle

Sources:

  • Development News (Info on the Upcoming Update)




Planned Features

Features that is planned but not likely to come out soon, sorted by expected time to be patched in.

Expanded Construction System

Expanded construction system to introduce professional builders and higher tier buildings


New Church teaser

Sources:

  • New BETA version is available for testing (0.8.065)


Trade Rework

Trade will be reworked to add more depth, focused on Trade Privileges.



Trade rework aims for the following:

  • Allows economic competition between rival Lords, not just military conflict.

  • Clearly separates Regional and Foreign Trade.

  • Streamlines inter-regional trade and bartering.

  • Feels less predictable, with opportunities that vary between playthroughs.

Other lords can compete with you for access to valuable routes. You can attempt to monopolize an item by hiring all Merchants on routes that export them, in that case other lord will pay you inflated prices or negotiate a deal.


Sources:

  • Major Update #6: Battlefield Changes, New Map, and Family Based Progression


Development Perks

Development Perks is replacing the Regional Development system, allowing you to specialize your settlement.


Development Perks

Development Perk: Origin is already released on the latest patch, the following may be added later:

  • Rural Foundations: Agriculture and Resource focus, environment bonus.

  • Trade Privileges: regional Wealth focus, better goods value.

  • Guild Authority: crafts and expertise focus, enhance local products.

  • Regional Exchange: multi region trade focus, more trading capacity.

  • Civic Order: focus on rule, policy, order, wealth, lawmaking, and military.

  • Craftsmen Rights: production mastery

  • Cultural Legacy: various bonus from church, religion, and festivities.

Note

It is stated that the perks above is the original plan and will change, but the idea remains.


Sources:

  • Perk Ideas for "Rural Foundations" - Developer Post!


Development Perks

Development Perks is replacing the Regional Development system, allowing you to specialize your settlement.


Development Perks

Development Perk: Origin is already released on the latest patch, the following may be added later:

  • Rural Foundations: Agriculture and Resource focus, environment bonus.

  • Trade Privileges: regional Wealth focus, better goods value.

  • Guild Authority: crafts and expertise focus, enhance local products.

  • Regional Exchange: multi region trade focus, more trading capacity.

  • Civic Order: focus on rule, policy, order, wealth, lawmaking, and military.

  • Craftsmen Rights: production mastery

  • Cultural Legacy: various bonus from church, religion, and festivities.

Note

It is stated that the perks above is the original plan and will change, but the idea remains.


Sources:

  • Perk Ideas for "Rural Foundations" - Developer Post!


Siege System

Siege system: City Walls, Fortification, Siege Engines, and Siege Warfare.


Castle Walls

Sources:

  • Major Update #6: Battlefield Changes, New Map, and Family Based Progression

  • ... Castles and sieges are now in the works.


Cavalry

Cavalry units and warfare

Cavalry teaser

Sources:

  • Manor Lords Wiki FAQ

  • I've spent the last couple of days trying to implement cavalry... Work in progress.


Naval Battles


Sources:

  • Manor Lords Wiki FAQ


Mod Support

Important

Mods at this stage will hinder development, notably modded bug reports. You are free to use and develop Mods but anything that is related to Mod is out of developer responsibility, discussion on the discord server is not allowed but you can do so on the subreddit

Mod Support is planned to be added after full release (version 1.0)


Sources:

  • Manor Lords Wiki FAQ


Console Version

Console Version, currently only confirmed for Xbox.


Sources:

  • Manor Lords Wiki FAQ




Frequently Asked Features

Feature that is frequently asked but not in development plan or not in consideration until full release, sorted by popularity.

Multiplayer

Official Multiplayer/Co-op support is very unlikely, might be considered after the game is fully released.


Sources:

  • Manor Lords Wiki FAQ


Sandbox Mode

Unconfirmed whether it will be added



Town Guards

Town Guards were planned but no longer the case due to historical inaccuracies


Sources:

  • Manor Lords Wiki FAQ

  • Dear dev diary, ... guardhouse and a town watch feature ... it's not historical and now I'm removing it.


Map Creation

Create your own map, might be part of Mod Support. Unconfirmed whether it will be added



Cultures and Factions

Other Cultures and Factions. Will be considered after the game is fully released.


Sources:

  • Manor Lords Wiki FAQ


Firearms

Firearms such as handguns (handgonnes) and artillery, generally part of Siege Warfare.


Sources:

  • Manor Lords Wiki FAQ