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Patch NotesManor Lords

Manor Lords New Beta Patch Notes (1st August 2026)

The latest Manor Lords beta ditches the old Production Focus system for Active Recipes, introduces cows and new beverages, and overhauls how construction logistics work.

Nathan Lees11 min read
Manor Lords settlement with new pastures, brewery, and construction yard buildings visible
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The community got what it wanted. After months of players pushing for changes to Artisan Production Focus on Discord, Slavic Magic has replaced the entire system with Active Recipes, a priority-queue approach that lets you set the order in which an Artisan Workshop executes its production tasks. Artisans now start with no recipes assigned until you tell them what to make and in what sequence. The numbers represent crafting queue priority. This is not a minor tweak. It changes how you manage your crafting economy, especially for buildings that produce multiple goods.

The livestock overhaul is substantial. Cows and Calves arrive as new pasture animals, imported via the Livestock Trader, and they produce Milk passively. They can be butchered for Beef and Hides, but pasture animals now get hungry during Winter and consume Animal Feed each month or they starve. This mechanic applies to Cows, Calves, Sheep, and Lambs. To support this, Oats are a new field crop that's more resilient than Barley and can be crafted into Animal Feed at a 1:2 ratio at the renamed Livestock Farm. Seasonal breeding is now in play too: Cows breed in Summer, Sheep in Autumn, with offspring arriving in Spring. Sheep shearing is now a once-yearly Summer event, while Cows are milked monthly except during Winter. These changes mean winter planning is no longer optional. You must account for feed production or lose animals.

New beverages and the Cheesemonger workshop round out the food chain. Cider is made from Apples at 4:1, Mead from Honey at 1:1, both at the Brewery. Cheese, crafted from Milk and Salt at the Cheesemonger (unlocked at Burgage Plot Level 3), gives you another value-add product. The Apiary has been reworked as a seasonal building that accumulates yield over Spring and Summer, harvested in Autumn, with output now determined by Wilding Affinity and Meadow Environment strength.

Construction gets a new layer of complexity. The Construction Yard is a new building where workers store materials and distribute them to sites via handcart, improving logistics and granting a 50% build speed bonus when properly maintained. Oxen assigned here use a new Ox Cart for bulk timber transport. Some buildings are now classified as Advanced Structures and require professional builders assigned at the Construction Yard to complete, though unassigned families still help with transport and ground preparation. Seasonal Assignment lets buildings automatically rotate which families work them each season.

Balance changes are widespread. Settlement Level milestones now grant 100 Influence per level. Vegetable yields dropped roughly 30%, fruit about 10%, though Apple prices rose 23%. Pasture space requirements increased 2.2 times, and pastures now have dynamic Planks costs that scale with size. Rye yield fell 12.5%, making Wheat more efficient above 30% fertility. The AI now selects Origin Perks, builds Construction Yards, and manages the new Artisan recipe system.

This beta requires a fresh start. Back up your saves before opting in, and remove all mods. The UI has been refactored and a new map, Wide Valley, is included. What's conspicuously absent: no word on whether the old Production Focus complaints are fully resolved or if Active Recipes introduces new friction points in practice. That answer comes only from testing.

Full Patch Notes

Buff Nerf Fix Tweak

What's inside

I recommend checking out the last preview here: https://steamcommunity.com/games/1363080/announcements/detail/677378351435875656

Additionally, the community on Discord was insisting that we do something about Artisan Production Focus https://discord.com/channels/729052685621526619/1478130112577929266 I hesitated cause I promised no refactors, but after some (a lot of) pressure, we took some time to work on it. I replaced it with an Active Recipe Selection. The numbers represent the crafting queue priority.

How to Access the Beta


Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.

Mods: Please remove any mods. They will most likely crash the game.

To find your Manor Lords Steam saves.

  • Press Win + E
  • Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.

To try the BETA, please follow these steps:

  • Open Steam
  • Right-click on Manor Lords in your library
  • Select Properties
  • Go to the BETAS tab
  • Enter the password: veryNiceBasket
  • Choose "pre_release" from the "Beta participation" drop-down list
  • Wait for the game to update the files (if nothing happens, restart the Steam client)
  • Launch the game

You can report feedback and bug reports on the Manor Lords Steam forums or join us on Discord for bug reports and discussion about the latest patch.


Patch Notes — Version 0.8.090–0.8.097 (Beta)

Major Changes

  • New Map: Wide Valley.
  • New UI: Main HUD has been refactored; a new layout, features and art.
  • Artisan Active Recipes: Instead of the “Production Focus” only allowing Artisans to focus on one Production at a time, Active Recipes allow choosing the priority in which production is executed. Artisans start with no Active Recipes until the player sets them.
  • New Beverage: Cider. Made from Apples 4:1 at the Brewery.
  • New Beverage: Mead. Made from Honey 1:1 at the Brewery.
  • New Pasture Animals: Cows & Calves. Cows may be imported via the Livestock Trader. They provide a passive yield of Milk, and can be butchered for Beef and Hides.
  • New Field Crop: Oats. Shares a fertility with Barley, but is much more resilient. Sheaves are threshed into Oats, which can be consumed directly.
  • New Commodity: Animal Feed. Oats may be crafted into Animal Feed at the Livestock Farm (Formerly named Sheep Farm) at 1:2 ratio.
  • New Mechanic: Hungry Animals. Pasture Animals (Cows, Calves, Sheep, Lambs) become hungry during Winter and will consume Animal Feed each month (or die without).
  • New Artisan Workshop: Cheesemonger. Unlocked at Burgage Plot Lv3.
  • New Food: Cheese. Crafted from Milk & Salt 1,1:2 at the Cheesemonger.
  • New Building: Construction Yard. Workers will store construction material and distribute to building sites via handcarts to improve logistics. They also build 50% faster when the Construction Yard is properly maintained.
  • Improved Logistics: When assigned to the Construction Yard, Oxen will use the new Ox Cart, which allows transporting Timber in bulk to building sites.
  • New Mechanic: Advanced Construction. Some buildings are considered “Advanced Structures” and require professional builders assigned at the Construction Yard to complete. Unassigned Families still help with transport and basic tasks like flattening the ground for these projects.
  • New Upgrade: Large Stone Church.
  • New Mechanic: Seasonal Assignment. Buildings can be set to automatically cycle your Assigned Families for each Season.
  • New Mechanic: Seasonal Breeding. Pasture Animals now breed according to the season and herd size (Summer for Cows, Autumn for Sheep). Spring is when offspring are produced.
  • New Mechanic: Seasonal Produce. Sheep may only be sheared once per year during Summer. Cows are milked monthly, but not during Winter.

Minor Changes

General

  • New Affinity: Herbage. A chance of +1 extra yield for Pasture Animals based on the Meadow Environment.
  • Apiary rework: Apiaries are now seasonal. They accumulate yield over Spring/Summer and are harvested in Autumn. Yield is determined by Wilding Affinity.
  • Wilding Affinity rework: The Meadow Environment determines the strength of Apiary yields and how many Apiaries can be supported.
  • Added storage filters to Trading Posts which control which types of goods they stock and import.
  • Pasture fences now trigger collisions. Added pasture entrances.
  • Implemented guide cart loading actions for forest log gathering.
  • Demolishing a Logging Camp will no longer delete Logs lying on the ground felled by that Logging Camp.
  • Demolishing a building now re-evaluates previously blocked road guide points for nearby buildings.
  • Workers and animals are now much more reactive during fighting or escaping fire.
  • Increased the default work area for Forester’s Hut.
  • Overwriting a save file that fails no longer corrupts the original save file.
  • Added some missing pathfinding data for the Trading Post.
  • Buildings utilising certain resources and also requiring them for maintenance no longer reserve their inventory. Example: Blacksmith makes Tools and uses them for Maintenance. Now the produced Tools always count as Surplus, even if it means the Blacksmith has to grab them from storage again once Maintenance is due.

AI

  • Will now select an Origin Perk.
  • Will now build a Construction Yard.
  • Will now select Production Focus for Artisans.
  • Will now build Forester's Hut.
  • Will now build one Forester’s Hut near a Woodcutter’s Lodge.
  • WIll now build two Forester’s Huts near a Logging Camp.
  • Will now relocate its Logging Camp further out after the early game.
  • Fixed AI not building its first Marketplace right after Logging Camp and Hitching Posts.
  • Fixed AI manning Churches and Corpse Pits due to unburied Wild Animals.
  • Fixed AI reserving too much firewood for charcoal production when wanting to sell it for early Regional Wealth.
  • Fixed AI spending Regional Wealth on Artisans before getting its first Horse for the Trading Post.
  • Fixed AI not being able to rebuild its Logging Camp when only two logs were available.

Balance

General

  • Settlement Level milestones now grant 100 Influence which scales per level reached.
  • Wooden Church construction now grants 100 Influence.
  • Manor construction Influence lowered from 250 to 100.
  • Fresh pass on construction time for the majority of buildings, overall increasing them.
  • Manor Outer Tower (Lv1) construction cost reduced from 10 logs to 4.
  • Pastures now have a dynamic Planks construction cost that scales with their size.
  • Pastures require x2.2 the area for the same Pasture Space.
  • Removed Pasture Space from Livestock Trader and Livestock Farm.
  • Sheep produce 2 Wool when sheared. (With a chance for +1 due to Herbage affinity).
  • Lambs and Calves yield half as much as their adult counterparts at the Butcher.
  • Vegetable yields decreased ~30%.
  • Fruit yields decreased ~10%.
  • Fruit costs: Quince (-7%), Apple (+23%), Pear (+11%).
  • Chicken coop yield speed increased 15%.
  • Backyard Extension Pigs time to yield increased +30% (but see below!).
  • Affinity “Pannage” now increases Pig yield speed by a rate proportional to the Woodland Environment. (Previously it was 30% of the Woodland Environment). This results in Woodland Environment having a greater impact on Pig Yields at extreme ends, while maintaining relatively a similar yield to before at the midpoint.
  • Rye yield lowered 12.5%. This results in Wheat being the more efficient choice if Wheat fertility is over ~30%. Otherwise Rye will yield more.
  • Wheat Sheaves, Rye Sheaves removed from Trading Post.
  • Wax value lowered from 6 to 4 at the Trading Post.
  • Increased Regional Wealth cost for Bakery and Cobbler extensions.
  • Clay Furnace Assigned Families reduced from 5 to 3.
  • Forester Assigned Families increased from 2 to 3.

Tasks & Behaviour

  • Husbands can now help out getting Fuel if the rest of the Family are busy guiding Oxen.

Cosmetics

  • Guide loading system: Ox Guides now perform loading actions for Ox Carts.
  • Curved locomotion: Animals avoid abrupt turning and compensate with taking more curved paths.
  • Further improvements on Herd movements.
  • Added resource model for cart transport: Wheat/Rye Grain & Flour, Oats.
  • Added a tong holding Blacksmith’s iron rod.
  • Added visual assets for resources in Storehouse, Granary.
  • Added visual assets for resources in the basic supplies dump.
  • Added support for new construction animations, like mixing mortar.
  • Slightly enlarged Quarry footprint in order to avoid clipping issues.
  • Added a slow grazing locomotion mode for Cows on Pastures.

UI & Text

Styling & Text

  • Added Help Pages entry for Pasture Animals detailing seasonal yield amounts, feed consumption rates and breeding timing.
  • Updated tooltips for Butcher Production Focus detailing multi-input recipes.
  • Renamed Sheep Farm to Livestock Farm and updated description/references.
  • Seasons & Time tooltip updated to give more per season info.
  • Added problem banner for no available Ox Guide.
  • Removed references to “Ale” in tooltips and instead used the category “Beverages”.
  • Active Recipe help button/text added to describe how the mechanic works.

Bugfixes

General

  • Fixed bug where Rye both drained and gained fertility.

Logistics

  • Fixed Marketplace sometimes not stocking correctly in order to reach full supply.
  • Fixed Pack Station workers not always aborting tasks, returning goods, or bringing back mules when being reassigned.
  • Fixed Granary workers not picking up overflowing Wheat and Rye Sheaves from farms.
  • Fixed farmers bringing crops to a farmhouse before it's been constructed.
  • Fixed farmers bringing crops to a farmhouse that has no available storage space unless absolutely needed.
  • Fixed Oxen endlessly trying to plow during the Winter if they don’t make it in time.

Pathfinding

  • Fixed two “long” characters getting stuck together when their target locations overlap at certain angles.
  • Fixed Hunters limping if they pathfind towards their target through any buildings.
  • Fixed an instance of a horse guide getting stuck.
  • Fixed workers pushing an animal away when trying to pet it (WIP: they still sometimes push it when they go away).

Save/Load

  • Fixed issue where unfinished Manor construction would look finished when loading from save.

Text/UI

  • Fixed a typo in the Well Upgrade text.

Cosmetic/Visuals

  • Fixed Milk Bucket missing when carried by hand.

Crashfixes

  • Fixed crash on placing Castle Tower near a wall in a specific way.
  • Fixed crash that could occur when calculating transform for static good visualization.

What's next

We plan on bugfixing and polishing of the content of this Beta so that we can push it to the main branch by the end of August. After that, we'll start publishing Perks.

As always, thank you for playing.

Greg and Slavic Magic team

Sources

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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