Oct 25, 2017
12,762
You are presenting as a person who doesn't understand what the consequences of an early access game are and it's very strange. I'm trying to help you understand that your expectations are too high for an early access game.

Clearly you just have issues in communicating your ideas as well. There is nothing anyone can do to help in your understanding.

Good luck out there; you'll need it.

You don't seem to understand my commentary falls under criticism or feedback. Being in early access doesn't make your product immune to negative commentary, and in fact it invites it. Because that's how they can improve the game. And even though they may have already planned to address the tutorial again, it may be helpful feedback regardless because it could be decided it's of higher priority to address it. Regardless, my comment of how the tutorial is undercooked is just a comment; it doesn't "present" anything about understanding early access or not. Nothing I said is remotely worth getting flustered over.
 

wafflebrain

Member
Oct 27, 2017
10,432
I assume its bugged or not implemented currently based on other threads I saw on Steam but anyone figure out how to move sheep from one field plot to the next for fertilizing crops? I got them to move out of the initial pasture they were in by deleting it but they just stay in one farm plot from then on. I assume more mechanics will be added for managing animals down the road but still frustrating I can only fertilize one plot unless I'm missing something.
 

Dmax3901

Member
Oct 25, 2017
7,968
So at one point I noticed a single citizen, just standing there and staring off into the distance. Mousing over him, I noticed he had no name, no assignment, and was just waiting.

Strange, I thought. But I continued on with my day.

A while later, I noticed there were a lot more men doing the same thing, popping up in a group in a corner of town. And then another corner. and then another.

My town is now overrun with these strange nameless men all staring in a single direction motionless. They seem to infect families, so I have families of 20 where about 17 are nameless strangers.

A bit creepy, especially when as soon as I noticed how many there were I got the achievement for hitting 100% approval in a large town.
Imagine if one day a witch comes out of the woods and takes them one by one haha
 

Aria

Member
Nov 21, 2019
548
First play tonight. Expanded a bit too much. Lost focus and my hunters camp extincted my supply. Won't make that mistake again.

I know it's a slightly different game but Against the Storm ticks the box for me more than this game does now but this kind of game was my bread and butter years back. It felt a lot like Banished which probably took away some of the excitement. It's not a bad game but hypes pushed this one up a lot I feel.
 

Yahsper

Member
Oct 29, 2017
1,572
Put your storehouses and granaries in the middle of the residential zones.

Put your marketplace in the middle near your storehouses.

Build your residential areas around that center and work outward, being sure to have roads connecting everything.

*Make sure each residential plot is big enough so that it shows the primary house, an expansion + house and an additional construction marker inside it. You can shrink and expand the size of the residences with the +/- button on the plot display to make sure you have all three of the aforementioned things for each plot before hitting the build button. This will allow more families to live in the same plot (Expand Living Space), and let you build an additional Backyard Extension for some crafting or farming production stations, like a Chicken Coop, a Veggie Farm or even Breweries and other crafting stations like Blacksmithing.

The important thing is to make sure you can build out your residences and have some room to add more storehouses and granaries as you expand.
Hmm I disagree on these points. The granary, sure that can be close to your center but why the store house? Most traffic will come from your production buildings. The most important thing is to build with the future in mind. Put your saw mill between your wood guy and the store house, put your smelter between your mine and store house, put your trade post close to your store house,...that's how I do it to limit transportation times.

Also disagree on the double buildings. I put down one house + 1 extension. I see the extension as possible production extra. Why would I want a family to live on my plot and not deliver me extra vegetables for instance? Or am I seeing that wrong?
 

Yahsper

Member
Oct 29, 2017
1,572
Well I'm kinda muffed.

So I played a bit on friday evening and saturday morning with a first village to get a grip on the mechanics. Then yesterday evening I decided to start a fresh game and 'do things right'. And apparantly so I did because I got my village to max development in no time. I figured it was time to expand to a different region but all of a sudden, I got a short movie with scenes from my village and a game over screen with my in-game stats?

So I don't know what the hell that was but there's no way to continue with the save game of my perfect village. My region wasn't under attack or anything, it all just ended and brought me to the startup screen.

Think I'm done with this for the year.. Love the vibe and the mechanics are pretty neat but I'd be downright pissed if I hadn't played this through Game Pass. It definitely needs more depth and a lot of tweaking. Here's to hoping Slavic Magic will be hiring a dev team with his new found millions.

edit: oh yeah, to continue on my reasoning from my post above:

Concerning two houses on one plot: so I do feel like this doubles the production of your extension. As in: two houses and a plot will give you double production from that plot. Which sounds like a good thing but really isn't. First of all, it means that through level 1 and 2 development you have less control over the exact production of your houses. I don't necessarily need 50/50 chickens and vegetable gardens for instance. In level 2, you don't necessarily need two families working the bakery or the blacksmith. And then in level 3 you get in big trouble because the amount of families living in your buildings doubles at this point anyway. So you'd get no choice of ending up with a Lvl 3 building with a bakery that you're forced to put 4 families into. Those are three families that can't work the field or put to use elsewhere.

Much better off just sticking to 1 building + 1 extension per plot so you have that extra level of control. You have nothing to gain but much to lose any other way. In fact, in the current state of the game, I don't fully understand why it's an option at all to put down two houses or no extensions beyond pure visual customization. On a gameplay level though, I think it's misleading to a fault. As far as I understand it anyway.
 
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Mengy

Member
Oct 25, 2017
5,529
This game looks very interesting, kind of like a modern version of Banished but with better graphics and combat added to it? Would that be accurate? I loved Banished, and that was made by one guy too!
 

Ronnie Poncho

Avenger
Oct 27, 2017
2,159
This game looks very interesting, kind of like a modern version of Banished but with better graphics and combat added to it? Would that be accurate? I loved Banished, and that was made by one guy too!

Yeah that's pretty accurate! Really feels like a Banished sequel with more stuff and modern changes.
 

Mengy

Member
Oct 25, 2017
5,529
Yeah that's pretty accurate! Really feels like a Banished sequel with more stuff and modern changes.

Damn. I wasn't planning to buy any more games right now, but a modern Banished "sequel" is something I simply must own.

OZ3Lkqw.gif
 

Spesi

Member
Apr 26, 2022
753
Finland
Bought this yesterday & was kinda surprised that I had to separately search the OT given the hype around the game.

Anyway, I tend to burn out myself with this type of games where I get myself super into the game & then after a while I just don't enjoy it anymore. That said, I was a bit surprised how I started to feel a bit "that's....it?" about the gameplay loop already during my first couple hrs / right after surviving the first game year. I know the background & appreciate that this is EA and hopefully I haven't just found/realized all the available things.

In general the game seems nice & overall I'm enjoying the game. Looking forward to get more AI players / interactions related to that & trading. Speaking of trading, I have to say that I felt super dumb with the trading UI & blocked myself quite a bit from it since I didn't realize the drop down menu at all & thought trading was just something I wasn't supposed to be doing yet or smth...
 

Granjinhaa

Member
Dec 28, 2023
3,522
im very dumb. how do i get the sheep i bought in the commercial outpost into the sheep building that makes wool?
 

Spesi

Member
Apr 26, 2022
753
Finland
im very dumb. how do i get the sheep i bought in the commercial outpost into the sheep building that makes wool?
Have you built a pasture for them? You need to have that, sheep will not be moved to the building itself at any point. Word of warning: the sheepbreeding perk is pretty broken which means that you'll get additional lambs which never becomes lambs... Realized this afterwards:(
 

Granjinhaa

Member
Dec 28, 2023
3,522
Have you built a pasture for them? You need to have that, sheep will not be moved to the building itself at any point. Word of warning: the sheepbreeding perk is pretty broken which means that you'll get additional lambs which never becomes lambs... Realized this afterwards:(
do i just need to build a pasture nera the building or there's something more specific?
and goddamn i got that perk lol
 

Granjinhaa

Member
Dec 28, 2023
3,522
I just built all related buildings near the pasture just to minimize time spent on the logistics, but I don't believe there are any rules or anything.
sorry to bother you again but i built the livestrock trading post, then i built the sheep farm right at its side and i built a pasture near it. put a family in each thingie. still no wool in the ship farm. what am i missing :(
 

Spesi

Member
Apr 26, 2022
753
Finland
sorry to bother you again but i built the livestrock trading post, then i built the sheep farm right at its side and i built a pasture near it. put a family in each thingie. still no wool in the ship farm. what am i missing :(
Did you buy the sheeps? Should be working with that setup...?

On the other news, I think I'm softlocked from proceeding. Cant level up burgages to lvl3, I have all needed resources and nothing. Cool cool...
 

Granjinhaa

Member
Dec 28, 2023
3,522
Did you buy the sheeps? Should be working with that setup...?

On the other news, I think I'm softlocked from proceeding. Cant level up burgages to lvl3, I have all needed resources and nothing. Cool cool...
i imported another sheep and it went to the pasture with no issues. pretty sure the other one is bugged lol
 

zireael

Member
Nov 7, 2017
134
You can now access a new experimental branch of Manor Lords (0.7.960).

Version 0.7.955->0.7.960

Major changes:

-The King's Tax is now enabled (or Annual Royal Tax, can't decide on the name)
a) This tax is collected annually from all players (main player and AI) and goes to your liege. It's counted per population and therefore should become a counterbalance for players who hoard huge wealth despite having non-optimized economies.
b) [WIP] For now the player can go in debt without consequence, but in the future the player will lose king's favor and eventually the king's army will show up as enemies for players who refuse to pay

-Global/Local trade switch for trading posts
a) The player can now switch trade to "local only" in the trading post for each type of good if they want to use the trading post to exchange goods between their own regions but ignore the free merchants.
b) For now 2 trading posts (both regions) are still required to make it work.
c) Employed traders will prioritize to travel to the place with best prices to commence trade, and yes potentially including regions owned by other Lords. This can have interesting consequences in the future. For now I reduced the transport distance from the calculation in order to make it more predictable for the player where the traders will go (to the place with the best price).
d) Regional wealth is still required for exchanging goods between regions with a trading post since I want to keep the regions as independent economic units which in my view a more realistic simulation of economy.

Gameplay & balance:
-[Experimental] When consuming food, people will now pick a random food resource instead of eating food in a specific order
-[Experimental] Fertility is no longer drained after crop growth reaches 100% so that always micromanaging early harvest is no longer a preferred strategy. Yield may still increase over 100% growth if max yield is not reached.
-[Experimental] When harvesting, the crops are directly added to the field inventory instead of the villager inventory. This was done to ensure that harvesting walk times aren't the main bottleneck for farming, especially for large fields. [Side note: moving harvest season to August is also possible in a future patch if needed]
-[Experimental] Prioritized Oxen plowing over transporting resources back to the granary & warehouse to reduce the ox walking back and forth from the plowed field every time a new batch of resources is available for transport
-Plowing shed now adds 2 livestock worker slots
-Lowered the rate of the Baron claiming regions and adjusted it to better reflect the game settings
-Removed the worker camp upgrade - it was meant for colony regions and will be readded when they are properly implemented
-Food producing residential plots no longer stock up on their produce before they share with the marketplace
-Increased sawpit log storage space to 5
-[Experimental] When establishing a trade route, the merchants will no longer all spawn in the nearest tradepoint. Instead, the game will distribute the merchants to circle between various tradepoints in order to make building trading posts right on the edge of the region less optimal.
-Increased warbows ranged attack from 4 to 12
-[Experimental] "Trade logistics" development branch now lowers the cost of new trade routes by 50% instead of clamping it at 25
-[Experimental] Cost of opening new trade routes now scales exponentially with every opened trade route
-[Experimental] Base cost of opening a trade route was increased from 12 to 20 (that is before the good value multiplier)
-[Experimental] When market is oversupplied, the player can still export stuff, although for much lower price
-[Experimental] The price multiplier for oversupplied goods is now 0.75x for oversupplied and 0.5x for critically oversupplied
-[Experimental] How fast market is oversupplied no longer depends on the value of goods because it punished having high value trade routes. Now the oversupply rates are equal for all good types.
-[Experimental] Better deals development branch reduces the foreign import tariff by 50% instead of removing it completely
-[Experimental] Reduced ale consumption by 75% (around 1/3 per family per month)
-[Experimental] Made the building placement steepness limits harsher cause the trading posts and churches often looked super janky on very sharp slopes
-Soldiers no longer trigger "unburied bodies" approval factor when corpses are in their proximity
-[Experimental] Hitching post is free again, to reduce chances of players getting stuck with no ox, no hitching post and no ability to order an ox

Minor changes:
-Applied the "mindfulness" system that was initially designed for the oxen to the free merchants. This system is used to reduce clumps and traffic jams.
-Moved the location of trades further off map to make sure there is some space for all the trade wagons even if the players place the trading post right on the edge of the map
-If a trading post is clogged, traders are allowed to make transactions without entering the shed, as long as they are within the general building bounds
-[Experimental] Changed default AA under DX11 to TAA
-Added a spatialization update call when recruits are sneakily teleported home when rallied to ensure collisions are properly calculated after teleportation
-Added a check for idle villagers to avoid hanging around the graveyard for random conversation since it looked weird
-Made "is close to camera" value update on setting follow mode to make sure the game doesn't optimize animations or sound effects thinking the character is still far from the camera
-Disabled fire damage for people who have water buckets and are actively firefighting + redued the fire damage amount
-When all resource visualization slots are "filled", villagers will transport to a random one instead of the first one found. This ensures less traffic jams for instance at the churchyard if all graves are "full" already.
-Firefighting villagers will now ignore anti-clogging behavior (waiting their turn at narrow pathfinding points)
-Added a "mourning period left" UI element in the residential panel to display how many days of mourning are left until the burgage plot can bring in more family members again
-Added mourning icon to the building floater
-Made sure mourning period is properly added to save data
-After continuing the game after a victory the camera should go back to the player's main region instead of levitating over the map edge
-[Experimental] Disabled the ability to quicksave during the game over / victory cinematic
-Disabled the ability to manual save the game after being defeated & added a tooltip explaining why saves are disabled
-Disabled quick save and autosave if game was lost
-When ox gathers a log, it will prioritize immediately bringing it to the sawpit before bringing it to the logging camp unless construction reserve forbids it
-Improved marketplace logistics efficiency and optimization
-Tuned the AI retreat distances in an attempt to reduce how often its archers get into the loop of attack-retreat
-Added the missing trading post building thumbnail
-Minor unit in-town pathfinding updates
-Swapped the old UE4 destructible system for a new, UE5 friendly, chaos based debris system. For now it's just used for chopped firewood cutter logs.
-Further tweaks to properly choose the right default AA/upscaler during the first time launch correctly for specific GPUs (eg. RTX properly defaulting to DLSS)
-Added kings tax rate multiplier to the game setup settings
-Due to mismatch in global market supply stock values, old saves (from builds 0.7.954-0.7.956) will have their market supply reset on loading
-[Experimental] Due to changes in how food is consumed, a popup "Food consumed" may no longer appear if a building is selected while a food is being consumed from inventory
-[Experimental] Made the sheep flock a bit more closely together to look more like a herd
-Steepness limits no longer apply when placing rally points
-Players can now rally their militia on fields and pastures
-Trading posts will now display a price range for imports in case they can buy it both from other regions AND from foreign trade sources
-Increased the sheep & lamb collision radius
-Capped the number of workers who supply a single market stall at the same time to 2 to reduce markets getting completely clogged with the new upped market supply frequency
-Further optimized the market supply functions to make late game towns run smoother
-Optimized the function that searches for a friend to do idle tasks with (like conversations)
-Optimized the door opening animations
-Increased the precision when checking whether a character is inside a building on fire and should take damage
-Unified the currency icon in the mercenary company panel to make it clearer that you're paying with treasury and not regional wealth
-Added accommodation call after fire is started and turns people homeless so that they can be reaccommodated to other available burgage plots immediately
-Since almost all families have more than 1 family member, I made the "workplace/reassign" buttons aligned vertically instead of horizontally in the family list
-Fixed old fonts being used in the family entry widgets

Crashfixes:
-Fixed a crash when doing a sequence of livestock import, export and import, because "home" wasn't cleared properly during export and the same animal was reimported
-Fixed a rare crash if a handcart fails to spawn, probably if the trading post was build so that part of it crosses the map edge
-Fix crash on startup if OpenXr sdk is installed

Bugfixes:
-Fixed victory status not resetting after starting a new game, leading to a game over screen not appearing if the player lost/won multiple games without turning the game off
-Fixed crop transports not accounting for the farm work area
-Fixed crops dying in the winter instead of actually increasing yield by absorbing nutrients from the snow as it was intended for winter crops
-Fixed oxen sometimes "ghost plowing" a field when they are waiting on their guide
-Fixed plow and ox sometimes misaligning on 12x game speed
-Fixed farm workers not accounting for oxen plowing the farms in some situation, leading to a lot of unnecessary collisions on the field
-Fixed crop rotation unplowing the fields
-Fixed disbanded mercenary group becoming immediatley available again after save/load cycle
-Fixed the trading post export transactions not moving regional wealth between the regions correctly if owned by the same lord
-Fixed paused taverns fullfilling the entertainment requirement
-Fix attempt for never ending fires if a fire was triggered after the building was already on fire
-Fixed problem banners not erasing after an entity gets erased (for instance an animal runs away and leaves a "not enough pasture space" banner)
-Fixed "update task" sometimes triggering before a character gets assigned their region
-Fixed livestock sometimes being unaccomodated after order even though there is stable or pasture space due to being transfered to the region twice (once when buying and once when livestock merchant brings it to the building)
-Fixed livestock traders trading between on-map regions possibly sometimes paying twice because the ownership changing function was called both on pickup of livestock and on dropoff
-Fixed the game getting stuck on the game summary screen infinitely after winning or losing the game
-Fixed "none" people populating the town after a raid sometimes who just stand around waiting forever and possibly crash the game while reloading
-Fixed the blurry desktop icon
-Fixed the save/load menu header not translating after changing the language
-Fixed dead animals triggering the mourning period in burgage plots, halting growth
-Fixed mourning period halting homeless accomodation
-Fixed migration/growth of family members ignoring the 30 day mourning period sometimes
-Fixed the game getting stuck after you click "continue in sandbox" until any main tab is pressed
-Fixed the front lighting not being visible in the retinue editor if bounced light approximation is turned to low or off
-Fixed floating feedback text spawning during the cinematic mode
-Fixed autosave triggering during the cinematic mode
-Fixed "storage full" triggering for wrong buildings sometimes (for example sawpit having 1/1 logs)
-Fix attempt for oxen bringing too many logs to the sawpit and crossing the storage limit
-Fixed free merchants sometimes getting stuck if a trading post was build so close to the edge that a portion of it was outside of any region bounds
-Fixed horse wagon rotations getting a bit too wonky on slopes
-Fixed a bug where a unit could no longer move due to being forever stuck in "waiting for pathfinding to finish" if another unit with a lower squadID got completely destroyed
-Fixed the wrong yarn basket carrying animation
-Fixed traders not importing from on-map regions even though the price is better than buying from tradepoints
-Fixed farm workers & farm oxen stealing planks from fields which are getting "fenced up"
-Fixed "homeless" problem banner not disappearing after upgrading homeless camp to a worker camp
-Fixed animals not getting removed from stable space / pasture space after death
-Fixed animal corpses not disappearing over time
-Added a dirty fix for families moving into homes but not registering correctly and not displaying in the UI, leading to a "secret" family living in one of the burgage plots. The reason is still unknown and being investigated.

Cosmetics:
-Added a new patron saint banner graphics: St Maurice
-Added a carried dead body visualization
-Made debris piles align to ground slope
-Fixed the throw torch animation ending abruptly
-New upgraded retinue helmet variation: Pointy bascinet
-Fixed the armor clipping through the leg of the upgraded retinue puffy sleeve jupon body variation
-New upgraded retinue body variation: Coat of plates
-New upgraded retinue helmet variation: Hounskull bascinet with a gilded cover
-Increased location precision for animals standing in the stables
-Fixed the praying animation
-Fixed the wrong door orientation for LV2 cottage variation B (with a planked gable)
-Adjusted the two handed weapon default idle pose to have a more natural stance
-New militia helmet variation - banded bascinet with a mail aventail
-Fixed some mail armor variants clipping with helmets on T3 militia units (militia mail will get their own unique variations soon)
-Reworked lv2 granary model with proper animated doors