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Andere Manor Lords Diskussionsthread

IBMlover schrieb:
Dieser Punkt verdirbt meiner Meinung nach den Spielspaß komplett und ist der Hauptgrund warum ich dieses Update niemandem empfehle: Es kommt immer wieder vor, dass Einwohner hängenbleiben irgendwo auf der Map. Mal ist es ein Händler auf einem Pferd, mal ein Ochse, der gerade Holz transportiert. Dann kann es manchmal auch vorkommen, dass sich mehrere Einwohner an diesem Punkt festhängen und es sich dann staut - und es gibt keine Möglichkeit, den Stau aufzulösen
Bei dem Problem einfach mal kurz auf höchste Geschwindigkeit stellen und dann wieder zurück. Das hilft bei mir immer. Ebenso, wenn das Gefolge nicht vollzählig aus dem Herrenhaus rauskommt. Da habe ich geflucht, wie ein Rohrspatz, bis ich auf YT dann unter einem Video diese Lösung gelesen habe. Aber klar, wenn es nicht gleich auffällt, dass irgendwo wieder ein Knäuel endstanden ist, ist das ätzend. Vor allem wenn man mehrere Gebiete hat und denkt, in den anderen Gebieten läuft ja alles und dann kommt entweder eine Meldung oder man schaut mal wieder anderenortes nach und stellt fest, dass eben gar nichts mehr läuft.

IBMlover schrieb:
Die Gerberei kann nicht mehr die Häute des Jägerlagers verarbeiten, weil das Item umbenannt wurde und es ein neues Item gibt, das aber noch nicht gefarmt werden kann. Ergo passive Ledererzeugung im Moment nicht möglich, man kann die Häute also nur verkaufen, sonst sind sie zu nichts zu gebrauchen.
Du musst in den Hinterhöfen Ziegen nehmen. Die Häute werden dann zu Leder vearbeitet. Leder brauchst du nur für Schuhe und Schuhe braucht man erst für Hofstätten Stufe 3. Man hat also genug Zeit, um genug Leder zu horten, bevor man den Schuster baut. Kleidung für Stufe 2 Hofstätten entweder über den Flachsanbau regeln, sofern man den bei sich anbauen kann. Oder man holt sich Schafe und lässt aus Wolle Garn herstellen. Ich ertrinke mittlerweile in Wolle bei 2 Schaffarmen und über 100 Schafen. Lasse auch immer mal wieder den Metzger ran, damit ich wieder Platz auf den Weiden habe. Oder wenn ich Geld brauche, verkaufe ich gleich die Schafe über den Viehhandelsposten.

IBMlover schrieb:
Es wurde neues Obst und Gemüse eingeführt. Beim Gemüse sieht man, dass jede Sorte eine andere Optik hat, bei den Obstbäumen sehen aber leider alle Bäume gleich aus. Ganz gleich, ob man eine Birne oder einen Apfel planzt, es sind immer Apfelbäume.
Mit TAB sieht man mittlerweile, was in den Gebäuden hergestellt wird.
IBMlover schrieb:
Nachdem man auf Level 2 Höfen eine Erweiterung gebaut hat, taucht ein unbeschriftetes Fass-Symbol auf. Keine Ahnung was es bewirkt, jedoch verschwindet eine verfügbare Familie, wenn man es aktiviert.
Wenn man den entsprechenden Perk aktiviert hat (da steht was von smallHoldings mit dabei, wenn ich es richtig im Kopf habe), bedeutet das Fass (wenn man draufklickt und es somit aktiviert), dass man diese Familien dauerhaft dem eigenen Gehöft zuordnet. Ist beispielsweise nützlich, wenn man große Gemüsegärten anlegt. Dann kümmern sich die Bewohner ausschließlich ums Pflügen, säen und ernten auf dem eigenen Hof.

Ab einer bestimmten Größe der Beete und je nach Gemüseart find ich den gar nicht mal so verkehrt. Beim Kohl zB ist es so, dass die Bewohner bei der entsprechenden Größe quasi zu nichts anderem mehr kommen. Wenn sie den letzten Kohl geerntet haben, können sie vorne gleich wieder mit pflügen und säen beginnen. Bei Möhren und rote Beete ist es etwas entspannter.

IBMlover schrieb:
eim Marktplatz gibt es den "Brot-Karren" nicht mehr - war eine gute Möglichkeit, mehr Nahrungsvielfalt auf den Marktplatz zu bringen wenn man genug Vermögen hatte. Weiß nicht, wieso das entfernt wurde.
Finde ich jetzt persönlich gar nicht so wild. Man kann mit den ganzen Fleischsorten, dem Gemüse und den Obstsorten nach und nach für Abwechslung sorgen. Brot wird erst bei Stufe 3 Hofstätten wirklich benötigt.


Auf YT gibt es einige gute Streamer, die das alles in ihren Videos erklären. In den Tooltips kann man auch auf die farblich hervorgehobenen Wörter mit dem Cursor drauf und bekommt dann eine genauere Erklärung, was denn gemeint ist. Den Rest hat ja schon @sedot erwähnt. Vor allem der Rat, dass Spiel auf englisch umzustellen, hilft schon viel. Das was ich nicht gleich verstehe, lass ich mir mit dem Smartphone übersetzen. ;)

Was mich persönlich nach wie vor nervt, sind die nicht angelieferten Ochsen, Pferde oder Packesel. Die blockieren dann den Stall, sind ausgegraut und es steht ewig "folgt" dahinter. Hatte jetzt noch kein Spiel seit dem Patch, wo das nicht in mindestens 1 Siedlung vorgekommen ist.
Ergänzung ()

sedot schrieb:
Denk dran, du brauchst eine Schmiede die Werkzeuge produziert und bereitstellt, ohne sinkt die Produktivität massiv.
Man kann die aber mittlerweile auch entspannt über den Handelsposten einkaufen. Ich finde, dass der Handelsposten mit dem neuen Patch deutlich wichtiger geworden ist. Ich baue den mittlerweile so früh wie möglich. Und wenn der handel dann läuft, fällt der Einkauf von Werkzeug gar nicht so ins Gewicht.

Man muss aber aufpassen. Ich hatte das Problem, dass ich zwar auf importieren geklickt habe. Aber bei der Importmenge habe ich nichts verändert. Dann hat sich mit jedem Werkzeug, welches ich verbraucht habe, auch die Zahl bei Import nach unten angepasst. Am Ende waren dann 0 Werkzeuge da und bei Import stand auch die 0.
 
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Ist in dem Spiel eigentlich eine "richtige" Kampagne geplant?
 
Es gibt einen neuen Beta-Update-Patch, die Liste an gefixten Bugs ist wirklich lang.

https://store.steampowered.com/news...n=103582791467743290&emgid=532116339592003988

Hello everyone,

A new patch has been released on the Beta Branch. As described in the development update post last week, this patch is focused on bug fixes, AI improvements, and balance and gameplay polish.

Thank you for all your feedback to help us improve the beta, your input has been invaluable. A full list of changes since the last Beta is included below, we're excited to get this into your hands to try out.

And if you have a moment, a Steam review sharing your experience would help us a lot. We’d love to hear your feedback because it helps us understand what needs attention, what’s working, and what should be adjusted.

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 0.8.035–0.8.046 (Beta)​


Gameplay:

- Added a "Protect Resource Area" checkbox for the Logging Camp and Firewood Cutter, which makes workers automatically avoid deforestation near vulnerable resources.

- Maintenance calculation changed from "Time since last maintenance" to a proper "Durability counter" to avoid some cheesing methods.

- Tweaked the Granary and Warehouse worker behavior significantly.

- Due to tester feedback, storage building workers can again supply their Stalls from storage buildings only.

- Added injury and even a minor death chance as a possible effect of failing Maintenance of some buildings requiring Tools.


Minor changes:

- Worker families assigned to a building being upgraded will now participate in the construction.

- Communal ovens now flip-flop between wheat bread and rye bread.

- Workplace animals will now be assigned a home as close as possible to the workplace.

- When debranching a tree, Workers will always pick the one closest to them.

- When cutting down a tree, Workers will pick the nearest one, unless it is too far away from the Logging Camp.

- Changed overstock to increase amounts by item subcategory and not item type (eg, overstock 1 will bring 1 extra firewood OR 1 extra fuel, not both).

- Oxen transporting Timber for construction will get the nearest log instead of the nearest on the ground before the buildings.

- Maintenance resources are no longer required for construction. The building starts as Pending Maintenance instead.

- Oxen transporting Timber for the Sawpit or Logging Camp will now pick the nearest Supply Dump and not the first one built.

- Removed Tool cost from non-Artisanal Buildings.

- Removed the "Fence up" Upgrade from fields since it's a leftover of the previous development tree and doesn't quite fit anymore.

  • Added an additional starting location on 'Lake Lemm'.
  • Refined trimming of platforms that clipped towers sometimes with railings blocking entrances.

- Ensured Mercenary Companies will not take payment if all the units are broken.

- Increased the precision of both the collision avoidance and the clogging system to reduce traffic jams.

- Changed order of goods produced for Blacksmith and Joiner to list Spears and Large shields first.

- Changed so the first artisan of each type will start producing the first listed good.

- Fixed preview models for Stonemason's station, Lime Kiln

- [Experimental] Added new frame limit options (59.99 and 59.94) in an attempt to reduce VSync lag.

- Reduced the avoidance effect on handcarts and wagons since it looked a bit too wonky.

- [Experimental] Increased house entering distance at high game speeds to reduce people clogging doorways.

- Added an additional road to Wirnitz in Germanic Valley

- Added separate entrances logic for retinue and commoners for the Palace to reduce jams on the narrow stairway.

- Trading Post Workers will now only use the Horses assigned to their Trading Post.

- Oxen transporting Timber will now prioritize delivering to a target near where the Timber is picked up.

- Manor no longer houses servant families; it was creating a lot of unnecessary edge cases with them not having proper residential requirements.

- Praying people can now visit tier 2 Churches as well, and will go to the nearest Church if full.

- When taking care of the dead, the bodies will now be moved to the nearest Corpse Pit or Church.

- When planting Orchard trees, villagers now use a kneel animation rather than a sowing animation.

- Replaced the Brewery extension placeholder.

- Blocked sons with jobs from refueling the home if there is a female family member without any task that can do it instead.

- Extensions will now display the icon of the chosen animal or crop in the inventory panel.

- Tavern Upgrade Text now accurately describes how many plots it supplies.

- Animals no longer contribute to a Workplace's Waiting time in the Productivity Tracker.

- Tweaked the cliff pathfinding obstacle accuracy.

- Added a lot more character names.

- Added weights to character names to control how likely they are to be picked.

- AI lords will no longer be able to have the same name.

- Added an extra hard cap for storage distribution limits, eg if a stall has 21 items for some reason but only 20 storage space, the extra item will not count as supply.


Balance:

- Shortened the fadeout time of all Approval Memories from 365 to 90 days to make the mechanic feel slightly more responsive.

- When a household requires Clothes or Shoes, and it are not available that day, they will keep trying to satisfy that need on a daily basis.

- Made all level Families consume Ale only 1 every 3 months again.

- Lighting should no longer start fires on "Weather Events: None" game setting.

- Reduced sawpit max workers to 1.

- Iteration on bonus yield for having hunting hounds on hunting camp, the hounds will now give 1+ small game and 1+ pelt when returning from a successful hunt.

- Goats yield every 49 days (was 56).

- Goats now produce Milk. Every third year, they produce 2 Chevon and 2 Hides.

- Stone Gatherer's Camp costs 1 Log (was 1 Log, 4 Planks).

- Quarry now costs 2 Logs, 6 Planks (was 1 Log, 6 Planks).

- Forester Hut now costs 2 Logs (was 1 Log).

- Burgage Plot (Lvl3) now requires 2 grains. (was 1).

- Reduced Garment/Footwear consumption for T2 and T3 Residentials.

- Urban environment is now triggered by T3 Burgages (it used to be triggered by Artisans). - Rebalanced Wood-based, Cloth-based, and Clay-based items in the Trading Post.

- Pigs, Goats, and hunting hounds no longer use the livestock order timer; the Oxen/Mules/Horses do.

- The AI will now get their armament shipment too, same as the human player.

- Manors no longer have families living in them (since manors aren't residential and can't fulfil requirements, it was always a bit weird).

- Communal Oven produces 2 Wheat Bread from 1 Wheat Flour, Bakery produces 4 Wheat Bread from 1 Wheat Flour.

- Communal Oven produces 1 Rye Bread from 1 Rye Flour, Bakery produces 2 Rye Bread from 1 Rye Flour.

- Rebalanced Orchard yields to improve relative balance: Apples -31%, Pear -52%, Quinces +5%, then increased Orchard Yields overall +120%.

- Adjusted yields of Vegetables: Carrots -13%.

- Adjusted costs of all Vegetables and Orchards to be more in line with their yields. The price gap between low-yield and high-yield is much wider.

- Backyard Extensions now calculate their Planting Cost based on the Area of the Extension, rather than border length.

- Increased minimum threshold before Planting Cost scaling is introduced.

- Salt reduced from 8 export value to 4.

- Destroying a Bandit Camp will net 33% less Regional Wealth/Treasury on average.

- Fertility drain starts from 5% of growth so that yields don't drop while the crop is still being planted.

- Approval Level "Admired" now gives +10 influence (was +1).

- Approval Level "Revered" now gives +20 influence (was +5).

- Tithe gives 2 Influence for every 1 Food donated (was 1).

- Rye and Wheat crop yield is now the same, but Wheat Flour produces twice as much Bread.

- Removed the Ox walking speed bonus from Strasburg Masons Perk.

- Woodwright Journeymen export value buff increased from 20% to 30%.

- Smiths of Passau export value buff increased from 20% to 30%.

- Removed Tool cost from initial Artisan Workshop construction.

- Increased Blacksmith and Armorer Artisan Regional Wealth cost to 25.

- Removed Tool cost from Stonemason's Station.

- Barley, Malt, and Ale adjusted prices, overall value increased.

- Barley yields increased by 50%.

- Crossbow export increased from 4 to 5.

- Slowed growth rates of Orchards to be more accurate to their tooltip (they were maturing too quickly).

- Trading Post: Increased the max number of assigned horses to 4.

- Removed any Regional Wealth being refunded when demolishing a building.

- Reimplemented 2 Ale from 1 Malt at the Brewer.

- Tuned down the speed of horses and mules so that guides don't have to run after them (doesn't affect wagons).

- Shoes cost has been reduced from 2 Leather to 1 Leather.

- Reduced deep mine yields -50%.


AI:

- AI will now build a Blacksmith extension even if it has no rich iron resource node.

- AI will now always build a Joiner extension.

- AI will now build a Bloomery if it has any iron resource node or if it has already built a Trading Post.

- AI will no longer buy an Animal Pen, Vegetable Garden, or Orchard backyard extension unless it can afford the animal order och planting cost.

- AI will no longer add a single household artisan workshop on double-sized plots.

- AI will no longer add an artisan workshop on plots meant for vegetable gardens or orchards.

- AI will no longer sell tools until it can properly estimate its own needs.

- AI will try to demolish an existing building in order to get hold of any missing resources to build or rebuild the first Logging Camp.

- AI will now try to rebuild buildings that have been turned into rubble.

- AI now sets better limits regarding hunting and fishing.

- Fixed worker placement not properly taking hunting and fishing limits into account.

- Fixed worker placement not properly understanding if enough raw material was available for multi-good producing buildings. - AI will now be a little bit quicker to add more worker families to the Trading Post.

- AI will now only export one good per family in the Trading Post unless they have access to a horse.

- AI will no longer buy a major trade route before it has acquired a second ox and a horse.

- AI will score constructing residential plots lower to avoid overtaking other buildings when rebuilding.

- AI will score Hitching Posts and Stables much higher when needed to avoid having animals running away.

- AI will now build Charcoal Kilns.

- AI will now try to exploit pelts or firewood/charcoal for early game regional wealth.

- AI will not focus a bit more on harvesting seasonal goods during their season.

- AI will now ignore sick families when trying to redistribute worker families.

- AI will now focus more on building and upgrading residential houses in order to meet immigration.

- Fixed not rebuilding market stalls due to them not getting a score.

- Fixed Vegetable Garden unintentionally being slightly favored over Orchard.

- Fixed always trying to put a well on a water vein even if that game option was turned off.

- Fixed a bug that would invalidate trying to build a road connection towards the settlement instead of the nearest road.

- Fixed a bug that would invalidate too many residential plots.

- Fixed AI building on overly steep slopes.

- Fixed AI exceeding region borders with their plots.

- Fixed sorting of potential export goods not using the total stored amount as a tie-breaker.

- Fixed AI trying to build roads to an invalid coordinate.

- Fixed all of UI completely disappearing after opening and closing the Castle Planner.

- AI will now redistribute workers every 3 days instead of several times per second.

- AI will now consider constructing a building that produces non-essential goods if the export price is at least 2 instead of 3.

- AI will now be able to upgrade Residential Plots to tier 2.

- AI will now be able to upgrade Residential Plots to Joiner and Blacksmith.

- AI will now update many economy and trade functions more seldom for increased performance.

- AI will now destroy no longer needed buildings, like exhausted Mines, or buildings gathering resources no longer present.

- AI will now calculate and be guided by the needs of things like Maintenance, and not just missing construction goods.

- AI will now calculate and be guided by a strategic reserve of goods, and no longer trade away goods it needs.

- AI will now try to place the Trading Post close to the nearest King's Road.

- AI will now better favor the high ground when placing the Manor or its first Church.

- Fixed AI building too many Hitching Posts.

- Fixed AI building a tier 1 building when the rubble of an upgraded building can be repaired.

- Fixed AI not being able to build Quarries.

- Fixed AI not disbanding Militia and Retinue when no longer faced with any active enemy threats.

- Fixed AI not building single Residential Plots by lowering the standard plot width from 1000 to 750.

- Fixed AI not building any buildings if the initial building grid runs out of potential spots.

- Fixed AI not being able to buy a Major Trade Route.

- Will now ignore non-rich food resource nodes if too far away from the village with a max distance based on the number of families.

- Will now assign Horses when possible to the Trading Post.

- Fixed not setting hunting and fishing limits based on a Resource Node's actual max value.

- Fixed incorrect scoring of Order Animals, Plant Vegetables, and Plant Fruits.

- Fixed not prioritizing high enough the construction of the first Logging Camp.


UI/Text:

- Removed Mead & Smoked Fish from Trading Post as they serve no function yet, and removed Dyes from the Trading Post.

- Limited resource nodes will no longer show a partially filled icon after resources have been gathered.

- If the maintenance rate is less than 1 per year, it will display the decimal.

- Clothing subcategory renamed to Garments.

- Shoes subcategory renamed to Footwear.

- Active Maintenance Effect will now display in the Maintenance Tooltip.

- Improved Affinity tooltips for clearer information.

- Notification Banners appear when you have met conditions for a Plot Upgrade or Extension.

- Updated Tooltips for Upgrades to give more accurate info.

- [Experimental] Removed "Force Early Harvest" button.

- Broken mercenary companies will no longer display in the Mercenary Company Panel.

- Quest finished messages should no longer pop up for Mercenary Company payments (a bit overkill).

- Made so that the player can browse perks even after selecting them and before they earn the slot unlock.

- Removed the green upgrade Banners since they were reported to be annoying.

- Broad sweep on text to improve consistency in both wording and styling.

- Improved "People" list styling.

- Wiki Economy section updated to have more accurate info for all subcategories.

- Made Field UI updates more often.

- Display possible import/export prices even when trade is not available due to not having an open Trade Route.

- [Experimental] "Tasks per Day" was replaced with a summed "Labor Speed" value since walking speed is no longer affected by productivity modifiers.

- Added "Extension productivity" in the productivity tracker for extensions to avoid confusion.

- Castle construction cost now reduces in the castle planner when the "Strasburg Masons" perk is used; this is described in the construction cost section with a percentage.

- Fixed sizing of the third log prompt peeking through the top of the log box.

- Changed Records UI to now have a Balance section, showing the sum of imported and exported goods, also changing the All tab to show sales history (import and export as separate entries).

- Readded the Sheen effect after creating or replanting a field/garden to give more visual feedback + added text feedback on seed and tree planting in the extensions.

- Added Hunting Hound order feedback text.

- Rye bread now has reserves and production limits in the inventory UI.

- Changed "Yield to harvest left" to "Harvest remaining".

- Since workers actively plant trees now, "trees planted" was changed to "saplings purchased".

- Made the font colour for affinities in the environment view clearer.

- Members of Worker families are always listed in order: Husband, Wife, Son.

- Made the overstock font darker and aligned the text to be central.

- Added new building thumbnails for various buildings.

- Disabled production focus for the forager hut since it's not functional yet.

- Removed Yield from market stalls.


Audio:


- Added planting and hunting hound order sound effects.

Crashfixes:

- Fixed a FSR4 Crash.

- Fixed crash when loading saves with old or deprecated tracked time categories

- Fixed a crash when loading a save with Hunting Hounds following Hunters.

- Fixed the game freezing sometimes when placing bridges.

- Fix for the game crashing when failing to populate the filtered upgradeIcon list

- Fixed growing foliage causing a crash due to an invalid index.

- Fix for Family Member UI crashing when families emigrate.

- Fixed a crash when placing a manor.

- Fixed crash with castle planner, related to wall/garrison tower placement.


Bugfixes:

- Fixed castle modules spawning levitating after load game (or multiple load games).

- Fixed the Baron spawning with just a single Region even though it has two assigned in the Game Setup.

- Fixed collapsing buildings not turning straight to rubble.

- Fixed upgrade costs showing for upgrades that are already constructed.

- Fixed Population UI not updating when switching Regions.

- Fixed Wiki displaying Tutorial subsections incorrectly.

- Fixed collapse chance not showing for buildings that need maintenance.

- Fixed worker families not being unassigned on collapse (reassigned on rebuild).

- Fixed flickering people tab on buildings.

- Fixed Malt not showing in the crafting material tab.

- Fixed Wool production not registering on Pastures.

- Fix attempt for Trading Posts showing as not connected to Road Network.

- Fix Stone Church not displaying text correctly when fulfilled in the Burgage Plot Requirement UI.

- Fixed Deep Mine yields being way too low.

- Fixed Mines that are being upgraded not affecting the Collapse Chance.

- Fixed missing shrubbery on some maps.

- Fixed Bark Gathering affinity not working.

- Fixed missing Sheep/Lamb consumption reserve for Butchers

- Fixed changing extensions not marking the building as being upgraded, leading to the living space being removed from the available counter.

- Fixed the "Cold" event text not displaying translation.

- Fixed labor speed not displaying on building inventory.

- Fixed bakers ignoring their production focus if their ingredients are missing.

- Fixed a possible memory leak happening when dragging wall blueprints in the castle planner.

- Fixed retinue cap being reduced to 12 when upgrading the garrison tower to T2.

- Fixed empty extension clutter levitating after loading a saved game.

- Fixed flashing building widgets when pressing tab.

- Fixed yield showing up as 0 in "Goods Produced".

- Fixed the incorrect number of unassigned families after a deep mine collapse when assigning them to a different workplace.

- Fixed snow texture not displaying on some maps.

- Fixed Cabbage Gardens not giving any Yield.

- Fixed requirements only showing "water" as the satisfied requirements.

- Fixed unit getting stuck together permanently when leaving a building, especially Retinue.

- Fixed Environment disparities; Woodland is shrinking as trees are planted.

- Fixed Livestock Merchant tooltip not showing correct translation.

- Fixed the floating building widget changing numbers when scrolling.

- Fixed editor error for stat widgets.

- Fixed inventory cache pollution.

- Fixed front and back burgage plot gates that sometimes levitate.

- Fixed Smoke from freezing midair

- Fixed unassigned workers not doing construction work due to trying to pick the same dirt to flatten.

- Fixed Approval memories increasing in strength with time instead of fading out.

- Fixed animals not rotating correctly on slopes.

- Fixed the Ox texture being blurry.

- Fixed the "No Farmhouse" problem sticking around when I do have a farmhouse built.

- Fixed Burn Crops being spammable when the game is paused.

- Fixed Burn Crops not enabling Crop Selection dropdown.

- Fixed Fertility not being restored by Fallow Fields.

- Fixed Rallying Point placement being blocked on Fields and Pastures.

- Fixed Building icons changing when pressing TAB for detailed information.

- Fixed price of Extension costs being able to go below the base price.

- Fixed stones not clearing up under the building plot.

- Fixed forest ground cover rendering out of map bounds.

- Fixed Bandits cheering too much when killing civilians.

- Fixed Castle Planner forcing players to rebuild stone walls and outer towers on load.

- Fixed bird flocks bouncing.

- Fixed AI Militia Squads not displaying a Squad icon background.

- Fixed formatting of item subcategories in Residential Requirement pip tooltips.

- Fixed grass not spawning in the farmland biome.

- Fixed dying soldiers levitating over ground on slopes.

- Fixed Bakery gathering spot to no longer go through the burgage plot doorway.

- Fixed the double bandit camp reward bug.

- Fixed some ingredients being mistakenly consumed as Food (eg, Herbs).

- Fixed the Consumption Tooltip not matching reality for Clothes & Shoes.

- Fixed the Family Consumption Tooltip flickering with random values due to invalid Pooling.

- Fixed Forager Hut not using Planks upon Herb Garden construction.

- Fixed Player being unable to build a Settlers Camp in a newly claimed region.

- Fixed Strasburg Masons perk not increasing the Stonemason's Station Efficiency.

- Fixed levitating pieces after the burgage plot has been set on fire.

- Fixed Travelling Merchants trading low-value Major Trade goods when they're not supposed to.

- Fixed levitating Lv3 double Burgage Plot front gates.

- Fixed Relocating Hunting Camps with Hunting Hound already assigned, allowing players to reupgrade for Hunting Hound.

- Fixed ox ploughing fields without anyone assigned to the farmhouse.

- Fixed traders riding horses that are not visible.

- Fixed pathfinding failing on steep maps.

- Fixed workers not staying on one part of the road, resulting in an increase in traffic collisions.

- Fixed the Lv1 Palace staircase spawning completely broken.

- Fixed animals not being removed when changing/demolishing Backyard Extensions.

- Fixed overconsumption of shoes and garments.

- Fixed Demolishing a building being Upgraded not returning any construction goods.

- Fixed not being able to get a refund for construction goods when demolishing a building during construction.

- Fixed Orchards growing even before they are planted.

- Fixed families stopping Ale consumption if they miss the resources for a long time.

- Fixed not being able to rotate the camera when double-clicking the unit card.

- Fixed Manor Lv1 Palace roof spawning in the wrong place during construction.

- Fixed Smallholdings not displaying the correct icon.

- Fixed the missing cloth in the hunting camp.

- Fixed Workers levitating in the Quarry.

- Fixed workers stealing each other's trees occasionally.

- Fixed log production registering twice.

- Fixed clutter not removing when adding extensions.

- Fixed Timber logs sometimes teleporting to the Ox while still standing at the Hitching Post.

- Fixed loggers going to the middle of the map when finding no trees to cut down inside their work area.

- Fixed servants spawning when building a Manor.

- Fixed sharp artifacting on High Peaks when mid-zoom

- Fixed Manor not showing tax tab.

- Fixed workers reserved to be a guide to an animal not being cleared when the animal arrives at its destination.

- Fixed workers reserved to be a guide to an animal not leaving their home if at home.

- Fixed unconstructed manors giving back resources that have not been used on demolish.

- Fixed Linen clothes and woollen clothes displaying in the barter item drop-down list instead of just clothes.

- Fixed missing collision model for manor LV1 outer tower.

- Fixed Lv1 Families consuming shoes and clothes (Beta).

- Fix attempt for villagers getting stuck in doors.

- Fixed multiple players sometimes spawning in one region.

- Fixed Granary and Storehouse workers ignoring the goods filter when trying to return overflowing goods from the market or home.

- Fixed harvest predictions updating after drought damage.

- Fixed units drifting into cliff or river obstacles during a fight sometimes.

- Fixed death animations sometimes looping back into idle.

- Fixed failed pathfinding in deep mines.

- Fixed Manor Palace stairs extension not always spawning on steep terrain.

- Fixed rally points not being placeable on fields/pastures again due to not having a round border.

- Fixed players not being able to build roads after taking over an AI-owned region.

- Fixed the people tab not being visible in the Manor UI

- Removed the Yield Widget from the Manor UI

- Fixed squad target staying visible when deselecting a squad.

- Fixed hounds following people around when they shouldn't.

- Added a safety check for Ale consumption not to trigger for multiple Family members at once on the very start/end of the month sometimes.

- Fixed debug text showing in the Recruit Men at Arms tooltip when the cost is affected by a Perk.

- Fixed Lime Kiln not requiring fuel to operate.

- Fixed harvest prediction reporting a different value after save and load.

- Fixed Butcher mutton focus tooltip being incorrect and hides from sheep being logged as pelts in the statistics screen when butchered.

- Fixed Butcher mutton focus tooltip not showing the reserve and Production Limits.

- Fixed Controls being hidden when disabling all tutorials.

- Fixed the requirement for good distribution not updating on building demolition.

- Fixed multiple requirements for good distribution issues (like marketplace workers bringing too much or too little, especially with overstock).

- Fixed AI players not receiving monthly Approval influence effects as well as the player receiving it only if the camera is currently present in the region.

- Fixed owner families sometimes not displaying for stalls on the people tab.

- Fixed mercenary companies not returning to the pool if they were disbanded by the enemy lords.

- Fixed AI lords overestimating their own military strength and underestimating the strength of their enemies.

- Fixed pathfinding issues with Bowyer extension

- Fixed manors having invalid path points.

- Further fix attempts for overstock issues while supplying multiple item types per item subcategory (Sadly, we had to remove the supply item randomized within a single category so that it's more predictable).

- Fixed maintenance effects giving inverse results for the Deep Mine.

- Fixed several issues when spawning a Livestock Merchant and livestock outside the playable map that could cause them to get stuck.

- Fixed Livestock Merchants walking too close to livestock, causing collisions that could get them stuck.

- Fixed idle workers doing random tasks inside Hitching Posts or Stables, causing unnecessary collisions.

- Fixed the carpentry/chisel animation not looping perfectly.

- Fixed Oxen sometimes moving too fast when following someone.

- Fixed inventory tabs for market stalls not closing if the whole marketplace gets demolished.

- Fixed the homeless tent not showing any people in the people tab.

- Fixed the reassign button being visible for artisan families if the tab was opened before the upgrade.

- Fixed the invalid unemployment public order penalty calculations.

- Removed incorrect policies available log.


Optimization:

- Optimised the Inventory panel and Log Entries to prevent exponential frame dropping.

- Map performance optimisation for some setups on 'Divided'.

- Drastically reduced and reallocated Vertex Animation textures to decrease ambient frametime.

- Optimized workplace task logic.

- Upgrade to FSR4.0.2

- Fixed issues around Pooled widgets building up indefinitely, addressing potential memory leaks.

- Fixed memory leak when updating all shopfront and wells visuals as inventory changes

- Minor video memory optimizations.

- Reduced animation fidelity back to the previous methods to save VRAM.

- Removed hitching/potential crashing when burning crops.

- Fixed market supply distribution, causing a lag spike on every new day.

- Optimized collision checks on building placement.

- Optimized water rendering on the Lake map.

- Optimized the Hunting Hound animation setup.

- Optimized searching for conversation partners in large cities when idle.

  • Reduced the building interior box clipping with opened doors.
  • Optimized planted tree growth.
  • Optimized out family consumption triggering market distribution twice in a single day.

- Optimized the market distribution code a bit.

- Optimized the rain particles a bit.


Cosmetics:
- Updated the empty Extension clutter visuals to be less historically inaccurate and more randomized.

- Tweaked positions for villagers when petting an Ox or a Horse.

- Added the missing Dressed Stone carrying variation.

- Minor Stonemason's Station visual improvements.

- Tweaked seasonal variation tints for faraway trees.

- Orchard workers now use a shovel and a digging animation.
 
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Muss ich mal wieder reinschauen. Bin aktuell allerdings in Kingdom Come Deliverance 2 unterwegs und werde wohl erst mal keine Zeit finden. @sedot Hast du schon mal reingeschaut?
 
Danke für deine Rückmeldung. Der neue Patch hat ja ordentlich Fehler behoben. Noch 1 1/2 Wochen, dann habe ich erst mal Urlaub. da sollte es dann auch mal passen, dass ich ein neues Spiel starte.
 
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Ich habe 0.48 aktiviert und kann mich an meinem 165 Seelendorf aus dem alten Update gar nicht satt sehen. Manövriere nur durch meine Welt und staune über die Optik und das Gewusel.
Bin ja eigentlich in Anno 117 aktiv, aber das hier ist die schönere Welt, das echte Anno 1107. So möchte ich Anno haben. Diese atemberaubende Welt. Ist ja wie im Film. Ich latsche mit einem Speicherarbeiter durch mein Reich, bin mitten in einem lebendigen Dorf in einer hügeligen Welt mit traumhafter Optik. Hier laufen keine Leute durcheinander durch, man weicht aus. Die Figuren sind viel lebendiger, nicht so Comicpummels wie in 117, die auch mal bis zum Bauch im Boden versinken wenn man in die Ego Perspektive schaltet. Die Landschaft ist so realistisch, da kommt Anno einfach nicht gegen an. Ich schaue einfach nur und werde vom Sound komplett eingelullt…….

Dabei wollte ich doch ein neues Spiel starten, na ja, der Winter ist ja noch lang.
 
Ich hatte gestern auch nur kurz mal den neuen Patch testen wollen ... 3h später und immer knapp vorm verhungern bin ich mit der Entwicklung des Spieles doch ganz zufrieden. Langeweile kommt definitiv nicht auf und optisch ist es echt ne Augenweide.
 
CENGIZ1976 schrieb:
Die GOG spieler haben wieder mal die Arschkarte
Nö, die habe ich als Steam Spieler. Im Beta von vor ein paar Wochen kam man nicht in Stufe 3 weil das mit den Klamotten nicht funktionierte. Jetzt in 0.48 komme ich nicht in Stufe 3 weil das faule Personal in der Kneipe nicht malocht. Holen kein Bier aus der Brauerei. Tun nix, bleiben einfach zu Hause. Immer diese Probleme mit dem Personal in der Gastro...
 
Die Entwickler sind sehr fleißig. Ich habe auf 0.50 patchen können. Die Platzhalter in den Menues wurden durch Deutsch ersetzt und sind übersichtlicher. Die Kneipe serviert endlich Bier. Ich hatte im Speicher Bier einlagern verboten um das Logistikpersonal zu entlasten. Jetzt müssen die auch noch Fässer in die Kneipe rollen, tut mir echt leid. :schluck:
 
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Hab eben auch ein neues Spiel angefangen. Das einzige Problem, das ich bisher hatte. Es haben sich mal wieder Bewohner in der Tür festgelaufen. Konnte aber dann durch umstellen der Spielgeschwindigkeit und max, behoben werden.

Was ich teilweise etwas schade finde, ist die Resourcenverteilung in einem Gebiet. Zumindest, wenn es sich um die Nahrungsquellen handelt. Da hast teilweise extrem lange Laufwege. Mein Beerenvorkommen ist quasi am komplett anderen Ende. Das macht zumindest den Start etwas zäher. Aber man wächst ja an seinen Herausforderungen. :p
 
@Tharamur
Und warum baust du nicht näher an die Beeren? 😅

btw, hatte den ersten für mich seltsamen Bug, UE5 Absturz wegen zu wenig VRAM laut Fehlermeldung des Spiels. Trat einmal auf, Support erwarte ich keinen, weil Linux.
 
sedot schrieb:
Und warum baust du nicht näher an die Beeren? 😅
Weil das üppige Wildtiervorkommen und das üppige Eisenvorkommen beieinander liegen. :D Die Beeren hätte ich aber gerne für den Verkauf auch in der Nähe gehabt. So müsste aber der Speicherarbeiter quer durch die ganze Region laufen.Hatte ich auch schon mit Stein.-, Eisen.- und Tonvorkommen. Ist halt immer was. :p
 
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@Tharamur
Ah, alles klar. Ich bau einfach zusätzliche Speicher, manchmal auch nur für (sehr) wenige Rohstoffe.
 
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Beta-Patch wurde als offiziell freigegeben in Steam (050).
 
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