PatchDiff
gamesnewsabout
Manor Lords
Manor Lords
SimulationStrategyEarly Access
Slavic Magic · Hooded Horse·-35%$25.99
Nov 3, 2021 · 58mo ago

Answering not-so-obvious questions from the community

AI summary4d

Manor Lords FAQ patch adds no gameplay balance changes but provides extensive clarifications on population, war mechanics, tech and development plans, with a focus on upcoming features and design decisions.

Images © Manor Lords via Steam

Other changes17

  • GeneralPublished a long-form community FAQ covering peasants, population spawn, aging, housing, rebellions, warfare, tech progression, disease systems, economy, and future features.FAQ/clarifications
  • Peasants and population
    • Clarifies that peasants lack individual traits and that converting townhouses to artisan workshops permanently changes workforce composition.
    • Explains automatic spawning of peasants and rationale to prevent late-game imbalance from edge-origin peasants.
    • Aging and natural death are not implemented to avoid confusing the player avatar and UI.*
    • Clarifies current housing limits and intended future adjustments to family roles within housing.
  • Rebellion and conflictOutlines how local loyalty can trigger rebellions and subsequent bandit behavior, adding strategic tension.
  • War and combat questions
    • States undecided on generic mercenaries; planned variety from different recruitment pools.
    • Pillaging not yet implemented; expansion to looting and related mechanics contemplated.
    • Explains debate over firearms; potential inclusion of gunpowder weapons depends on design choices.
    • Terrain dynamics adjust unit performance; forests planned to be integrated for ambush opportunities.
    • No FOW implemented; rationale includes clarity and matching trailer visuals.
    • No scouting mechanic due to no fog of war design choice; focus shifts to building and planning.
  • Economy, buildings, and progressionDescribes upgrade gating by wealth, with a mechanism to prevent spamming upgrades and encourage natural town development.
  • King and governanceKing acts as a placeholder for political dynamics; potential for future crown-taking content.
  • Disease and healthOutlines ongoing rework of disease mechanics and planned health improvements tied to diet and herbalism.
  • City/building upgrades and wealthDescribes wealth-based upgrade pacing to create natural town evolution and reduce spamming.
  • Regions, map and regional designDetails regional count and map size strategy to balance performance and scope.

subjects affected (9)

tap to see balance history

How did this patch land?
🔗
official notes
Manor Lords · Nov 3, 2021

Related Deals

Gear, keys & collectibles for Manor Lords

Affiliate links — we may earn a commission. Prices and availability are set by eBay sellers and may change.

Enjoying PatchDiff?
AI & server costs add up — a coffee helps keep it free for everyone. Thank you!

Recently Updated

6

Similar Games

6