Manor Lords

Looking forward to this one. Happy with the approach they are taking with release as well.

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And now also coming to Pc Game Pass:

Manor Lords - Release Date Announcement Trailer - Xbox Partner Preview - YouTube

Manor Lords, the highly anticipated historical city-building game is coming day one to PC Game Pass! Manor Lords launches in Game Preview on April 26th 2024.

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Judging by this video, the game will contain an impressive soundtrack. Also yay for South Africans being involved! The composers Elben Schutte and Daniel Caleb are definitely from these shores

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Looking forward to its release next week.

Rock paper shotgun is suggesting performance is mostly solid.

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This game looks so good, i could watch a stream for hours… mostly cos i’m terrible at these types of games :joy:

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They posted release. Appreciate they have a release time for SA.

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This game does look fun.

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Steam release is live. Decent Regional and Early Access pricing - R499. Launch discount of -25% available until 10 May.

Download size at around 15 GB.

Game Pass version also now available. As suspected, took a little while to populate the servers locally, but all good now. 11.7 GB download.

Site still not showing as Game Pass Install, but Xbox App is.

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And here’s City Planner Plays ā€œStarting a Villageā€ and a couple more videos to watch while you’re waiting for your download to be done…

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Bought but will only be able to play a bit later tonight.

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Manor Lords unsurprisingly tops Steam charts and ā€˜breaks it’ in process - VideoGamer

Manor Lords Updates on X: ā€œIt’s not even been an hour. - Steam is broken - There’s 90,000 people playing #ManorLords - AND it’s sitting at the top of today’s best sellers https://t.co/wTTSAReFrPā€ / X (twitter.com)

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Have really enjoyed it so far. Taking my time and playing non combat style.

News on first patch:

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Broke the steam record for simultaneous players for a city builder:

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I’ve played a couple of hours and I’m very impressed. The game looks great and runs great. The amount of detail is fantastic.

It takes a while to understand the different systems but it’s pretty cool once you get the hang of it. I was quite chuffed with my villagers when armed with shields and spears they repelled a band of bandits.

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Someone seems unhappy that they weren’t as successful as manor lords.

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Since the last time I played Manor Lords, the game has received four major updates that add features, fix bugs, and balance the game. But the update that I’ve been the most interested in the the most recent one - which adds two new maps into the mix!

So in this series, we’re going to build a brand new village on the High Peaks map and see if the map is as good as it looks. The goal will be to build a massive, absolutely beautiful community while attempting to take advantage of every feature in the game.

This episode will focus on building a strong foundation for our city - stabilizing the economy and building our manor so that we can start to take over regions in the next one!

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One Year Later – Here’s What’s Next for Manor Lords

Hey everyone,

It’s been a year since Manor Lords launched into Early Access. Honestly, it doesn’t feel that long ago. I remember uploading the build, crossing my fingers that things wouldn’t immediately fall apart—and here we are several patches and plenty of additions later.

So, what’s next?

There’s still lots to do, and while I’ve been working on new features and improvements for a while now, I wanted to give you all a quick look at what’s coming. This is not a full changelog or final list—some of these things are still work-in-progress—but it should give you a good idea of where development is headed.

Team Expansion


As Manor Lords has grown, so has the team behind it. What began as a solo project now includes a group of talented folks across programming, art, design, and AI.

Since launch we’ve welcomed Nathan (map design), Tom and Kurtis from Flix Interactive (programming), Niklas (AI), Basia (2D art), Nicolas (3D art), and Darren and James (game design). We’re also still working with QLOC for QA needs — and more folks are helping behind the scenes, such as Daniel.

And of course — I’m still here too. :slightly_smiling_face:

AI Progress


The AI can now build and run its small village. We had to introduce multiple new concepts to it, like burgage plots, backyard extensions, and living space expansions, which didn’t exist when the first version was done. We also had to change our understanding of the marketplace altogether.


A lot of work was done to make sure the AI could use the plot tool properly. We’re still working on improving its city planning skills and will soon start working on its trading capabilities and farming.

Records View


We’ve spent a lot of time developing a new screen that displays detailed information about regional production and consumption.

Approval Reworks


We changed the approval balance so that it fluctuates less, and past events have less impact than the latest events.

Upkeep System


Many buildings will now require upkeep, which means a smithy will need a constant flow of tools, and deep mines need a flow of planks.


We are also working on a system where you can increase upkeep and work efficiency as well.

Stone Updates


We’re introducing two new buildings: a Quarry for endless stone mining on rich deposits and a Lime Kiln — lime will now be required for advanced stone construction.

Pathfinding Updates


Castles obviously brought more challenges for pathfinding and collisions, and making traffic flow correctly takes a considerable effort.

The whole world in Manor Lords was always coded in 2D, which made collisions simpler to resolve and made the game more optimized. However, this meant we can’t have ā€œproperā€ gates where people stand on top and walk below at the same time (they’d collide with each other). I decided to investigate this and rewrite the pathfinding to support multiple floors. However, it’s still being tested whether the extra computation cost is actually worth it (it’s literally only for the gates, which in theory can be cheated by garrisoning in and out from the gatehouse doors).


I also spent around a week and a half investigating other pathfinding systems to see if they would be a better fit for Manor Lords (for example, flow fields and continuum crowds). However, due to the game being gridless with a huge ā€œopen world,ā€ I saw that the current solution still beats others. So, it was a lot of work with no visible gain, but I had to be sure.


It’s a bit foolish, but we’re trying our best not to do what games often do to help units find their way, which is make walls thicker and passages wider. Instead, we try our best to keep the scale realistic—narrow passages, tiny doors. It’s like the medieval constructors wanted to purposefully make it harder for large groups of soldiers to navigate around the castle. CURIOUS.

Camera System Updates


The high peak cliffs were a bit annoying, so we’ve reworked the camera code to make it smoother.

Progression Rework


We’re still in the design phase, but it looks like we’re almost there. Hopefully, I can show you guys what we’ve done in the next update post. Coming Soonā„¢!

UI Work


We’re replacing a lot of WIP graphics in the UI with proper manuscript-inspired art.

River Fishing


If a region has a random pond resource node and a river, river fishing spots will replace the pond.

Castle Pieces Rework


We’ve reworked some of the Level 1 castle pieces.

Map Resource Nodes


Last but not least, we’ve got new art for map resource node locations, which will bring them in line with the other UI changes we’re making mentioned above.

That’s it for now. As always, I really appreciate all the support, feedback, and memes. It’s been a wild year, and I’m looking forward to showing more as things get ready.


Source

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