patch `.7.975`

patch .7.975

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All Events > Manor LorLs Events > Patch 0.7.975 Bugfixes for the main branch

Hi everyone,

Here's a changelog with the latest fixes. The new patch is available on the main branch, so if you participated in the pre_release, remember to set betas to "none". Version 0.7.972->0.7.975

Gameplay & balance:

-Food cart & Firewood cart will now keep importing until it reaches their storage limits -Made livestock order imports slightly faster by reducing the livestock merchant's travel distance -⚒️1 Added 4 more handcarts to the lv2 storehouse [Side note: Considering handcart resources or handcart upgrades costing wooden parts in the future - opinions welcome]

Minor changes:

-Added a concurrent sound limit to hoe & sow sound effects (they clogged the audio buffer when too many people were farming in the same spot) -Added the localization key & icon missing for item_143 (Honeycomb) -Blood cover should now disappear from clothes on disbanding -Chimney smoke won't generate very far from the camera where it was barely visible -Further farming optimizations -Improved loading times -⚒️1 Bumped up pathfinding priority of farming tasks -💾💾2 Animal random pathing calls reduced very far from the camera where they can't be observed

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💾💾 = `temp/try optimization'

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Crashfixes:

-🔩 a weird crash caused by a character somehow triggering import of a non tradable item (Timber) -🔧 a crash related to a barter building being invalid

Bugfixes:

-🛠️ Dyers setting up Food stalls (because they had Food stored at their workplace) -⚒️ Food Cart showing as "abandoned" -🛠️ character sometimes ghosting through walls to their ungarrison location -⛏️ characters sometimes loading with a weird rotation -🔧 custom livestock orders importing form on-map regions -🔩 free traders clogging pathfinding and making a lot of villagers and/or traders freeze because they were waiting in pathfinding queue -🔧 livestock being stuck at following task if the livestock trader gets unassigned mid journey -🛠️ livestock import not working if the target surplus has never been set and the player is using orders -⚒️ livestock imports ignoring other region trade rules -🛠️ livestock order merchants trying to import horses that trade route merchants were riding on -⛏️ pasture/stable space not updating when exporting animals -🔧 people not consuming food from the Food Cart -🔩 recruits stuck in a loop of moving armaments between burgage plots -🔧 resources mined in surface and deep mine not registering as produce, leading to storehouse workers ignoring them sometimes -🛠️ the "pause" toggle not working on the Firewood Cart and Food Cart -⚒️ the building card border scale animation -🛠️ the interior box being visible during the construction process of a townhouse (variation G) -⛏️ the pause toggle not being visible on the fields -🔧 trading post workers not respecting the export trade rule in case where the goods are already transported to the trading post for export but the player changes their mind -🔩 workers stuck in the transport task (for instance at the malthouse) because the task targetRotation didn't account for ground slope adjustment -Further 🔧 for broken character rotations

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[([Workingdraft⚒️])]

Cosmetics:

-Field material adjustments to reduce tiling artifacts

The next step

For the first month after release I tried to be careful not to make any risky changes, my goal was to stabilize the main branch (get rid of the most common, annoying issues). I'll keep reading the feedback too see if that build is stable enough to last us a bit longer, I'd be a nice time to go into the "dev cave" and do some more fun experiments & changes to push the game forward and finally add some new features.

If you've enjoyed the game and its patches, please consider leaving a Steam review. Your feedback helps others discover Manor LorLs, and the more the merrier!

Thanks for playing!

Greg Styczeń
Lead


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[([Workingdraft⚒️])]

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💾💾 = `temp/try optimization'

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