NEW Manor Lords Patch Is SO GOOD - 0.7.965 Review & Testing
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- Опубліковано 14 чер 2024
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0:00 - Intro
0:17 - Markets & Stall Fixes (YES - IT'S FIXED!!!)
1:08 - Construction Reserve for Planks & Reserves Are Saved When Loading
1:35 - Militia Cap At 6 No Matter Retinue & Mercenary Count
1:59 - Modded status added when moding the game
2:12 - Several Trading changed (lowered Route cost, increase trade volume, etc.)
3:28 - Pack Stations FINALLY WORK (Mhmmm)
3:44 - Sheep Breeding Nerfed
3:58 - King's Tax Better Balance
4:46 - Mercenary Loserville Bug fixed
5:01 - Archers BUFFED (OP?)
5:20 - Storehouse & Granary worker slots fixed (3 base & 6 upgrade)
5:36 - Fetching Water algorithm fixed
5:51 - Farming Changes (HUGE SECTION - It's WAY better now)
8:06 - Final Recap (Patch Is REALLY GOOD) - Ігри
Just wanted to point one thing out - I think the video and my comments are coming across like I did all the work, but I should have done a better job saying that there's a huge team of Q&A testers that were contributing to fixes long before I started to help and I should have done a better job giving everyone credit. My mistake! Everyone working on this game has done a phenomenal job making it better and I'm really lucky to be a part of this!
Would I loose my save?
@@RhmnLego no you don't, but make a backup before, how to on the steam updates page of the game if u want
Strat-Guides = SVP of Marketing, Slavic Magic
🤣👍
Seriously? That's unfortunate. I admire your job. I have just watched the video that you tells your journey to be a pro player. Man you have balls and are very professional.
Just glad to hear that Dev was willing to Collaborate with other people. I know that's something I'd be loathe to do myself even though it's the correct decision when Time itself becomes so much of the essence due to the game's popularity spike
We truly appreciate all your hard work QA testing this patch! Thank you!
No problem - it's nice to finally work with someone who ACTUALLY wants to see the project improve lol. I got burned out trying to get TaleWorlds to fix their game, so this was a massive difference.
@@Strat-Guides Yes this, I can not thank you enough!
@@Strat-Guides Talking to TaleWorld must be like to talking to a wall🥴. my biggest gripe is how boring it is in late game especially after you become a vassal or create a kingdom.
The Horse working will be a huge help.
It's such a big difference! I think making multiple trading posts will be viable now since your own horses can trade faster than the one from off map.
@@Strat-Guides Strat I know you have a lot on your plate but I encountered this today.
*bug I encountered today, after farming wheat and processing through the windmill to produce flour - no issues.
Windmill to communal oven the bread was in negative values (the food icon at the top of the screen) , deleted windmill, oven, local granary, still no bread being produced.
It technically is being produced as I can see it in the oven overview but shows negative numbers or zero on the food icon.
The market shows positive bread but I do wonder if it is affecting citizens.
@@Fixatedwatcher you probably produce it too slow. And as it is now random what food the people take it might happen that 2 families want to grab a bread as soon as one becomes available. The game might give the same bread to both ant thus goes into the negatives when it notices it had handed out more bread than was available.
@@Fixatedwatcher note that by default your surplus stocks are displayed, this can go into the negatives, but if you click the vent arrow it shows total stocks which should be positive
Slavic Magic is just awesome. Tanks for the patch review
I think fixing all big issues first before focussing on new content is the right way to go. Gotta have a solid base to build upon.
adding in all the other content will break what he has already, it happens in every EA.
Yeah everytime you add content you interfere with existing code and it often leads to new bugs anyways. Its trivial thought but the balance is neededz
Wish helldivers would work like that…
@@Dreadknot68 What you probably don't know is that a lot of the content has already been in the game for months..
..and still broken when it's finally pushed to live.
There's an unlocker plugin that does what it says; unlocks everything, including stuff not shown in the front end. Spoilers, obviously, but you can play with future content right now if you wanted to.
Sony needs to stop pushing.
Deeepends. Coffee Stain Studios are intentionally not fixing some bugs in Satisfactory because they're in systems that will be/are being reworked. From purely a development perspective, it can make a lot of sense to wait with polish.
On the other hand, a lot of players will buy the game around its launch into early access and then get bored of it, so they'll never benefit from changes that only pay off later. Bugs can obviously also mess with game balance, which throws testing results out of whack.
You're burying the lede :D the fact that greg worked directly with you for this QA feedback is huge. Its awesome that you can both benefit - your channel is the best source for Manor Lords content and greg gets the benefit of an extremely thorough test player.
The Greg.
Thank you for working with the Dev, and for getting this update video out so soon.
“… To stop these idiots from opening up market stalls” - LLLOLLLLL that made my day. So hilarious and true
some idiots would build a stall on the other side of town leaving it forever empty i know,,,,
Hilarious and also good thing the removed that annoying idiot system that makes the random townie to open a stall without any permission. Also, I hope they add a historical permission where the townie must pay for a permit to open stall.
At this point Greg is doing the right thing. Get the core gameplay working and balanced. He is listening to feedback and tweaking what is needed. Too many developers just rush to get new features in and then come back and try and balance everything and it becomes a mess. There is plenty of room for expansion later, now is getting a good solid core game working.
Yeah, it would have been GREAT if he did those very simple things, BEFORE CHARGING MONEY FOR PEOPLE TO DO THE WORK FOR HIM. The TESTERS should have pointed this out to him before, it's ALL very straight forward things.
People are just REALLY dumb sometimes.
PAYING for doing work for a developer. LMAO
When you claimed no crashes, I wanted to challenge that. I had a post victory save game which had become unplayable as it would crash on the same month every time. So I was sure it would still crash, but I loaded up the new patch and it doesn't! Quite happy to be able to continue that one, as I made huge trade income in it (probably what broke the game in first place 🤣 )
Nice! That's something I forgot to mention in the video, but it seems to be fine with older saves so I'm glad he's doing that
@@Strat-Guides Yes I feel like this is one of the rare times when sending in those automated crash reports actually changes something in the future
He's fixing the right things, the core gameplay should not be about tippy toeing around bugs and terrible worker AI, but I cant wait for real prepose / endgame. maybe a castle to siege within a time limit needing at least 6 zones for a chance of success?
It's crazy how quickly he's able to pinpoint bugs and fix them. I would bring something to his attention and within minutes he would have it fixed and upload the new patch within an hour or so to retest. It's insane. I was a fan of his work already, but now that I'm working directly with him, my respect has gone through the roof.
Yes, the classic games would suffice for me for now. King of the hill and what not, ala Age of Empires.
@@Strat-Guides I'm starting to think very small dev teams are the way to go for games...
He clearly has a good understanding of the codebase and can be very flexible and reactive.
Obviously it makes AAA scaled types of games almost impossible to do but beside that it seems like a great way to create quality games.
Thanks both of you for your work.
@@Tetsuo6995 Yeah, when you are only one dev and know all the code because you wrote it all yourself, it can be way easier to adress bugs that in bigger teams would first need a group of people to pinpoint the issue, then another group to find the issue in the code and then another team to test the fixes before anyone is allowed to release a new version.
Is this the same patch as the one a week ago that screwed up the whole trading thing so that you were constantly in debt and could never afford to open new trade routes?
Ty for your collaboration with Greg, he needs reliable unbiased opinions and feedback, in order to make this game a masterpiece.
Very clean concise way to convey information with a pleasant rhythm of voice. Always fun and helpful to watch strat's gaming guide videos.
Thank goodness for the manual stall control. I struggled to get more than 11 firewood in a market place because they'd only use the firewood cutters stall while the storehouse workers would only stack 1 wood in their firewood stall.
It's a real solid feeling that SGG is helping out on this game. Good overview.
King's tax:
Might have been a little OP, but I found I dealt with it, and I liked how it made me plan. IMO it now seems a little too nerfed.
What about this: Make it family+burgage level based and aligned it with how burgages generate wealth, but start RW generation at T1. This makes it 1/3 the 07960 rate at T1 and 1:1 at T3 compared to charging by residents grouped by 3 into families.
A T3 duplex would generate 9RW/month and be taxed 3T/year. I could see realigning RW generation to the same basis, so T1 generates 1RW per fam, going up to 3 for Tier 3.
From memory, this might align more historically - charging by family.
I'd also add to the difficulty setting to make the choices: 1/2 regular rate, regular rate, and 2x regular rate - to better crowd test the approach.
Trade:
Will be interested to see how the linear increase in trade routes feels when played.
One approach if it feels too generous now - make it modified geometric: route cost = (some fraction: .5 or .25 for example)*(route quantity after new route)^2
Farming:
Also be interesting to see how it plays/feels now, especially coupled with TactiCats bender apples/veggies - corpse pit surveyed farms.
Snap grid level - Grrrr!
Please devs make this finer. Lots of rage-at-screen trying to put down a market stall or get a plot in right. Market stalls are the most infuriating.
Lol I know the frustration with the snapping. And you can't turn off snap to road because it doesn't help in those situations! Sometimes I delete the roads and try to lay it out beforehand, but it's not as precise as with roads
late comment but it's really refreshing seeing a dev listen to feedback from the community. it's what i wish Tales' world would have done, Banner lord had so much potential to be such a great game, but it feels like they just don't care anymore, but with that being said, this game has that same potential and i really hope he continues to be helpful and caring about what the community wants. both are great games, personally i have 450 hours in Banner lord and that's only from the steam client (i played it on my Xbox/also through Xbox client) and just under 100 hours in manor lords, both have incredible potential, but only one have a dev that seems to care, thank you Greg for being awesome. P.S if you see this id world like to see the introduction into larger scale battles or even more diverse troops. P.S.S. Please buy the mount and blade ip
Button to stop stall building is huge, was thinking this was needed playing tonight.
Another helpful thing would be a number over each building on construction menu of how many you already have built in the current region.
A note on optimizing stable spaces: Use other buildings to reserve oxen that are not close to the building you are trying to optimize first. Once the slots of those other buildings have reserved all animals that are not at an optimal distance, go to the building your are trying to optimize and set the slot reservation with the animal you intend. Then you can unassign all of the other reservations you made.
Heyyy. Nice of you to work with the dev on this. I've been playing for about 15 hours and the game is a gem so far. I've watched you since the earty days of Bannerlord and your info was always on point. I hope you become THE source of information for this game on YT. Thanks!
Yes the dev is focussing on the right things. I know im not a youtuber like you or tacticat but know there is probably multiple people testing stuff out behind the curtains too. These changes are literally exactly what I wanted from last 'beta patch' and love these quick updates aswell. Minus the market stuff (I build my towns a bit to optimized to notice much of a difference). I hope that you as content creator can be the intermediary for those of the communnity who also care about this stuff and the dev. I love how connected you are as a content creator to your/the community too. So credit where credit is due. You both rock!!!
Yeah I made a pinned comment shortly after posting the video because I realized when I watched it back I made it seem like I did a lot of the work when in reality there's a big group of testers that have been working on the game for over a year at this point. I was trying to push this out quickly before I had to leave for the day (took kids out for a while) and I missed it but I should have given credit to the team as a whole. My mistake!
@@Strat-Guides no mistake at all I was just making a wink towards your content! I ment it in a way that there is probably a lot of people who really appericiate your quick and hard work. But also that of the dev, i hope I did not come across as condesending that wasnt my intention!
Bro literally took the suggestions out of my head and took em to the Dev. Yall both doing the Lords work (pun def intended 😂) good work fellas!
This is a phenomenal update
Really appreciate all the work you are doing alongside Dev and team. I am 40 this year and have not enjoyed / been as excited about this type of game since Settlers 2! I have played everything out (Anno 1800 was awesome from that collection). Anyway I love the vids and subbed straight away after the first one you have posted and followed since. I hope they expand this game and keep focusing because it will do SOOO well if they continue!
Thanks for the support! I'll continue to put the work :) This game definitely deserves it - the concept and the team behind it are amazing and I'm lucky to involved
Meanwhile I’m still waiting for a new TDM map in Bannerlord. It’s been 4 years.
Love that you're doing QA with the dev, and all of it out in the open on YT. Very unique and hopefully very beneficial to the both of you.
I'm very happy to know that someone like you is part of the "testing team" of the game. I dream of seeing what this game can be in a few years when it is complete.
To answer your question mr. Strat, I think the dev is on the right track, and I like the fact that You helping him, and He listening to You.
Another thing I experienced: Let's say, for the third tier of housing you need ale. So I consider ale production and ale distribution to high tier, or "late game" possibility. BUT you can build your tavern right from the get go, if you want. It doesn't need special resources hiding behind locked content. So you are able to pre-plan your entire settlement. I love it! There are no later building, witch will be bigger, make the planning uncomfortable at best. So it's not complicated, I love it. I hope the dev will keep this logic. Because in other games is like this: new milestone, one new building, potential reconstruction of entire village, later new milestone, new building, rebuilding again... and again...
I hope you get my point, I hope the dev will keep the current well integrated simplicity.
Sounds amazing!
Thanks to you and the dev for the work!
Awesome summary! Can't wait for the individual vids to get the detailed breakdown(s)
I can’t wait till when they expand the map and you can potentially go against the king once you grow large enough. Also different biomes like rivers, coasts, and mountains would be sick as well.
I'm so happy to hear that you and the dev are in direct contact. Congrats to you both!
Great vid. I think the dev is doing great with the patches. Each one has been a huge improvement to QOL
This channel is easily my happiest discovery in a long time and I’m blown away by how quickly and effectively you and the Dev have managed to improve the game. Thank you 3000x.
My man! - This game is great! even in it's current early access stage. However, I probably would be just as frustrated as a lot of the folks that I see on the discord and forums had I not come to your channel and watched your videos. Such great content and advice for players. 👍👍
Really good analysis, thanks
Thanks for the vid, man! I will love to try this one out :D
Loving this dev and appreciating your rigorous, tireless mathematical approach - it makes the details of the game crystal clear.
Sounds like they try to fix/balance the right things for now. You can allways add content after the basics work properly and thats what they are doing atm.
Thx for all the time and effort you put into testing and explaining how the systems work. This patch shows that you are heard and taken seriously.
Greg, THANK YOU SO MUCH!!!! Love it.
Strat, thank you for tsting and covering this so thoroughly.
WOW! I can't believe all of this got fixed so quickly. I put the game down just a week ago, thinking it would be quite some time to fix these things. This is so awesome! Thanks for working hard to test and quickly bring us info on this game!
What an awesome analysis. Also I'm looking forward to the comparison video.
Yes the dev was focusing on the areas that needed it: farming, trade and markets. Thanks Greg!
This Dev team is easily one of the most competent and responsive I’ve encountered. They have been addressing the core issues affecting the user experience and overall gameplay. Not to mention working with someone dedicated and detail oriented like yourself to make sure their fixes have the desired effects.
Greg and the 'team' behind the scenes are just knocking it out of the park as far as I'm concerned. Early access so we can gain an appreciation of the game and its beautiful details and 2 patches within the first month. Awesome job! Thanks for sharing.
I I was just playing a little today and then saw this brilliant button. That's how I first noticed that a new patch was coming out and now I'm extremely happy. Thank you and all other helpers!
First of all, thanks for your efforts QAing this Patch.
I talked to my friends about my main Topics id like to get fixed one day before Patch release. And its the exact same things like Crop rotation needing mirco Management and Stalls.
Really love the Patch!
Holy rapid updates. And partnering with you to improve the game? One of the best things that could happen.
Said it before and I'll say it again, Manor Lords has such a promising future.
..now if only the other 'lords' game got the same treatment..
Your content and work are simply amazing! Thanks for the hard work! kudos to you and Slavic of course!
I definitely think fixing the core gameplay mechanics before coming out with new features is the right move. I’m so happy to have a second patch this soon! 🎉🎉🎉
This is SUCH good news! I'm excited to try this patch.
The "Loserville" thing was annoying, and farming was a pain. I never used automated crop rotation because it just didn't work - workers would start ploughing the field they'd just picked off that was meant to rotate to fallow. And that's not even mentioning crops just vanishing after harvest.
Oh god some needed patch, thanks for the info. Can't wait to play again.
But I've got some questions. So do the farms can be harvested late, or the farms automatically reset after September?
Tbh I think farmhouse priority ala Timberborn is good, so you can choose to prioritise planting or harvesting for each farmhouse.
Because idk why but my farms usually are not fully harvested through September and popped reset when november came while it's still being harvested.
Idk why I did wrong, I have 9 wheat fields, 3 barley and 3 flax, 1 morgen each rotated 1 year active and 2 years fallow (basically only 3 wheat, 1 barley and 1 flax fields active in 1 year) with 5 farmhouses but it's never fully harvested. I'm really confused at this point.
Also, wild game still kinda not worth it especially after 10+ family. Even with traps unlocked. Thought the sheep can be butchered for meat ala furthest frontier. Is there any plans for the future?
Also why is it limited only 2 horses for trading while it can hold more household/workers?
I have about 10 hours in on the current test version that went up on Steam a couple of days ago.. I do like it. I have had game crashes though. I was able to replicate the crash and sent off the crash report three times (from the three crashes). The crash condition was attempting to add a vegetable garden to an odd shaped burgage plot. There was a well in the corner which was the reason for the odd shape. I had to delete the plot and rebuild it without the odd shape or it would crash each time. Minor issue, but I hope the crash reports help nail it down. Great game, best of its type I have seen in years.
They need to focus on keep and castle building/stone structures. Thats the main thing we’re missing to keep this game alive.
This patch has literally every fix/tweak that I wanted. This is shaping to be one hell of a game.
Thank god, these changes are great, I really have gotten into manor lords, and has to be one of my favorite city builders. It just keeps getting better.
Great clear Video as always! And super happy to hear you work directly together with the dev!! You will give valuable feedback for sure!
So excited to test out this patch, i didn't expect Greg to improve farming and inter region trade so much so soon. And the toggle for market stalls is going to help so much. Gives me a lot of hope for where this game will be in a year or two.
The speed of tee patch and the volume of items that were fixed is a very encouraging sign for the future of this game.
Another is that Greg seems to be pretty good at implementing the feedback that should be implemented.
Overall, the game is off to a good start. I'm going to test out this new patch now that it is out of beta.
Thanks for the info!
Thank you for this great update!
I'm blown away with these patches. fantastic work is being done and in such quick response as well, so refreshing!
Fantastic fixes and changes!
Good work! Thank you
Thank you and the creator for your hard work. The game is great. Fixing the trade cost was huge.
Love the manor lords content you make. Glad to see that Slavic takes advantage of your QA! :)
It's SUCH a big difference from covering Bannerlord - so refreshing actually. Slavic really wants this game to succeed.
Thank you for all the hard work you put into making your videos and for working with the dev to make the game better.
Holy 🙏🙏 great changes! I'm most excited for the marketplace! It's the one that would frustrate me the most and the farming is my second favorite change.
I think focusing on these types of things first are great! It allows for people picking up the game to be able to do better I think and keep them playing, while not actually changing how "difficult" the city building is
Omg that army size vs retinue is so big, am so glad it was changed.
To answer your question...
Yes, the dev has focused on the correct issues.
The game does not include all the features the dev wants, but the features that are there must be usable. Essentially, for the features that exist, that encompasses three things:
- Features that exist should work as players would expect them to (inter regional trade not feeling broken)
- The UI doing a better job at clarifying why things don't work (like when you need and don't need a trade route)
- Fixing bugs.
The last category still needs work, like path finding which is often ridiculous, or ordered Oxen wandering off map and never arriving without destroying their stall.
Balance issues are secondary as that will change entirely as features are introduced. But I understand the dev wanting the game to already be as enjoyable as possible.
I agree with everything here, well said! A lot of people don't understand how this part of game development works, so it's nice to see the record set straight :)
This is so great! Thanks!
Great info! Sounds good. Farming definitely needed tweaking. I am also happy archers are more potent. I'd also like to see a trading post with dynamic changes in pricing. I thought the trade screen in Farthest Frontier was that game's best feature representing supply and demand in real time. Hoping Manor Lords movesin the same direction.
Really good ! Improvement !
thank you, good patch notes video
I really love this update! Because I had so much debt to pay the King's tax. lol
Thanks to introduce such good news. Your video is very easy to understand and i am glad to hear that you are helping dev team. Amazing! :)
Great to hear!
Fan of Ranged Combat here, too! This is very good news!
Came back to Bannerlord while waiting for updates for Manor Lords. Just when I thought the dev was running out of steam patching the glaring issues, you release this review 2 DAYS PRIOR. Slavic Magic as his finest.
As much as I'm looking foward to play with all the locked features added and actual castle walls, I'm glad the dev prioritize fixing the bugs and balancing the game first. I'm happy that my feedback concerning the villagers fetching water across the whole region was addressed.
love all of this. Dev has deffs been doing a great job focusing on the things we need
Will you do updates on your "how to play" videos respectively to play it optimally?
Great Content!
The Dev is awesome.
I'm going to wait a few more days to see if anything major pops up, but I think redoing the grandma guide would make a lot of sense here.
This game is amazing and i was waiting to see what kinds of balances and fixes we would see. I have been playing nonstop it feels like and was hoping to get the change to military recruitment and to farming soon but didnt expect all of this
I wish you could track unassigned families. I imagine it would be easy enough to add a drop down menu under the unassigned families icon at the top of the screen just like every building has.
Dev is doing a great job addressing the major issues that make this game a bit of a headache. Doubly so when again, we consider that it's literally just one guy.
Huge patch. Im so glad you can actually barter between regions now easier. I personally had no idea you had to set import and export in the trading house for the barter to work. They definitely need to make that easier to know
Slavic is doing a great job with bug fixes and has demonstrated an outstanding ability to prioritize the work.
Mam This is the first Beta where i actually can clearly see the Developer doing some work! Appreciate it.
Really happy with my early access purchase. Loving the constant improvements. This boom of indie devs is so great atm
Just commenting for the youtube algorithm or whatever. Love what your doing. Keep it up.
Absolutely great work by slavic magic and yourself. The patch rate is fast despite him being alone, and the focus on making sure everything works fine before moving on to more features is the way to go !
Hell yea. Yes the dev is spot on. Thank you for your continued service.
A simple counter to archers is plainly just making your soldiers wear armor, shields for some early-mid game counter. And then crossbows will do the same thing with armored but with longer rate of fire for balance and realism.
And perhaps add a training system in the future, make archers practice on a range by sacrificing some work time or something and have that tied to an accuracy system.
But yeah, this is off to a great start. Such an unexpected huge update! Really changed my mind about Total war and other huge gaming companies with their pitiful "updates".
Thank you for providing what ever help you have for this great developer.
I a SO happy that your god-tier input can contribute to improve this game !
This build looks very promising. Unlike the last build I didn't look at any of the notes and think "that may be a problem" so clearly the dev/s are taking on feedback in a constructive manner.
I do love the small little features like being able to turn off market stall building - it was quite annoying having artisans and industrial workers try to open stalls non-stop when my storage workers won't.
that marketplace toggle is CLUTCH
We really need a table that shows where all the workers are working so that you can quickly change their jobs as required. This is a big deal in the early game when workers are limited.
The Lord's Tax went from ~1200 to ~250 with this patch. In other words, it went from impossible to pay to something I need to consider, but doesn't prevent me from expanding into other regions.
I would like to see when you build a market place that you have the ability to build whatever stalls you want and then the people would move into them that way you can control who moves in instead of having so many of one stall
i love how this game fast develops
Spot on focus, last playthrough of mine, i had issues, and i think all of them were adressed if not fixed here
4:38 True, now the king is making us build faster. With the old tax system, I could build slowly.
True - I become a master at tax avoidance lol I just kept each town to a single burgage plot level 2 and never got taxed, but now I gotta find a new racket.