You can access the new patch now on Steam (although it's experimental so not fully tested and signed off yet)
Hi all, You can now access a new experimental branch of Manor Lords (0.7.960). To avoid any potential issues, it’s recommended to make a backup of your save files before switching to a beta version. To find your saves on Steam for Manor Lords. Press Win + E Paste...
store.steampowered.com
------------------------
Highlights of Changes
------------------------
My first goal was to fix all the most common reported issues:
- The rate of Hildebolt's claims
- The famous "None" people spawning in huge numbers and refusing to do any work
- The clogged Trading Posts
- The game being stuck at the summary screen after a victory / game over
- Very weak archer damage
- Inefficient sawpits which also triggered "generic storage full" problem banners
- Problems with optimizations in large cities (still some work to do here)
- Inefficient marketplace supply
- Problems with farming, like crops erasing in the winter & inefficient harvests
- Too harsh oversupply/undersupply systems
- People and/or livestock staying homeless even though there is living space in the settlement
- Overly high ale consumption
Additionally, to make trading between Regions easier, I made sure that the
players can use Trading Posts to trade between their own regions
without using Barter / Pack Stations.
Each good type now has a switch that disables trading it with Free Merchants / Tradepoints in case the players wants to only trade with another Region. The displayed import price will adjust dynamically, showing the lowest possible price found (and NA or not available if there is no good of this type anywhere to be found).
Trade related development branches were nerfed drastically because players argued that it made the game too easy.
Whenever a person dies, there is a 30 day mourning period that blocks growth. You can now preview this in the Building Panel of the Burgage Plot or by pressing TAB.
Carried corpses now have a visual representation.
New upgraded retinue armor variations were added.
I reimplemented a mechanic called "Annual Royal Tax" or "King's Tax" (still deciding on the naming). It's a tax that is collected from the Treasury once per year, goes to the King, that is calculated per resident and in theory should slightly punish bad workplace optimization and make it more difficult to hoard huge amounts of cash.
The Large Granary building got a rework. The doors now properly animate.
A new unit patron was added - St. Maurice
-------
There's a full patch notes in the link above. Looks like they've been working hard, I'm pleasantly surprised with all the changes so soon.