THE OFFICIAL DEVELOPER NOTES AND WHERE INFORMATION WAS TAKEN FROM.
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Hello today we will be talking about the 0.7.972 path for ManorLords. There have been alot of major changes, and we are going to break them down, what they mean to you as a player, how you can take advantage of them, and just talk about them a bit.
First major change is the Kings Tax, every year after the fifth year you will be taxed per citizen, every 5 years this tax will increase by 1 treasury per person until year 15 then the rate will stop increasing. This was implemented in order to slow down the hording of wealth. Currently there is no reprecussion if you go in debt though in the future there will be consequences. In the difficulty section when selecting a scenario you do have the option to increase or remove the tax.
The biggest thing this does is force the player to implement thier own incremental taxation policies on the people in thier territory; which is going to reduce happiness, forcing players to add more ammenidies for thier people over time or go bankrupt its in my opinion a nice lean to get the player to do things they should already be doing.
Next major change is they added the ability to do local only trade, allowing the player to move goods from one region to another it will still cost regional wealth, traders will prioritize whichever region is set to the best price. So rather than relying on the out of map economy, you can create your own economy inbetween regions. This is good as players can use this to fix mistakes such as running out of food or firewood by using thier other regions. This also brings up oppourtinities to use rich nodes from one region to improve another region like using a rich iron node with a deep mine to provide iron for the region its in and the region next to it for weapons and armours.
Crops are getting a fair bit of quality of life changes, land fertility no longer decreases after a crop is fully grown but not harvested, plants will now yeild some level of crop if fertility hits 0, Harvesting a crop now puts the crop into the fields inventory making it quicker and easier to harves larger fields (alot less walking about). Plowing shed now allows for 2 oxen rather than 1 so that upgrade got a major boost in strength. Plants now yeild less ealry on in thier life making emergency harvests less effective unless you know its an emergency, maximum yeild per plant increase to 4 from 2, auto harvest mode has been improved, they also fixed the oxen and fieldhands priority list to become more effecient.
Overall this means farming is going to be easier and require less direct player oversight, which given the style of game is really good. The doubling of maximum plant yield also makes fields much more viable as a late game food supply when mega towns start to crop up which well it kind of should be theres a reason bread is THE staple food. The oxen changes make the town upgrade for the ability to use them in the fields alot more impactful, i think the farms needed a buff to keep up with the other sources of food; this seems to have made it alot better, is it where it needs to be yet i dont know, another small buff might be needed.
MINOR TWEAKS AND FIXES
This is the list of what i would call the more important of the minor tweaks and fixes.
Millitia squad limit now set to 6 regardless if you have retinue or mercenaries. This means if you want to maximize your army size you no longer need to get 6 millitia groups then the retinue and mercanaries which was a pain now you can let your army grow more naturally you can also now retire millitia regiments to change them out to other units without permanently losing a slot for them.
Ale consumption has been reduced by 75%. This is going to make it much easier to create and maintain tier 3 houses, also is going to make it easier to improve population happiness as the 'lack of entertainment' debuff is going to be less prevalent.
Worker camp upgrade has been removed, if you were like me and used the worker camp on normal difficulty inorder to spring board into happiness production faster; it no longer works. Devs nerfed us here, which makes sense it was cheesy.
Archer damage increased from 4 to 13, this is a massive increase but honestly its kind of needed, previously there was no point to ever have archers because every other form of millitia did more overall damage, had more health, more armour, more shield strength, and better morale, with this they have enough damage to actually do things, it still seems a bit slow, there might be need for another small buff in the future.
UHM ITS TOO LONG TO FIT THE REST OF THE SCRIPT SORRY.
Негізгі бет Manor Lords dropped a major patch 0.7.972 patch notes and changes.
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