NEW Manor Lords Patch Is SO GOOD - 0.7.965 Review & Testing

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Published 2024-05-21
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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)

All Comments (21)
  • @Strat-Guides
    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!
  • @TekGriffon
    We truly appreciate all your hard work QA testing this patch! Thank you!
  • @xdizzy12
    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.
  • 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.
  • @jakec323
    “… To stop these idiots from opening up market stalls” - LLLOLLLLL that made my day. So hilarious and true
  • @HeyItsMax
    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?
  • @wild_lee_coyote
    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.
  • Thank you for working with the Dev, and for getting this update video out so soon.
  • 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 🤣 )
  • @KG-1
    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.
  • @mattheo7634
    Ty for your collaboration with Greg, he needs reliable unbiased opinions and feedback, in order to make this game a masterpiece.
  • @wilb6756
    Very clean concise way to convey information with a pleasant rhythm of voice. Always fun and helpful to watch strat's gaming guide videos.
  • @bombidil3
    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.
  • @raygrimes9203
    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.
  • @bigred6593
    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
  • @rueven54
    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.
  • @HansWurst1569
    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!!!
  • @Zguilvozh
    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!