Manor Lords 0.8.117 Patch Notes - All Changes
We will go over every change in the Manor Lords 0.8.117 beta, from farming and fertility to Zeidlers, settlement layouts and crash fixes.

Slavic Magic has released a new Manor Lords beta build, version 0.8.117, which rolls up the changes from versions 0.8.111 to 0.8.117. The notes were published on October 24, 2026, and they rework how fields recover fertility, rebalance Manor Lords honey hunting and fix a long list of bugs and crashes.
If you play on the beta branch, this matters right away, because farming and Zeidler output both behave differently now. We will go over every change in Manor Lords 0.8.117, from the farming overhaul to the smaller text and interface fixes.
Manor Lords 0.8.117 Highlights
- Farming: Fields with crops selected but nothing planted now regenerate fertility as if they were fallow, and most regeneration and crop growth happens late in the year cycle.
- Zeidlers: Honey hunting now uses 50% of the Woodland Environment as the success chance, and a Zeidler tends each tree only once.
- Rye: The fertility bonus goes from x1.5 to x1.75 and yield goes up 7%.
- Foresters: Tree planting density is reduced by roughly 66%.
- Productivity tracking: It is now available for Foresters and Zeidlers.
- Crashes: Four crash fixes, covering banners, the Butcher's Shop Gantry, Manor walls and the castle planner.
Farming and General Changes
These are the minor changes to how fields and settlements behave.
Farming
- While fields have crops selected but nothing has been planted, they regenerate fertility as if they were fallow.
- Fallow fertility replenishment builds up over time, with most of the regeneration happening towards the end of a year cycle.
- Crops now get most of their growth in the final months.
General
- Productivity tracking is available for Foresters and Zeidlers.
- The Wooden Church now triggers wide roads in front of it.
- Wide roads are triggered for longer stretches along a plot's border.
- Fast unit HP regeneration now requires being at least 160 meters away from the closest enemy unit.
- Wild Animals, Berries and Mushroom resource nodes are placed deeper into Forests when possible.
- Employed families helping construct their own burgage plot no longer perform "cosmetic construction". That lets them prioritize other productive tasks. For more on plots, see our guide to upgrading burgage plots.
Balance Changes
The balance pass leans on the new farming rules, so fallow cycles are now needed to keep fields sustainable.
- Zeidlers tend a tree once only and roll a chance (Honey Hunting Affinity) to succeed at establishing a beehive.
- Honey Hunting Affinity takes 50% of the Woodland Environment as the chance to succeed at establishing a beehive at a tree.
- Foresters' tree planting density is reduced by approximately 66%.
- While a crop grows, the other fertility types gain slightly less.
- Rye's fertility bonus is increased from x1.5 to x1.75 and its yield is increased by 7%. Rye becomes the better choice for bread making at the Bakery if Wheat is below 60% fertility.
- The Weiden Hinterlanders mining boost is reduced by 10%, matching its text description and intended speed.
- The trade value of Smoked Fish is reduced slightly.
If you rely on honey, read our Manor Lords apiary guide with the new Zeidler rules in mind.
Computer-Controlled Settlement Changes
- Computer-controlled settlements use a rich mine as the center point when placing a Bloomery or a Clay Furnace.
- They wait to build a Charcoal Kiln until it has finished construction of a Woodcutter's Lodge.
- They rotate buildings that are too far from a nearby road towards the settlement center instead.
- They try to build enclosing roads around the central Marketplace and Churches.
- They try to rotate close by buildings towards a Marketplace or Church.
- The general layout of starting roads around the settlement is tweaked.
- Fixed not exporting Pelts in regions with a non-rich resource node.
UI and Text Changes
- A Livestock icon is added for the Ox.
- Localization is updated.
- The text for storage filters on a pasture is updated, for selecting which animal to allow.
- Text is added for the Zeidler's Hut building name.
- Text for Fertilizer related tooltips is improved.
- The Teeming Affinity icon now appears on the Forager Hut.
- Environment percentages now always add up to 100%.
- The tutorial for field placement is updated, and a new farming tutorial appears when a farmhouse or field is built.
Bug Fixes
General Fixes
- Upgrading or converting a building now properly updates the building menu, and relocating relocates the proper upgraded building.
- You can relocate the Zeidler Hut without it rebuilding as a Forester's Hut.
- Wide roads are applied for certain buildings when upgrading.
- Castle modules under construction no longer end up in a bugged state when you load a save.
- Relocating a stall no longer frees available market stall space, and market stalls can no longer be transferred between marketplaces.
- Workers no longer prefer cosmetic construction of close buildings over productive construction of far buildings, and multiple construction workers no longer compete for the same building spot.
- The Zeidler "Honey Hunting" chance was inverted, giving less Honey and Wax the more Woodland you had. That is fixed.
- The negative effect of Of the Vogtland no longer applies to the Herb Garden of a Forager Hut, or to Fields and the Farmhouse, which caused a double negative to farming.
- The positive effect of Weiden Hinterlanders no longer applies to Fields and the Farmhouse, which caused a double positive to farming. Its perk now affects the price of the Chicken Coop.
- Crops in Field Storage no longer spoil faster instead of slower with the Practical Tillage perk in winter.
- Shoals of Fish regenerate in seasons other than Spring with the Fish Husbandry perk.
- Oxen no longer plow fields when harvesting is not finished.
- Approval loss now drops correctly for unburied bodies.
- Defeating bandits by ranged combat only now rewards Influence, and the pathfinding issue when capturing bandit camps is fixed. Our guide on how to defeat bandits covers the basics.
- You can no longer create units in an unowned region, and raiders no longer steal Dung and Fertilizer.
Production Fixes
- Production limits now work for the Mine, Quarry, Stone Gatherer Camp and Forager Hut.
- A workplace building no longer stops producing because its Production Limit went negative.
- Butcher's Shop workers no longer produce beyond storage limits.
- Spoiled food is included in the regional production registry UI.
- Livestock Farm workers no longer accidentally cancel pasture collection tasks when Oats could be crafted into Animal Feed.
- Field yields of the same fertility are no longer inconsistent due to rounding errors.
- The collecting crops task respects transportation limits instead of all targeting the nearest Farmhouse.
- Farmhouse workers complete their tasks if multiple farmhouses exist with their own limited work areas separating fields.
- Fruits are no longer harvested outside of September.
- Some pond fishing spots that were too far from water are fixed.
Cosmetic and Visual Fixes
- An existing Butcher's Shop no longer looks as if the Gantry was not built after loading a save.
- Fences now spawn on load from a save.
- The dirt path no longer appears in a straight line towards the gate of the Manor.
- Zeidlers no longer wear unrelated equipment when tending or harvesting honey.
Text and UI Fixes
- The productivity tracker no longer lags behind time entries, which caused it to always display 0% when first viewed.
- The Hunters "placing trap" task and the Zeidler "harvest" task now count as "labor" for the productivity tracker.
- The Zeidlers problem banner "nothing in work area" clears once the season changes to Autumn.
- The Zeidler Hut shows its own description instead of the Forester Hut description when hovering over its information button.
- The Fertilization task switches to "No Current Task" once complete.
- Livestock and Fertilizer no longer appear in storage filters. Dung is no longer available there, and fertilizer is only available in trading posts.
- The Stone lined pit efficiency hover text, the Nuremberg Prospectors perk warning in the mine placement tooltip, and the Improved Militia Effectiveness text are fixed.
- Building icons for certain upgraded extensions and burgage extensions now match the extension selection UI.
- The "Home" button no longer disappears for the Family entry UI in workplaces.
- The "Follow Roads" button for Military units no longer shows the "Allow Friendly Fire" tooltip.
- The army panel no longer shows data for foreign regions, and you can no longer give empty names to animals.
Crash Fixes
- Loading a save game with a dead soldier carrying a banner.
- Starting the Gantry upgrade for the Butcher's Shop on tier 4 plots.
- Troops positioned on a Manor wall being attacked.
- Pressing the castle planner's road tool button while having uncommitted road or wall points.
How to Access the Beta
Back up your saved files before switching to a beta version to avoid any potential issues, and remove any mods, because they will most likely crash the game. To try the beta:
- Open Steam.
- Right-click Manor Lords in your library.
- Select Properties.
- Go to the BETAS tab.
- Enter the password: veryNiceBasket.
- Choose "pre_release" from the "Beta participation" drop-down list.
- Wait for the game to update the files. If nothing happens, restart the Steam client.
- Launch the game.
You can report feedback and bug reports on the Manor Lords Steam forums, or join the developers on Discord for bug reports and discussion about the latest patch.
And that covers all of the changes in Manor Lords 0.8.117. You can read the official patch notes on the Steam news page. For an earlier round of beta changes, check out our 0.7.960 experimental patch notes.


