Manor Lords’ first big overhaul lands — stone castles, cabs, and a reality check

Manor Lords’ first big overhaul lands — stone castles, cabs, and a reality check

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Manor Lords

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Manor Lords is a strategy game that allows you to experience the life of a medieval lord. Grow your starting village into a bustling city, manage resources and…

Platform: PC (Microsoft Windows), Xbox OneGenre: Real Time Strategy (RTS), Simulator, StrategyRelease: 4/26/2024Publisher: Hooded Horse
Mode: Single playerView: Bird view / IsometricTheme: Fantasy, Historical

Manor Lords’ experimental beta is finally here – and it’s a true overhaul

This patch caught my eye because it goes after the exact pain points players have hammered on since launch: shallow late-game, turtley AI, and an economy that flattened out once you learned a couple of optimal loops. Nine months is a long wait in Early Access time, and the recent “Mixed” Steam sentiment showed it. So does this overhaul earn that patience? Short answer: it might, but it asks you to start over and relearn the game from the ground up.

Key takeaways

  • Hard reset: older saves won’t work. This is an economy and systems rewrite, not a content drip.
  • Warfare finally matters: stone castles, ladders, wall positions, and individual gates add real siege tactics.
  • Deeper economy: new jobs/buildings (quarry, lime kiln, stonemason) and resources (rough stone, mortar, dressed stone) create proper mid-game chains.
  • Regional affinities push specialization: environments boost certain buildings (think pig pens thriving near woodland).
  • Approval and progression reworked: food variety now truly matters, down to cabbages vs. carrots vs. beetroots.

Breaking down the update: from cabbage to castle keep

The headline is stone castles and proper sieges. You can place troops on walls, climb ladders, and manage individual gates instead of yanking every portcullis at once. That last bit is huge for defense micro: bait, feints, and delayed reveals are now part of the playbook. Hovering over buildings shows garrisoned soldiers, reducing the “where did I stash that militia?” guesswork that slowed battles.

On the economy side, the quarry → lime kiln → stonemason chain finally makes fortifications feel earned. Rough stone feeds mortar, dressed stone finishes construction; it’s a tangible upgrade path that forces you to staff specialized jobs rather than sprinting to cookie-cutter walls. Add in structure maintenance and you’ve got a city that asks for upkeep, not just expansion – a big shift from the “set and forget” vibe earlier builds slipped into.

Food’s been un-smooshed into actual categories: cabbages, carrots, beetroots for veg; mutton, chevon, pork, beef, chicken, and small game for meat. It’s not just flavor text – the reworked approval system cares about variety, which nudges you to diversify rather than min-max one farm type. River fishing is in too, giving low-fertility starts another viable path.

Screenshot from Haunted Manor: Lord of Mirrors
Screenshot from Haunted Manor: Lord of Mirrors

The map layer got love as well. New maps, the ability to preselect your starting location at setup, and two new modes: a Duel against improved AI and a four-Lord free-for-all in Fractured Realm. The regional “environment affinities” are the sleeper feature here. If woodland regions juice pig pens, you’re now incentivized to carve out regional identities and trade accordingly, instead of painting the entire realm with one meta.

Why this matters now

Manor Lords launched like a comet — massive wishlists, huge CCU — and then ran into the classic Early Access wall: lots of promise, not enough mid-late depth. The nine-month quiet stretch didn’t help. To his credit, lead dev Greg Styczeń addressed it head-on: “Sorry for taking so long this time… I focused on expanding the developer team and tackled way too many issues at once.” That tracks when you look at these notes; this isn’t a tweak, it’s a re-foundation.

The shift to granular production chains, specialized regions, and a meaningful approval system is exactly what the city-building community asked for. Meanwhile, warfare is no longer an awkward appendage — with ladders, wall positions, and gate control, sieges look like set pieces rather than pathfinding trials. If the improved AI in Duel mode actually pressures you to scout, counter, and commit resources, the game finally links its two halves: town sim and clash of arms.

Screenshot from Haunted Manor: Lord of Mirrors
Screenshot from Haunted Manor: Lord of Mirrors

What I’m still skeptical about

Breaking saves is rough, even if it’s justified. The update lives on an experimental branch, which means expect bugs, weird edge cases, and balance swings. My big questions:

  • AI escalation: Will enemy Lords actually exploit your weak flanks and bad gate timing, or still mill around ladders?
  • Logistics friction: Does the new chain introduce meaningful decisions or just more click-fatigue and bottlenecks in worker priority?
  • Performance: Larger castles and unit pathing on walls can tank frames in city-builders — has this been optimized?
  • Approval clarity: Variety is good, but is the UI transparent enough to show what’s dragging happiness without spreadsheeting?

Also, the new regional affinities are exciting, but they live or die by map generation and travel times. If hauling dressed stone across three regions is pain without payoff, players will default to local silos again.

If you’re jumping back in

Start fresh and embrace specialization. Pick a woodland-adjacent start if you want an early livestock advantage, then plan a stone corridor: quarry near deposits, lime kiln with steady fuel, stonemason close to construction sites. Don’t overbuild walls; test gate micro and kill zones before committing to a full ring. For approval, aim for two veggies and two meats early to dodge happiness spikes and stalls. And dip into Duel mode to stress-test your garrisons before a campaign save.

Screenshot from Haunted Manor: Lord of Mirrors
Screenshot from Haunted Manor: Lord of Mirrors

If you were burned by the wait, this patch is the best sign yet that Manor Lords is steering toward the deep medieval sim it pitched. It’s not a magic wand — it’s a new baseline. The next few months of tuning will decide whether these systems sing or just add weight.

TL;DR

Manor Lords’ experimental beta is a true overhaul: stone castles, ladders, gate control, a deeper economy, regional affinities, and a reworked approval loop. Saves are broken, expectations are reset, and the foundation looks stronger — now the AI, balance, and performance need to keep up.

G
GAIA
Published 10/4/2025Updated 1/2/2026
5 min read
Gaming
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