How to Access Manor Lords' New Farming Beta and Its Six Rural Perks
Manor Lords' 0.8.110 beta overhauls farming with Fertilizer, mandatory Crop Rotation and six new perks. Here's how to opt in and use every change.
Slavic Magic has pushed the biggest rework of Manor Lords' farming system since early access began, and it is live right now as an opt-in beta rather than a mainline update. Version 0.8.104-0.8.110 rebuilds how fields, livestock and Development Perks interact, and the solo developer has been explicit that the changes target the exact complaints players have filed most often on Steam: crop rotation purging unharvested yield, farming windows that felt too short, and a lack of distinction between spring and winter crops. Here is what actually changed and how to get it running in your own save.
How to opt into the 0.8.110 beta branch
The new build sits on Manor Lords' "pre_release" beta branch on Steam, not the default build, so nothing changes until you switch manually. In your Steam library, right-click Manor Lords, open Properties, go to the Betas tab, and enter the password veryNiceBasket. Select "pre_release" from the Beta participation drop-down, wait for Steam to download the new files, and launch the game. If nothing happens after entering the password, restart the Steam client before trying again.
Two precautions matter before you switch. First, back up your save files, which live at %USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames — copy that folder somewhere safe in case a beta build corrupts a save. Second, remove any mods first; Slavic Magic warns they will most likely crash the game on the new branch. Bug reports and feedback go through the official Manor Lords Steam page forums or the game's Discord.

Why farming got rebuilt: Fertilizer and the new Dunghill
The headline addition is Fertilizer, a new resource chain built around a building called the Dunghill. Assign a family to it as a Dung Collector and they will gather Dung produced automatically by your Pasture Animals — the exact rate depends on which animal — then compost it into Fertilizer at the Dunghill itself. Both Dung and Fertilizer can only be stored at the Dunghill, so build it close to your pastures rather than tucking it into a farming district.
Fertilizer's job is raising a Fallow Field's Maximum Fertility, but only if your Farmhouse workers apply it during Summer specifically; try it in any other season and nothing happens. One application holds for just over two years, so a single well-timed Summer pass on a rotation cycle is enough to keep a field productive for several harvests.
Seasonal crops are now a hard rule, and rotation can't be turned off
Manor Lords now enforces a strict split between Winter and Spring crops instead of letting you sow anything whenever a field is free. Wheat and Rye are Winter crops, though you can still sow them in Spring for a faster but smaller harvest if you need the food sooner. Flax, Barley and Oats are Spring-only crops with no Winter option. Farming tasks are locked to the correct months for each type, and a reworked Field UI now shows a twelve-month timeline of upcoming activity for every field so you can plan sowing and harvest windows at a glance.
Crop Rotation is also now mandatory and can no longer be disabled, because Slavic Magic found no real benefit to skipping it. It fires on three separate triggers: September 1st for any field with nothing left to harvest (including Fallow fields), immediately after a harvest completes, or November 1st for fields that died without ever being harvested. The change that should matter most to existing players is what happens to crops you miss in October — they no longer get force-rotated and destroyed. Instead they slowly die and lose yield over time, which gives you a real window to send workers back and salvage whatever is left before rotation finally kicks in.
Getting the most from the six Rural Foundations perks
The update's second major system is a new perk category, Rural Foundations, unlockable once a settlement reaches Level 3. All six Development Perks focus on squeezing more value out of a mid-sized village's farming and livestock economy:
- Experienced Forestry upgrades the Charcoal Kiln into a "Tight-Sealing" version for +25% efficiency, adds +20% sawpit efficiency and +25% Bow Militia range, and unlocks Winter tree planting.
- Woodland Beekeeping repurposes the Forester's Hut into a "Zeidler's Hut" that harvests Honey and Wax alongside its normal duties, raises the Apiation limit by 10% for a stronger pollination bonus, and cuts the Apples needed for Cider by 25%.
- Fish Husbandry increases Shoal of Fish capacity by 15%, trades a 50% lower reproduction rate for year-round breeding across Spring, Summer and Autumn, boosts Fishmonger efficiency by 25%, and enables Winter fishing.
- Livestock Provisioning upgrades the Butcher into a "Butcher's Gantry" for +20% efficiency, raises Cow breeding success by 15%, adds 20% Animal Feed crafting efficiency at the Livestock Farm, and cuts Beef and Mutton spoilage by 10%.
- Practical Tillage gives the Farmhouse a "Cobbled Threshing Floor" for +15% threshing efficiency, lets Backyard Animal Pens produce Dung of their own, cuts crop spoilage by roughly 18% and rain or snow damage by half, and raises field drought resistance by 50%.
- Pastoral Practice upgrades the Dunghill into a "Stone-Lined Pit" for +20% efficiency, raises Sheep breeding success by 30%, speeds up Backyard Animal Pen yields by 10%, and increases Pasture capacity by 20%.
None of the six are mutually exclusive with the game's existing perk trees, so pick based on whichever production chain — timber, livestock, fish or crops — is currently your village's bottleneck rather than trying to grab all six at once.

The rest of the patch: a new Artisan, AI fixes and balance tweaks
A new Artisan role, the Fishmonger, converts Fish and Salt into Smoked Fish, giving fishing villages another processed good to trade or stockpile. Slavic Magic also says its AI engineer spent this cycle specifically on improving how AI-controlled towns manage their own economies, alongside a long list of pathfinding fixes aimed at the oxen logistics jams that have plagued large settlements.
Combat and economy balance shifted too: crops now grow about 2.4% slower overall, Cow and Sheep breeding chance was raised to 40%, Warbow damage is up 23% while Crossbow damage is down 16%, Deep Mine output was reduced, and fallow-field fertility regeneration now runs noticeably slower without help from the new Fertilizer chain. One earlier change from the Born of the Alps update was also reversed — sheep no longer die at high elevation.
Should you switch now?
This is still a beta branch, not the build most players will boot into by default, so treat it accordingly: keep that save backup, expect rough edges Slavic Magic hasn't caught yet, and report anything odd through the official channels rather than assuming it is intentional. For anyone whose village has stalled out on farming confusion or oxen traffic jams, though, this is the first build built specifically to fix both, and the Rural Foundations perks give a concrete reason to push a settlement to Level 3 if you haven't already.


