4.30 star(s) 12 Votes

Gadriel

Well-Known Member
Dec 15, 2017
1,423
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So I been out of the loop for a while.. Any changes dealing with Champions ?
Depends how long 'a while' is, but probably not.
The Champions themselves are unchanged. You either teleport the manor away, catch them trying to break into rooms ten times so you can ask them to leave, or 'deal' with them when they become aware.

What's different is everything surrounding them. Maids can be assigned to follow them around and 'clean up' evidence they're about to find. These maids will also Stop That opportunistically, so easier to get Bad Guest points. Teleporting the Manor drains 100 mana a turn but can't fizzle due to a lack of mana, making it more committal and reliable. You can give Champion Items to Statues, causing the statue to take their form and keeping them safe from curious guests.
The big one is the Domination Ritual. Added back in April, it allows you to spend ten Champion Items to start a ritual to 'win' the game. Takes three days base, can be sped up with Witches, Champion parties will assail the Manor and sometimes teleport into it, random events will occur... but if you manage it, all room upgrades get +1 maximum.
 
Last edited:

DDSDD

Newbie
May 29, 2018
32
31
174
Not... directly.
You can have a Maid look at the mirror with a Deep Sleep or Succubus Mark book in her hands, and she'll usually read it immediately after looking in the mirror, leaving her open for conversion.
Nice but honestly he has a point, would be nice to be able to directly corrupt maids, even trough an item like maid to aralune.
 

FallenR

Newbie
Nov 2, 2021
23
3
103
Great Game. What can I do to stop my chefs,nurse,librarian from flooding the screen with items? Also when selecting an individuals specific food selection it gets changed randomly.
 

Gadriel

Well-Known Member
Dec 15, 2017
1,423
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Great Game. What can I do to stop my chefs,nurse,librarian from flooding the screen with items? Also when selecting an individuals specific food selection it gets changed randomly.
You wait for next patch, where that feature is planned to be added, and bug is planned to be fixed.
 
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Gadriel

Well-Known Member
Dec 15, 2017
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Well well well. Your wait is over, FallenR
Manor Beta 1 Patch 14
Downloads are at
+ Hopefully fixed a case sometimes causing characters to lock doors that the player has unlocked remotely
+ Added an option to disable idle item creation on rooms
+ Fixed changing orders relating to a visitor causing them to rerun their ai
+ Fixed visitor food and medicine settings being off by one when changed
+ Fixed visitor food and medicine settings not starting on 'no override'
+ Fixed a crash when changing concern pages and clicking additional times (also likely affected the identity list)
+ Idle cooks can now create fury powder or one of a new set of snack items at random, as well as breath mints
-> Visitors eat snack items sometimes if they have nothing pressing to do and are hungry. They lower the hunger concern a little, and have an additional effect varying by type
+ Added medkits, which can be used to speed up the process of helping an ally recover. Nurses will usually make these and sometimes (randomly) adrenaline instead
+ Added a 'take items from room to another room' option when viewing rooms; goes select who -> select what -> select destination
+ Added a 'put away book' action, which removes a book from the game unless it's the only copy of a knowledge book, which will instead be hidden randomly in the manor
+ Fixed concern reduction being done for suspicious actions done by non-player characters, instead of the other way around
+ The minds of statues (petrified characters) can now be reset by the master
+ Champion items on statues can be used for the domination ritual now. The option can be set on the orders screen. Individual items still follow the do not use for ritual flag; this can be toggled while looking at a statue if they have a champion item
+ Added a follow and use power order for witches
+ Added a setting controlling the number of turns the beegirl and alraune transformations take
+ Visitors should now handle helping petrified friends better
+ Fixed a bug preventing visitors from finding the petrification knowledge book (possibly always)
+ Fixed some issues with characters curing plant zombies (particularly those in flowers transforming)
 
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youraccount69

I'm like a karate chop
Donor
Dec 30, 2020
9,038
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Manor-B1P14
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void bain

Newbie
Jun 13, 2018
32
19
151
Found a bug game gets stuck in turn mode if you ask the cops to leave stopping you from saving or doing any action. IDK if that's a known bug. Also is there a stat cap for characters? If not, there should be because it would be kind of OP making a character a +500 in stats. Maybe add in a way to have characters make passive ** like a slime girl that can cause girls to have sex or maybe the slime girls are the base to transform and blend in or just create contributing girls in a hidden basement?
 

Gadriel

Well-Known Member
Dec 15, 2017
1,423
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Got a big one this time. Can't wait to see what breaks...
Manor Beta 1 Patch 15
Downloads are at
+ Seeing an alraune transformation start is now quite concerning for visitors
+ Fixed item names not being shown correctly when idle items are created
+ Characters following move to goals that can hide should now be aware of unaware visitors entering rooms they are moving to
+ Fixed cops doing nothing in some cases due to considering characters they can't talk to or help as possible characters to ask questions of
+ Hopefully fixed bees carrying items (rather than dragging) from yards to the hive and vice versa
+ Maids should no longer do the 'idle item creation' actions when idle creation is disabled
+ Alraunes should no longer try to infect characters transforming into beegirls
+ Allowed hiding evidence documents; doing so places them hidden somewhere in the manor
+ Fixed being able to teleport items to and from the hive
+ Fixed a crash when traitors are missing the self determination concern (added a debug line to try and figure out how)
+ Traitor champions can no longer be petrified
+ Traitors are more expensive to petrify, and lose satisfaction heavily when they are
+ Visitors following other visitors will now wake characters (except tired sleeping aware characters)
+ Hostile beegirls should no longer sometimes hide before performing non-stealthy actions (like removing barricades)
+ Witch maids assigned as nurses or librarians should now do idle projects
+ Fixed succubi assigned to arouse targets propositioning them when it isn't safe to do so
+ Fixed succubi getting confused about what they should do in some cases when not hidden and needing to handle a door
+ Fixed guided plant zombies planting themselves in the first yard they enter, ignoring their guide
+ Added a move all statues option
+ Hopefully fixed visitors and cops trying to move planted plant zombies
+ Characters ordered to get intimate by the player no longer worry about barricading doors
+ Added a shared maid order that, when on, has maids pick up visitor clothes when the owner isn't present
+ Changed door relocking tracking to be according to player 'intent', shown via an outline on the doors
-> This follows the same maximum rules as doors being actually locked, but you can e.g. intend for a manor locked door to be unlocked and a different door to be manor locked instead
-> Shift + left click can be used to toggle the intent on a door, and it also changes when you order locking/unlocking of a door
-> Your characters will lock and unlock doors as appropriate (this should behave better now, hopefully avoiding double ups and characters interfering with each other)
+ Added a cleaning compulsion power, which inflicts visitors with a cleaning compulsion
-> Visitors with nothing better to do may obey the compulsion and become dazed, clean or put on maid outfits depending on the strength
-> Cleaning under the compulsion increases its strength
-> Cleaning when compelled to by a maid duster causes/increases the cleaning compulsion as well
-> Maids can take advantage of dazed characters and give/increase a cleaning compulsion on them. This is fairly suspicious if seen
-> Cleaning compulsion strength reduces the cost of beginning training, and when training begins obedience will start higher
-> Cleaning compulsion also makes cases where visitors can be convinced or decide to wear maid outfits more likely
 

void bain

Newbie
Jun 13, 2018
32
19
151
another thing I would add is the mirror can strengthen a stat permanently for that identity and this should be capped at 14 since I never seen a stat naturally above 14 or whatever the max is. that can be transferred over to another copy. Honestly if a mirror gave me that I would never leave
 

DDSDD

Newbie
May 29, 2018
32
31
174
Got a big one this time. Can't wait to see what breaks...
Manor Beta 1 Patch 15
Downloads are at
+ Seeing an alraune transformation start is now quite concerning for visitors
+ Fixed item names not being shown correctly when idle items are created
+ Characters following move to goals that can hide should now be aware of unaware visitors entering rooms they are moving to
+ Fixed cops doing nothing in some cases due to considering characters they can't talk to or help as possible characters to ask questions of
+ Hopefully fixed bees carrying items (rather than dragging) from yards to the hive and vice versa
+ Maids should no longer do the 'idle item creation' actions when idle creation is disabled
+ Alraunes should no longer try to infect characters transforming into beegirls
+ Allowed hiding evidence documents; doing so places them hidden somewhere in the manor
+ Fixed being able to teleport items to and from the hive
+ Fixed a crash when traitors are missing the self determination concern (added a debug line to try and figure out how)
+ Traitor champions can no longer be petrified
+ Traitors are more expensive to petrify, and lose satisfaction heavily when they are
+ Visitors following other visitors will now wake characters (except tired sleeping aware characters)
+ Hostile beegirls should no longer sometimes hide before performing non-stealthy actions (like removing barricades)
+ Witch maids assigned as nurses or librarians should now do idle projects
+ Fixed succubi assigned to arouse targets propositioning them when it isn't safe to do so
+ Fixed succubi getting confused about what they should do in some cases when not hidden and needing to handle a door
+ Fixed guided plant zombies planting themselves in the first yard they enter, ignoring their guide
+ Added a move all statues option
+ Hopefully fixed visitors and cops trying to move planted plant zombies
+ Characters ordered to get intimate by the player no longer worry about barricading doors
+ Added a shared maid order that, when on, has maids pick up visitor clothes when the owner isn't present
+ Changed door relocking tracking to be according to player 'intent', shown via an outline on the doors
-> This follows the same maximum rules as doors being actually locked, but you can e.g. intend for a manor locked door to be unlocked and a different door to be manor locked instead
-> Shift + left click can be used to toggle the intent on a door, and it also changes when you order locking/unlocking of a door
-> Your characters will lock and unlock doors as appropriate (this should behave better now, hopefully avoiding double ups and characters interfering with each other)
+ Added a cleaning compulsion power, which inflicts visitors with a cleaning compulsion
-> Visitors with nothing better to do may obey the compulsion and become dazed, clean or put on maid outfits depending on the strength
-> Cleaning under the compulsion increases its strength
-> Cleaning when compelled to by a maid duster causes/increases the cleaning compulsion as well
-> Maids can take advantage of dazed characters and give/increase a cleaning compulsion on them. This is fairly suspicious if seen
-> Cleaning compulsion strength reduces the cost of beginning training, and when training begins obedience will start higher
-> Cleaning compulsion also makes cases where visitors can be convinced or decide to wear maid outfits more likely
I try to start with my usual Custom settings, and clicking next turn causes it to load infinitely. I think it's posssible it's me ordering the Master to undress.
 

Gadriel

Well-Known Member
Dec 15, 2017
1,423
1,537
339
I try to start with my usual Custom settings, and clicking next turn causes it to load infinitely. I think it's posssible it's me ordering the Master to undress.
Save and/or log?
Because I also order the Master to undress every run and don't softlock, so there's more to it then that.
 

DDSDD

Newbie
May 29, 2018
32
31
174
Save and/or log?
Because I also order the Master to undress every run and don't softlock, so there's more to it then that.
Ok, apologies and my bad. Seems I accidentally saved v15 on v14's folder and something went wrong. Did a full reinstall and the error did not happen again.
 

EmperorSly

Newbie
Feb 14, 2020
22
18
70
Dev has a poll to determine what project they spend their time on; looks like Manor would gain several major features if it wins:

- My intent with Manor is to add a lot of fairly big features, and I'm not entirely sure how long it will take. At a guess, at least a year. The big features include possession/spirits (including multiple souls in one body), playing as a visitor, guests other than visitors of various kinds, an orange investigation phase (knows something is up, but not aggressive yet), no omniscience mode (fog of war and countermeasures), additional maid forms and monster girls, and a few others that are maybes like manor building or daughters of the manor. And tons of smaller ones.
 
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DDSDD

Newbie
May 29, 2018
32
31
174
Personally I like all this dev is doing, but I do feel they should focus on finishing out one thing for good and then focus on the next. So good for them to do this pool.
 
4.30 star(s) 12 Votes