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Noble Legacy News

Noble Legacy - Hotfix v0.1.59034

[p]This hotfix addresses several stability, building, and controller-related issues.[/p][h3]Fixes[/h3]
  • [p]Fixed an issue where horses could be launched into extreme distances by fish interacting with water bodies. (The fish uprising has been contained. Horses now remain safely grounded)[/p]
  • [p]Fixed multiple controller-related issues affecting the Build Menu.[/p]
    • [p]Ensure Controller Support is disabled in Options.[/p]
    • [p]Disconnect any controllers before launching the game.[/p]
    • [p]If issues persist, try reloading your save or restarting the game.[/p]
  • [p]Fixed Tier 2 door placement issues.[/p]
  • [p]Fixed collision issues when ascending Tier 2 Brick U Stairs.[/p]

Noble Legacy - 2026 Roadmap

[h3]Greetings Lords & Ladies,[/h3][p]2026 marks a defining chapter for Noble Legacy.[/p][p]Last year, we transitioned out of the demo and into Early Access—introducing Kingdom Mode, the Wildlands update, new starting locations, tutorial scenarios, expanded villager jobs, new build parts, and major overhauls to inventory, crafting, and quality-of-life systems.[/p][p]This year is about strengthening the foundations of the realm, adding quests, loot, exploration, deepening villager simulation, and ultimately placing the player at the center of history itself through our upcoming Kingmaker systems.[/p][p]Before diving into the roadmap, we want to outline an important narrative decision—because it directly shapes everything coming next.[/p][p][/p][p][/p][hr][/hr][h2]
From Aftermath to Agency[/h2][p]In 1066, William invaded England. You Decide if he ever does.

Originally, Noble Legacy was set in England after William’s conquest. While historically valid, this placed the player in the aftermath of history—a world where the crown was already settled and the most important decisions had already been made.[/p][p]As development continued and we scoped out our long-term quest and narrative systems, it became clear that this setting limited player agency across the early, mid, and late game.[/p][p]For 2026 and beyond, Noble Legacy now takes place in Normandy, before the Norman invasion of England—at a moment when history is still undecided.[/p][p]History is no longer something you inherit.
It is something you directly influence.[/p][p]This shift is foundational to the Kingmaker system.[/p][hr][/hr][h2]
Diplomacy, Barons & Legacy Paths[/h2][p]With the upcoming Diplomacy system, players will gradually align with competing Barons, each either supporting or opposing William’s invasion.[/p][p]Alignment is not a single choice—it is built over time through player actions:[/p]
  • [p]Who you supply resources to[/p]
  • [p]Which quests you complete[/p]
  • [p]The edicts you enact[/p]
  • [p]Marriage [/p]
[p]These decisions will influence:[/p]
  • [p]Which Barons rise or fall[/p]
  • [p]Whether the invasion of England succeeds—or never occurs[/p]
  • [p]The narrative direction of your Kingdom campaign.[/p]
  • [p]And ultimately, the legacy path your settlement follows[/p]
[p]End-game outcomes will unlock unique monuments, such as the Statue of William the Conqueror, and other legacy-defining structures.[/p][hr][/hr][h2]
Foundations of the Realm[/h2][p]Ledger, Chronicles & the Global Quest System[/p][p]Rather than committing to hard dates, our roadmap is structured around flexible development phases, each focused on core systems.[/p][p]The Foundations of the Realm phase includes updates already delivered in January, with more planned for February and beyond.[/p][p]Planned features include:[/p]
  • [p]Animal Husbandry[/p]
  • [p]A fully realized World Map[/p]
  • [p]New professions, including Shepherd[/p]
  • [p]New build parts such as Barns and player-created Pastures[/p]
[p]To support the narrative direction and Kingmaker loop, we are introducing the Ledger—an official journal containing:[/p]
  • [p]A Quest Diary[/p]
  • [p]Edicts[/p]
  • [p]Chronicles that record significant events[/p]
[p]This serves as your settlement’s historical record.[/p][p]The quest system is also being overhauled to support:[/p]
  • [p]Weather-driven events[/p]
  • [p]Exploration and combat quests[/p]
  • [p]Diplomatic and faction-based storylines[/p]
[hr][/hr][h2]
Life, Death & Industry[/h2][p]Villagers are more than production units—even if they may feel that way right now.[/p][p]We are introducing an Affliction System, allowing villagers to fall ill, suffer injuries, become incapacitated, or even trigger settlement-wide crises.[/p][p]Afflictions will exist in three tiers:[/p]
  • [p]Minor[/p]
  • [p]Major[/p]
  • [p]Plague-level[/p]
[p]To counter these threats, players will gain access to Edicts—settlement-wide decrees that influence health, security, production, and morale.[/p][p]This phase also expands:[/p]
  • [p]Lore and Relics[/p]
  • [p]Exotic goods and rare loot[/p]
  • [p]Unique Hero Quests, introducing recruitable villagers through short narrative arcs[/p]
[p]Supporting buildings include:[/p]
  • [p]Herbalist[/p]
  • [p]Apiary[/p]
  • [p]Apothecary[/p]
  • [p]Bath House[/p]
  • [p]New decorations tied to health and afflictions[/p]
[hr][/hr][h2]
Hearth & Heart[/h2][p]Family and lineage have always been part of the long-term vision for Noble Legacy.[/p][p]This phase introduces:[/p]
  • [p]Villager marriage[/p]
  • [p]Children and growth stages[/p]
  • [p]Player marriage that reflects status and role as a Steward[/p]
  • [p]Diplomatic unions that affect faction standing[/p]
  • [p]The Legacy Hall, showcasing lineage, key nobles, and historic moments[/p]
[p]Household decorations and family-focused systems will reinforce the theme of legacy and continuity.[/p][hr][/hr][h2]
Kingmaker[/h2][p]The Kingmaker phase introduces the Legacy Outcome System.[/p][p]Player decisions—especially diplomatic alignment—will determine whether the invasion of England succeeds or fails, shaping the final narrative arc of the campaign.[/p][p]This phase includes:[/p]
  • [p]The Final Chronicle (end-game milestones)[/p]
  • [p]Titles and full Steam Achievement integration[/p]
[p]We are also introducing Law & Order systems, impacting Kingdom Rating through crime severity:[/p]
  • [p]Minor crimes[/p]
  • [p]Major crimes[/p]
[p]Captured criminals—villagers or bandits—may face punishment:[/p]
  • [p]Pillory[/p]
  • [p]Shame Cage[/p]
  • [p]Gallows[/p]
[p]Players will decide justice:[/p]
  • [p]Repentance and reform[/p]
  • [p]Or public punishment as a warning[/p]
[p]Finally, Legacy Monuments—unique structures tied to your Kingmaker outcome—will become available, permanently marking your rule.[/p][hr][/hr][h2]
Noble Legacy 1.0 & Beyond[/h2][p]We plan to continue expanding Noble Legacy beyond 1.0 with content that builds directly on Kingmaker outcomes, including:[/p]
  • [p]New starting maps and entitled lands in England[/p]
  • [p]River Trade systems[/p]
  • [p]Wildlife expansion[/p]
  • [p]Quest and narrative content[/p]
  • [p]Guild systems[/p]
[p]We are also planning:[/p]
  • [p]Additional language localization as narrative content expands[/p]
  • [p]Multiplayer support, with dedicated balancing and system replication[/p]
[p]Thank you for supporting Noble Legacy and helping shape its future.[/p]

Noble Legacy - Hotfix v0.1.58932

[p]This hotfix addresses a few issues stemming from the January Update with a few notable additions.

NEW BUILD PARTS[/p][p]• Stone Triangle Wall and Stone U-Shaped Stairs (including Tier 3 Stone)[/p][p]• Mill snap points added to both sides of walls for easier placement

SETTINGS
• Controller support toggle added to Settings, and is disabled by default in order to prevent UI control issues. If you want to utilize controller support this toggle must be enabled. [/p][p]
FIXES & IMPROVEMENTS
[/p][p]• Tanner storage now displays correctly[/p][p]• Gates block villagers when locked and allow passage when unlocked[/p][p]• Fixed crop type selection via radial wheel[/p][p]• Improved archer AI target focus behavior[/p][p]• Villagers can now craft armor and weapons[/p][p]• Updated blacksmith armor crafting logic[/p][p]• Updated wall and U stair meshes[/p][p]• Updated baker, tailor, and weaver storage icons[/p][p]• Music now switches modes more intelligently[/p][p]• Fixed building world icons not updating[/p][p]• Fixed tavern fuel addition via Kingdom menu[/p][p][/p]

Noble Legacy - January Update

[h3]Greetings Lords & Ladies!

This update introduces new production chains, major AI and performance improvements, guard system upgrades, UI clarity improvements, Improved Recruitment Logic, expansion of roster and more.
[/h3][previewyoutube][/previewyoutube][p][/p][h2]Features: New Jobs, Buildings & Production Chains[/h2]
  • [p]Butchery added with the Butcher job, separating from the Hunting Lodge and Hunter roles. The Butcher now produces meat from carcass, Tanner will produce pelts from carcass.[/p]
    • [p]The Butcher and Tanner has now been separated from the Hunters Lodge for focused crafting and Villager Production. [/p]
  • [p]Windmill and Watermill added as separate buildings with shared functionality. Both mills craft flour and malt from wheat and the new barley crop.[/p]
    • [p]Watermills will soon require connection to a natural water source.[/p]
  • [p]Orchard added with the Gardener job to grow apples, pears, and grapes using nearby orchard plots.[/p]
  • [p]Brewery added to craft ale and wine using malt and grapes, with future integration planned for the Tavern and Market.[/p]
  • [p]Wood and Stone Gatehouses added, featuring functional gates and portcullis build parts for settlement defenses.[/p]
  • [p]Weapon parts, armour parts, and additional craftable items are integrated into the Blacksmith and Market systems.[/p]
[p][/p][carousel][/carousel][p][/p][p][/p][p][/p][h2]Guard System Improvements[/h2]
  • [p]Guards must equip a weapon to patrol. If none are available, they will not perform guard duties. Short Swords, Shields, and Bows work well with them. We're working on expanding their range of weapons. [/p]
  • [p]Guards will seek and equip armor if available. In a future update they will automatically equip higher tier armor.[/p]
  • [p]Shields can be equipped if given by the player, but guards will not seek them automatically.[/p]
  • [p]Guards prioritize Large Guard Posts and remain stationed during work hours unless entering combat.[/p]
  • [p]If no Large Guard Posts exist, guards patrol Small Guard Posts, then fallback to random building patrols.[/p]
  • [p]Guards within 100 meters will assist when another guard engages an enemy.[/p]
[p]We will continue to gather feedback, and work on guard systems which is ongoing.

[/p][h2]UI & Player Feedback
[/h2][p]Inventory Management [/p][p]We have updated tooltips and added QOL keys for item transfers that should make inventory management easier

For inventory menu: [/p][p]Left click - Inspect[/p][p]Right click - Transfer single unit / Use item [/p][p]Shift + Right click - Transfer whole stack [/p][p]Middle mouse - Transfer half stack [/p][p]Drag and drop - Transfer whole stack [/p][p]Shift + Drag and drop - Transfer half stack [/p][p]Hold Del - Discard x quantity of an item (discards if stack only has quantity of 1, otherwise asks how much to discard) 
[/p][p]For Market/Storehouse menu: [/p][p]Left click - Increase/decrease item quantity by 1 [/p][p]Shift + Left click - Increase/decrease item quantity by 10 [/p][p]Left click quantity - Enter custom value via keyboard
[/p][h3]Time of Day Indicator Update[/h3]
  • [p]The bottom-right day/night indicator now displays time-of-day flavor (morning, day, dusk, night) instead of season.[/p]
  • [p]This is intended to better communicate villager work hours, downtime, and scheduling behavior at a glance.
    [/p]
[h3]Item Consumption Summary (New)[/h3]
  • [p]Added an Item Consumption Summary notification to the bottom-right of the HUD.[/p]
  • [p]Appears every ~700 seconds (approximately every 12 minutes).[/p]
  • [p]Only appears if villagers have consumed or removed items.[/p]
  • [p]Tracks items used or withdrawn due to:[/p]
    • [p]Crafting[/p]
    • [p]Fuel usage[/p]
    • [p]Upkeep[/p]
    • [p]Tool usage (work consumption)[/p]
    • [p]Items sold or stolen
      [/p]
[p]Important Note: Many players have reported items “disappearing” from storage. In most cases, these resources are being remotely pulled from the Storehouse for crafting stations or fueling, not deleted. This summary is intended to make that hidden consumption more transparent.[/p][p]Feedback requested on clarity, usefulness, and frequency of this notification.
[/p][h3]Additional UI Updates[/h3]
  • [p]Crop selection menu updated with day, season, filtering, and out-of-season warnings.[/p]
  • [p]In-world crop condition UI icons added when looking at farms.[/p]
  • [p]Improved daily summary and upkeep notifications with widescreen fixes.[/p]
  • [p]Building world icons adjusted to reduce camera movement drift.[/p]
[p][/p][h2]Performance & Optimization[/h2]
  • [p]Major rendering optimizations across architecture, foliage, water, and billboard shaders.[/p]
  • [p]Background mountains retopologized and optimized to reduce memory usage.[/p]
  • [p]Improved villager and AI performance for large-scale settlements.[/p]
[p][/p][h2]AI & Villager Behavior[/h2][p]We have expanded upon recruitment logic to include weights based on players assessed villager roster, and added 3 new peasants. Players will now be able to flexibly recruit classes they need at various stages of progression. [/p]
  • [p]Improved AI navigation and pathing reliability.[/p]
  • [p]Added weight based logic for recruitment.[/p]
  • [p]Added 3 new peasant class villagers.[/p]
  • [p]Tavern Keeper behavior fixed.[/p]
  • [p]Updated villager recruitment pool logic for scalability and tuning.[/p]
  • [p]Task generation refactored for better performance and distribution across harvest options.[/p]
  • [p]Wildlife aggression and attack accuracy improved.[/p]
[p][/p][h2]Combat & Creatures[/h2]
  • [p]Arrows now collide with static geometry and stick to surfaces.[/p]
  • [p]Added Combat Music Tracks when player transitions to combat.[/p]
  • [p]Projectiles ignore foliage to reduce unintended collisions.[/p]
  • [p]Wildlife attack targeting improved.[/p]
  • [p]Player sprint speed reduced when wielding a weapon.[/p]
[p][/p][h2]World & Art Updates[/h2]
  • [p]Seasonal foliage color improvements and clay pass updates for Wheatford.[/p]
  • [p]Added new willow trees that lines rivers and lakes[/p]
  • [p]Updated mill visuals, portcullis assets, and unified environment materials.[/p]
  • [p]Updated defensive structures, gates, and watchtower attachment points.[/p]
  • [p]Added Building Blocking Volumes around Bandit Ruins to prevent players building within Ruins
    [/p]
[h2]Navigation & World Simulation[/h2]
  • [p]Locked doors and defensive gates now block AI navigation correctly.[/p]
  • [p]Improved AI movement reliability around complex player builds.[/p][p][/p]
[h2]Multiplayer Temporarily Disabled[/h2][p]Multiplayer has been temporarily disabled while we improve the connection flow and implement a proper invitation system. This is required to ensure stable sessions, save integrity, and platform-ready friend invites. Multiplayer will return once the new flow is fully implemented and that we’ve properly updated systems to handle multiplayer fully.[/p][h3]
Bug Fixes
[/h3]
  • [p]Fixed season initialization and save season state issues.[/p]
  • [p]Fixed building UI icons not appearing.[/p]
  • [p]Fixed pawn collision bouncing issues.[/p]
  • [p]Fixed main menu character destruction.[/p]
  • [p]Fixed research desk collision issues.

    [/p]

Noble Legacy - Hotfix v0.1.58513

[p]Greetings Nobles!

Todays hotfix is a small one that resolves an issue regarding characters equipping armor swapping to Matthew.
[/p]
  • [p]Resolved issue in which a player equipping an armor piece will result in a male character swap[/p]
  • [p]Adjusted and lowered Raid Frequency
    [/p]
[p](If you had experienced this issue, simply load your save, remove your armor, and save again)

Thank you! We're trucking away at another much larger update later this month. [/p]