Community Update
Community Update
[h2]Wildlands Part 1[/h2][p]Greetings Nobles![/p][p]The next major chapter in Noble Legacy’s Early Access journey is almost here — the Wildlands Update: Part 1. This milestone expands the living world with new towns, class roles (including the Hunter), and major environmental overhauls, while polishing core combat and overhauling our tool system. Here’s a breakdown of what’s coming soon:[/p][p][/p][p]
New Scenario — "Heart of Gold"[/h3][p]Experience the new Heart of Gold questline — featuring cinematic dialogue, new character interactions, and dynamic objectives that push the story forward.[/p][p]This is our second official scenario following the Tutorial, with our third scenario planned for Wildlands Part 2 in November.[/p][p][/p][h3]Baronies & New Towns[/h3][p][/p][p]Competing Barons are now making their presence known in Greenwood. As we expand toward Kingdom Mode, six new AI-driven towns have been introduced across the region. Each of these towns will soon be led by competing Barons as we build toward the upcoming Nobility and Diplomacy Systems. Future updates will bring unique trade routes, quests, recruitment opportunities, and even royal marriages through player-driven diplomacy. To support navigation presently, we are adding signage to every crossroad. [/p]
- [p]Wheatford — a cozy village in the northwest plains[/p]
- [p]Cliffhaven — a mountain-top stronghold in the north[/p]
- [p]Hartwood — a hidden forest town in the southwest[/p]
- [p]Hillmartch — an eastern garrison settlement[/p]
- [p]Thornwick — nestled among rolling northeastern orchards[/p]
- [p]Fernwood — a quaint southern stream village
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Players can recruit new villagers into the Hunter Role, paired with the new Hunter’s Lodge building.
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The Tanning Rack[/p][p]Workers assigned to the tanning rack will process various animal hides.
Harvest and process meat from the wildlife.
Tool System & Weapons[/h3][p]We’ve overhauled the tool system to give players greater control over their inventory and loadouts. Tool and weapon slots can now be reordered to suit player preference, offering better micromanagement and accessibility.[/p][p]Toolboxes are now required at workstations so AI villagers can freely retrieve the tools they need for specific jobs.[/p][p]And yes — the bow has been fully implemented. Some players may have looted bows earlier without being able to equip them; that changes now.
[/p][h3]Defensive Structures[/h3][p]Fortify your settlements with the new Defensive Wall progression — from wooden palisades to brick and stone ramparts.[/p][p]Walls are now spline-based, allowing flexible placement similar to roads, so Lords can plan and shape their defenses precisely. New building components include the Guard Tower.[/p][p][/p][h3]Environmental Additions[/h3][p]Explore new cliff formations suitable for settlement construction, as well as ponds and elevated water sources throughout the hills and mountains. Several regions have been reworked to create more visually striking and strategically valuable settlement locations.[/p][p][/p][h3]Wildlife Expansion[/h3][p]The forests are alive again. Wolves, boars, and bears now feature improved AI behavior, new animations, and distinct combat patterns. Expect more dangerous — and rewarding — encounters across the Wildlands.
We’ll continue balancing resource requirements for these structures, but for now, we want you to freely decorate and define your settlements.[/p][h3]
Coming Soon — Apple Orchards / Fountains / More Decorations[/h3][p]A first look at Apple Orchards, expanding agricultural diversity in a future content drop.
You may spot orchards in Baron-controlled villages, but soon players will be able to plant, grow, and harvest apples seasonally within their own settlements.[/p][p]
As always, thank you again for your continued support, feedback and enthusiasm! See you in Greenwood![/p][p]
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