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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]