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]![]()
![]()
![]()
![]()
[/carousel][p][/p][p]
[/p][p][/p][h2]Guard System Improvements[/h2]
[/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][h3]Additional UI Updates[/h3]
[/p][h2]Performance & Optimization[/h2]
Bug Fixes[/h3]
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]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]
[/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]
- [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][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]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]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]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]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]
- [p]Locked doors and defensive gates now block AI navigation correctly.[/p]
- [p]Improved AI movement reliability around complex player builds.[/p][p][/p]
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]