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Noble Legacy - Wildlands Update v0.1.56614

[h3]Wildlands Update v0.1.56257 is here — and Noble Legacy just took a massive leap forward. [/h3][p]This update brings the world to life with roaming wildlife (bears, boars, wolves and rabbits), introduces the Hunter’s Lodge and the new Hunter class, overhauls combat with stamina, parrying, charged heavy attacks and timing-based perfect shots, and expands Kingdom Mode with new villages, cliffs, lakes and natural points of interest.
[/p][p]We’ve also launched our first Co-Op Multiplayer Alpha, added new defensive walls and guard towers, introduced the new Campaign Scenario “Heart of Gold”, and laid the foundation for future Survival Mode systems. Kingdom naming and character slots are now supported as well.
[/p][p]Your world — your people — your legacy.
Experience the next chapter.

It is HIGHLY recommended to start a new save with this update!
[/p][previewyoutube][/previewyoutube][p][/p][h2]New Features Spotlight[/h2][h3]Wildlife Integration[/h3][p]The world of Noble Legacy now teems with life — Bears, Boars, Wolves, and Rabbits roam the wilderness.Each creature has distinct behaviors, animations, and sound design. Some are timid, others territorial, and each now reacts dynamically to the player and environment. Wildlife now drops standardized resources like carcass and pelts, to be refined for crafting.[/p][p][/p][h3]Tools System Overhaul[/h3][p]A complete overhaul of the tool system introduces management, progression, and maintenance:[/p]
  • [p]Dedicated Tool Slots for players and villagers.[/p]
  • [p]Tool Racks in buildings to store and distribute tools for specific jobs.[/p]
  • [p]Blacksmiths craft and maintain tools for other professions.[/p]
  • [p]Tool Tiers (such as Wrought Iron) unlock advanced resource interaction.[/p]
  • [p]Updated Hotbar and UI for intuitive tool selection and swapping.[/p]
[p][/p][h3]Combat Overhaul[/h3][p]Combat has been rebuilt to feel more deliberate, skill-based, and rewarding.[/p]
  • [p]Added a Stamina System visible in the HUD.[/p]
  • [p]New Parry, Heavy Attack Charge, and Perfect Shot systems.[/p]
  • [p]Introduced Dodging and Shield Blocking mechanics tied to stamina.[/p]
  • [p]Improved animation blending, timing feedback, and hit reactions.[/p]
  • [p]Reworked damage values and added new combat sounds for clarity.
    [/p]
[h3]New Buildings & Hunter Profession[/h3][p]Expand your village’s production and defense capabilities with new structures and job systems:[/p]
  • [p]Hunter’s Lodge allows villagers to hunt wildlife using the new tool system.[/p]
  • [p]Added Guard Tower for early defensive roles.[/p]
  • [p]Added Cobblestone Roads for improved settlement design.[/p]
  • [p]Tool Racks integrated into job buildings for seamless worker upkeep.[/p]
[p][/p][h3]New Scenario – “Heart of Gold”[/h3][p]A brand-new cinematic questline, Abigail’s “The Brigand’s Daughter,” expands the story of Noble Legacy.[/p]
  • [p]Fully voiced and lip-synced dialogue for Abigail, Elspeth, Josephine, and the player.[/p]
  • [p]New recruit and job integration tied into quest progress.[/p]
  • [p]Improved pacing, camera work, and cutscene flow.[/p]
  • [p]Fixed prior blockers and event misfires for a complete experience.
    [/p]
[h3]Defensive Structures[/h3][p]Fortify your village with modular, upgradeable defenses:[/p]
  • [p]Defensive Walls, Towers, and Portcullis Gates can now be built using a new spline-based system.[/p]
  • [p]Walls support curvature, modular connections, and cost scaling based on length.[/p]
  • [p]Tower tops dynamically adjust when connected to other structures.[/p][p][/p]
[h3]Kingdom Mode Expansion[/h3][p]The Greenwood region has been expanded into a living world of exploration and scale:[/p]
  • [p]Added Static NPC Villages, Cliffs, Lakes, and Natural Points of Interest.[/p]
  • [p]Introduced Castle Variants for different regions.[/p]
  • [p]Overhauled terrain painting, lighting, and biome blending for realism.[/p]
  • [p]Optimized level streaming and visual fidelity across the map.
    [/p]
[h3]Multiplayer Alpha[/h3][p]Noble Legacy’s first Co-Op Multiplayer Alpha is live.[/p]
  • [p]Build, explore, and manage your village with friends.[/p]
  • [p]Supports synchronized construction, AI, and combat.[/p]
  • [p]Enabled Epic Online Services for cross-platform session and connection support.
    [/p]
[h3]Preparation for Survival Mode[/h3][p]Core systems are now in place for the upcoming Survival Mode:[/p]
  • [p]Added stamina and environmental persistence frameworks.[/p]
  • [p]Prepared systems for hunger, fatigue, and progression mechanics.[/p]
  • [p]Integrated groundwork for resource survival loops in future updates.
    [/p]
[h3]Kingdom Naming & Character Slots[/h3][p]The start of your Noble Legacy is now yours to define.[/p]
  • [p]Name your Kingdoms during world creation.[/p]
  • [p]Manage multiple characters and saves within the same realm.[/p]
  • [p]Reworked main menu and startup flow to support expanded save management.

    [/p]
[p][/p][h2]
Full Patch Notes
[/h2][h3]Villager AI[/h3]
  • [p]Added Hunter Villager Job — villagers can now track and hunt wildlife.[/p]
  • [p]Improved decision-making between work, combat, and retreat behaviors.[/p]
  • [p]AI now reacts intelligently to player actions and nearby threats.[/p]
  • [p]Fixed pathfinding inconsistencies and improved animation transitions.
    [/p]
[h3]Buildings & Construction[/h3]
  • [p]Added Defensive Walls, Gates, and Towers for fortifying your settlements.[/p]
  • [p]Introduced Cobblestone Roads for improved town layout and aesthetics.[/p]
  • [p]Added Hunter’s Lodge and Guard Tower as new functional buildings.[/p]
  • [p]Improved building grid snapping, spline precision, and cost scaling.[/p]
  • [p]Integrated Tool Racks into job structures for worker automation.
    [/p]
[h3]Art & Environment[/h3]
  • [p]Major environment overhaul across the Greenwood region.[/p]
  • [p]Added cliffs, ponds, new ore types, and biome transitions.[/p]
  • [p]Introduced new static villages and natural POIs.[/p]
  • [p]Updated lighting, water materials, and sky reflections.[/p]
  • [p]Added signage, fountains, and decorative elements to towns.[/p]
  • [p]Optimized assets and reduced unnecessary texture sizes.[/p]
  • [p]Rebuilt HLODs and improved performance for large-scale scenes.
    [/p]
[h3]Quests & Narrative[/h3]
  • [p]Implemented full “Heart of Gold” scenario with complete VO and cinematics.[/p]
  • [p]Updated quest triggers, dialogues, and event timing for smoother flow.[/p]
  • [p]Added recruit mechanics and custom tables linked to quest progression.[/p]
  • [p]Fixed text, camera, and dialogue alignment issues.[/p]
  • [p]Improved scenario transitions between campaign stages.
    [/p]
[h3]Combat & Wildlife[/h3]
  • [p]Added Combat Stamina, Parry, and Perfect Shot mechanics.[/p]
  • [p]Introduced Heavy Attack Charge and Dodge for tactical play.[/p]
  • [p]Improved responsiveness of blocks, hits, and parries.[/p]
  • [p]Rebalanced AI for wildlife combat — Bears, Boars, Wolves, and Rabbits now have readable attack patterns.[/p]
  • [p]Adjusted enemy health and aggression levels.[/p]
  • [p]Enhanced combat visuals, particle effects, and ambient sounds.
    [/p]
[h3]Tools & Economy[/h3]
  • [p]Introduced Tool Racks and Tool Slot Management for all professions.[/p]
  • [p]Added Tool Tiers for resource interaction requirements.[/p]
  • [p]Blacksmiths maintain tool supply for job buildings.[/p]
  • [p]Reworked economy systems to support tier-based progression.[/p]
  • [p]Updated crafting balance and resource dependencies.[/p]
[h3]
User Interface & Menus
[/h3]
  • [p]Overhauled Main Menu, Character Creation, and Save System.[/p]
  • [p]Added Kingdom Naming and Character Slots.[/p]
  • [p]Unified Save Data between characters and kingdoms.[/p]
  • [p]Redesigned Hotbar System with improved persistence and multiplayer sync.[/p]
  • [p]Updated Character Management UI, hover text, and sound feedback.[/p]
  • [p]Refined tutorial flow and user onboarding.
    [/p]
[h3]Multiplayer[/h3]
  • [p]Introduced Public Co-Op Alpha with building, AI, and combat synchronization.[/p]
  • [p]Enabled Epic Online Services for connection handling.
    [/p]
[h3]Performance & Stability[/h3]
  • [p]Implement HLODs and optimized streaming performance.[/p]
  • [p]Reduced memory footprint from high-resolution textures.[/p]
  • [p]Cleaned redundant logs and improved load stability.[/p]
  • [p]Adjusted physics and collision for animals and interactive props.[/p]

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][/p][h3]Combat Overhaul[/h3][p]Our combat system has been rebuilt from the ground up — introducing a new Combat Stamina System, a Wind-Up System for heavy attacks, light attack combos, more readable motion, and responsive block, parry, and dodge mechanics.[/p][p]This first phase focuses on updating animations and gameplay for one-handed swords. In Wildlands Part 2, we’ll expand to Sword and Shield offhands and Two-Handed weapons, bringing greater depth and variety to combat.[/p][p]Bows are also now available, featuring a new timing-based mechanic called the Perfect Shot Window.[/p][p][/p][h3]
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
    [/p]
[p][/p][p][/p][h3]Hunter Role[/h3][p]Hunters now take to the wild — tracking, engaging, and harvesting wildlife.
Players can recruit new villagers into the Hunter Role, paired with the new Hunter’s Lodge building.
[/p][p][/p][h3]Hunters Lodge[/h3][p]The hunters lodge will be a new build type that requires a tanning rack and butchers table. The lodge will feature the Hunter Job Role.

The Tanning Rack[/p][p]Workers assigned to the tanning rack will process various animal hides.

The Butchers Table
Harvest and process meat from the wildlife.

[/p][h3]
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.

[/p][p][/p][p][/p][p]
[/p][h3]Multiplayer Co-op (Alpha Phase)[/h3][p]We’re preparing the first implementation phase of Multiplayer Co-op Alpha.[/p][p]Multiplayer will take time to polish, but early testing already allows friends to begin joining one another in shared sessions. Expect iterative updates as we continue improving stability, synchronization, and world persistence.[/p][p][/p][h3]Menu and Kingdom Customization[/h3][p]A refreshed UI is on the horizon, including the long-awaited ability to name your Kingdom.[/p][p]Players will also be able to create and manage multiple characters, swapping between them freely — giving Lords more flexibility across different playthroughs and kingdoms.[/p][p][/p][h3]Roads and Infrastructure[/h3][p]Lay down cobblestone roads to bring authentic medieval charm to your growing realm.
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]
[/p][h3]A Step Closer to the Realm Ahead[/h3][p]Wildlands Update: Part 1 is a major milestone on our Early Access roadmap — paving the way toward Kingdom Mode, Nobility, and Diplomacy later this year.[/p][p]Wildlands Update: Part 2 will complete this phase in November, featuring expanded weapon sets, new scenarios, and enhanced AI systems.[/p][p]Stay tuned for full video previews, detailed patch notes, and the official release date — coming very soon.

As always, thank you again for your continued support, feedback and enthusiasm! See you in Greenwood![/p][p]

[/p]

Thank you for 100k Wishlists!

[h2]A Milestone Reached
[/h2][h3]Noble Legacy has surpassed 100,000 wishlists!
[/h3][p]From the earliest builders to our new nobles joining each day — thank you for believing in our vision and supporting our project, as we are truly grateful. Your support fuels the next chapter of Noble Legacy’s journey toward our roadmap updates and beyond!
[/p][p]Stay tuned for news on the upcoming Widlands Update, as we have a few surprises ahead.
[/p][p]– The Noble Legacy Team
[/p][p][/p]

Hotfix: v0.1.55415

[p]HotFix: v0.1.55415 [/p]
  • [p] Fixed hunger behavior issues[/p]
  • [p] Fixed crash on season change[/p]
  • [p] Further ensure visitors don't enter villager homes[/p]
  • [p] Updated navigation for new buildparts
    [/p]

Hotfix: v0.1.55386

[p]Hotfix v0.1.55386 is now Live!

[/p]
  • [p] Bandit Raid scaling adjusted[/p]
  • [p] Fixed trespassing Visitor (Visitors will no longer enter villager homes nor access storehouses)[/p]
  • [p] Fixed Knocked down villagers continuing to grow hungry[/p]
  • [p] Fixed unattenuated Combat sounds[/p]
  • [p] Fixed typo in save browser[/p]
  • [p] Fixed villager stats labeling[/p]
  • [p] Fixed Enemy visitors not despawning when reloading save[/p]
  • [p] Fixed issue with cooldown times not applying for random events[/p]
  • [p] Fixed rug clipping through floor on Stone[/p]