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Noble Legacy - December Update Preview

[p]Lords and Ladies,[/p][p]The December Update for Noble Legacy is nearly here, and it marks a major step forward in shaping both the world and your journey within it. This update focuses on early-game guidance, deeper crafting systems, world population, and long-term foundations for future content — all built with your feedback in mind.[/p][p]Below is a preview of what’s coming.[/p][p][/p][previewyoutube][/previewyoutube][h2]

Opening Alignment — A Guided Beginning
[/h2][p]We’ve introduced a new Opening Alignment that helps set the stage the moment you arrive in Greenwood Valley.[/p][p]This opening experience introduces you to the world, its dangers, and its opportunities, while suggesting ideal settlement locations based on the surrounding terrain. It’s designed to provide direction without removing freedom — helping new players get started while preserving the sandbox nature of Noble Legacy.[/p][hr][/hr][h2]Ruins & Brigands — Foundations for Exploration[/h2][p]Ruins now appear throughout the world, often occupied by brigands and outlaws.[/p][p]These locations offer:[/p]
  • [p]Combat encounters[/p]
  • [p]Risk and reward[/p]
  • [p]Early exploration challenges[/p]
[p]More importantly, ruins are a foundation system. They are designed to expand over time with future quests, narrative encounters, and discoverable loot as development continues.[/p][p][/p][p][/p][hr][/hr][h2]Crafting & Inventory Overhaul[/h2][p]We’ve overhauled the crafting and inventory systems to improve clarity, flow, and long-term scalability.[/p][p]Expect:[/p]
  • [p]Cleaner inventory management[/p]
  • [p]More intuitive crafting interactions[/p]
  • [p]Stronger foundations for expanded production chains[/p]
[p]Your tools, equipment, and resources now feel more connected to the world and your growing settlement.[/p][p][/p][hr][/hr][h2]Weapons, Armor & Toolcrafting[/h2][p]Players can now craft:[/p]
  • [p]Weapons[/p]
  • [p]Armor[/p]
  • [p]Tools[/p]
[p]These systems are designed to support future progression tiers, specialization, and role-based equipment for villagers and guards.[/p][p][/p][p][/p][hr][/hr][h2]Two-Handed Weapons[/h2][p]Two-handed weapons are now available, introducing:[/p]
  • [p]Heavier combat options[/p]
  • [p]Greater reach and impact[/p]
  • [p]Clear tradeoffs between power and control[/p]
[p]Choosing the right weapon now matters more than ever.[/p][hr][/hr][h2]Weaver & Tailor — Clothing Production Arrives[/h2][p]The Weaver and Tailor are now fully functional parts of your settlement.[/p][p]Raw materials can now be processed into:[/p]
  • [p]Cloth[/p]
  • [p]Garments[/p]
  • [p]Clothing for your population[/p]
[p]This completes a key production chain and lays the groundwork for future systems tied to gear, comfort, and progression.[/p][p][/p][hr][/hr][h2]Populated Villages & Barons[/h2][p]Villages across Greenwood Valley are now fully populated and ruled by Barons.[/p][p]This update establishes living centers of power within the world and lays the foundation for:[/p]
  • [p]Future diplomacy[/p]
  • [p]Rivalries and alliances[/p]
  • [p]Political decision-making[/p]
[p]The world is becoming more alive — and more reactive.[/p][hr][/hr][h2]The Lord’s Manor — A Place of Rule[/h2][p]The Lord’s Manor introduces a personal home for your character, featuring:[/p]
  • [p]A Throne[/p]
  • [p]A Bed[/p]
  • [p]A Desk[/p]
[p]This space represents authority, reflection, and leadership — a place that will continue to evolve alongside your rule.[/p][p][/p][p][/p][p][/p][p][/p][h2]Thank You, From the Team[/h2][p]This update wouldn’t be possible without the passion and feedback of the Noble Legacy community.[/p][p]From testing builds and reporting bugs to sharing ideas and helping shape the game’s direction — thank you. Every update is built with your voices in mind, and we’re proud to be building this world together.[/p][p]Holidays from us on the team, and we can’t wait to show you what’s next. Happy [/p][p]— The Noble Legacy Team[/p]

Noble Legacy – Update 0.1.57452

[h3]Greetings Nobles![/h3][p]This update brings major additions to your growing kingdom, including the new Stables and Mounts, full Shield Combat and Shield Crafting, expanded Tool Tier crafting, and the introduction of Copper Ore to support early metal progression. We’ve also delivered a wide range of performance optimizations, improved world polish, and refined AI, crafting, and building systems to make your villages smoother and more immersive than ever.[/p][p]
Note on Raids:[/p][p]We’ve made adjustments to address the excessive raid frequency reported by players. Here’s how raids will behave in this patch:[/p]
  • [p]Existing Saves:
    Raids may still occur if they were already queued in your save, but the changes we’ve made should significantly reduce or eliminate raid spam. We’re monitoring reports closely to confirm this fix across different worlds.[/p]
  • [p]New Saves:
    Raids are now fully disabled. No raid events will trigger in new worlds until the full bandit camp system is implemented.[/p]
[p]This approach allows us to confirm whether the underlying issue still affects older worlds while preventing new players from experiencing repeated or unfair raid attacks. Raids are planned to return once they are properly tied to the upcoming Bandit Camp system, giving players meaningful counterplay by clearing nearby camps.[/p][p]If you continue to experience frequent raid attacks on an older save, starting a new world will ensure a smooth experience until the full system arrives in the December update.[/p][p]Thank you for your patience while we refine these features and prepare the proper raid and bandit systems for future patches.[/p][p][/p][p]Note on Build Parts:

Several building parts have had their default rotations adjusted to improve placement quality, snapping behavior, and villager interaction reliability. In existing saves, you may notice some furniture or objects appearing rotated—you may need to rotate these manually. New game saves will not be affected by this change.[/p][p][/p][p]Note on Character Creator:[/p][p][/p][p]We’ve made some underlying updates to the character system in preparation for future content. As a result, characters in existing saves may appear unexpectedly bald. If so, simply revisit the Character Creator and reapply your desired hairstyle.

This note does not apply for bald persons.

Additionally, some clothing pieces may revert to their default clothing after the update. If for some reason you find your Lord or Lady embracing more of the outdoor elements than intended, a quick return to the Character Creator or a Wardrobe, will allow you to select your preferred outfit once again and spare yourself from a wandering breeze. [/p][h2][/h2][h3]Stables & Mounts[/h3]
  • [p]Added the Stable building and Saddlehand Workbench, along with a feeding trough[/p]
    • [p]Presently you will be granted a horse upon placement of a feeding trough though later we plan to update this through trade as purchasable husbandry.[/p]
    • [p]Players can mount and dismount with hotkey X (tooltips to be adjusted as we expand on animal husbandry)[/p]
  • [p]Introduced first horse with its own animations, movement, AI navigation, and interact logic[/p]
  • [p]No research is required to build a stable for now, but will be added to the research tree in our broader animal husbandry update[/p]
  • [p]Developers Note: We are in the process of updating hoof and horse ambient audio which will be patched in next. You may experience bugs and unexpected behavior with the Horse which we will continue to evaluate and polish. To fix any unexpected issues - you can always dismiss your horse in the character panel, and build a new trough to spawn a new one. As soon as we are comfortable with the horse mechanics, we'll be expanding this to purchasable and trades with variety of horses in the long term. [/p]
[p]
[/p][h3]Shield Combat & Crafting[/h3]
  • [p]Added Shield Equipment and a full shield-based combat stance.[/p]
  • [p]Introduced blocking, shield hit reactions, and defensive timing improvements.[/p]
  • [p]Sword-and-shield combinations now have unique animations and transitions.[/p]
  • [p]Shields can now be crafted at the Blacksmith with proper recipes, materials, and UI integration.[/p]
  • [p]New shield icons, animations, and station interactions added.[/p]
  • [p]Expanded the Blacksmith crafting loop to support tool progression.[/p]
  • [p]Added crafting recipes for higher-tier tools, creating the foundation for future advanced tool upgrades.[/p]
  • [p]Re-enabled tool costs for tool racks and improved tool assignment UI.[/p]
  • [p]Copper Ore is now added to mines and resource nodes, enabling early-tier metal crafting.[/p]
  • [p]Updated mine visuals and resource distribution.[/p]
  • [p]Integrated new resource icons and crafting recipes. [/p]
[p] Developers Note: As we roll out more resources, we will be expanding on further crafting recipes including Steel and Masterwork Tiers. As such we are focusing on initial tiered tools and weapons up from basic tools. We have several new weapons planned to release in our upcoming updates. Blacksmith and Foundry will be updated soon.
[/p][p][/p][h3]Major Optimizations[/h3]
  • [p]Reduced virtual texture pool from 3GB → 1.2GB, improving memory stability.[/p]
  • [p]Optimized HLOD builds and merged mesh performance.[/p]
  • [p]Removed unnecessary collisions on foliage for smoother traversal.[/p]
  • [p]Improved lighting, reflection behavior, and streaming performance.[/p]
  • [p]General crash fixes, navmesh improvements, and AI stability updates.[/p]
[p][/p][p][/p][p][/p][h2]Additional Improvements[/h2][h3]Combat & Weapons[/h3]
  • [p]Faster melee animations and cleaner hit detection.[/p]
  • [p]Improved damage consistency and stagger behavior.
    Better bow responsiveness and removed camera drift during firing.[/p]
  • [p]Raids: We have temporarily disabled raids that were disproportionally scaling and will be replacing them with Bandit camps in a future update.

    [/p]
[h3]Buildings & Construction[/h3]
  • [p]Updated Woodcutter’s Lodge prefab and added new lumber stack build parts.[/p]
  • [p]New support pillars and updated decorative structure icons.[/p]
  • [p]Improved placement, snapping, and collision for walls, stairs, and gables.[/p][p][/p]
[h3]Crafting & Stations[/h3]
  • [p]Added manual fuel toggles for crafting stations.[/p]
  • [p]Fixed blacksmith crafting loops and resource consumption issues.[/p]
  • [p]Updated building detail UI to reflect fuel and active work more clearly.

    [/p]
[h3]World & Environment[/h3]
  • [p]Added new ore types (including Copper) and refined terrain transitions.[/p]
  • [p]Updated background foliage and shader performance.

    [/p]
[h3]AI & Villagers[/h3]
  • [p]Hunters now properly approach wildlife spawners.[/p]
  • [p]Builders logically select valid build parts based on available resources.[/p]
  • [p]Improved pathfinding around wells, walls, and tight village layouts.

    [/p]
[h3]UI & UX[/h3]
  • [p]Updated blacksmith UI, radial menus, and resource widgets.[/p]
  • [p]Fixed crafting menu refresh issues and improved sound cues.[/p]
  • [p]Reduced texture sizes across UI elements for performance gains.

    [/p]
[h3]Voice Acting[/h3]
  • [p]Added multiple new villager voice lines and characters.[/p]
  • [p]Improved cooldowns and variation to reduce repetitive dialogue.[/p]
[p][/p][h3]Known Issues[/h3]
  • [p]Andres may get stuck underneath Farmhouse in Scenario 2: Heart of Gold (Remove build parts to access and replace as a current workaround)[/p]
[p][/p][p]Thank you all for playing Noble Legacy as we continue to develop. We look forward to our next update in December![/p]

Noble Legacy - Hotfix v0.1.56953

[p]Greetings Nobles,[/p][p][/p][p]In this hotfix we have a few important fixes before we prepare for our next update. Thank you for identifying these issues and sharing them with us as we continue to deliver the best possible experience while cooking upcoming content. [/p][p][/p]
  • [p]Updated navigation for defensive walls + Well [/p]
  • [p]Fixed issues with placement of the Tavern Bar[/p]
  • [p]Fixed invisible issues with placing the woodcutters lodge default prefab[/p]

Noble Legacy - Hotfix v0.1.56926

[p]Greetings Nobles,

In this hotfix we are resolving an issue in which the forager prefab is floating[/p][p][/p]
  • [p]Fix for floating forager prefab structure

    [/p]

Noble Legacy - Patch v0.1.56882

[h3]Greetings Nobles!

We have released patch v0.1.56882[/h3][p][/p][p]In this patch we have focused on additional optimization aspects for low end systems, fixes to the miner and pickaxe. As we prepare to expand our crafting loop we are introducing consumption cycle of tools. Base tools will always remain permanent, and as we move forward with our future crafting updates, products and improved tools will be expanded on depending on resource types and research to those. You'll notice that the tool racks reflect these on toggle switches when interacted with. [/p][p]
Patch Breakdown[/p]
  • [p]Fixed woodcutter sawing planks [/p]
  • [p]Fixed toggle on plank production[/p]
  • [p]Fixed base pickaxe for miners[/p]
  • [p]Added tool rack for the foundry so that miners can retrieve new pickaxes[/p]
  • [p]Added quality switches and performance improvements for low settings. [/p]
    • [p]Developer Note: For low settings you will want to set "effects" settings to low in the main menu. Avoid doing this in runtime while you are playing to avoid microstutters from shader permutations. [/p]
  • [p]General rendering and foliage optimizations at low settings[/p]
[p][/p][p]The major accessibility improvements here in the "effects settings" to low - are disabling various advanced functions such as snow depth, trails, and foliage interaction. For higher end GPU's we still recommend running high or epic if you enjoy these various features but we decided to provide more granularity and overhead in performance improvements so in either case all players can always tune these settings to their preferences.

Thank you all, and we look forward to our next update which will expand on additional structures aligned with the roadmap, more crafting and additional changes to the combat system, including the removal of tab lock on and physics based combat. We look forward to sharing this with you all.

As always, thank you for your support![/p]