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Noble Legacy News

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]

Patch 0.1.55285

Noble Legacy - Patch v0.1.55285
[h2]Highlights[/h2]
  • [p]New Feature: Builder’s Lodge [/p]
    • [p]The Builders Lodge built with the new Builders Tool Rack is a dedicated structure for the new Labourer job roles in which peasants assigned to labourer will construct your buildings for you![/p]
  • [p]New Feature: Labourer Role [/p]
  • [p]New Feature: Building Framing System[/p]
    • [p]A new build system is in place with the all new building framing system - where you can plan out your structures in which frames are placed for your villagers to build. You can swap between preview modes by equipping and unequipping your hammer. [/p]
  • [p]New Feature: Hearth (Warmth and Fuel Overhaul)[/p]
    • [p]Warm and Fuel has been re-designed by requiring Hearths to be placed in villager homes to properly warm them. Villagers will automatically maintain their homes fuel level as long as your market storage is fed sufficient fuel.  [/p]
  • [p]Balance Update: Hunger and Leisure[/p]
    • [p]The day length has been updated, reduced from 52 minutes to 36 minutes. Villagers will still need to eat once a day, making them consume food more often[/p]
    • [p]Villager behaviours have changed to prioritize food, and will stop working to eat if they become too hungry during the work day.[/p]
  • [p]New Feature: Financial tracking[/p]
    • [p]Financial breakdown available in kingdom menu[/p]
  • [p]New Villagers: Hanz and Franz. These two villagers are our first tier 3 villagers (very high stats!) and also feature a new trait: Twins, which give them a huge morale boost when they work at the same location.[/p]
  • [p]New Production Toggle: production furniture (e.g., forager’s basket) can now be enabled/disabled manually with Q.[/p]
  • [p]Added new Halloween assets: scarecrow, gravestones, pumpkins, icons.[/p]
  • [p]Expanded décor: new rugs, castle wall battlements, bookshelves, light posts, hearth, new crop visuals[/p]
  • [p]Economy, and Kingdom Balance performed and ongoing as content is updated, added and new resources introduced. [/p][p][/p]
[p][/p][p][/p][p][/p][p][/p][p][/p][hr][/hr][p][/p][h2]AI & Villagers[/h2]
  • [p]Labourers have a priority system for deciding which building tasks to complete first, accessible from the Builder’s Lodge details UI.[/p]
  • [p]Labourers will search manually for items if not in the storehouse.[/p]
  • [p]Fixed issue with Acolyte work schedules[/p]
  • [p]AI characters will now leave the settlement if unhappy for too long.[/p]
  • [p]Updated morale system: Villagers now have unhappy animations[/p]
  • [p]Villagers now have food in their hand when playing eating animation[/p]
  • [p]Villagers’ morale UI now properly displays the total morale bonus/penalty for stacked effects.[/p]
  • [p]Fixed: Villagers not finding storage inside their own building.[/p]
  • [p]Bandit raid events are now more frequent. [/p]
    • [p]You will want to ensure proper defenses and guards patrolling your village.[/p]
  • [p]Villagers no longer generate incorrect negative thoughts after interacting with objects.[/p]
  • [p]Villagers no longer generate less relevant thoughts[/p]
  • [p]Harvesters are more efficient when gathering resources, harvesting multiple resource nodes before returning to storehouses.[/p]
  • [p]Villagers will fuel homes with wood from woodcutters if no storehouse exists.[/p]
  • [p]Introduced “Tired” morale debuff, applied when villagers do not sleep at night. Villagers will enter leisure state if they cannot find a bed.[/p]
  • [p]Villagers will now fuel their homes from the woodcutter, if unable to from the storehouse.[/p]
  • [p]Only villagers now use work schedules[/p]
  • [p]Removed collisions from unconscious NPC’s[/p]
[p][/p][hr][/hr][p][/p][h2]Gameplay & Systems[/h2]
  • [p]Added manual enable/disable for production furniture (e.g., forager’s basket) via Q.[/p]
  • [p]Grid snapping improved: chairs now always face tables correctly.[/p]
  • [p]Pre-built structures now correctly consume resources when placed as furnished or unfurnished.[/p]
  • [p]Fixed crafting stations no longer allow recipe switching mid-craft.[/p]
  • [p]Fixed several issues with wall, roof, and floor placement, including triangular walls and ceiling/floor grid alignment.[/p]
  • [p]Fixed upgrade flow: resources are only taken/refunded once the upgrade finishes.[/p]
  • [p]Added Builder’s Lodge building, now required for higher kingdom tier upgrades.[/p]
  • [p]Food values and prices adjusted for better balance.[/p]
  • [p]Optimized navigation, pathfinding, and collision systems.[/p]
  • [p]Added default and auto-detect options for DirectX and rendering settings.[/p]
  • [p]Fixed crafting recipe issues and missing food items after updates.[/p]
  • [p]Fixed pond fishing interaction for villagers and players.[/p]
  • [p]Fixed issue where villagers may have slept in their fellow villagers' beds if they did not have their own.[/p]
  • [p]Updated Tech Tree balance, tier costs, and scenario unlocks.[/p]
  • [p]When previewing Buildpart placement, parts will no longer hide when moved to invalid locations[/p]
  • [p]Fixed issues with buildparts not being destroyed when no supporting pieces[/p]
  • [p]“Might” (Strength) stat now reduces building time (up to 25% faster at full stat).[/p]
  • [p]“Aptitude” stat now increases movement speed.[/p]
    • [p](Note: This will be subject to be adjusted and changed in future updates)[/p]
  • [p]NPC movement speed is now increased when walking on Roads.[/p]
  • [p]Fixed: Crop meshes now clear correctly after harvesting.[/p]
  • [p]Farms updated: foliage spawns directly on the landscape and adjusts to elevation.[/p]
  • [p]Fixed: Floating fences and fences disappearing when other building parts are destroyed.[/p]
  • [p]Fixed: Issues with supporting build parts not destroying correctly (floating parts).[/p]
  • [p]Fixed: Upgraded buildings now show the correct job type instead of “quarters.”[/p]
  • [p]Buildings default name now has a number[/p]
  • [p]Increased allowed interaction distance for building [/p]
[p][/p][hr][/hr][p][/p][h2]World & Events[/h2]
  • [p]Bandit events now repeat and spawn groups across the map.[/p]
  • [p]Added new Builder’s Building to tutorial scenario.[/p]
  • [p]Adjusted pond fish volumes to better match pier interaction height.[/p]
  • [p]Additional fixes to preventing weather in interior spaces[/p]
  • [p]Most challenges now complete instantly after finishing objectives, no need to return to the quest giver.[/p]
  • [p]Optional event warnings added to keep players informed of upcoming events.[/p]
  • [p]Challenge actors will no longer spawn in large foliage[/p]
  • [p]Fix issues with dialogue causing soft lock[/p]
[p][/p][hr][/hr][p][/p][h2]UI & Systems[/h2]
  • [p]Visitors now show correct interact action when unconscious.[/p]
  • [p]New Critical Issues Panel added to HUD (tracks morale, hunger, warmth, upkeep failures, etc.).[/p]
  • [p]Fixed: Visitor menu now clears correctly when visitors leave.[/p]
  • [p]Fixed: ESC no longer closes the settings menu unintentionally.[/p]
  • [p]Updated morale info to display above activity info on villager cards.[/p]
  • [p]New icon for Tethered NPC job.[/p]
  • [p]Save/load menu improvements: warning messages and menu navigation fixes.[/p]
  • [p]Fixed building details panel not hiding when hammer is put away.[/p]
  • [p]Save/load menu polished (SAVE now shows as SAVE / LOAD).[/p]
  • [p]New warnings when loading saves that may have issues after updates.[/p]
  • [p]Rotated clock UI, such that noon is on top[/p]
  • [p]Visitor details tabs better communicate what you’re seeing[/p]
  • [p]All available worker types listed for buildings[/p][p][/p]
[hr][/hr][p][/p][h2]Art [/h2]
  • [p]Added Builder Tool Rack [/p]
  • [p]Added new rugs, castle wall battlements, bookshelves, light posts, hearth [/p]
  • [p]Crop updates for wheat, flax, berries, and vegetables[/p]
  • [p]Added Halloween event items including scarecrow, gravestones, and pumpkins[/p]
  • [p]Updated stone roofing meshes (polish and collision fixes).[/p]
  • [p]Updated bookshelf and tub collisions.[/p]
  • [p]Updated visuals on T1 log huts with mud grout.[/p]
  • [p]Updated Crops Visuals - Wheat / Berry / Vegetables / Flax[/p]
  • [p]Improved lighting in the main menu and in-game environments.[/p]
  • [p]Updated doorway models, stone and wood archways, and other build visuals.[/p]
  • [p]Updated icons for crops, builder tools, and build menu.[/p]
  • [p]Seasonal visuals fixed: season transitions now work properly in new saves.[/p]
  • [p]Updated stone doorway, rope fences, railings, and shutters for better fit and visuals.[/p]
  • [p]Updated water lilies to render with correct opacity.[/p]
  • [p]Updated hearth and fireplace descriptions (added rotation arrows).[/p]
  • [p]Added weather masking to logs, railings, and foliage (snow no longer piles incorrectly).[/p]

September Update - Preview!

[h2]Lords, Ladies, and People of the Realm![/h2][p][/p][p]We are excited to share with you our latest progress and update! As we continue working on the release of the Wildlands Update, we are planning to provide another patch with some core functionality changes along with new features. We will provide highlights to the new features which include overhaul of our Fuel System, Warmth, along with the new framing system workflow. In addition we have an expansive list of notes that improve AI Villagers, Navigation, Gameplay Systems, Events, and more.

For more information feel free to join us in a deeper walkthrough of our September Update Highlights!
[/p][previewyoutube][/previewyoutube][h2]
Highlights
[/h2]
  • [p]New Feature: Builder’s Lodge [/p]
    • [p]The Builders Lodge built with the new Builders Tool Rack is a dedicated structure for the new Labourer job roles in which peasants assigned to labourer will construct your buildings for you![/p]
  • [p]New Feature: Labourer Role [/p]
  • [p]New Feature: Building Framing System[/p]
  • [p]A new build system is in place with the all new building framing system - where you can plan out your structures in which frames are placed for your villagers to build. You can swap between preview modes by equipping and unequipping your hammer. 
    [/p]
[p][/p]
  • [p]New Feature: Hearth (Warmth and Fuel Overhaul)[/p]
    • [p]Warm and Fuel has been re-designed by requiring Hearths to be placed in villager homes to properly warm them. Villagers will automatically maintain their homes fuel level as long as your market storage is fed sufficient fuel.  [/p]
[p][/p][p][/p]
  • [p]New Feature: Financial tracking[/p]
    • [p]Financial breakdown available in kingdom menu[/p]
  • [p]New Production Toggle: production furniture (e.g., forager’s basket) can now be enabled/disabled manually with Q.[/p]
  • [p]Added new Halloween assets: scarecrow, gravestones, pumpkins, icons.[/p]
  • [p]Expanded décor: new rugs, castle wall battlements, bookshelves, light posts, hearth, new crop visuals[/p][p][/p]
[p][/p][p][/p][h2]Community Spotlight[/h2][p]

Created by Yule - there is no time wasted in crafting castles, and this mega village features narrow streets along with a massive stone castle looming over.

Feel free to follow their progress here!

[/p][p] [/p][p]Created by Bad Mojo - This town looks natural, warm, and inviting. With connected building styles, and very strong variations, this town is sure to be one to visit! Check out their walkthrough video here!

That is all for this September Preview - the update is slated to come very soon and we look forward to sharing our progress and update notes shortly. Cheers, and see you in Greenwood![/p]

Hotfix: 0.1.54693

Notes:
  • Fixed AI idling when unable to find a bed to rest in

Patch: 0.1.54692

[h3]Gameplay & AI[/h3]
  • [p]Fixed NPC’s occasionally skipping rest at night.[/p]
  • [p]Improved reliability of AI behaviors and navigation.[/p]
  • [p]Resolved crashes in some cases when AI Villagers swap recipes in crafting tables.
    [/p]
[h3]World & Environment[/h3]
  • [p]Resolved flickering trees during camera movement.[/p]
  • [p]New Mine Locations added throughout Greenwood[/p]
  • [p]New Pond Locations added [/p]
  • [p]Weather Modification efforts ongoing, Blizzards and thunderstorms are now less frequent.[/p]
  • [p]Berry bushes adjusted to spawn in clusters instead of scattered singles.[/p]
  • [p]Fixed floating caustics on one pond.[/p]
  • [p]Fixed snow appearing inside homes.[/p]
  • [p]Fixed various visual bugs inside thatch roofing.[/p]
  • [p]Fixed issues with removing farm plots on inclines.
    [/p]
[h3]Building & Placement[/h3]
  • [p]Updated foundation and half foundation sizes for better alignment/snap.[/p]
  • [p]Updated Guard Post arrows and build collision placements.[/p]
  • [p]Fixed altar placement arrows for correct priest facing.[/p]
  • [p]Fixed blocked placement of wicker/standard fences on half foundations.[/p]
  • [p]Trough is now placeable on the ground.[/p]
  • [p]Weavers bench for tailor now has proper arrows and collision placements[/p]
[h3]
Camera & UI[/h3]
  • [p]Third-person camera now passes through fences to reduce bumps.[/p]
  • [p]Wardrobe has been removed from the research tree as it auto-unlocks[/p]
  • [p]Fixed multiple misspellings.[/p]
[h3]
Localization [/h3]
  • [p]Included Russian translations. [/p]
  • [p]Включены русские переводы. [/p]
[p][/p][h3]Audio[/h3]
  • [p]Added additional audio tracks.[/p]