In this update11
Full notes
Full Noble Legacy update
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Repeated intro
Greetings Lords & Ladies,
What changed
- Gameplay
- Performance
- Balance
- UI and audio
- Fixes
- Events
Noble Legacy changes
We’re making major improvements to crafting and production to create a more reliable, predictable, and intuitive experience across your entire settlement.
Right now, some jobs (like Woodcutters) can outperform others simply due to how often AI must move, gather, and process resources. This has created uneven production chains where basic materials become abundant while advanced goods can bottleneck.
This update focuses on simplifying production flow, reducing unnecessary worker tasks, and making your settlement feel far more reliable day-to-day.
Alongside these production improvements, this update also includes major fixes to quests, combat, UI, optimization, and overall game stability.
Highlights
Crafting is faster, smoother, and far more reliable across all production chains
Major reduction in production bottlenecks (Smelter → Blacksmith → etc.)
Porters no longer interrupt active crafting jobs
Improved job balance across underperforming professions
Better resource flow throughout your settlement
Quest fixes including Hardwin the Hermit
Combat improvements and new creature audio
UI improvements and clearer resource tracking
Performance optimizations and visual polish updates
Simplified Resource Flow
The resource flow has been overhauled. Previously, crafting benches contained their own input storage. We are doing away with this, and shifting resources to be deposited to each crafting buildings unique storage build part. Crafters now pull resources directly from the Storehouse or from their unique storage.
Input storage has been removed from crafting buildings
Eliminates resource conflicts between workers
Removes unnecessary micromanagement
Improves consistency across all production chains
More Efficient Crafting
Workers now gather larger batches of materials per trip.
Crafters can retrieve up to 20x materials at once
Fuel is automatically handled by crafters
Fewer trips means faster production
Advanced production chains should stall far less often
Improved Porter Behavior
Porters now behave far more efficiently.
Porters no longer pull materials from active crafting stations
Increased carry capacity improves delivery efficiency
Porters now retrieve finished goods from output storage only
Better Job Balance
Several underperforming professions have been adjusted to create more reliable output across your kingdom.
This should help prevent situations where raw resources pile up while refined goods struggle to keep pace.
Clearer Visual Feedback
We’ve updated visual communication for production buildings.
Resource piles better reflect what is being stored
Example: Log piles now visibly include planks and firewood
Bug Fixes & Improvements
Quests
Fixed Hardwin the Hermit appearing multiple times in the Ledger
Fixed quest progression issues
Fixed quest completion failures after loading saves
Improved quest tracking reliability
Fixed duplicate Hardwin quest character issues
Hardwin now properly participates in combat encounters
Logger requirements now properly trigger quest progression
Silent events no longer appear in the Ledger
Events already in progress will no longer reappear incorrectly
Improved event save/load reliability
Extortion events are now better differentiated from bandit raids
Combat Improvements
Added new creature hit, damage, and death audio
Improved combat audio responsiveness
Improved player and enemy damage voice reactions
Fixed combat aiming issues
Improved creature combat responsiveness
Creatures now properly unequip weapons after combat
Fixed bandit disengagement issues
AI Improvements
Workers now gather materials in larger batches instead of constant trips
Fixed workers reserving incorrect resources
Improved task assignment reliability
Fixed researchers becoming stuck when no research was available
Improved villager inventory behavior
Villagers now keep warm clothing equipped longer during cold weather
Improved visitor pathing behavior
Improved AI behavior resets
UI Improvements
Improved resource tracking visibility
Added better Kingdom Status tooltips
Fixed building upgrade refresh issues
Improved storage clarity
Updated icons and interface elements
Fixed item drop issues
Players can now cancel item drops by selecting 0
Building Fixes
Fences now only snap to foundations and floors
Fixed fishing jetty smart object issues
Fixed kingdom banner placement affecting city boundaries
Visual Improvements & Optimizations
Updated combat hit effects
Improved block audio and particles
Updated foliage wind & interactive behavior
Optimized foliage wind & interactions
Improved foliage interaction responsiveness
Updated water optimization for lower settings
Fixed Baron Osric visual issues
Optimized various UI elements.
Reduced unnecessary AI tasks
Improved NPC batching performance
Reduced simulation costs on distant NPCs
Improved event loading performance
Optimized async loading systems
General production stability improvements
Source
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