Noble Legacy · public · first seen
The Village Life Update is live, and it brings phase 2 of the combat rework: heavy attacks, bow targeting and smarter bandits on top of a retuned directional system. It also makes big towns run smoother and gives NPCs more to say. Villagers keep working when times are hard, fishing has been reworked and the market screen is new.
Phase 2 of the combat rework adds heavy attacks, bow targeting and smarter bandits, and retunes the whole directional system around them.
Heavy attacks are in
Enemies can now be targeted while using the bow
Bandit AI improved to avoid hitting each other
Directional attack and defense, driven by your movement
A Quick Time prompt for directional defense, with arrows showing the direction
A parry that staggers attackers when their strike is blocked
Target lock with left/right cycling and closest-enemy targeting
Longsword, shield and short sword now counter each other, rock-paper-scissors style
Bandits flank in coordinated attacks, with retuned timing for attacking, defending and dodging
Player attack timings and input mapping recalibrated
Combat animations reworked
Tutorial and HUD updated to match the new combat
Large towns run better. We did a general optimization pass aimed at the point where your settlement really starts to grow.
Around 10 ms saved per frame in mid- and late-game sessions
General performance optimization for large towns
Your villagers have more to say, and what they say depends on who they are and how things are going for them.
New dialogue for each personality
Dialogue reacts to a villager's needs and how well they know you
Day-to-day NPC dialogue now runs through one unified system
Dialogue and greeting lines stay on screen long enough to read
Villagers are easier to read at a glance, and they no longer give up when times get tough.
Starving or unhappy villagers now keep working instead of just wandering around
The Kingdom menu shows villager types in worker slots, with a details tooltip on hover
A more compact layout for villager information
Fishing got a proper pass, from finding a spot to landing the catch.
Fishing regions can be seen from the tactical view
Detecting and catching fish in bodies of water has been reworked and visually refined
New casting sound, with the hook splash adjusted and rebalanced
You no longer have to turn away and back to fish after fish respawn
The first fishing cycle no longer gets interrupted, which used to desync the animation and leave stray fish behind
Third-person building is easier on a controller.
New rotation and height controls when building with a controller
Fixed building issues with a controller in tactical view
The structure radial menu no longer closes itself the moment you open it while standing on or targeting a road
The Buy and Sell screens have been restyled to match the rest of the interface.
Category tabs for food, materials, tools, weapons, armor and misc, with filters
Collapsible item groups with their own category headers
Easier to read, easier to move around in.
A background panel behind inventory rows, so text stays readable against the world
Clearer scrollbars and position indicators across inventory lists
Navigation between the crafting and inventory panels fixed
Inventory category tabs no longer disappear after you open a villager's inventory
Crafting and gathering sound the way they should.
A success sound when crafting finishes, with variations by material and item type
New sounds for cutting wood and mining stone
Sand collecting has its own sound again (it was borrowing the stone mining one)
New sounds for foraging plants and herbs
Fixed surface footstep sounds that could stop playing
Homes and taverns feel lived in. A new set of medieval props has been added across interior spaces.
Dining and tavern: tableware, drinkware, decanters, bread and plated food, tabletop games and lighting
Kitchen and pantry: prep tools, hanging herbs and cured meats, spice jars, hearth and cleaning gear
Household and living: inkwells, quills and wax seals, jewelry boxes and chamber pots
Fixed a crash when switching tabs in the Management menu during long Kingdom Mode sessions
Fixed players getting stuck after sitting on the Throne
Fixed interaction prompts getting disabled after combat, which stopped "Save & Sleep" in tents and beds
Fixed unresponsive controller input in crafting menus, tabs and recipe cycling
The inventory has an "All" tab again
Loot windows on bodies and chests open on "All", and "Loot All" now takes everything across every category
The main menu option "Save / Load" is now "Load", since saving happens in beds and tents
The mission UI no longer draws on top of other menus
Enemy death animations no longer replay when they come back on screen
Fixed character positioning at water basins and other round furniture
Next up is the Save & Onboarding Update on November 24. Until then, go fishing, sit on your throne (you can get up now) and tell us what your villagers are saying. Thank you for the bug reports and the feedback — keep them coming.
| Depot | New manifest | Previous manifest |
|---|---|---|
| 3372711 | 2606235648291035097 | 2839837386771228879 |