Hotfix Elves Remove Human Male voices from Elven Male voice pool
Build Disable Debug in ReleaseRestart the game and steam to pick it up!
Noble Fates 0.28.0.6 Released!
Hotfix Crash Fixes Fix for crash related to Dead Noble Portraits
Conversations Auto-select Mortal when you start a Conversation with them Switch to Compatibility tab if that Mortal isn't part of your Kingdom
Temperature Overlay Add Toggle Button Add Hotkey (U)
Mycologist Visits half as often
Cooler Double Frostcap Burn Rate
Stone Terrain Decrease Health by 33% Decrease Mining Difficulty by 12.5%
Raw Meat Tweak Visuals Add variable stack size visuals
Cooked Meat Add variable stack size visuals
Kin Add FootprintsRestart the game and steam to pick it up!
Noble Fates 0.28.0.5 Released!
Hotfix Crash Fix Fix for crash when updating Buildings
Terraforming Fix for rendering issue with Preview
Hauling Refueling now takes place before supplying Building jobs Supplying Usables now takes place before supplying Building JobsRestart the game and steam to pick it up!
Noble Fates recently received its 5th Major Update - Dwarven Domain - check it out! https://store.steampowered.com/news/app/1769420/view/3657533936655804682?l=english
Discord
Join the Official Discord to participate in Development
Noble Fates 0.28.0.4 Released!
Hotfix Crash Fixes Fix for crash when Applying Floor Shifts Fix for crash when resolving Chimney and Pipe Networks Fix for crash when refreshing Character Inventory
Stone Hearth Stone Hearths now consume 1/3 less Wood per hour than Fire Pits
Research Log Separate Packed/Unpacked from Equipped/Unequipped
Performance Small Optimization when Applying Floor Shifts
Stone Chimney Disable ability to choose Tall or Regular visuals (chosen automatically based on Roof presence)
Exhaust Pipes Fix visual error in BlueprintRestart the game and steam to pick it up!
Noble Fates 0.28.0.3 Released!
Hotfix Mycologist Remove Mycologist Cave Conversation when they leaveRestart the game and steam to pick it up!
Noble Fates 0.28.0.2 Released!
Hotfix Time Add Petition that explains Yir and Sizon during Guided Experience Add Tooltip that explains Yir and Sizon in bottom right
Fermentation Barrel Add Expected yield to in-progress recipe Decrease yield slightly Properly factor in Cook's skill Fix bug that prevented consumption of ingredients Fix bug that caused Fermented Drinks to start with 50% durability
Drinks Add Fermentation Time to recipe tooltip
Injuries Add Toast when a Mortal gains a Permanent Injury Fix bug preventing possibility of positive outcome for Major Injuries Add Reason for permanent injuries Remove Injury icons from Portrait when a Mortal is dead
Temperature Raise temperature for Warm on Status HUD
Sleep Don't enter/exit sleep repeatedly with exactly 50 pain
Third Person Increase height of Jump Increase reliability of Jump
Bandits Fixed bug where Capturing a Bandit resulted in bad items
Flintlock Weaponry Mod Fix incompatibilityRestart the game and steam to pick it up!
Kingdom Crier #24: Welcome to the Dwarven Domain!
Dwarven Domain
The Dwarves have Emerged - bringing new Technologies, Threats, and an expanded fight for Survival with them!
Dwarven Domain is Noble Fates Feature Update #5.
Enjoy a more challenging experience than ever before as you brave new extremes, face new monsters, and contend with more interesting Neighbors.
Meet the Dwarves!
Although smaller in stature, these Mortals are gifted Miners and Crafters.
You get a beard. You get a beard. You get a beardtusky moustache thing. Dwarves are a facial hair'd folk (yes, even the ladies) that live longer than Humans but shorter*sigh* than Elves.
They like it a bit cooler - just like it is back home. They don't love the Elves and aren't really keen on Farming.
Oh and they need a drink every few days or they get grumpy.
See... Grumpy.
Caverns!
The Dwarves have revealed the existence of (occasionally vast) underground Caverns.
Find and explore Caverns Room Size limits are a thing of the past and standalone structures within a Cavern form separate ownable Buildings.
Underground Flora!
These Caverns are home to a Magical underground fungus known as Frostcaps.
Magic Mushrooms! Harness their power to keep your people cool...
But don't overharvest them or their delicate ecosystem will collapse.
And Fauna!
An ancient civilization or two spent a little too much time munching on Frostcaps in the dark and have transformed into otherworldly beasts called the Kin.
Disturb their mounds and face their wrath.
Free them from their eternal journey... But don't try to eat the Frostcaps...
Seriously, don't.
You can't.
(Yet?)
Terraforming
Dwarves have shared the ability to shape the terrain.
Can't find that perfect hill for your castle?
Stand one up!
Temperature
Temperature now plays an important role in both Happiness and Survival.
Leverage a stable underground temperature to get out of the extremes of new weather events.
Food Decays faster than ever before - so keep production a priority and keep it cold to extend its life.
Vents
Vents allow the transfer of Warmth and Smoke between spaces.
Use them to let those Firepits breathe indoors or to share the benefit of a Hearth between a few rooms.
Coolers!
Throw those Frostcaps in this fancy Pot we made to keep your Nobles cool during a scorching Summer or to build a freezer.
Works like Magic!
Exhaust Pipes!
The Dwarves use Bronze Exhaust Pipes to route Smoke out of the underground...
You can use them to simplify heat management in complex above-ground structures.
Or to make cool looking stuff!
New Drinks
The Dwarves have shared a few new recipes you can brew to keep your mortals happy.
It turns out that the Dwarves know how to make Moonshine out of almost anything...
The Mycologist
There were a few Drunken Hermits stumbling around in the darkness below.
They followed their brethren to the surface so they can drink and talk about Frostcaps.
Bribe them with a drink or eight and they'll let you know where you can find a cavern...
Or taketrade for their Frostcaps. Your call.
Skill Leveling Redux
Skill Leveling has been reworked. Randomization no longer plays a role in Mortal Skill gain.
A Mortal's Potential in a given skill now controls the amount of progress that they make in that skill when earning experience doing something else.
This should lead to more predictable growth patterns (centered on the things they're actually doing) that still yield semi well-rounded Mortals.
Hover over a Skill to see a Mortals progress towards their next point in a given skill.
Less Hands-on Chitchat
A bug prevented Mortals from remembering why they were or were not compatible with their ruler.
We fixed the bug and made it more likely that Nobles will recall and share their ruler's beliefs - further reducing the amount of hands-on talking you need to do.
There's still a benefit - especially in speeding up recruiting - but it's required less than ever before.
Relaxation
Comfort has been replaced by Relaxation.
Esteem no longer factors in, Temperature has its own need now, and the effects of Working have been reduced.
In addition, we've added info to the tooltip that shows everything that has affected a Mortal's Relaxation over the last 24h.
Other Changes
A great many other fixes of all shapes and sizes have made it into this release.
Expect a more challenging early game, a more fruitful mid to late-game, and more interesting Kingdoms around you.
Sale?
To celebrate the launch, Noble Fates iswill be on sale for REDACTED off - the REDACTED price to date - as part of the REDACTED Sale when it begins on REDACTED.
Ahem... Uh... Check back later this week when we're allowed to talk about it. ːsteammockingː
Noble Fates 0.28.0.1 Released! Added Dwarves Dwarves live 1.5x as long as Humans but progress a bit slower Dwarves have an inclination towards Mining and Crafting Dwarves dislike Elves Dwarves need a cooler environment Dwarves are dependent on Drinks for Relaxation (1 every 3d) Dwarves will automatically Consume their drink of choice when available and needed
Added Underground Caverns Created on world generation Found via digging Contain Frostcaps Contain Kin Mounds Contain Stalagmites Add Cave Room Type (surrounded by terrain) Add Cavern Building Type (surrounded by terrain)
Terraforming Place Dirt Blocks that are constructed into Dirt Terrain Consumes Dirt
Temperature Introduce Temperature Simulation Expose Depth and its effects on Temperature Expose Insulation and its effects on Temperature Add Temperature Visibility Option
Frostcaps Frostcaps grow underground Harvest mature Frostcaps to provide fuel for Coolers Frostcaps Propagate organically while Mycelium surrounds them Mycelium recedes when no Frostcaps are nearby Don't eat the Frostcaps... You can't. Yet(?)
Kin The Kin are Mortals from ancient civilizations who ate Frostcaps Add Ratkin/Fishkin Kin can jump 2 levels Kin can combo their attacks Bigkin Larger/Stronger variant of the Kin Cannot combo attacks Bigkin can jump 3 levels Bigkin can knock back on attack Kin Mounds Spawn underground Warn when Disturbed Kin Emerge when Disturbed too much or for too long
Secret: Drinks The Dwarves have revealed a number of new Drink Recipes Added Cornshine, Pumpdo, Octogin, Mealiedew, Strawshot, and Woodsky Each has differences and different opinion ranges by race Tweak Wine color Tweak Drink Icon rotation Can no longer be used in Cornucopia
Secret: Mycologist Introducing the Mycologist A wandering Hermit well versed in Frostcaps and Drinking Carries Frostcaps for trade Can hint at the locations of Caverns in exchange for Drink Should stop by every 8d or so
Rework Skill Leveling Rename Skill Level to Skill Points Remove randomization from Skill Leveling Potential influences unrelated skill xp gain and soft cap Skill Points are awarded for Skills that have 100% progress when a Mortal Levels up Track progress on the Job's Tab of the Character Sheet
Add Cooler Cools a room when melting Frostcaps Coolers require Building 3
Add Roof and Wall Vents Placeable on walls to allow Temperature and Smoke to pass through Replace floors (or roofs) to allow Temperature and Smoke to pass through
Add Exhaust Pipes Vent Smoke outdoors Can be connected to Hearths Can be connected to Chimneys Automatically places Intakes indoors Automatically places Exhausts outdoors Exhaust Pipes require Building 8
Mortals Added Temperature Need Added Warmth (Temperature added by gear) Added Mobility (Replaces Move Speed) Added Dexterity (Replaces Attack Rate) - frequency of action) Added Reasoning (Frequency of thought and research speed) Mortals refuse to sleep in places that will cause Hypothermia or Heatstroke Auto Pack certain gear when too hot (Cap, Outer, Hands) Mortals will now enter maps reasonably satisfied (Food, Sleep, Relaxation)
Relaxation Comfort is now Relaxation Rework choice of spot to relax Remove Temperature's effect Remove Esteem's effect Decrease effect of Working Show actions that have affected Relaxation over the last 24h on Tooltip
Visitors Visitors are intimidated by Extreme Weather and will leave Visitors will no longer Rent Lodging with insufficient Temperature Visitors will leave if they can't sleep
Drybars A preserved long lasting Meal that doesn't taste very good Can be made out of any Raw Ingredients Cannot be used in the production of Meals
Packed Gear Clothing Need is Unsatisfied when a piece of gear is Packed Add Packed Gear visuals (rolled up cloth on Mortal's Right Hip)
Mortal Introduction New Recruits are now limited by Ruler's Racial Preference New Recruits now better align with their ruler's Alignment Mortals are now limited to 8 strong (love/hate) opinions when introduced
Ruler Principles Kingdoms are now more Aligned around their Ruler's Principles and Aggressive in their pursuit Add Tribal Ruler Principles that limit the Race of their Nobility Strengthen Positive and Negative Racial Opinions from Principles Refresh Attraction, Valuation, and Opinions when a Mortal becomes a Ruler
Injuries Rework Injury Generation Rework Injury Treatment Rework Vitals Tab Added Hypothermia Added Heatstroke Added Frostbite Added Minor Injuries Added Mild Injuries Added Major Injuries Added Maimed Injuries Added Blessed Injuries Separated treatment of Injuries from Wounds Untreated or Poorly Treated Injuries can lead to permanent Injury
Work Improve Command Prioritization
Hauling Greatly improve Hauling Efficiency Decrease likelihood of interrupting a Hauling Task
Nursing Update Priority for Auto Job Assignment Update Workload for Auto Job Assignment
Mining Take into account Damage of the weapon used
Refueling Can now refuel props even if you can't bring a full supply
Training Training is no longer a low priority task Training will happen before lower priority Jobs Show Training on Job List
Soothing Now lasts 12h instead of 4h
Transporting Don't transport a Character who is being Treated
Jumping Mortals can now Jump up 1 level Mortals no longer drop what they're carrying when Jumping (including 3rd person)
Falling Improve Falling Behavior Mortals will now Fall when the Terrain Under them is Mined Fall when floor below is removed
Compatibility Increase impact of opinions of a Mortal's Race Lower impact of aligned opinions around Mortal Skin/Leather/Meat Increase impact of unaligned opinions around Mortal Skin/Leather/Meat
Socialization Automatically Speak about things related to Ruler compatibility more often They Repeat the same information more frequently This should further reduce the amount of speaking to people your ruler needs to do
Memories Remember things related to Ruler compatibility more often
Conquests Conquests can now be Broken Defeat the Ruler and enough of the Combatants to break it
Performance Improve performance when switching maps Improve performance of Room Detection Improve performance of Blocked Command Detection Improve performance when placing building pieces Improve performance when snowing Improve performance when drying
Rooms There is no longer a limit to room size Rooms maintain Temperature based on their contents Iteration on Room Outline Behavior around Slopes Unowned rooms can be claimed by placing a prop in them
Terrain Terrain now supports grappling hooks Improve Substance appearance on vertical surfaces Improve lighting underground Farmed areas return to Dirt when no longer Farmed
Elves Increase frequency of Elves Remove Crafting Innate Bonus Add Foraging Innate Bonus Generally Dislike Dwarves Fix Opinion of Cooked Human Meat Hide Cloth bits from Hair when Hair is hidden
Hearths Hearths now support Pipe Attachments Disable Hearth Wants Rework Chimney Detection Hearths now require Building 5
Chimneys Chimneys now support Pipe Attachments Can now be placed on Floors and Roofs Separate Stone Chimney from Hearth for Learning Stone Chimney now requires Building 4
Roofs/Floors Replace Roof Vents when placed
Braziers/Sconces/Torches/Candles Produce Heat
Winery Renamed To Fermentation Barrel Upped queue depth to 5 deep
Items Items in inventories now decay 25% slower instead of at the indoor rate Display Temperature when affected Add Cold and Frozen to visuals when affected by Temperature
Add Cloth Robe Lesser version of Fine Cloth Robe Craftable Earlier Offers more Warmth
Fine Cloth Robe Increase Cotton Cost Increase Salvage Cotton Yield
Cloth Tunic Decrease Salvage Cotton Yield
Fine Cloth Tunic Increase Cotton Cost Decrease Salvage Cotton Yield
Armor Switch to Mobility Modifiers from MoveSpeed Switch to Dexterity Modifiers from AttackRate
Food Move Travel meals out of Meals Decays up to 5x faster indoors than before Decays up to 3x faster outdoors than before Temperature now affects Rate of Decay Add support for Freezing
Meals Add Stacked Visuals to Simple Meals Bits are more likely to show up on Simple Meals Updated Fine, Nice, and Fancy Meal Visuals Tweaked Fancy Meal names to better match Art Tweak Ingredient colors Fix incorrectly displayed bits
Food Remaining Improve Food remaining display Only include allowed Food Exclude Drinks Show Changes to Food over last 4 days on Tooltip
Corpses Corpses now decay faster Outdoors and Indoors Corpse Decay is now affected by Temperature Decrease Hide Yield across the board Decrease Meat Yield across the board Humanoid Corpses now decay slower when Buried Rename "Corpse Health" to "Durability" Rename "Corpse Decays" to "Decays"
Seeds Double stack sizes Lower chance to carry Corn, Pumpkin, and Grape seeds Fix bug that produced too many Seeds from Salvaging
Dirt Collected by Mining Dirt Terrain Used to Terraform the Terrain
Metal/Stone/Wood Items Decay slower indoors than before
Flowers Decay more quickly than before
Coins Decay slower outdoors than before
Metals/Stone/Wood Decay slower outdoors than before
Hide/Leather Decay slower indoors than before
Stone Blocks Increase yield of Stone from Salvaging
Time Rename Year to Yir and Season to Sizon to signify difference in how they work in Noberia
Environment Add support for Wind Variation Tweak Biome Temperature Ranges Added Environmental Effects
Foliage Iteration on Wind Effect Yield less fruit by default
Options Add Celsius or Fahrenheit Interface option Add Temperature Comfort Sensitivity option Add Temperature Survival Sensitivity option Add Food Decay Rate option Add Pause when Kin Disturbed option Add Kin Chance option Add Kin Difficulty option
Bandits 1/3 as likely to show up
Monsters Refine Loot generation to generate less junk
Loot Chests Refine Loot generation to generate less junk
Knockback Can now happen when Blocking and Parrying
In-World UI Hide for layers above
Settling Parties Only include compatible Members in the new Kingdom
Right-Click Context Menu Combine Options when we can
Status 30 Celsius is now considered Hot (was 25 Celsius)
Portrait Add Injury Icons
Dismantling Props Relax requirement around Reachability
Reachability Improve Reachability around props
Pathing Improve instances of pathing confusion
Intro Expand the breadth of candidates when rerolling
Moments Rebalance moment frequency
Camera Duck Brightness when underground
Scrollbars Only highlight when scrollable
Build Menu Tweak Category Icon colors
Bug fixes Fix bug that could cause moments (fight, escapee, etc) to trigger far too often Fix bug that caused static portraits when chatting with someone Fix crash bug caused by a projectile hitting a character who is dying Fix bug with Mission Rewards Scaling Fix bug related to stale target reachability Mortals will now form opinions about Items added after game began Will now default when a new Item is added after a game began
Dwarven Domain Add Intro Scene Add News Add Loading Screen
Modding Changes Bump version to v0.28 Added -nohistory cmdline option (dev) to skip world history generation Added -smallworld cmdline option (dev) to generate a small world Added -unhide cmdline option (dev) to show caverns Added -moddev cmdline option (dev) as an alias for (-skipintro -skipmenu -smallworld -nohistory) -skipintro will no longer ask for Guided Experience Corpse/Hide/Leather Types can now come from multiple Character Types FuelBurners now support Temperature Effects (see Cooler or FirePit) Fix crash when a material inherits from itself Armor now affects Mobility instead MoveSpeed Armor now affects Dexterity instead of AttackRate Min Similarity on Character Type Opinions is obselete Properly report the path of missing audio files Stack mods no longer throw jobs out of whack (refueling, delivering, etc.) Add Collectives Use these to add themed Wanderers to the game (ala the Mycologist) Support Custom Moments Support Custom Item Valuations Support Custom Equipment Support Custom Inventory Example- these can be used to add themed Caravans
Saves
These changes necessitated changes to the save game format, so this update retires 0.27 saves.
There's a retired_0_27 set of Steam Betas so that you can continue your 0.27 saves there or go back and visit them whenever you want.
Mods
Use the v0.28 Compatibility Tag on the Workshop to find and Subscribe to Mods that have been verified to be compatible with the update.
Experimental Branch
We're keeping the Experimental Steam Branch open and will continue to push future patches there first.
If you have the stomach for brief bouts of instability and want to help us out - switch to (or stay in) the Experimental Beta on Steam and participate in discussions here or on discord.
v0.28 Saves will remain compatible until we launch the Beta for Feature Update #6 - some time from now.
Expect occasional issues - but know that we appreciate you helping us make the game better!
Community Corner
KSGvsHead made this! cypr` is working on a Kingdom that would make Escher proud. Satoru added the Smokehouse to produce Smoked Meat! https://steamcommunity.com/sharedfiles/filedetails/?id=2986187255
Discord
Join the Official Discord to participate in Development!
Reviews
If you like the game, please consider leaving a Review. These can help players decide that Noble Fates is worthy of their attention.
Thanks for reading and thanks for playing! The Noble Fates Team
Kingdom Crier: #23 Announcing Dwarven Domain!
Welcome... Feature Update #5 is called Dwarven Domain!
Dwarves have breached the surface of Noberia - bringing new technologies, threats, and an expanded fight for survival with them!
Meet the Dwarves!
Although smaller in stature, these Mortals are gifted Miners and Crafters.
You get a beard. You get a beard. You get a beard sideburns. Dwarves are a facial hair'd folk (yes, even the ladies) that live longer than Humans but shorter*sigh* than Elves.
They like it a bit cooler - just like it is back home. They don't love the Elves and aren't really keen on Farming.
Caverns!
The emergence of the Dwarves has lead to the discovery of (occasionally vast) underground Caverns.
Find and explore Caverns Room Size Limits are a thing of the past and standalone structures within a Cavern form separate ownable Buildings.
Underground Flora!
These Caverns are home to a Magical underground fungus known as Frostcaps.
Magic Mushrooms! Harness their power to keep your people cool.
But don't harvest too many or their delicate ecosystem will collapse.
And Fauna!
A few prior Kingdoms spent a little too much time experimenting with Frostcaps in the dark and have transformed into otherworldly beasts called the Kin.
Disturb their mounds and face their wrath.
Free them from their eternal journey... But don't try to eat the Frostcaps...
Seriously, don't. You can't. (Yet?)
Terraforming
Dwarves have shared the ability to shape the terrain.
Temperature
Temperature now plays an expanded role in Esteem and Survival.
Leverage a stable underground temperature to get out of the extremes of new weather events.
Food Decays faster than ever before - so keep production a priority and keep it cold to extend its life.
Vents
Vents allow the transfer of Warmth and Smoke between spaces.
Use them to let those Firepits breathe indoors or to share the benefit of a Hearth between a few rooms.
Coolers!
Throw those Frostcaps in this fancy Pot we made to keep your Nobles cool during a harsh Summer or to create a freezer.
Works like Magic!
Exhaust Pipes!
The Dwarves use Bronze Exhaust Pipes to route Smoke out of the underground...
You can use them to simplify heat management in complex above-ground structures.
And to make cool looking stuff!
Skill Leveling Redux
Skill Leveling has been reworked.
Potential now controls the amount of cross-over progress that a Mortal makes in other Skills when earning experience instead a random chance they gain a point in that Skill on Level Up.
This should lead to more predictable growth patterns (centered on the things they're actually doing) that still yield semi well-rounded Mortals.
Hover over a Skill to see a Mortals progress towards their next point in a given skill.
Release Date
The update will launch on 6/26 at 10a PST.
Other Changes
There are a many other changes included in this update including some that will come online during the Experimental Beta. We'll release full patch notes when the update is released.
Saves
These changes necessitated changes to the save game format, so this update will retire 0.27 saves.
We'll spin up a retired_0_27 set of Steam Betas so that you can continue your 0.27 saves there or go back and visit them whenever you want.
Mods
It's quite likely that the update will cause compatibility issues with some mods. We'll use the Experimental Beta to iron out the kinks.
Experimental Beta
We're dusting off the Experimental Beta branch this afternoon to put the update through its paces before releasing it more broadly. Saves from the Experimental Beta will carry over when the full update releases.
You can participate by switching to the Experimental Beta on Steam. Expect issues - but know that we appreciate you helping pave the way for a smooth launch!
Join the Official Discord to participate in Development!
Reviews
If you like the game, please consider leaving a Review for the game if you haven't already. These help players that may be on the fence to decide whether or not to support us.
Thanks for reading and thanks for playing! The Noble Fates Team
Kingdom Crier #22: Feature Preview - Temperature!
Oh hey, hope things are well. Here's a new Kingdom Crier.
Temperature!
Temperature now plays an important role in your Kingdom's fight for survival.
Item decay has been retuned - sturdy materials last longer while food is affected by the elements more than ever.
Frozen food lasts... how long!?!?! Rooms now track and display their internal Temperature - driven by their exposure to the elements (or lack thereof) and the props within.
Cool cellar... Build underground spaces that maintain a consistent, mild Temperature or leverage Vents that transfer Warmth between spaces and allow smoke to escape.
Indoor Fire Pits! The Comfort Mortal Need has been split into Temperature and Relaxation. Moderate Temperature affects Esteem while extremes can lead to permanent Injury or even Death!
Ouch! Don't worry though, the coming discoveries courtesy of a certain... new... group of Mortals... will help you keep your Nobles alive and happy!
I wonder who it could be???
Feature Update #5 Status
Feature Update #5 is in the home stretch. We're wrapping up the last major feature now, on to some testing and tuning before it's time to announce!