Noble Fates cover
Noble Fates screenshot
Genre: Simulator, Strategy, Tactical, Indie

Noble Fates

Kingdom-Crier #11: Love and Elves has Released!

Hey hey, the time has finally come!

Feature Update #3 has been released!

Love and Elves!


Noble Fates Feature Update #3



Elves have come to Noberia from far away lands, bringing the custom of Marriage with them.



Can you find the perfect partners for your people?



Elves!


A patient Race - Elves live twice as long as Humans and Orcs, but take their time maturing - progressing at half the rate of the other Races.



Elves don't mind Humans, but can be at odds with the Orcs!

Elves have increased potential in Hunting and Crafting, though their smaller frame limits their potential in Melee.

Updated Characters!


To ensure the adoption of Marriage across the lands, the Gods have blessed the other Mortal Races with new faces, haircuts, and finally... Ears!



Enjoy new Human and Orc faces with many more variation and much more detail than before!



Attraction!


Now that the Mortals are more beautiful, they've discovered that they're now Attracted to one another!



Browse the new Attraction tab on the Character Sheet to see what each Mortal is into.

Mortals have a broad range of preferences - taking Gender, Age, Race, and even wealth into account when sizing up a potential partner.

Gifts!


The Mortals have discovered that they can grow and harvest Flowers, making Bouquets for gifts to maximize their chances.



Daily gifts can help that friendship blossom into true Love!

Use the additional details on the expanded Relationship tab to see just why two Mortals love one-another or why they aren't getting along.

Marriage!


Build and decorate the new Wedding Arch to arrange a Wedding between two of your Mortals.



Marry an Enamored pair of Mortals to transform their shared Love into Loyalty or arrange a one-sided Marriage to keep an important Noble happy!

Interactions with a Mortal's partner have increased effects on that Mortal - treat your Mortal's partners well to keep them happy.

Leverage Double Beds and shared Lodgings to simplify housing for your growing Kingdom!

Marriages last until one of the partners dies, so make sure you make the right call when choosing a Mortal's partner!

Expanded Intro Details and Options!


This was the perfect time to increase the information shared during the Intro and we've coupled that with the introduction of per-Mortal Reroll support.



We plan to do more with the Intro as we move further into EA, but this should help those of you looking for that perfect group from the start.



Other Surprises


Beyond Elves, we've also added Innate abilities to the other Races - Orcs have higher potential in Melee and Mining, but lower in Hunting; Humans have increased Building and Farming but aren't as capable in Foraging.



In addition, we introduced Skirts and Blouses - a slightly nicer variant of Tunics and Leggings that can roll brighter colors - perfect for a Wedding!

The Experimental Beta included Top Hats and Veils - but we've expanded both to include a wider array of colors.

Finally - we've introduced new Breach Music - fitting music for a fitting end for a Kingdom.

Other Changes


Leverage the new Caps Visibility toggle to let those luscious locks loose.



We retuned Depth of Field to better accommodate close-ups of your new faces.

We rebalanced Kingdom Size preference - more Mortals than ever will prefer Medium or Large Kingdoms.

Finally, we optimized startup time! Even with the added burden of the new Character Art, the game should load faster and use less memory than ever before!

Saves


These changes necessitated changes to the save game format, so this update retires 0.25 saves.

We've spun up a retired_0_25 set of Steam Betas so that you can continue your 0.25 saves there or go back and visit them whenever you want.

Full Changelist


Noble Fates 0.26.0.13
The Love and Elves Update
Surprise: Elves!
Elves have arrived from distant lands
Elves live twice as long as Humans and Orcs
Elves progress half as fast as Humans and Orcs
Elves and Orcs trend towards a dislike of one another
Elves prefer Wild Animal Meat over Mortal Meat

Updated Character Art
Orcs and Humans have had their visuals updated to bring them closer to our 2d art
Enjoy many more variations and much more detail than before!
Increase thickness of Orcs slightly

Attraction
Each Mortal has a list of traits that they prefer in a partner
They have a broad range of preferences - including Gender, Age, Race, and even Wealth!
Use the new Attraction tab to keep track of their preferences and potential suitors

Gifts
Have a Mortal give another mortal a Bouquet to improve that Mortal's opinion of them
Give Bouquets on successive days for increased strength and duration of the buff
Surprise: Track the Gift Schedule on the Attraction Tooltip
Surprise: Watch for Hearts as an indication of Interest!
Craft Bouquets from Flowers at the Crafting Table

Marriage
Arrange weddings between your Nobles
Build a Wedding Arch and decorate it with flowers to Hold a Wedding
Make the perfect match to maximize resulting Esteem boosts
Or leverage a one-sided pairing to show an important Noble that you prioritize them
Interactions with a Mortal's partner have increased effects on their Esteem
A Mortal's Lodging Need and Wants can be satisfied by their Partner's Belongings
A Marriage ends if one of the Partners dies

Intro
Improve lighting during the Intro
Add Kingdom Size Preference
Add Attraction Preferences
Add "Replace" button to replace an individual Mortal from the starting group
Fix bug preventing the Pause Menu during Intro

Double Beds
Married Mortals can share a bed
Leverage increased Prestige from two new Bed variants

Flowers
Flowers may now be harvested and used in Bouquets and Wedding Arches
Flowers produce seeds and may be grown in farms

Top Hat and Veil
These new costume hats make great Wedding attire
Surprise: Increased color ranges

Surprise: Blouse and Skirt
Fancier versions of Tunics and Pants that make great Wedding attire

Surpise: Innate Abilities
Elves have increased potential in Ranged and Crafting, decreased in Melee
Orcs have increased potential in Melee and Mining, decreased in Ranged
Humans have increased potential in Building and Farming, decreased in Foraging

Surprise: New Breach Music
Enjoy a tasty new track when tackling a Breach!

Caps
Add Visibility setting for Caps
Only affects Caps that hide Hair

Optimization
Optimize Front End loading, reduce duration by 1/3
Optimize Memory Usage when loading the Front End
Increase Character Rendering performance
Remove unused Key Art to reduce Disk Size

UI
New Main Menu Scene
New Loading Screen
Improve Escape Behavior

Visitors
Decrease good-will from visitors about satisfied needs by 50%

Envoys
Fix bug that could allow Envoy members to join a Raid without warning

Wanderers
Decrease wanderer counts
Fix bug that could allow Wanderers to join a Raid without warning

Full Screen Conversations
Open a Mortal's Eyes when speaking in Full-Screen Conversations
Fix bug that prevented opening the Pause Menu

AI Ruler Principles
Improve Genocide based Principles
Add Elf based Principles

Depth of Field
Return near Depth of Field when zoomed in

Cornucopia
Resolve issue that caused a Crash when saving during a Cornucopia Feast
Mortals now prefer to Feast near the Cornucopia

Raids
Only warn about catapults when there's actually a catapult

Enlisted Hotkeys
Only toggle Melee/Ranged/Defend/Push when Enlisted

Sleeping
Taking Prestige into account when deciding where to sleep
Nobles will now sleep in a specific Bed when ordered

Rabid Animals
Renamed Rabid Animals for clarity
Fixed bug that prevented some animals from becoming Rabid
Fixed bug that would fail to trigger combat music from Rabid Animals

Kingdom Size Preference
Increase the likelihood of Medium and Large Kingdom Size Preferences

Prop Rendering
Fix High-Low Gradient on Structural Props
Improve High-Low Gradient on Shelves, Throne and Beds

Blood
Improve Blood Rendering

Transporting Wounded
Now takes into account bed ownership
Prevent Downed Animals from being placed in Cells

Fire Arrows
Decrease likelihood of Mortals carrying Fire Arrows for Trade

Mods
Add support for clearing lists with $clear
Add support for Character Cosmetic Sets (See Original Humans and Orcs)
Character Types now support Bone Scaling
NOTE: Mods that depend on the old Character Art need the Original Character Cosmetics Mod

Sale


To celebrate the release, the game is on sale for it's biggest discount to date.

What's new in Main?


We've been working exclusively on this update for the last two weeks - this section is taking this crier off.

Community Content


dpahfl built a Crypt to a fallen Ruler!




Darkfire finished off a Castle just before the Update!


Scott (senses) was on top of the world in Experimental!


Lord Kay built a sweet little Nook!


Mods


If you'd like to play with the original Orc and Human models, subscribe to these two mods and enable them in-game!

Original Character Cosmetics

Original Orcs and Humans

Discord


Join the Official Discord to participate in Development!


Thanks for reading and thanks for playing!
The Noble Fates Team

Creepy Eyes? Oh... Um... Well.... Now that you mention it...

In all seriousness - we took a step back and examined the new Mortal art based on your feedback and realized pretty quickly that we were leaning too far into creep town.



We played with some different treatments, and landed on hybrid Irises/Pupils that vary as much as all of the other features.

We like our Mortals to be that right mix of goofy, serious, and cute - with just a dash of creepy.



Interestingly, we think this actually brings them closer to the tone of the 2d art as well.



Anyway, thanks again for your feedback!



Exciting surprises in store for when the update releases on Monday at 10a PST!

See you then!

Kingdom-Crier #10: Love and Marriage! Updated Characters!

It's that time again! Welcome to Kingdom Crier #10.

It's our pleasure to announce the next Feature Update:

Love and Marriage!


Noble Fates Feature Update #3



A new custom has arrived on the lands of Noberia - Marriage!



Play match maker and see if you can arrange the perfect Marriages for your people.

Updated Characters!


To ensure the Marriage of the masses, the Gods have blessed the Mortals with new faces, haircuts, and finally... Ears!



With the help of our talented 3D artist, David Hagemann, we've brought the 3D character art inline with the amazing 2D art that Kobold Art has been producing for the game.

Enjoy new Human and Orc faces with many more variation and much more detail than before!



Attraction!


Now that the Mortals are more beautiful, they've discovered that they're now Attracted to one another!


Browse the new Attraction tab on the Character Sheet to see what each Mortal is into. Find them a perfect match and they'll remember it.

Gifts


In order to maximize their chances, the Mortals have discovered that they can grow and harvest Flowers, turning them into Bouquets that they can gift to each other for boosts to their relationship.



Daily gifts can help that friendship turn into true love!

Use the additional details on the Relationship tab to see just why two Mortals love one-another or why they aren't getting along.

Marriage!


Build and decorate the new Marriage Arch to arrange a Wedding between two of your Mortals.

Marry a pair of Enamored Mortals to transform their true Love into Loyalty or arrange a one-sided Marriage to keep an important Noble happy!



Interactions with a Mortal's partner have increased effects on that Mortal - treat your Mortal's partners well to keep them happy.

Marriages last until one of the partners dies, so make sure you make the right call when choosing a Mortal's partner!

Expanded Intro Options!


This was the perfect time to increase the information shared during the Intro and we've coupled that with the introduction of per-Mortal Reroll support.



We plan to do more with the Intro as we move further into EA, but this should help those of you looking for that perfect group from the start.

Release Date


The update will launch on 6/13 at 10a PST.

Surprises


As with the other Feature Updates, there are additional surprises in store for launch day - so there will be new stuff for you even if you join the Experimental Beta!

I wonder where this custom of Marriage originated from?

Saves


These changes necessitated changes to the save game format, so this update will retire 0.25 saves.

We'll spin up a retired_0_25 set of Steam Betas so that you can continue your 0.25 saves there or go back and visit them whenever you want.

Experimental Beta


We're dusting off the Experimental Beta branch to put the update through its paces before releasing it more broadly. Saves from the new 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!

What's new in Main?


We've been working almost exclusively on this update, but there have been a few important fixes worth calling out:

Your Mortals should no longer fight as a result of unintentional friendly fire!
Wild animals can fight back once again!

Community Content


KSGvsHead's underground base has us mesmerized!




Scott (senses) is working on a great castle!


CheeseCake built a lovely cottage!


Content Mods


KarmaDrak put together KRanching with the help of krisvirtus! Enjoy expanded ranching duties including egg and wool harvesting!


Thanks for reading and thanks for playing!
The Noble Fates Team

Noble Fates 0.25.0.50 Released!

Hotfix
Crash Fixes
Fix for crash when Hauling Items

Heat Sources
Fix Bug preventing same room Heat Sources boosting Comfort

Friendly Fire
Your mortals should no longer fight as a result of non-controlled friendly fire
Disable aggro from accidental hits from non-controlled characters
Disable aggro from controlled characters during combat
Repeated attacks on one of your Nobles from a controlled character makes them Upset

Wild Animals
Fix Aggression - wild animals can now fight back once again

Kingdom-Crier #9: Performance, Performance, Performance!

Hey hey - Welcome to Kingdom-Crier #9!

Performance


As you know, we've been focused on performance for the last two weeks. Here's a rundown of what we were able to accomplish.

Patch #1: Rendering


As we detailed in the last Crier, the Render Thread was a central source of performance problems for medium to large size bases - often doubling the length of time of the Main Thread. This was primarily due to the interaction between Unity's approach to parallel rendering and our use of common materials which increased the per-object type draw call count.

At the end of the day, Unity can handle around 2k draw calls if you still want to hit 30fps on an average machine. We had several things at play that caused these numbers to balloon for us - although we used instancing to draw the instances of a given object together, each separate material type/color on an object would generate a separate draw call for them. In addition, stacked items on the ground would generate one for each stack size.

The optimization here combined these per material and per mesh by doing a little bit of baking work on startup. This means that we can draw hundreds of stacks of a given item type of various sizes with one draw call now! In addition, we were able to flip some optimization flags on our textures to save system memory at the same time - so there should be less pressure on that precious RAM.



Patch #2: Animals


This one is kind of funny. Once Render Thread pressure was dialed back a bit, we switched focus back to the Main Thread, where it was clear that we were spending too much time updating characters. In some of the worst saves, this would add up to 100ms or more!

Whenever a visiting party with animals was disbanded, their animals would be turned loose in the local area. Animals in Noble Fates hadn't yet evolved the ability to die of old age or starve and without any predators this meant they'd just kind of stick around forever.

We've introduced two things to help address this. First, animal migration. When the local population of a given animal type is too high, a subset of the wild animals of that type will move on to greener pastures. They'll make their way to the edge of the map and find a new home with less local contention. Second, animals can now starve. Beyond increasing the reality of the simulation - at least once we get it dialed in - this should help introduce a bit more ebb and flow in the local wildlife population as well as increasing the difficulty of maintaining large ranches.



This was primarily an issue in late-game saves, where we've seen as many as 1000(!) animals when there should be less than 100.

Patch #3: Characters


Characters continued to stick out as expensive once we resolved the animal population issues, so we turned our attention to the simulation. There are a number of complex queries that characters run.

They would examine all of the kingdom's items when evaluating their equipment, all props when looking for a warm fire to sit by, and everything on the map when deciding what to eat or drink. This runs fine at small scale bases - and can even hold up for mid-scale bases on good machines, but once you've got a few thousand items laying around or a few thousand props, these become very expensive.

To reduce this strain, we introduced additional constraints on the queries that can be performed, using additional information like item type, prop type, or region to greatly reduce the search space when making these decisions.

We also found and fixed a nasty bug that caused slowdown when placing props - it should be smoother than ever now!



Noble Fates 0.25.0.49 Patch Notes
Crash Fixes
Fix for crash related to perception

Performance
Improve Prop Placing Performance
Improve Item performance
Amortize Update Cost
Improve Prop performance
Improve Search Cost
Improve Character performance
Amortize Update Cost
Reduce cost of Finding a Spot to Relax
Reduce cost of Finding a Prop to Attack
Reduce cost of Searching for Food
Reduce cost of Searching for Materials
Reduce cost of Searching for Training Dummy
Reduce cost of Evaluating Equipment
Paused
Reduce unnecessary work when Paused

Research
Fix bug that caused characters to idle instead of Researching Dependencies

Combat
Improve AI behavior when switching targets
Fix bug that caused Imps to hold aggro on people leaving the map

Relaxing
Improve seat usage near Heat Sources

Portraits
Update Portraits as needed occasionally when Live Portraits are disabled

Animals
Double food received from grazing

Results


The Rendering pass provided the biggest bump, raising our Average framerate 30% across our tests. This is most noticeable during pause, slow, and 1x gameplay. Next, the Character pass raised the average framerate by 25% across a variety of mid to late games. This is most noticeable at 1x and above, but especially at 10x speeds. Finally, the Animal patch helped late-games a fair bit - providing a 21% boost across the board - but it was generally all or nothing showing up as no gain if you didn't have an animal population problem, and up to a 100% gain if you did!



Overall, framerate increased an average of 86% across our tests - raising the average late-game frame rate from under 15fps to 28fps. Not bad!

The Future


Things are in a decent spot for now - especially relative to where we started - so we're shifting focus back to the next Feature Update. There are a number of optimizations remaining that we plan to do - those animated portraits are expensive, culling stuff on other layers would be a big win, and there's more to do with the simulation.

Some of these are small enough that we can pick them up as smaller patches, and it's likely that we do one or two more of these Performance specific sprints in the future.

What's new in Main?


We've been focused almost exclusively on performance, but a few other changes snuck in:

We resolved an issue that prevented variation in Combat rate!
We added support for other animal product types - check out KRanching!

Community Corner


Scott (senses) captured some great interior shots!




Lord Kay stood up a sweet waterfront tower!


Daq built Demon Skull Island for their Demons!




Featured Mod


krisvirtus blessed us with the Demon Race!


Discord


Join the Official Discord to participate in Development!



Thanks for reading and thanks for playing!
The Noble Fates Team

Noble Fates 0.25.0.49 Released!

Performance Patch #3
Crash Fixes
Fix for crash related to perception

Performance
Improve Prop Placing Performance
Improve Item performance
Amortize Update Cost
Improve Prop performance
Improve Search Cost
Improve Character performance
Amortize Update Cost
Reduce cost of Finding a Spot to Relax
Reduce cost of Finding a Prop to Attack
Reduce cost of Searching for Food
Reduce cost of Searching for Materials
Reduce cost of Searching for Training Dummy
Reduce cost of Evaluating Equipment
Paused
Reduce unnecessary work when Paused

Research
Fix bug that caused characters to idle instead of Researching Dependencies

Combat
Improve AI behavior when switching targets
Fix bug that caused Imps to hold aggro on people leaving the map

Relaxing
Improve seat usage near Heat Sources

Portraits
Update Portraits as needed occasionally when Live Portraits are disabled

Animals
Double food received from grazing

Noble Fates 0.25.0.48 Released!

Hotfix
`Crash Fix
Fix for crash caused by character optimizations

Noble Fates 0.25.0.47 Released!

Hotfix
Crash Fix
Fix for crash caused by Breaches
Fix for crash when Kingdom dies when Sealing

Refueling
Don't try to refuel unowned props

Population Management
Only introduce new animals when actually low

Noble Fates 0.25.0.46 Released!

Performance Patch #2
Animals
Wild animals will migrate when the local animal population is too high
Help with late game performance, abandoned pets, and Grass contention
Animals may now starve to Death - losing up to 6 health per day

Performance
The introduction of a wild Animal population cap can double framerate in late games

Starvation
Mortals now starve twice as fast (up to 6 health per day)

Noble Fates 0.25.0.45 Released!

Hotfix
Tactical Colorization
Fix bug preventing tactical colorization (blue/red accents)