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

Noble Fates

Noble Fates 0.25.0.44 Released!

Hotfix
Crash Fix
Fix for crash when default entries on Props are out of palette bounds

Noble Fates 0.25.0.43 Released!

Performance Patch #1
Performance
Combine draw calls for most things
Should increase framerate by 1.5-2x with many props/items on screen
Brings Render Thread inline with Main thread
Work will now continue on Main Thread optimizations

Memory
Free Memory for meshes and textures after load
Should help with memory on machines with 8GB

Disk Space
Reduce disk space usage of a number of assets

Mods
Add support for other animal production types

Noble Fates 0.25.0.39 Released!

Hotfix
Crash Fix
Fix crash related to Speeches

Raids
Limit number of attackers dedicated to Fire Arrows

Noble Fates 0.25.0.38 Released!

Hotfix
Crash Fixes
Fix crash related to Prop Accents

Fire Arrows
Drop value again :sob:

Wine Making
Make it easier to mod this to use other skills

Difficulty
Increase the combat rate based on success
Fix bug that prevented combat rate variation

Kingdom-Crier #8: Contest Winners, Content Updates, and Performance!

Ahoy Kontras! This is Kingdom-Crier #8!

Mod Contest #1


We're excited to announce the winners of the Noble Fates Mod Contest #1.

Without further ado....

1st Place


Kultural Tileset by Karma Drak

At the end of the day it came down to which Karma Mod was worthy of the top position. There were several contenders, but Kultural Tileset stood out in our minds because of its wide adoption and praise, the complexity in standing it up (*cough* roofs *cough*), and the sheer breadth of what it offers.

2nd Place


Flintlock by krisvirtus

Adding a new tier of weaponry and embracing the bits system, this mod is polished, popular, praised, and sweet.

3rd Place


Lizardmen by Thrice-Crooked

Race mods are the most popular mods on the Workshop, and Lizardmen are the grandfathers of them all. Thrice trailblazed here - helping to work out the intricacies of setting up a new race and added a number of visual appearance options for them.

Honorable Mention


Papa Bizz's NF Weapons Extended

Beyond adding some fun weapons, Papa Bizz's memes meant we had to recognize it.

Congrats everyone!

Click the Images for more details and don't forget to Subscribe!

Screenshot Contest #1


We thought it might be crazy to run two contests at the same time, but the results were great! There were a number of fantastic screenshots, and we loved going through them all!

Here are the winners:

1st Place


Kingdom by TheSaucyFleet

TheSaucyFleet braved low framerates to build this beauty and it was worth the effort! This awe inspiring Kingdom makes use of more than props, leaving a lasting mark on Noberia.

2nd Place


Winter by Steff

Shots of functioning kingdoms hold a special place in our hearts, and this shot of a nice defensive fortification during a freezing Winter's night stood out.

3rd Place


Interior by Diversiam

We're suckers for a cool interior shots and this one just sings for us. The lighting, the spots where the snow found its way through, and the sense of wonder and adventure that it inspires. Well done!

Congrats to the winners, and thanks to everyone who participated!

Content Updates


With Satoru's help, we were able to release 2 Content Updates over the last 2 weeks!

Content Update #9 - Bandit Decorations


Last week saw the release of Content Update #9, adding a variety of Bandit Decorations and gave Bandits the ability to decorate their home as they saw fit!


Content Update #10 - Cornucopias


Yesterday saw the release of Content Update #10, introducing the Cornucopia - allowing you to sacrifice extra Food to host a Feast!


Performance


Let's talk about performance.

Noble Fates is complex. The world sim is single threaded and runs on the main CPU thread. This handles all of the interactions in your kingdom, storage and command scheduling, and all of the background interactions in the world. The rendering system uses Unity's graphics jobs system - but really it's largely constrained to a second single CPU thread, the render thread, which dispatches the jobs to the other cores for processing during a brief period of time.

Once the main CPU thread is done simulating, it turns the render thread loose to draw everything while it helps where it can for half a frame or so. Once it's done helping, it can move on to the next frame's simulation. This means that rendering can run in parallel to the simulation when things are going well.

Generally speaking, to run at 30fps, your sim needs to take less than 16ms and your render thread work needs to take less than 33ms. Overages on either of these can result in low utilization of your CPU even though we're CPU bound - with the main thread waiting for the render thread to finish the last frame or the render thread is waiting for the main thread so it can start rendering the next frame. VSync can exasperate this problem further by adding an additional wait on the main thread where it synchronizes with your GPU before starting the next simulation step.

As your game progresses and you add more people and build out your base, it stresses both of these threads in different ways, and ultimately increases the likelihood that one or both of them runs over-time and the other is left waiting. In extreme cases, you can end up with your sim taking 50ms and the rendering taking 150ms which resulting in a ~150ms frame time or 6fps even though most of your CPU is waiting for work.

We've previously done a lot of optimization work on the sim, and it's generally in an okay place. The big problem at the moment is render thread performance. We have some work in progress that shows lots of promise here, but it needs some focused time to wrap it up. Based on early tests, it should do as much as double our framerate in these situations!

Given where we're at, with a decently stable early game and more and more of you driving into the mid/late game, we think it's best to attack this issue and increase the breadth of what the game can handle to set us up for the next phase of Early Access.

To that end, we're going to spend the next two weeks focused on performance.

Though it's well underway, this means that the next Feature Update is going to be announced 2 weeks later than usual (4 weeks from now instead of 2) - but we think it's worth it to focus our efforts here for a short while.

if you have any questions or concerns, feel free to leave them below!

What's new in Main?


There have been some key changes since the last Crier, here are the highlights:

There are now Difficulty Sliders!
Kingdom Size Opinion has been refined!
Fire can now better burninate the countryside!
Learning is no longer blocked on prerequisites!
We increased the likelihood that Kingdoms will Offer Peace or attempt to Conquer!

Community Content


This section is taking a break for the Screenshot Contest.

Mods


This section is taking a break for the Mod Contest.

Discord


Join the Official Discord to participate in Development!



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

Noble Fates 0.25.0.37 Released!

Content Update 10 - Cornucopia!
Introducing usable props (Funiture -> Usable)
Sacrifice 12 Nutrition worth of food to host a Feast!

Difficulty
Increase variability in combat frequency
Increase mid-late game difficulty by 20%
Increase Kingdom Size influence on difficulty
Decrease Prestige influence on difficulty
Rework Raid difficulty
Add Difficuty Sliders
Raids
Rabid Animals
Monsters
Bandits

Kingdom Size Opinion
Halve Negative Hits when when below 16 members
Double Negative Hits when above 16 members

Bandits
Decrease likelihood they'll abandon their cause
Add Bandit Chance Slider

Diplomacy
Decrease base per-enemy raid chance
Increase likelihood of offering Peace
Increase likelihood of attempting Conquest

Wanderers
Increase wanderer population

Wood
Decrease Value Slightly

Crops
Decrease Pumpkin Food Per
Decrease Grape Food Per

Stuck Mortals
Do not use Partials as resources for Crafting

Mods
Add the ability for mods to add facets to characters

Text
Fix Seized

Noble Fates 0.25.0.36 Released!

Hotfix
Learning
Properly lock recipes when the only mortal who knows or can learn them is not assigned
Improve Learning tooltips

Noble Fates 0.25.0.35 Released!

Performance
Split terrain detail textures up to prevent rendering stalls, can save 30-50ms when Raining

Learning
Automatically learn prerequisites as part of a Command

Toggle Roofs
Fix bug that prevented hot key introduction in existing Guided Experience games

Fire
1.5x rate of growth
2x rate of spread
2x rate of burning Straw Props
1.5x rate of burning Ramshackle Props
Don't leave burned husks for Ramshackle or Straw Props

UI
Resolve some edge cases around [ESC] usage

Noble Fates 0.25.0.34 Released!

Hotfix
Crash Fix
Fix for crash related to place names

Performance
Minor: Don't update the snow texture when it isn't dirty

Noble Fates 0.25.0.33 Released!

Hotfix
Crash Fix
Fix for crash with Bandit Decoration Scheme