Noble Fates: Conquest, the 7th Major Update for Noble Fates lands on 3/11!
Conquer your Island via Diplomacy and Warfare! Submit your base for use by other Kingdoms! v0.29 saves are compatible. Beta starts now!
Features
Visit and Raid other Kingdoms
Send an Envoy to Improve Relations or Trade
Lead a Raiding Party to Declare War and Conquer your enemies!
Bring the fight to them!
Conquer your Island
The World Map has been updated to reflect each Kingdom's Might, their Holdings, and their known history.
Chilljaw Atoll shall belong to the Orcs!
A Kingdom's Holdings expand and contract based on their Strength relative to their neighbors.
Leverage a mix of Diplomacy and Warfare to unite the Island under your Beliefs or take them all out and stand as the only Kingdom, it's your call.
Engage in Diplomacy
Rulers, including your own, can Bend the Knee and swear Allegiance to another Kingdom to become their Vassals.
Build Influence with them to Negotiate their Allegiance, or beat them into submission and Demand it.
Choose your path...
Call on them for support in times of need, but don't leave them in the lurch when they call on you!
Hire Mercenaries
Some of the more ingenious Mortals have realized they can turn a profit selling their Skills as Mercenaries.
Place a Deposit and Hire them to expand your Workforce in a pinch...
Or turn your Coins into brute strength to turn the tide of a Battle that isn't going well...
You want how much?!?!?!
Make sure they make it back home to get your Deposit back from the Mercenary Company!
*NEW* Battering Rams
Smacking Walls with Swords and Axes isn't a very effective way to knock them down.
Introducing the Battering Ram, a new Secondary piece of gear that Mortals can use to attack Props for additional Damage. Consequentially, Damage done to Props by Melee Weapons has been reduced.
When a Door is in your way... You must Ram it!
Prop Health has been rebalanced to better ensure Doors are (usually!) the weak point of a Structure. That said, a little scouting before engaging can yield weaknesses that are easier to exploit.
When attempting to breach a base, it's best to send a mix of Shields, Battering Rams, Hooks, and Ranged Weapons to Maximize your chance of success.
*NEW* Fortresses
We want the other Kingdoms in your world to live in bases worthy of their stature and to offer interesting Strategic challenges when Raiding, so we've introduced Fortresses.
Fortresses are snapshots of Player bases that can be instanced and used by the other Kingdoms in your world. They layer additional procedural elements and defensive strategies over the top of these to offer a variety of experiences.
To start, we've authored a handful that they can choose from, but this will expand before the full release.
In addition, we've added a Submit Fortress button to the Pause Menu. Use this to Submit your base for consideration to be used as an AI Fortress! Make sure to include your Contact Info so we can get in touch and give you proper Credit in the... Credits.
Submit your Fortress!
Note: it's best to avoid using Mods that introduce new Structures when building a base for submission as a Fortress, as it will limit your chances of selection.
*NEW* Reworked Shields
Shields have been Reworked to offer more Tactical choice.
Use of a Shield is now toggleable when equipped. When wielded, the holder draws additional Aggro from nearby enemies, but they attack about half as often, and do not combo their attacks.
In addition, Blocking has been rebalanced - yielding better results for Mortals with higher Melee Skills and against less intelligent or less agile enemies. Direction of Attack matters now too, it's more difficult to Block attacks from the side and much more so from behind.
Shielded Warriors Sprinkled amongst your Ranged and Breaching Mortals can draw Enemy fire and increase your chances for success. They're also great at Holding choke points, even while your other Melee Mortals attack from behind them.
*NEW* Edge Highlights
We've added a new Post Process to the Renderer that adds subtle edge highlighting.
This brings a nice amount of Contrast to the World, especially in low lighting conditions and brings us one step closer to final visuals for the game.
Look Ma, Fancy Edges!
*NEW* Save Compatibility
We wanted to make sure you could submit your existing bases so we've tackled the Work to maintain Save Compatibility with this Update. You can carry on with your Kingdom from v0.29 and take the fight to those pesky Kingdoms that have been pestering you for ages.
There are a few things that were changed about the simulation, so starting fresh will yield the best experience going forward.
This also means that we've made it easier to do this, so future updates will maintain compatibility barring catastrophe as well. huzzah!
Other Changes
There are a great many other changes included in this update including fixes for longstanding issues.
As always, there will be a few more surprises that land for the release!
Localization
Translation for the Update is in progress and will land when it is released.
Experimental Beta
We've dusted off the Experimental Beta branch 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!
Release Date
The update will launch on 3/11 at 10a PST.
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 issues.
The Next Mortal Race...
Thank you for all of your ideas and submissions!
We've moved on to the design phase and will let you know when they're nearing availability!
Discord
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
The holidays are for sharing, and we thought it would be fitting to share some details about the upcoming Feature Update, titled Conquest.
Conquer your Island via Diplomacy and Warfare!
Features
Visit and Raid other Kingdoms
Send an Envoy to Improve Relations.
Lead a Raiding Party to Declare War and Conquer your enemies!
Bring the fight to them!
Engage in Diplomacy
Rulers, including your own, can Bend the Knee and swear Allegiance to another Kingdom to become their Vassal.
Build Influence with them to Negotiate their Allegiance, or beat them into submission and Demand it.
Choose your path...
Call on them for support in times of need, but don't leave them in the lurch when they call on you!
Conquer your Island
The World Map has been updated to reflect each Kingdom's Strength and Holdings.
Everyone starts somewhere...
A Kingdom's Holdings expand and contract based on their stature relative to their neighbors.
Leverage a mix of Diplomacy and Warfare to unite the Island under your Banner.
Hire Mercenaries
Some of the more ingenious Mortals have realized they can turn a profit selling their Skills as Mercenaries.
Place a Deposit and Hire them to expand your Workforce in a pinch...
Or turn your Coins into brute strength to turn the tide of a Battle that isn't going well...
Take your pick...
Make sure they make it back home to get your Deposit back from the Mercenary Company!
Other Features
There are many other smaller features that we aren't ready to talk about yet, stay tuned for more details!
Experimental Beta and Release Date
This is the largest update to Date, and we're taking our time to make sure it's in great shape before release.
We plan to launch an Experimental Beta early next year, and announce the Release Date at that time.
Saves
As you can imagine, these changes necessitate large changes to the save game format, so this update will retire 0.29 saves.
We'll spin up a retired_0_29 set of Steam Betas so that you can continue your 0.29 saves there or go back and visit them whenever you want.
The Next Mortal Race...
We're still in the ideation phase for the next Mortal Race.
If you haven't submitted your ideas yet, we're still accepting them!
We're looking for a race that will fit into all the existing systems (and clothes!). It'd be cool if they fit around a feature in the game offering a chance to flesh it out further (ala the Dwarves and Mining). Ideally, we'd avoid stepping on the toes of any of the existing Race Mods.
Who is this?
Some thought starters: Nocturnal? Dependency on Consuming Flesh? Engineers? Tricksters? Animalistic? Different Method of Reproduction? Farmers? Ranchers?
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
Noble Fates 0.29.8.4 Released!
Hotfix Crash Fix Fix for crash with Goofiness of 0% and Mods
Burying Corpses Fix bug that allowed unreachable Graves to prevent Burying elsewhere Fix bug that allowed multiple corpses to buried in a single grave Bury corpses in the closest unoccupied Grave Thanks for the reports!
Debug Profiling Fix bug that could cause infinite profilingRestart the game and steam to pick it up!
Kingdom Crier #38: Cloaks, Mortal Visuals, the next Mortal Race
Kingdom Crier #38 is here and it brings Cloaks along with it!
In addition, we've done a pass to tighten up the graphics on Mortal Visuals.
Finally, we're nearing work on the fifth Mortal Race and wanted to hear your suggestions before we start!
Today's Content Update
Cloaks
Cloaks are the hottest new trend sweeping the Land of Noberia!
Now that they've hit the shores, everyone wants to get their hands on one, and they're in luck - there are 4 tiers to choose from so there rae plenty to go around!
The Poor Cloak
The Poor Cloak is a great starter Cloak, pretty easy to Craft. It'll provide a little Prestige, some Warmth, and the Gods may even grant it a Buff or two.
The Modest Cloak
Modest Cloaks are great for those Kingdoms that have gotten up and running and can start pushing a bit further. More Prestige, more Warmth, more Buffs!
The Martial Cloak
Martial Cloaks are most like those that you'd see in the famous series REDACTED(tm). Even more Prestige, Warmth, and Buffs! They're preferred by Orcs and Dwarves.
The Royal Cloak
Finally, we have the Royal Cloak. Just look at this thing!
Every ruler and their Brother will be fighting to get their hands on one. They're dripping with regality. The most Prestige, Warmth, and Buffs!
Dwarves and Orcs generally don't love these ones.
Refined Mortal Visuals
We've continued the work of dialing in the Mortal Visuals with the goal of finding the right balance between variety, endearment, and goofiness.
Work during this pass primarily centered on identifying and reducing the goofy factor and fine tuning color ranges - especially for Orc Skin. The scientists determined that 25% was the right amount of goofiness - down from the previous 50%.
In addition, we've corrected the oversight that prevented Orcs from being Bald. This was very important!
If you prefer your Mortals goofy, the Visual Extremes Slider has been renamed to Visual Goofiness and you can fine tune it to your heart's content in the Game Options.
Cloaks Description Cloaks are a replacement for the legacy Robes Beyond better art, they leave more clothing and armor visible Advances in Crafting make them immune to Mortals identifying the source of Hide or Leather when Crafting! Add Poor Cloak Requires Crafting Lvl 2 4-24 Prestige .25-1° Warmth Ingredients: 12 Cotton Add Modest Cloak Requires Crafting Lvl 4 8-48 Prestige .5-2° Warmth Ingredients: 24 Cotton, 2 Hide Add Martial Cloak Requires Crafting Lvl 8 18-128 Prestige .75-3° Warmth Ingredients: 8 Hide, 4 Leather Opinions Dwarves tend to Like Orcs tend to Like Add Royal Cloak Requires Crafting Lvl 12 32-256 Prestige 1-4° Warmth Ingredients: 24 Cotton, 12 Hide, 6 Leather, 1 Gold Rod Opinions Orcs tend to Dislike Dwarves tend to Dislike Humans tend to Like Elves tend to Like
Improve Mortal Visuals Lower chances of Goofy Facial Features Rename Visual Extremes to Visual Goofiness Change default value to 25% (from 50%) Factor into Cosmetic randomization Skin Shader Tweak Skin Colors Orcs Add Bald Hairstyle Increase chance of No Cheeks Lower Skin Contrast Dwarfs Fix bug with Positioning of Features Elves increase chance of No Cheeks Lower Eye Color Extremes Lower Hair Color Extremes Lower Skin Contrast Humans Increase chance of No Cheeks
Cloth Robes Are now worn only by Mages in the Wild Lower Carry Chance
Item Icons Improve Detail in the Smallest Icons
Pauldrons Improve Shoulder Pad Visuals
Localization Fix bug that caused mod text overrides to be ignored Note: New Items not Translated yet, that'll land this week
Modding Instanced Items Add Support for Optional Materials Used on the Cloaks to Hide Optional Parts Restart the game and steam to make sure you're up to date!
The Next Mortal Race...
We're ready to start work on the fifth Mortal Race and wanted to include you in the process!
We're looking for a race that will fit into all the existing systems (and clothes!). It'd be cool if they fit around a feature in the game offering a chance to flesh it out further (ala the Dwarves and Mining). Ideally, we'd avoid stepping on the toes of any of the existing Race Mods.
Who is this?
Some thought starters: Evil? Shorter lifespan? Longer? Commands Animals? Flowing Water? Dyeing? Magic? Let us know what you'd like to see!
Feature Update #7 Progress Report
Feature Update #7 is nearing Feature Complete.
We've got the rough versions of nearly all the bits implemented, now we're tuning and tweaking them.
Stay tuned for the announcement and Beta!
What's happening in Main
In addition to today's patch, the following fixes have landed since the last Crier!
Crash Fixes Fix for crash when Leaving a Game Fix for crash when the Player has no Ruler Fix for crash when Loading a 0.29.6.* Save on the Living World Fix for crash when Dropping Items Fix for crash when a Grave is Broken by Rain Fix for crash when hovering over the Learning Log Fix for crash when Claiming Belongings Fix for crash with Adventures Fix for crash when Launching Fix for crash when Ascending Fix for crash when editing occupied Farms Fix for crash with Fire Debugging Fix for crash with background Sim Fix for crash with Path rendering Fix for crash with Equipping Fix for crash with Trading Fix for crash with ^ in Names Fix for crash when digging under Kin Mounds Fix for crash with Auto Claim Fix for crash with Conversations Fix for crash with Ordering Animals Fix for crashes with Pathing Fix for crashes with Micro Orders Fix for crash with Dig Commands Fix for crash with the Mortal List
Softlock Fix Fix for Softlock when Ordering Animals
Mortal Self Preservation Stop following Custom Schedule when... Starving Suffering from Hypothermia Suffering from Heatstroke Threatening to Desert This should allow the Mortal a chance to solve their problem themselves
Treat Injury/Wound Stop target from moving unless... they're an enemy they've been ordered to do something they're treating someone
Reduce Noble Laziness when Starting a new Kingdom Volunteering > Idling > and Preaching and Training > Relaxing Nobles will Volunteer to help with Jobs they aren't assigned to during the first Day of a new Kingdom if they run out of assigned work with no negative esteem effects Nobles take shorter breaks from Work during this period Preaching is lower priority than Volunteering Training is lower priority than Volunteering Disabling Autonomous Job Assignments disables this behavior Nobles are less lazy during the first Yir of a new Kingdom Check for new work more frequently if there isn't any available
Mortal Collision Don't separate Mortals when Pauseda Separate Mortals more slowly when in Slow mo
Drinking Fix bug with Timeframe Rule that prevented drinking
Guided Experience Fix bug that can cause Guided Experience to get stuck
Poo All creatures now poo 1/2 as often as before
Eat Micro Command Warn when Food is Unreachable
Right Click -> Equip Clear Claimable and Set Manual Claim if using Auto Claim
Camera Fix bug that caused camera to lift when it shouldn't in layered mode
Level Up Toast Deliver during Combat
Bandits Fix bug that prevented Bandits from Building Bases
Fonts Fix for bug that prevented some Glyphs
Belongings Screen Fix bug that caused Portraits to be hidden at times
Breaches Improvements to Spawning from floating Breaches and Portals
Toolbar Fix bugs with Toolbar behavior after an Adventure
Text Fix several Text bugs
Mod Development Turn Errors related to Localization into Warnings
Minor Updates like this arrive on the Experimental Branch 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.
Expect occasional issues - but know that we appreciate you helping us make the game better!
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
Noble Fates 0.29.7.42 Released!
Hotfix Crash Fixes Fix for Crash with Auto Claim Fix for Crash with Conversations Fix for Crash with Ordering Animals Fix for Crashes with Pathing Fix for Crashes with Micro Orders Fix for Crash with Dig Commands Fix for Crash with the Mortal List
Softlock Fix Fix for Softlock when Ordering Animals Thanks for the Report!
Mortal Self Preservation Stop following Custom Schedule when... Starving Suffering from Hypothermia Suffering from Heatstroke Threatening to Desert This should allow the Mortal a chance to solve their problem themselves Thanks for the Report!
Treat Injury/Wound Stop target from moving unless... they're an enemy they've been ordered to do something they're treating someone Thanks for the Report!
Character Collision Don't separate Characters when Paused Separate Characters more slowly when in Slow Speed Thanks for the Report!
Drinking Fix bug with Timeframe Rule that prevented drinking Thanks for the Report!
Right Click -> Equip Clear Claimable and Set Manual Claim if using Auto Claim
Level Up Toast Deliver during Combat Thanks for the Report!
Debug Menu Limit Exception Debug Entry to the Development Build Thanks for all the Test Crash Reports! :P Add Perf Debug Menu Used to capture Performance data as neededRestart the game and steam to pick it up!
Noble Fates 0.29.7.41 Released!
Hotfix Crash Fixes Fix for crash when editing occupied Farms Fix for crash with Fire Debugging Fix for crash with background Sim Fix for crash with Path rendering Fix for crash with Equipping Fix for crash with Trading Fix for crash with ^ in Names Fix for crash when digging under Kin Mounds
Toolbar Fix bugs with Toolbar behavior after an AdventureRestart the game and steam to pick it up!
Noble Fates 0.29.7.40 Released!
Hotfix Crash Fixes Fix for crash when Ascending Thanks for the report!
Breach Improvements to Spawning from floating Breaches and Portals Thanks for the report!Restart the game and steam to pick it up!
Noble Fates 0.29.7.39 Released!
Hotfix Crash Fix Fix for crash with Auto Claim RulesRestart the game and steam to pick it up if you're affected!
Noble Fates 0.29.7.38 Released!
Hotfix Crash Fixes Fix for crash when Launching
Guided Experience Fix bug that can cause Guided Experience to get stuck Thanks for the report!
Eat Micro Command Warn when Food is Unreachable Thanks for the report!
Text Fix several Text bugsRestart the game and steam to pick it up!
Diplomacy is Not an Option is 1.0!
Our friends at Door 407 crossed the 1.0 threshold with Diplomacy is Not an Option!
Diplomacy is Not an Option is a strategy game set in a medieval fantasy world. Build your town and defenses, raise huge armies and fight against massive hordes of enemies. How long can you survive?
It's on sale to celebrate, and there's an additional discount if you own Noble Fates!