Noble Fates: Conquest, the 7th Major Update for Noble Fates is here!
Conquer your Island via Diplomacy and Warfare!
Submit your base for use by other Kingdoms!
v0.29 saves are compatible!Noble Fates: Conquest, courtesy of KoboldArt
Noble Fates: Conquest trailer, courtesy of Matthttps://www.youtube.com/watch?v=QMtDVZpTIT8
Features
[h3]Visit and Raid other Kingdoms[/h3]
Send an Envoy to Improve Relations or Trade
Lead a Raiding Party to Declare War and Conquer your enemies!
Bring the fight to them!

[h3]Conquer your Island[/h3]
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.
[h3]Engage in Diplomacy[/h3]
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!
[h3]Hire Mercenaries[/h3]
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!
[h3]Battering Rams[/h3]
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.
[h3]*NEW* Ballistas[/h3]
Ballistas are the hot new Defensive Prop sweeping Noberia.
Put those Guards to use while you're waiting to see if your walls get Breached!

They work best against static targets like Archers, and especially well against Catapults.
Place some around your perimeter and mark them to be Operated and your Guards will occasionally stop by and scan for targets.
[h3]Fortresses[/h3]
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.
We've added a Submit Fortress button to the Pause Menu. Use this to Submit your base for consideration to be used as a NPC base! Make sure to include your Contact Info so we can get in touch and give you proper Credit.
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.
[h3]Reworked Shields[/h3]
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. Some enemies are harder to block than others - but even a Breacher's Melee can be blocked by a skilled fighter!
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.
[h3]Edge Highlights[/h3]
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!

[h3]Save Compatibility[/h3]
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!
[h3]Patch Notes[/h3]
Noble Fates 0.30.0.21 Released!
Noble Fates: Conquest
Crash Fixes
Fix for crash caused by Abandoned Raids
Fix for crash with Catapults
Fix for crash when Ascending with Autonomous Belongings enabled
Fix for crash with background Simulation
Fix for Crash with Delegated Adventures
Fix for crash with Map Generation
Fix for multiple crashes with Reachability
Fix for crash with NPC Gear
Fix for crash with Modded Props
Fix for Crash with Fire while Traveling
NPC Rulers
Add Familiarity - how familiar they are with your Ruler
Add Influence - how much influence your Ruler can leverage with them at
present
Seek to learn more about other Rulers relevant to their Beliefs
Retain information about others relevant to their Beliefs
Tweaks to Diplomatic Priorities
Add ability to Offer Allegiance
Add ability to Request Allegiance
Add Plot Armor
NPC Rulers now have Plot Armor when being attacked on their home turf
Plot Armor prevents them from dying until you deliver Judgment upon them
Attempting to Execute or Imprison a Downed Ruler with Plot Armor
will cause them to Surrender
Add Surrendering
NPC Rulers can Surrender when Raided
Add Judgment
Judgment Allows your Ruler to Choose that Ruler's Fate
Add Grant No Mercy Outcome
Add Execution Outcome
Add Imprison Outcome
Add Exile Outcome
Add Forced Allegiance Outcome
Add Grant Peace Outcome
Add cooldown before NPC Kingdoms declare War again after Peace
Add cooldown for Gifts and Tribute
Add Expected Outcome on Diplomacy Tooltips
Diplomatic Relationships
Introduce Vassals and Overlords
Kingdoms can now Swear Allegiance to an Overlord and become their Vassals
Kingdoms with Overlords may not have Vassals
Entering a Vassal/Overlord relationship ends any War in progress
Territory
Add Territory System
Territory is derived from Strength relative to neighboring Kingdoms
Territory for a Vassal extends that of their Overlord
Fortresses
Add Fortress System to Seed NPC Kingdom Bases
Setup Tags for fortresses so that usage make sense
Examples:
Farming Kingdoms with Farms!
Builders in Big Castles!
Dwarven Dominions in underground bases!
This should also help put weak kingdom in early bases and
strong kingdoms in late ones
There will be occasional exceptions to keep things
interesting, but overall things should make more sense now
Decrease chance of re-using the same fortress
Randomize Colors on subsequent uses of iconic Fortresses
Add support for Farms
Add support for procedural Storage
Add support for optional Defensive Props
Omitted automatically until a Kingdom is Strong then...
25% chance to omit Catapults
50% chance to omit Ballistas
NPC Kingdoms
Add Wealth and Simulate Acquisition of Wealth
Choose a Fortress when visited for the first time
Stock Fortress with Items relevant to Beliefs
Adopt Beliefs Faster
Rich Kingdoms now elevate the Prestige of their Nobles
NPC Raids
Replace just in time recruiting with Hiring Mercenaries
Respect Wealth
Hire Mercenaries when Raiding other Kingdoms
Hire Mercenaries to Defend Kingdom
Hook up Tech Introduction for Battering Rams
Fix bug with using previously Introduced Tech
Fix bug that prevented callout of Tech being Introduced
Player Kingdom
Add ability to Send Envoys to other Kingdoms
Add ability to Declare War on other Kingdoms
Add ability to Raid other Kingdoms
Add ability to Conquer other Kingdoms (Raid with your Ruler)
Add ability to Offer Peace to other Kingdoms
Add ability to Swear Allegiance to other Kingdoms
Add ability to Break Allegiance to other Kingdoms
Add ability to Request Allegiance from other Kingdoms
Add ability to Sever Allegiance from other Kingdoms
Add ability to Request Support from other Kingdoms
Add ability to Negotiate with other Kingdoms
Add ability to Offer Gifts to other Kingdoms
Add ability to Demand Tribute from other Kingdoms
Add ability to Negotiate for Peace for Wars between other Kingdoms Player Kingdoms
Add ability to choose your kingdom's Emblem (from World Screen)
Add ability to choose your kingdom's Color (from World Screen)
Player Negotiations
The player can Negotiate for Concessions from NPC Rulers based on Influence
Available Concessions
Send Items
Declare War on X
End War
Adopt Belief
Abandon Belief
Swear Allegiance
Sever Allegiance
Break Allegiance
Release from Allegiance
Dispatch Support
Mercenaries
Mercenaries are Mortals that can be Hired for a Deposit and Salary
The Salary is a recurring cost
The Deposit is returned when they return to the Company
Mercenaries act as members of your Kingdom while Hired
Mercenary Companies maintain a changing roster of Mortals
Mercenaries can be released early
Mercenary Salary is affected by their Opinion of your Ruler
Ballista
Primarily useful as a Defensive Prop
Can be Operated by Guards to Attack Enemies
Use them to cover weak points in Exterior Defense
Best against non-moving Targets
Enable Operate to have Guards occasionally Scan for
threats and earn XP!
Slow to Reload
Manually Rotated to Aim at Target by Operator
Breaks down faster than Catapults
Unlocks at Building Lvl 12
Uses the Guarding (Melee) Skill to Operate
Gives your Guards something to do until your
exterior defenses are Breached!
Guarding Skill affects
Damage
Turn Speed
Reload Speed
Accuracy
Operators will yell when they don't have Line of Sight
Battering Rams
Introduce Battering Rams, a Secondary for Bashing Props
Add Bash Animations and FX
Shields
Wielding Shields is now Toggleable
When Wielded
Increase Aggro from nearby enemies
Decrease rate of Attack
Disable Attack Comboing
Mortals can now Block attacks when Walking
with increased difficulty
Decrease Blocking Difficulty
Increase Blocking Difficulty when flanked
Increase Blocking Difficulty when attacked from behind
Increase Blocking Difficulty when knocked back
Vary Blocking Difficulty for various non-mortal enemy types
Turn faster to face target when Blocking
Fix bug that prevented chained Blocks
Fix verbiage in Recent Event entries for Blocking
NPC Defenses
Expand Guarding Strategy
Add understanding of Territory
Add understanding of Borders
Add understanding of Hooks
Add understanding of Catapults
Add understanding of Ballistas
Add understanding of Killboxes
World and Choose Your Fate Screens
Add Kingdom Might List
Ranks Kingdoms by Might (Strength + Allies)
Add History List
Shows all known events relevant to Diplomacy
Expand View area
Add Territory Visualization
Improve Ruler Spacing
Increase variety of Kingdom Colors
Hide Mercenaries and Prisoners from Kingdom Circle
Learn about a Kingdom if we know its Founder
World Simulation
Introduce grace period between new Kingdoms
Increase Wanderer Party Sizes
Increase Wanderer Turnover
Ranged Weapons
NPCs will yell when they do not have Line of Sight
Leading Moving Targets is now Skill based
Improve Hit Detection for fast moving Projectiles
Increase Skill required to Lead targets with Crossbows
Allow allies to aim and shoot through friendly props...
Angled Walls
Arches
Columns
Tabletop Decorations (nearby)
Small Lighting (nearby)
Pipes
Short Walls
Wall Attachments
Pathing
Fix several Pathing Issues
Threaded Reachability
Introduce Threaded Reachability
Utilizes additional CPU cores
Decreases the latency in detecting reachability from ~30s to ~.3s
Dishonorable War
Add support for Dishonorable Wars
Dishonorable War is declared if you ambush another Kingdom
without giving them a chance to defend themselves
Good Mortals and Friends do not like Dishonorable Wars
Support
Add ability to ask for Support from other Kingdoms
Supporting groups will act as temporary members of your kingdom (allies)
for the duration
Support is dispatched to the current map
Support leaves if you leave
Battles include Supporting Parties
Pack Capacity (Weight)
Introduce Pack Capacity when Traveling on Adventures
Derived on the Hauling Capacity of Party members
Add Weight to Items
Generally, 1 carryable stack or Item weighs 1
Exceptions
Corpses Weigh 1 + whatever is in their inventory
Book Sets weigh More
Catapults weigh More
Coins weigh More
Petitions
Petitions from Diplomatic Relationships have consequence if Ignored or Rejected
Receive Petitions from Overlords more frequently
Withhold Petition Notification until Petition Arrives
Show time remaining for promises
Increase variance between Petitions from Kingdoms
Start wait between Petitions from when last Petition was completed
Increase likelihood of receiving Petitions from Smaller Kingdoms
1/4 as likely to receive Petitions from Enemies
Petitions from Enemies come 1/4 as often
Add Petition Frequency Setting
Overlord/Vassal Petitions
Include Coins
Adventures
Decrease the difficulty of High and Impossible Adventures
Remove Trees that overlap with Settlements
Defend from Rabids
Increase Difficulty by 50%
Population
Increase Population of NPC Kingdoms
Increase number of Wanderers
Increase frequency of Visitors
Study Books
Rebalance crafting for Study Book Sets
Fix several issues with Book Set Crafting Tooltips
Storage
Reduce storage latency in half for Kingdoms with large numbers of Shelves and Items
Resolve storage when on load
Grapple Hooks
Limit Throughput based on Type and Quality
Make harder to Cut
Fight Simulation
Improve Simulation
Improve Retreating
Catapults
Decrease Projectile Damage
Projectiles Lose velocity as they penetrate targets
Catapults are Damaged by the force of firing and must be repaired
Add Informational Icon when there is no Target Selected
Looting other Kingdoms
Take ownership of known, abandoned items on a Kingdom's map when it Dissolves
Grant ownership of abandoned items when discovered
Raiders bring fewer stacks of items
Loot
Wanderers and Envoys Carry 2x+ the number of Coins when visiting
Decrease loot for Settlement members
Decrease loot for Bandits
Props
Increase non-door resistance to Battering Ram damage
Increase prop resistance to Arrow damage
Decrease door resistance to Melee damage
Add Damage Log entries (that include resistance numbers)
when attacked
Crime
Enemy Combatants are designated as Criminals when at War
Ranged Attackers
Add Toggle for Allowing Friendly Fire
Allow your Ranged Attackers to attack even when it risks Friendly Fire
Use Melee when targeting Doors if Enabled
Improve Leaning attacks
Items
Improve Rendering of Items
Destroy abandoned Items when closing an NPC Map
Tweak Icon Colorization
Doors
Allow Player to Barricade/Unbarricade doors they've been
granted permission to
Rename Add Barricade to Add Barricade Holder
Rename Remove Barricade to Remove Barricade Holder
Remove Weapon requirement from Barricading a Door
Rulers
Rulers now drop their Crowns when Captured or Exiled
Stop
Add Stop button to stop Mortal from doing what they're currently doing
Belongings
Give belongings to the home faction when abandoned
Add support for Mercenaries Borrowing Belongings
They'll return them when their contract expires
Choosing an Owner from Popup will update Claimable properly
Simulated Adventures/Raids
Surviving members now bring back corpses of any Casualties
Player Retreating
You must now reach the edge of the map to Retreat when away from home
Right clicking a downed Ally and transporting them will carry them to the
edge when retreating
Rendering
Add Edge Highlighting
Traveling
Improve State of Needs when you Return
Injuries
Mortals can now Treat themselves
Do not collapse duplicate Injuries from the Context Menu
Decrease the chance for Injuries slightly
Injuries can now happen during simulated fights
Simulate treatment of injuries in those situations
Fix bug that caused Treat Injury commands for corpses
Camera
Fix a number of bugs that cause the camera to settle underground
Improve underground detection for lighting
Mortals
Fix Description when Resting because of Pain
Stop Resting because of Pain when we should be Working
Take a break from Resting because of Pain every few hours
Reduce idling at higher simulation speeds
Belongings
Unlock Auto Claim, Auto Junk, Auto Salvage Rules even when disabled
Schedule next Auto Claim instead of triggering it in response to player actions
You can still trigger it manually if you'd like
Training
Reroll Training Choice when evaluating tasks (every 1-2h or so)
Fix bug that caused Melee and Ranged to have double chances
Should cause people to spread their training amongst assigned options
Abandoned Bases and Camps
Abandon Rooms and Buildings in addition to Props
Fixes Bug that caused Props to become reowned on Load
Storage
Do not Move items out of Unowned Props unless we're storing them
somewhere else
Building
Fix issue with Building caused by Gatherables on other Maps
Temperature Props
Temperature Range -> Temperature Volume
Represents the number of Tiles this Prop handle
Perception
Improve nuance in Mortal Perception
Portraits
Merge Ally portraits into the main Portrait List
Keep Mages at the upper right of the first row
Combat
Show current Target
Heavy is The Crown
Start Mortals with some XP
Ensure Rival Raid comes early (if enabled)
Ensure Monsters come early (if enabled)
Selection
Add Melee and Ranged Selection Shortcuts
Improve Target Selection when Fighting
Choose Your Fate
Fix bug that could cause Rulers to Desert to join Origins
Hide idling Wanderer Parties
Settings
Rename existing Raid Settings to Incoming Raid
Add Outgoing Raid Difficulty Setting
Add NPC Wealth Difficulty Setting
Add Petition Difficulty Setting
Add Edge Highlights Toggle
Hotkeys
Add Shield hotkey
Add Stop hotkey
Items Tab
Only show Items available on the current map
Fix bugs that caused Items belonging to others to show up in the log
Collect Actor Projectiles
Fix bugs that cause Mortals to target Actors who are off map
Cooking
Tweak Blocked Messages
Cloaks
Fix Opinion Text
Bandits
Allow Bandits to Jump down
Characters
Fix for bug that prevented Portraits occasionally
Visitors
Now Soothe Downed Friendlies
Now Feed Downed Friendlies (when starving)
Travel Meals
Decrease Carry Chance
Increase Price (2x)
Pause Menu
Add Submit Fortress Button
Mortal Sheet
Add Contract Information
Include Reason in History where appropriate
Hide dead non-relatives from Relationships Tab
Reactions/Opinions Tooltip
Break up long lists
UI
Improve Tooltip positioning
Fire Fighting
Decrease Difficulty
Decrease Speed
NPC Loadouts (including mercs)
Choose secondary options that better align with opinions and skills
NPCs are less likely to carry Crossbows
NPCs are less likely to carry Hooks
NPCs are less likely to carry Battering Rams
Startup
Limit initial Demolition on Startup to...
Floors, Walls, Roofs, Doors, Siege Props, and Beds
Trades faster startup for occasional small hitches on Destruction
Better longterm solution in progress
Optimization
Warm physics on launch to reduce initial slowdown
Crossbows
NPCs take longer to aim Crossbows
Crossbows take longer to Fire
Treasure Chests
Increase Damage Taken
Fog of War
Prevent Redundant Fog of War VFX
Defected
Fix bug with transfer when you ask someone to Defect
Saves
Cleanup unnecessary Mortal data
Guarding
No longer attack retreating enemies when unenlisted
Fog of War
Animate when paused
Improve performance
Temperature Overlay
Show Temperature for NPC owned spaces
Digging
Digging is more difficult in unfamiliar Terrain (away from home)
Studying
Do not try to Study Books that cannot be Seen
Do not try to Study Books that cannot be Reached
Combat Training
Do not try to Train on Props that cannot be Seen
Do not try to Train on Props that cannot be Reached
Moral Interactions
Improve Nuance in reactions
Diplomatic Relationships amplify strength of reactions
Schedule
Fix bug that caused schedule to display blank if the owner
wasn't following it because of unmet needs
Attacking Doors
Recheck for alternate paths (or permission) occasionally
Food Permissions
Add Mercenary Options
Beliefs
Add Mercenary Options
NPC Settlements
Improve placement of procedural Buildings
NPC Factions
Improve nuance in granting Player Permission to their Territory
Succession
Prefer Legitimate Children First
Rival
Prevent Rival from being Raided while they're trying to start a War
with the Player
Conversations
Fix Text bugs
Breacher
Increase Melee Block difficulty
Imps
Slightly more frequent
Wolves
Slightly more frequent
Rabid Animals
Slightly more frequent
Information
Tweak Reason choices
Farming
Fix behavior bug when Farm is unreachable
Hunting
Switch back to wanting Ranged after being assigned to someone
using Melee
Fire
Extinguish Fire on other Maps when you leave them
Pause Fire on your Map when you leave it
Add support for NPCs Fighting Fire in their Settlement
Improve Fire simulation
Nerf Flame growth rate
Nerf Spread rate
Combat
Do not attack enemy props with Ranged Weapons while Idling
Fleeing
Do not Flee when engaging a target
Do not Flee when Cutting Climbing Ropes
Do not Flee when Firing Catapults
Relax
Do not try to Relax in unseen Places
Do not try to Relax in unreachable Places
Socialization
Improve Topic Selection
Flow Debug Menu
Constraint to DEVELOPMENT Build
Strength/Difficulty
Remove Shields
Add Wealth (where relevant)
Add Allies (where relevant)
Terrain
Fix rendering of bottom layer of Terrain
NOTE: still has selection and pathing issues
Items
Fix bug that causes Items on ground to re-drop on load
Execution Moment
Fix edge cases
Moments
Improve difficult moment tracking
Notifications
Hide Visitor Notifications (bottom right) by default
Save games
Add Migration path from v0.29 to v0.30
Choose Your Fate
Known information is limited to that which your ruler Knows at the start
Slow down simulation speed on lower speeds
Player Perception
Reset Discovery of other Characters when you leave other Maps
Downed
Prevent Unconscious if Downed was Resolved while the player was away
Days Per Yir
Improve simulation stability when using a non-default number of Days per Yir
Main Menu
Add Battle Scene
Iterate on Main Menu Text
UI
Hook up Conquest Loading Screen
Hook up Conquest corner Vignette
Credits
Add Sato to Credits (finally!)
Add Fortresses Section
Localization
Add Localization for most Conquest Strings
Raids
Fix bugs with intro text
Text
Fix various typos
Mods
Add v0.30 tag
Add support for mixed Skinned/Static Meshes in one prefab
Use selectiveSkinning=true to enable
Restart the game and steam to pick it up!
[h2]Localization[/h2]
Translation into supported languages is included for 95+% of the Conquest strings.
There's a pickup pass in flight for the last few stragglers that will be out soon!
[h2]Experimental [/h2]
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!
[h2]Mods[/h2]
Thanks to Sato, all compatible Mods have been marked with v0.30.
Let one of us know if you experience issues!
What's next?
We plan to spend the next few weeks working on bugs and QOL fixes that didn't make the cut for this release.
After that, we're ready to dive into Feature Update #8(!) and from there the road to 1.0
Community Corner
This update's Community Corner features Fortresses submitted by players like you!
Knucklezen Mountains by PaddyMcfly
Caledonia by bc02
Axedoor Crossing by Lumetta
Mighty Tower by PaddyMcfly

Thanks for your submissions, keep them coming!
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