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Noble Fates News

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.

[h2]Underground Flora![/h2]
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.

[h2]And Fauna![/h2]
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.

[h2]Vents[/h2]
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.

[h2]Coolers![/h2]
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!
[h2]Exhaust Pipes![/h2]
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.

[h2]Other Changes[/h2]
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.

[h2]Saves[/h2]
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.

[h2]Mods[/h2]
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.

[h2]Experimental Beta[/h2]
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!

Community Corner
13erserk released the Dragon Set...

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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!

Thanks for your patience!

Community Corner
cypr` takes their Adventures seriously... Plum released Entities of the Earth...

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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 #21: Feature Preview - Terraforming!

Kingdom Crier #21 ahoy!

Feature Previews

As you've likely noticed, we're taking extra time on our Feature Updates now. The stability of the game has allowed us to strive for a better work/life balance for the team and ensure that each major update from here on out represents a clear step towards 1.0. While they're taking longer, we think that each one will be that much more interesting. The Adventure Update is the first example of this new workflow.

Given that we're spending extra time on these, we thought it was a good time to revisit our approach to announcing new features. Instead of waiting for the Beta of the Feature Update to announce it all in one go, we thought it'd be cool to start sharing Previews of features that we know will be in the update once as we begin to near it's full announcement.

To that end, the first major feature of Feature Update #5 is...

Terraforming!


Build a house in a hole!

A land bridge!

A root cellar!

Whatever these weird things are...

Or repair the hole that pesky Catapult knocked into the roof of your underground base.

Terraforming follows similar rules to building, with the exception that a terraformed block must be placed on top of or attached to existing Terrain. You can place any of the tile types that map generation uses.

To start, you'll only be able to build things out of Dirt. To keep with the grounded nature of Noble Fates, this will have a cost in the form of a new resource - Dirt. Dirt will can be gathered by mining, trading, or looting.

Feature Update #5 Status

Feature Update #5 is quite far along now. There are only one or two features left to build then we'll enter the bug fixing and tuning phase at which point we'll announce.

Terraforming is just one of the features of Feature Update #5 - any guesses as to what else may come with it?

Community Corner

There have been quite a number of interesting mods released since the last crier, here are a few!

13erserk released the Spartan Set

Plum dropped Tameable Ogres...

Sato made these cool wings

Sato and Plum teamed up for Predators & Prey!

And Monster Madness 2!


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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 0.27.6.3 Released!

Minor Update
Crash Fixes
Fix for crash when trying to Add a Lock to a Mod Door that doesn't support it
Fix for crash when Mage enters the map already detected

Belongings
Clicking a Belonging Slot will now Filter by that Slot Type
Clicking again will clear the Type Filter
Clicking in a Blank Slot will clear the Type Filter

UI
Hide Buttons faster when no longer usable

Menu
Rename Exit to Exit Game
Restart the game and steam to pick it up!

Kingdom Crier #20: Door Locks and Roadmap Update!

Welcome to Kingdom Crier #20 Kontras.

Until now, Barricades have represented the state of the art in Kingdom Security.

The Builders have spent some time standing around with gears above their heads and discovered...

Door Locks! Use these to keep your spaces secure

Door Locks control access to your important spaces and keep Bandits away from your goods. These Unlock at Building Level 5 and cost 24 Copper to add to a Door. Adding a Lock doubles the Health of a door.

Leverage the new permissions UI to control access

Doors with Locks close more quickly than those without - but beware of tailgaters! Permissions prevent someone from opening a Locked Door, but anyone can walk through a door that's already open!

Beware of tailgaters!

The existing Lock system has been renamed to Barricades, retaining the previously functionality. The discovery of Locks has lowered the difficulty of Barricades to Building Level 2 and the cost to 12 Wood. Barricading a Door doubles its health - giving you a little extra time to get into position and dispatch attackers.

The trusty Barricade

Finally, you can Barricade a Locked Door to stack the Health boosts for added protection!

Patch Notes

Noble Fates 0.27.6.2 Released!
Content Update #16
Crash Fixes
Fix for multiple crashes related to Combat
Fix for crash related to Items Decaying

Add Door Locks
Door Locks add the ability to control access to spaces
Unlock at Building 5
Ingredients: 24 Copper
Other Factions can grant the Player access to their locks

Door Barricades
Existing Door Locks are now known as Door Barricades
Move to Tactical Research Category
Unlock at Building 2
Ingredients: 12 Wood
Update Visuals

Reports (thanks!)
Improve Unreachable Detection
Fix broken pathing when Stairs are built above a Terrain Ramp
Improve reporting when Cooking is Disabled for all Available Ingredients
Fix for multiple instances of dispatched parties not returning
Fix for bug that allowed an attempt to path to unreachable space
Fix for Pathing issue related to Stairs
Fix for Pathing issue related to Uncrated Props

Crafting
Show Locked Recipes by default

Desertion
Prevent Raiders from Deserting their Kingdom during Retreat

Ordering
Don't Select Hidden Blueprints when Right-Click Ordering

Grass
Increase rate of Terrain Grass regrowth
Roadmap Update!

It's been a bit - so let's update the Roadmap!

As a reminder - there are 3 types of updates for Noble Fates - Updates that address bugs and issues (including those that are listed on the Backlog and those that you Report in-game); Content Updates that focus on expanding existing systems and filling them with additional content; and Feature Updates that add new features to the game expanding the overall breadth of what the game has to offer.

[h2]Priority Fixes[/h2]
Progress against the Priority Fixes that we outlined on 8/9

Details
Crashes
Fixed 65+ additional crashes, bringing the total to 165+!

Adventures
Go on Adventures to Help your neighbors out
Delegate to followers and stay home if you prefer

Fine Stone Building Tier
Made from Stone Blocks
Adds Arches, Spires, and Portcullis

Tactical Props
Buildable Catapults
Useful Chevals

Shields
Great against Projectiles
Block Animal and Monster Attacks

Crime
Added Crime Tracking
Factor Crime into Esteem Changes

Kingdoms Map
Reworked and Improved

Demands and Gifts
From other Rulers based on their Opinions of you

Tames
Added Pastures to keep Tames contained
Added ability to eat from Stockpiles

Wolves
Added Wolves
Added Hunted Notification

Dangerous Animal Event
Added Dangerous Animal Event

Monsters
Improved Imp Behavior
Improved Breacher Behavior
Spawning Improvements

Rabid Animals
Improved Flow and Difficulty

Character Visuals
Less Crazy Combinations
Added Character Appearance Editor

Conversation Refinement
Surface inconsequential opinions Less
Less need to talk to your people

Camera
Improved Fine Camera Panning
Added Camera Panning Settings

Reporting
Added in-game Reporting tool

Mods
Added Versioning

That's a lot of changes! It's worth noting how much of our effort we've been able to put towards improvements and content instead of fixes! We have a pretty stable game now.

Current Priorities

Localization has climbed the list and is under way now. It's a complicated task for a game with so much procedural text, but we're hard at work on it. It will likely land between Feature Update #5 and Feature Update #6.

Beyond that, there are a number of systems and interfaces that could use their second pass to streamline and improve the player's experience, so those are starting to become important to us.

[h2]Content Updates[/h2]
We've released 16 Content Updates so far!

There have been 3 Content Updates since the last Roadmap Update!
Content Update #14: Wolves
Content Update #15: Mortal Customization
Content Update #16: Door Locks

We'll continue to work on these and release them as they're ready,

[h2]Feature Updates[/h2]
Finally, we have the Feature Updates. As a reminder, 8 of these will arrive during Early Access. 4 have landed so far.
Feature Update #4: The Adventure Update!

[h2]Feature Update #5[/h2]
Feature Update #5 is well underway, recently crossing the half way point of development. As with The Adventure Update, we're taking on and tackling deeper changes to the game to expand on the mid-game. Stay tuned for details!

[h2]Early Access Status[/h2]
We're more than half way through what we set out to accomplish with Early Access. We're tracking behind our original schedule - due primarily to increasing breadth and quality of our Feature Updates - but we have been successful enough that we have plenty of runway to reach 1.0.

Thank you so much for your support and patience!

Community Corner
cypr` stood up this cozy village in one of their playthroughs...

and this sick castle in another!

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