Changes
Storage v2
Storage has been reworked to be Item centric instead of Storage Slot centric. Previously, Store Commands were issued only when the Storage system had reserved a Storage Slot for it. This meant that if you had insufficient storage, the Item would not get a Store Command. In addition, in the late game, the latency of processing storage meant that it could take 30s or so for the system to try to reserve Storage Slots, meaning that it wasn't clear if you were out of Space or if the Item was awaiting a Storage Slot reservation! To solve this, we've flipped the role of Store Commands - every Item that belongs to your Kingdom and is not yet Stored automatically gets a Store Command. The Command is marked as Pending when the Item has not yet reserved a Storage Slot, and it is marked as Blocked when you have Insufficient Storage for it. This means you can check the status of any loose Item in the world by clicking on it (and prioritize it), even if it has not yet been evaluated. In addition, we added a high level Storage Status icon when you're at home next to the Food Remaining Status Icon. It shows the percentage of Storage Slots in your Kingdom that are not used or reserved and changes color when there's a Warning or a Problem. Hovering over the Icon shows the breakdown of Storage Slots as well as counts for any non-Junk Item types that have Insufficient Storage. We've added the same stats to Storage Props and Stockpiles to allow you to check the status for individual Storage areas by clicking on them (or double clicking in the case of Shelves).
Finally, we took this opportunity to revisit Hauling prioritization trying to better find the balance between distance traveled and storage priority.
It's worth noting is that you will see more Store commands than you did previously. Any loose, unstored Item or Stack will have one - and Stacks that are destined to be merged will have multiple (one for each separate Stack to be merged in). Generally, I kick on the Prioritize Toggle on the Jobs screen when Store Commands are above 150 or so and let it run until they're back under that threshold.
NPC Raid Tweaks
Conquest launched with AI Kingdoms tuned heavily towards self preservation when interacting with the player. This meant that they wouldn't dispatch Raiding parties to attack you when at War if they didn't think they were stronger than you. Overall, this meant there was a large decrease in the number of incoming Raids, even if you were involved in multiple Wars. Now, NPC Kingdoms will be more aggressive towards the player when at War - keeping you on your toes and spreading themselves thin at times to open up valuable opportunities for counter attack!Optimizations
We've dedicated a few days to Optimizations over the last few weeks, increasing the baseline Framerate for mid and late stage Kingdoms. As always, there's more to do here, but this should help!Patch Notes
Noble Fates 0.30.2.7 Released Minor Version [code]Crash Fixes Fix for crash with Envoys Fix for crash with Storage Settings Fix for crash with the Bulk Cut Tool Fix for crash when a Ruler Dies Fix for Crash with Moving items Fix for crash with Mods Storage v2 All Items that need to be Stored now have a Store Command Can be soft-blocked with Pending while waiting for Storage Assignment Will be hard-blocked when there is Insufficient Storage This means, generally, you will see more Store Commands, as each loose stack gets their own even if they will eventually merge into a larger stack when stored Add Storage Remaining UI Lists Free Space, Slots, Used, Reserved, Remaining, and Insufficient Add Storage Remaining to Storage UI Lists Slots, Used, Reserved, Remaining, Free Space for selected storage Add Storage Icons Visibility Category Shows Error Icons over Items when there is Insufficient Storage for them at home Improve Hauling Efficiency Fix for Items getting stuck in walls when dropped Enemy Kingdoms Are now more likely to Raid you when at War if they do not like you Are now less likely to Offer Peace to the Player if there is a better option Fix bug that decreased raid frequency when introducing new tech Optimizations Greatly Reduce Cost to calculate Success (up to 10ms) Drop bad Corner Post Calculations (up to 3ms) Character Optimizations (up to 1ms) Pathing Optimizations (up to .25ms) Terrain Gatherables (Rocks, Logs, etc.) Are now shown if any part of them is visible on the current layer (Ex. Stalagmites) Can now be gathered when within another Gatherable or Tree Can now be gathered from nearby spaces in any Room they breach. Drop Stacks near Gatherer when Gathered Returning Home Fix bug that could cause you to deduct from your own stacks back home when bringing stacks back Assassinate Petitions Fix bug that marked the Petition as a Success even if a target Escaped Greatly increase the Damage threshold before they try to Escape Incoming Catapult Raids Improve Raider behavior when their Catapult has been destroyed Outgoing Raids Improve initial Defender placement Party Animals Parties that leave while you're away now take their Animals with them Abandoned Wolves will now leave the map Gathered Fruit Drop Stacks near Gatherer when Gathered Projectiles Now properly attach to the Prop not the Prop Accent when hitting an Accent This fixes a bug that prevented collection Wants Clean up Wants for Mortals who die while Away Ballista Bolts No longer light on Fire because they cannot Burn Stalagmites Decrease Quantity of Stone yielded by Stalagmites Fog of War Tweak Appearance Petitions Decrease frequency of Petitions Ignored Item Icons Are now Optional (Ignored Icons under Visibility) Are now disabled by default Foliage Can now be gathered when inside of a Terrain Gatherable (Rock or Log) Drop Stacks near Logger when Cut Footsteps Hide footsteps within hidden spaces Corpses Clear Storage Command when set to be Buried Debris Fix rendering bug with large Debris blobs on Load Terrain Gatherables Fix bug that prevented rendering Fortresses Fix bug with Beauty Bogs that caused the storage room not to be used NPC Kingdoms Tweak the amount of Coins and Items they keep on hand Fog of War Fix Fog of War when you return to a Kingdom that you previously Raided[/code]Restart the game and steam to pick it up!Prior Minor Update (v0.30.1)
We didn't post a Kingdom Crier with the launch of v0.30.1, the last Minor Update, so we wanted to include those notes here in-case you missed them. That update focused on improving NPC defenses, adding additional Fortresses, and revamping the Fog of War for clarity and performance.Patch Notes
Noble Fates 0.30.1.2 Released! Minor Update [code]Crash Fixes Fix for crash when Embarking Fix for crash from World Sim with Mod Races Fix for crash from FX Fix for crash with Mercenaries Fix for crash with Status Effects NPC Raid Defense Iteration on Defensive Strategies Improve handling of Caves Improve handling of Procedural Storage Away from Home Do not relax in Home Areas of Enemies Do not Collect Projectiles on other Maps Do not Clean Debris on other Maps Declaring War Do not relax in Home Areas of the Target Do not Study using Books belonging to the Target Do not Train using Dummies belonging to the Target Fortresses Add support for Stockpiles Only include usable Farms Track Map Source Improve handling of unowned Caves Improve placement of Procedural Storage buildings Add New Player Fortresses (9 total!) Add Carbhunt Pass Add Chillland - thanks Papszi! Add Cupmaw Hollows - thanks JimG! Add Inaccessible Hill Add Mountain Island - thanks Mathew W! Add Nevernose View (3 variants) - thanks JimG! Add Stairquest Forest - thanks flimss! Fog of War Replace FX Improve performance dramatically Show Roof Vents Unreachable Try to use a nearby position when told to Go To an Unreachable position inside of Fog of War Raids Withdraw if the War ends mid-raid World Map Improve Map Borders Item Details Window Hide redundant Owner information Pathing Lines Now draw behind of Prop Blueprints Room Detection Fix for bug that could cause bogus Rooms on stairways Prop Selection Only add Props belonging to the same Faction when Multiselecting Fight Moment Attacker must Hate Victim Decrease chance Outgoing Raids Fix bug that prevents Outgoing Raids from entering home when Incoming Raids are disabled[/code]Experimental
Updates like these 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 [url=https://steamcommunity.com/app/1769420/discussions/1/]here[/url] or on discord. Expect occasional issues - but know that we appreciate you helping us make the game better!Community Corner
This update's Community Corner features Fortresses submitted by players like you! [i]Nevernose View from JimG![/i]
[i]Stairquest Forest from flimss![/i]
[i]Mountain Island from Mathew W![/i]
[i]Chillland from Papszi![/i]
Discord
Join the Official [url=https://discord.gg/HeAaQcS]Discord[/url] to participate in Development! [url=https://discord.gg/HeAaQcS]
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