
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
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
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 here 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!
Nevernose View from JimG!

Stairquest Forest from flimss!

Mountain Island from Mathew W!

Chillland from Papszi!

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