News Liste Noble Fates

Kingdom Crier #46: Welcome to Noble Fates: Riverlands!
Noble Fates
06.01.26 18:02 Community Announcements
Noble Fates: Riverlands, the 8th Major Update for Noble Fates has landed! [i]Noble Fates: Riverlands, courtesy of Rafaelo Sales[/i] [i][b]Harness Water to live off the land, raise animals, and supercharge production![/b][/i] [i]Welcome the Halflings and High Elves![/i] [i]v0.30 saves are compatible![/i] [i]Available now![/i]

Features

Welcome to the Riverlands

The Riverlands are an easier environment, presenting a Mild Climate with lots to Forage, home to plenty of new Animals, and...

Rivers!

Rivers are a new type of Water feature that enters the Map somewhere and exits somewhere else. It naturally flows, and can be leveraged for a variety of uses.

Flowing Water?!?!?

Gone are the days of static lakes as you Terraform and build powerful new Props to harness the power of Flowing Water! [i]Make cool Moats and Water features and Waterfalls![/i]

Home to the Halflings

Turns out these little fellas have been living off the land right under our noses. Halflings are not naturally gifted Melee fighters nor are they highly motivated to spend the time to develop their Ranged Skills. They are excellent, however, at gathering food from their surroundings, animal husbandry, and preparing a great Meal. Smaller in Stature, they live longer than Humans, but not as long as the Dwarves. Inherently Good natured, they strive to live off the land and live in peace. Their feet are too big for Feet Gear, but the size of their hearts makes up for it. [i]Come on down![/i]

And new Animal friends

The Halflings have opened the other Mortals's eyes to a variety of new Animals that can be Tamed. We completed a consistency pass across the other Animals to get them ready for the march to 1.0. [i]Squirrels, and Rabbits, and Guinnies, and Sheep, and Raccoons, oh my![/i]

Raise your flock

Animal Yodeling

It turns out that Animals Yodel to reproduce, just like Mortals - who knew! Animals skip the Baby Maturity, progressing through Young and Juvenile Maturities after 6 Bio Yirs each before reaching Adulthood. Improvements to the reliability of Pastures make it more possible than ever to manage breeding.

Introducing Animal Genes!

Mating experimentation lead to the discovery of Animal Genes that drive their Stats, Yields, and Value and that are inherited from their parents before mutating. Breed them strong via Strength, or fast via Mobility, or yieldier(?) via Vitality, or... all three to maximize their Value to Traders. Genes are unbounded, but progress becomes rare the further a Gene gets from the mean. Also, keep in mind that increases in Genes seems to make them Eat more and Poo more. Yep, they definitely Poo more. [i]I wonder if they'd Poo less if we bred them to be less Genesy?[/i]

More and better Ranchers means more Animals!

Beyond unlocking the ability to Tame and utilize Animals, the number of Ranchers and their collective Skill drives the number of Tames your Kingdom can maintain. Tame or Grow too many Animals too fast and you'll see them start returning to the Wild before you know it!

Maximize Crop Yields

With the arrival of Flowing Water, the Humans have been at work learning the nuance of getting the most out of their crops. Crops growing in Farms now require Water, Warmth, and Light to grow. Each type has different needs, making them more or less suitable to various environments. Some can even be grown indoors or underground all year in the right conditions!

Bucket Station [i][b]*NEW*[/b][/i]

They've invented the Bucket Station, a convenient place to load up nearby water into Buckets so it can be transported to and dumped on Crops to Water them.

Leverage Cranques to Increase Production

The Dwarves immediately set to work inventing new technology to harness the power of Flowing Water and supercharge refining of raw goods via Manufacturing.

Introducing Cranques!

[h4]The Water Cranque[/h4] Plop one of these bad boys into some Flowing Water and turn that Flow into Cranques. [h4]Cranque Shafts[/h4] Feed those Cranques into a network of Cranque Shafts to transport it to somewhere useful. [h4]The Hand Cranque[/h4] Hand Cranques offer an early option, a fallback in a pinch, or a way to get Water Flowing. [h4]The Wind Cranque [i][b]*NEW*[/b][/i][/h4] Wind Cranques are a good option if you don't have a River. Keep in mind that they yield more the higher they are, and that their Yields vary over time!

Manufacturing!

[h4]Lumber and The Lumbermill[/h4] Upper tier Wood Props now require Wood that is refined into Lumber. This can be done by hand at Crafting Tables or automatically via Cranques at the Lumber Mill! [h4]Fibres, Fabric, and The Loom[/h4] Cotton and Wool(!) are interchangeable as Fibres in the production of anything that used to use Cotton. HIgh end Clothing and Decorations are now made from Fabric. Fabric is made from Fibres by hand at the Crafting Table or via Cranques at the Loom! [h4]The Stone Splitter[/h4] The Stone Cutting Table has been retired. Stone Blocks can now be made by hand at the Crafting Table or via Cranques via the new Stone Splitter. [i]Put those Cranques to Work, not your people![/i]

Welcome the High Elves

Now that the Halflings have been discovered, the High Elves have come out of hiding to stake their claim on their Elven heritage, protect their little friends, and ensure the demise of the Dark Elves.

The High Elves

Descendants of the Ancient Elven folk, the High Elves embrace the more Moral of their ancestor's teachings and have decided it's time to do what they can to make Noberia a better place for all races - well, maybe all but the Dark Elves. [i]Let's clean this place up![/i]

The Dark Elves

It turns out the Elves that had previously been bopping around Noberia were tricksters from the deep underground. Now that the High Elves have shown up, they've dropped the act and have taken up their true identity, which includes higher than expected Melee gifts, a penchant for Evil, and sleeping during the day when left to their own devices.

Control Water

The High Elves have introduced ways to move Water.

Introducing the Water Gate

Build these in the way of Water to control the amount that flows through.

The Water Pump and Water Pipes

Hook up some Cranques and some Water Pipes and you can Move Water!

The Water Valve [i][b]*NEW*[/b][/i]

Drop one of these between two Water Pipe networks to control the Flow! [i]No River, No Problem![/i]

Fishing [i][b]*NEW*[/b][/i]

We teamed up with Sato to bring Fishing to Noberia! Yields are based on Foraging Skill and start modest, but increase greatly (up to 7x) as your Foragers become more Skilled! Don't overfish or it'll take a long time for your Water to repopulate. Fish can be eaten as is, but no self-respecting Mortal will like it. Butcher them to produce Raw Fish Meat and prepare it in your favorite way from there! [i]Free food![/i]

Let's talk about Poo

The High Elves were disgusted to find the other Mortal Races walking around Pooing anywhere they pleased. Shame drove rapid adoption of their... manners.

The Chamber Pot

Place these anywhere your Mortals spend time. Yielding half of the Hygiene hit of Poo on the floor and requiring half the time to clean up, it's a solid option. Mortals have even learned to line up and wait their turn to do their [i]dooty[/i].

The Privy

Take things a step further with the use of the Privy to dump that Poo through the floor below. Fill that space with Water and thanks to natural dissipation you no longer have to clean it up. [i]Or just drop it outside the castle walls.[/i]

Corpse Product Opinion Redux

The increase in the number of Mortal Races and Animals has expedited the long overdue refinement of Subjects for Corpse Products.

Raw X Meat and Cooked X Meat => X Meat that is Raw or Cooked

Instead of separate Raw and Cooked Opinions for every type of Meat, Mortals now simply have an opinion for each type of Meat. They combine this with a separate Opinion of Raw Meat or Cooked Meat when evaluating a food source. So instead of Liking Raw Dwarf Meat, a Mortal will now combine their Like of Dwarf Meat and their Like of Raw Meat when deciding whether to eat those freshly diced Dwarves or not. This paves the way for more Meat types without doubling the number of Meat Opinions each time. [i]Pass the manflesh...[/i]

X Hide and X Leather => X Hide

Same thing here, minus the separate opinion of Hide versus Leather. So now, Mortals will simply have a preference about the various Skins for each Race or Animal Type. The idea of Hide versus Leather has been dropped in favor of the existing Opinions for those Armor Types, bringing it more inline with how Opinions about other Equipment Types has worked all along.

Water Details

A water tile that is 85% or more is considered Overhead, 50% full is considered Deep, any thing else above 0% is considered Shallow. Characters can Swim and can perform most actions while swimming (even fighting), just slower. While Swimming, a Mortal or Animal's Sleep Need will increase at an accelerated rate until they become Exhausted. A Character who is Exhausted will now pass out for a period of time if they aren't on their way to bed already. Lingering in Overhead Water or laying down in Deep Water puts a Mortal or Animal Underwater. Underwater too long, and they'll begin to Drown. Drown too long and they'll Die. Characters recognize the danger of Water and try not to linger in Water unless they need to. They'll go out of their way to walk around a body of Water, and swim on the surface before going deep unless it cannot be avoided. They can jump into and out of the Water, and can walk along the floor within, regardless of depth. Monsters cannot Drown.

The Water Sim

We use a custom Cellular Automaton with Inflow to stabilize flowing bodies of water. It runs on a thread to minimize performance impact. Inlets (entrances) can be expanded by digging out the surrounding area. Outlets (exits) are anywhere that water reaches the edge of the map that doesn't connect to an inlet, even underground! Flowing water does not flood unless the Outlet capacity cannot meet the Inflow. Water fills up from above, but does not climb upwards via pressure. Shallow Water that does not have Water above or below it and isn't connected to an Inlet will Evaporate over time. Rain will add Water up to 75% if there is some already and it is not connected to an Inlet.

Character Visuals

Along with the Halflings, we reworked the Eyes for Elves to be less insectoid and did a cleanup pass on many other Mortal Cosmetics. We also added Closed Eyes that they use when Sleeping or Dead.

Patch Notes

[code]Noble Fates 0.31.0.0 Released Noble Fates: Riverlands Crash Fixes Fix for rare Crash when switching maps Fix for Crash when adjusting Goofiness during Intro Riverlands Add the Riverlands Biome Home to the Halflings, Riverlands offer an Easier life 100% chance of having a River Mild climates, making them great for Farming, Foraging The default Biome for Heavy is the Crown scenario Water Added a full, threaded, Water Sim Inlets Water can enter the local Map from natural Inlets These Inlets can be expanded via Digging Outlets Anywhere that Water reaches the edge of a Map that isn't touching an Inlet becomes an Outlet Water leaves the map via Outlets Rivers Added Generation of Rivers Depth Overhead >= 85% filled or Water Above Deep Water >= 50% Shallow Water < 50% Evaporation Shallow Water can Evaporate if Not connected to an Inlet Does not have Water Below Does not have Water Above Rain Rain will add Water if Water is not connected to an Inlet Water is below 75% Characters Can Climb or Jump out of Deep Water onto neighboring surfaces Can Jump into any Depth of Water Try not to Relax in Water Try to avoid Overhead, then Deep, then Shallow Water with Pathing Swimming Characters can now Swim in Deep and Overhead Water Characters can perform any action while Swimming Swimming tires them out Underwater Any activity in Overhead Water (>=85%) while not Swimming is Underwater Sleeping, Downed, or Unconscious in Deep Water (>= 50%) Drowning Non-Monsters can Drown when Underwater for an extended period of Time Props Added Water Gate Controls flow of Water Added Water Pump Consumes Cranques to fill Pipes with Water Added Water Pipes Transports Water from one place to another Added Water Valve Controls flow through Water Pipes Debris decays over time in Water Water does not Freeze Fishing Added Fishing Fishing is a Foraging Task Fishing uses the Foraging Skill, higher Skill increases Yield Fish linger near the surface for a period of time, mark them to be Fished Your Foragers can reach Fish from within 5 tiles horizontally and from up to 5 above Fish Propagate, so it's best to not over fish an area - they'll take a long time to come back Fish can be eaten with a large Esteem Hit or Butchered to produce Raw Fish Meat Fishing has a chance to yield Loot based on the Fisher's Skill Added Fish Meat Type opinion Added Fishing Yield Setting Added Fishing Loot Chance Setting Thanks Sato for the implementation help! Mortals Introducing Halflings! Good natured and happiest living off the land Live longer than Humans, but less long than Dwarves Naturally gifted at Foraging, Ranching, and Cooking Naturally weak with Melee and Ranged Weapons Have giant hairy feet and cannot equip Feet Gear They generally dislike Feet Gear because of this Introducing the High Elves! High Elves are evolved from the Elven Ancients in pursuit of Good Skilled in Ranged Combat and Preaching, the leaders Noberia needs Reintroducing the Dark Elves! The High Elves have shed light on the historical atrocities of their Darker brethren leading them to be reclassified as Dark Elves Dark Elves deserted the Elven Ancients and left the surface long ago to settle deep underground Skilled in both Melee and Ranged Combat, they lean towards Evil alignment and Cannibalism Dark Elves are Nocturnal and will naturally Sleep during the Day Tweaked Dark Elf Eyes and Placement to feel less Insectoid Tweaked Dark Elf Colorization Tweaked Default Opinion Ranges for all Races Mortals Now prefer to Relax when we have unmet Needs even with Autonomous Schedules Added Vocalization when you select a Mortal Animals Added Ability to rename Animals! Added Animal Sexes Added Animal Yodeling Rabid Animals do not Yodel Added Animal Reproduction Animals in Pastures are more likely to Reproduce Wild Animals are less likely to Reproduce Young Animals will try to follow their Parents Added Animal Maturity Animals skip Baby, spending 6 Bio Yirs as Young and 6 Bio Yirs as Juveniles before becoming Adults Added Lifespan Animals now Age and Die via Decaying Max Health as Mortals do Added Animal Genes Animal Genes Modify the Stats of Animals Animal Genes are passed down from an Animal's Parents and Mutated Animal Genes are Uncapped, but have decreasing odds to progress towards extremes Total Animal Genes affect the Food Needs of the Animal Total Animal Genes affect the amount of Poo per Day from the Animal Total Animal Genes affect the Value of the Animal Added Vitality Animal Gene - affects Max Health, Corpse Yields Added Strength Animal Gene - affects Melee Combat Added Mobility Animal Gene - affects Movement Speed Boars Updated Boar Art Lives ~21 Yirs Lowered Melee Damage Deer Updated Deer Art Lives ~24 Yirs Can now Jump up 1 Tile Cows Updated Cow Art Lives ~30 Yirs Wolves Lives ~21 Yirs Can now Jump up 1 Tile Added Rabbits Fast and highly fertile Lives ~12 Yirs Added Guinnies Chonky little Meat sacks Lives ~15 Yirs Added Sheep Can be Sheared for Wool Lives ~24 Yirs Added Squirrels Can Jump up 1 Tile Can climb vertical surfaces without a Rope! Lives ~9 Yirs Added Raccoons Can climb vertical surfaces without a Rope! Omnivores and Scavengers - keep Food locked away! Nocturnal Lives ~18 Yirs Added Status Effects to Animal Property Sheet Each Animal now has its own Tame Rate Modifier Rabid Animals now Yield 25% Corpse Products Only Female Adult Animals can yield Milk Added Sex, Age, Value, and Genes to Animal Property Sheet Added Animal Tooltip to Trading, Belongings, and Animal List Added additional notable details to Animal List Improve Animal Pattern texturing Ranching is now responsible for Treating Animal Wounds and Injuries Abandon any Animals that were abandoned abroad Fixed bug that prevented Animals from returning with your Party when acquired while away No longer lists Ignored Animal Corpses on Animal list Cranques Introducing Cranques, a way to generate and use mechanical power Added Cranque Shafts Transport Cranques from one place to another Added the Hand Cranque Turned by hand to generate Cranques Added the Water Cranque Turns Water Flow into Cranques Added the Flywheel Stores Cranques Added Wind Power Cranque Turns Wind into Cranques! Yield varies over time Yields more Cranques the higher it is Ranching Added Tame soft cap Tame Cap = # of Ranchers + their total Ranching Skill x 0.5 (rounded down) So 5 Ranchers with 11 total Ranching = 5 + (11 * 2) = 10 Tames will Untame over time when over the Tame Limit An Animal's Tame Rate affects this Time When below the Tame Cap, Animals will return to 100% Tame over time Added Tame Cap Remaining UI Element Pooing Add Poo Instinct to Mortals Mortals will now try to find a civilized place to Poo when they need to If they're unable to when the urge gets too strong, they'll Poo where they are Mortals will line up if there's a place to Poo Mortals will hold it while in line Added Chamber Pots Chamber Pots are empty able receptacles for Poo Add support for queuing at Chamber Pots Chamber Pots reduce the Hygeine effects of Poo by 50% Chamber Pots can be Emptied 50% faster than Poo can be Cleaned up Dump Contents when Broken or Dismantled Have chance Break and Dump Contents when too full Added the Privy The Privy is a Waste receptacle that allows a Mortal to Poo through to the floor below Use this to make Sewers (dump into Water) or to direct waste over Castle Walls Manufacturing Added Manufacturing Added Fabric Replaces Cotton in the creation of high level Cloth Gear and Props Can be crafted by hand at the Crafting Table or via the Loom Added Lumber Replaces Wood in the creation of high level Wood Gear and props Can be crafted by hand at the Crafting Table or via the Lumbermill Stone Blocks Retire the Stone Cutting Table Can be crafted by hand at the Crafting Table or via the Stone Splitter Added The Loom Turn Fibres into Fabric via Cranques Added The Lumbermill Turn Wood into Lumber via Cranques Added The Stone Splitter Turn Stone into Stone Blocks via Cranques Manufacturing will run at reduced rates if insufficient Cranques are provided Farming Light, Water, and Warmth now affect Crops within a Farm Added Light, Water, Warmth, and Growth Rate to Crop Property Sheet Added ability to Water Crops Added Water Option to Farm Added Bucket Station to turn nearby Water into Water Buckets Must be placed within 3 tiles of Water Gathering and Delivering Water are Farming Tasks Disable Locked Crops on Farm Type choice Added ability to choose whether to Plant or not Increased baseline number of Seeds Yielded from Crops Made individual Crop Harvest, Cut, and Plant commands uncancelable Added Atmospheric Soil Moisture Game Setting Added Seed Yields Game Setting Added Water Importance Game Setting Added Water Required Game Setting Added Light Importance Game Setting Added Light Required Game Setting Added Temperature Importance Game Setting Added Temperature Required Game Setting Corpse Product Opinion Consolidation Consolidated and refined Corpse Product Opinions to allow greater breadth Raw [X] Meat and Cooked [X] Meat are now just [X] Meat Raw Meat and Cooked Meat Opinions are now separate things A Mortal's Preference for Raw Dark Elf Meat is now based on the combination of their feelings about Raw Meat and Dark Elf Meat [X] Hide and [X] Leather are now just [X] Hide There is no longer a difference in preference between Hide and Leather Migrated Meat and Hide Types in existing saves Crafting Resolve a number of issues that prevented finishing Partials Resolve a number of edge cases around locating Ingredients Increase baseline Crafting Rate by default Added Crafting Rate Setting Added Manufacture Responsibility Cloth Robes can no longer be Crafted Round Door and Doorway Add Round Doors and Doorways fit for a Halfling King! Butchering Animal Corpses Improve Auto Butchering marking Butchering Mortals Only trigger crisis if someone will hate the butchering of a Mortal Adjust Corpse Yields Now the sole responsibility of Cooking Food Add Food Carry Chance Game Setting Cooking Add Cooked Meat recipe that includes all Meat Types and is Filterable Steel Couplers Steel Couplers are used in the Building of any Prop that uses Cranques Craftable at Forge Relaxing Mortals will now better try to avoid Relaxing in Dangerous places Forbid Relaxing Underwater Forbid Relaxing in Deep Water Kibble Added Kibble Recipe A dried Animal Food, it's made from Straw and 1 other Nutrition Source Can be eaten by Mortals, but they Hate it Terrain Soften flat surfaces Tweaks to update Rate Grass recedes around Water Hollow Tiles are now considered 25% of a Full tile, not 50% Character Visuals Applied a consistency pass across all Mortal Cosmetics Should generally increase the quality of appearances Decrease the Extremes of Mouth Flaps Add Closed Eyes for Sleeping both temporarily and forever Fix bugs with Eye Scaling Foliage Fix bug that halved the amount of Wild Foliage Propagation and Germination Foliage is allowed to Propagate within Pastures Grass is allowed to Germinate within Pastures Fix bugs with Propagation and Germination Biomes Added Moisture to Season Moisture drives the base level of Soil Moisture on the Surface throughout the Cycle Added River Chance Added Temperature Range Temperature Range drives the overall Range of Temperatures throughout a Cycles Mountain Add Sheep Has some Squirrels, Rabbits, and Deer Forest More Evergreens than Oaks Less Boars Add Rabbits, Squirrels More Deer Arid Add Guinnies Building Increase baseline Building Rate by default Added Building Rate Setting Show Prop Sockets when building Water, Exhaust, or Cranque Pipes Mining Increase baseline Mining Rate by default Added Mining Rate Setting Learning Reduce Learning needed for all entries with a dependency Double Learning Rate by Default Added Learning Rate Setting Increase Learning Rate based on every Member of the Kingdom's Knowledge of the Entry Operating Added Operating Job Based on Level Responsible for Turning Cranks Repairing Repairing now uses Resources from the Repairing Mortal's Inventory instead of the Prop Cleaning Added Empty Chamber Pot Responsibility Added Fibres Allows Cotton or Wool to be used interchangeably Added Wool Acquired by Shearing Sheep Beliefs Add Beliefs for new Races Refine Beliefs around Meats and Hides Cotton Is now more difficult to Harvest Flowers Mature slower but live Longer Added Exhausted Status Effect Characters can become Exhausted if their Sleep Bar depletes completely They'll fall unconscious for a period of time after a bit Props Props now list their Contents on their Property Sheets Add Drop Contents Button Pipes Pipes no longer extend through unbuilt sections Improved Placement logic Fish Make Butchering Yields for varying stack sizes scale appropriately Stacked Items Make Salvaging Yields for varying stack sizes scale appropriately Rooms Merge isolated Ramp tiles below into the room above If outdoors, the bottom now becomes outdoors as well Coolers Advanced Frostcap Coolers The pinnacle of Mortal inventions, these now require Water and Cranques to operature Rabid Animal Moment Choose a varying subset of Animals for the Event Happens more frequently Third Person Add Swimming Support Look up or down to surface or go deeper Petitions Petitions that have been Agreed to but Expire are now considered Failures Fortresses Add support for capturing Fortresses with Rivers Weather Lower Fog Density during Rain and Snow World Sim Expand the settleable area of Noberia Allow up to 12 Kingdoms Salvaging Give resulting items to the original Item's Owner Caves Some Caves are filled with Water on Map Generation Trading Add 0 and All buttons to Entries Kin Prevent Kin Mounds from spawning under Water Items Tries not to drop Items in Water Transporting Characters Transport characters out of Dangerous places even if there isn't a bed to take them to Evangelizing Don't try to Evangelize if we can't reach the target Preaching Don't try to Preach if we can't reach the target Cause of Death Mortals now better report their Cause of Death Fire Is now affected by Water Seeds Increase Stack Sizes Digging Add Crisis when Digging against a hidden Water Source Pathfinding Improve Pathfinding Behavior Characters now prefer to walk on Paths and Floors! Depsiting Ingredients Improve behavior around depositing ingredients and resolve a number of edge cases Auto Claims Auto Claims are now Paused when Trading Ambient SFX Detect nearby Water and switch Ambient audio Switch Arid Ambient audio Debris Debris dissolves underwater based on amount of Water and Flow Parties Improve logic and adaptability with Bedroll and Campfire placement Pastures Improve logic restricting Animals to Pastures Cells Improve logic restricting Prisoners to Cells Unity Update to 2019.4.41f2 to resolve Unity Security Vulnerability Command Prioritization Better Prioritize Commands by Age Performance and Memory Water Sim has increased Memory needs of the game - we'll do an optimization pass before 1.0 Water Sim runs on another thread, so performance impact should be minimal If you experience new Memory or Performance related issues, please report so we can investigate Food & Drink Menu Added Sum to Parent Categories Added Ability to designate whether different Foods can be Fed to Animals Thanks for the suggestions! Experience Settings Tooltip Categorize Settings and break into 2 columns Salvaging Add Salvage entries to the log Save Migration Animals without a Sex will have their Variant Rerolled Water on existing Maps should Migrate fine Water touching the border will become Inlets Existing Skin, Hide, and Meat Opinions are Migrated, but may fluctuate a bit from where they were Localization Added Latest strings Mod Development Selective Skinning is Enabled by Default where appropriate Animal Materials now support showing/hiding Materials based on Sex Production Character Facet has been expanded to support Sheep Add AudioPitch to Characters This Update automatically migrates existing Meat Types to the new format if not already supported by your mod If you add your own Meat Type for your mod Race later, you'll want to alias that ID[/code]

Existing Saves

You can carry on with your Kingdom from v0.30 and existing bodies of Water should come to life. There are a few things that were changed about the simulation, so starting fresh will yield the best experience going forward. Saves from the Experimental Beta should carry over without issue.

Mods

There are a few known issues with a subset of Mods and a few Mods that are no longer supported. Nearly all Mods made the trip across to v0.31, however. Supported mods are marked with the v0.31 tag on the Workshop. If you're having trouble firing the update up, double check your subscriptions!

Experimental Beta

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.

What's Next?

Next up, we tackle 1.0. We plan to fix a number of bugs, refine a number of systems and interactions, and drop a new batch of Content alongside it. It's going to take a bit - but you can be sure there'll be a new Crier when it's ready for your attention. As always, thanks for your patience!

Discord

Join the Official [url=https://discord.gg/HeAaQcS]Discord[/url] to participate in Development! [url=https://discord.gg/HeAaQcS] [/url]

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
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Release:14.12.2021 Genre: Actionspiel Entwickler:keine Infos Vertrieb:keine Infos Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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Noble Fates 0.30.0.27 Released
Noble Fates
17.03.25 21:02 Community Announcements
Noble Fates 0.30.0.26 Released!
Noble Fates
15.03.25 18:40 Community Announcements
Noble Fates 0.30.0.25 Released!
Noble Fates
13.03.25 22:01 Community Announcements
Noble Fates 0.30.0.24 Released!
Noble Fates
12.03.25 22:42 Community Announcements
Noble Fates 0.30.0.23 Released!
Noble Fates
11.03.25 22:00 Community Announcements
Kingdom Crier #41: Welcome to Noble Fates: Conquest!
Noble Fates
11.03.25 16:59 Community Announcements
Kingdom Crier #40: Noble Fates: Conquest Beta
Noble Fates
12.02.25 17:47 Community Announcements
Kingdom Crier #39: Announcing Noble Fates - Conquest
Noble Fates
19.12.24 17:59 Community Announcements
Noble Fates 0.29.8.4 Released!
Noble Fates
04.12.24 22:28 Community Announcements
Kingdom Crier #38: Cloaks, Mortal Visuals, the next Mortal Race
Noble Fates
27.11.24 18:17 Community Announcements
Noble Fates 0.29.7.42 Released!
Noble Fates
14.11.24 18:28 Community Announcements
Noble Fates 0.29.7.41 Released!
Noble Fates
15.10.24 17:54 Community Announcements
Noble Fates 0.29.7.40 Released!
Noble Fates
11.10.24 19:13 Community Announcements
Noble Fates 0.29.7.39 Released!
Noble Fates
10.10.24 18:10 Community Announcements
Noble Fates 0.29.7.38 Released!
Noble Fates
07.10.24 21:28 Community Announcements
Diplomacy is Not an Option is 1.0!
Noble Fates
04.10.24 17:24 Community Announcements
Noble Fates 0.29.7.37 Released!
Noble Fates
03.10.24 18:33 Community Announcements
Noble Fates 0.29.7.36 Released!
Noble Fates
02.10.24 17:51 Community Announcements
Noble Fates 0.29.7.35 Released!
Noble Fates
30.09.24 23:41 Community Announcements
Kingdom Crier #37: Localization, Auto Claim, Sale, Bundles!
Noble Fates
29.09.24 17:01 Community Announcements
Noble Fates 0.29.6.9 Released!
Noble Fates
24.08.24 18:04 Community Announcements
Noble Fates 0.29.6.8 Released!
Noble Fates
21.08.24 22:50 Community Announcements
Kingdom Crier #36: Localization Beta!
Noble Fates
08.08.24 21:48 Community Announcements
Noble Fates 0.29.6.7 Released!
Noble Fates
15.07.24 20:46 Community Announcements
Noble Fates 0.29.6.6 Released!
Noble Fates
08.07.24 20:29 Community Announcements
Noble Fates 0.29.6.5 Released!
Noble Fates
01.07.24 20:44 Community Announcements
Welcome to the Steam Summer Sale!
Noble Fates
27.06.24 17:00 Community Announcements
Noble Fates 0.29.6.4 Released!
Noble Fates
26.06.24 23:55 Community Announcements
Kingdom Crier #35: Retooled Guided Experience and Paths!
Noble Fates
25.06.24 21:53 Community Announcements
Noble Fates 0.29.5.9 Released!
Noble Fates
11.06.24 21:20 Community Announcements
Noble Fates 0.29.5.8 Released!
Noble Fates
11.06.24 20:55 Community Announcements
Noble Fates 0.29.5.7 Released!
Noble Fates
27.05.24 22:14 Community Announcements
Noble Fates 0.29.5.6 Released!
Noble Fates
20.05.24 18:44 Community Announcements
Noble Fates 0.29.5.4 Released!
Noble Fates
14.05.24 19:31 Community Announcements
Welcome to Endless Replayability Fest!
Noble Fates
13.05.24 17:03 Community Announcements
Noble Fates 0.29.5.3 Released!
Noble Fates
10.05.24 20:46 Community Announcements
Noble Fates 0.29.5.2 Released!
Noble Fates
09.05.24 20:19 Community Announcements
Noble Fates 0.29.4.2 Released!
Noble Fates
07.05.24 21:11 Community Announcements
Noble Fates 0.29.4.1 Released!
Noble Fates
07.05.24 19:58 Community Announcements
Noble Fates 0.29.4.0 Released!
Noble Fates
04.05.24 22:24 Community Announcements
Noble Fates 0.29.3.11 Released!
Noble Fates
03.05.24 17:44 Community Announcements
Noble Fates 0.29.3.10 Released!
Noble Fates
03.05.24 01:19 Community Announcements
Noble Fates 0.29.3.9 Released!
Noble Fates
02.05.24 22:49 Community Announcements
Kingdom Crier #34: Fantastical Architecture!
Noble Fates
02.05.24 20:35 Community Announcements
Noble Fates 0.29.2.3 Released!
Noble Fates
10.04.24 17:47 Community Announcements
Noble Fates 0.29.2.2 Released!
Noble Fates
09.04.24 17:02 Community Announcements
Noble Fates 0.29.2.1 Released!
Noble Fates
01.04.24 16:54 Community Announcements
Noble Fates 0.29.1.5 Released!
Noble Fates
28.03.24 17:51 Community Announcements
Noble Fates 0.29.1.4 Released!
Noble Fates
27.03.24 18:49 Community Announcements
Noble Fates 0.29.1.3 Released!
Noble Fates
25.03.24 17:49 Community Announcements
Noble Fates 0.29.1.2 Released!
Noble Fates
25.03.24 16:57 Community Announcements
Noble Fates 0.29.0.5 Released!
Noble Fates
18.03.24 21:25 Community Announcements
Noble Fates 0.29.0.4 Released!
Noble Fates
15.03.24 22:14 Community Announcements
Noble Fates 0.29.0.3 Released!
Noble Fates
14.03.24 17:43 Community Announcements
Welcome to the Steam Spring Sale!
Noble Fates
14.03.24 17:01 Community Announcements
Noble Fates 0.29.0.2 Released!
Noble Fates
13.03.24 17:52 Community Announcements
Kingdom Crier #33: Choose Your Fate is here!
Noble Fates
12.03.24 16:59 Community Announcements
Kingdom Crier #32: Introducing Children, Families, and Ascension!
Noble Fates
28.02.24 18:43 Community Announcements
Noble Fates 0.28.12.10 Released!
Noble Fates
17.01.24 23:04 Community Announcements
Noble Fates 0.28.12.8 Released!
Noble Fates
21.12.23 22:22 Community Announcements
Noble Fates 0.28.12.7 Released!
Noble Fates
21.12.23 00:55 Community Announcements
Noble Fates 0.28.12.6 Released!
Noble Fates
20.12.23 00:27 Community Announcements
Kingdom Crier #31: Choose Your Home! Roadmap Update!
Noble Fates
19.12.23 19:04 Community Announcements
Noble Fates 0.28.11.18 Released!
Noble Fates
27.11.23 21:25 Community Announcements
Noble Fates 0.28.11.17 Released!
Noble Fates
22.11.23 22:28 Community Announcements
Noble Fates 0.28.11.16 Released!
Noble Fates
17.11.23 18:37 Community Announcements
Noble Fates 0.28.11.15 Released!
Noble Fates
17.11.23 01:35 Community Announcements
Noble Fates 0.28.11.14 Released!
Noble Fates
16.11.23 22:53 Community Announcements
Noble Fates 0.28.11.13 Released!
Noble Fates
14.11.23 22:28 Community Announcements
Noble Fates 0.28.11.12 Released!
Noble Fates
11.11.23 22:23 Community Announcements
Noble Fates 0.28.11.11 Released!
Noble Fates
11.11.23 00:30 Community Announcements
Kingdom Crier #30: Introducing Beliefs!
Noble Fates
10.11.23 21:18 Community Announcements
Noble Fates 0.28.10.9 Released!
Noble Fates
19.10.23 18:13 Community Announcements
Noble Fates 0.28.10.8 Released!
Noble Fates
17.10.23 20:01 Community Announcements
Noble Fates 0.28.10.7 Released!
Noble Fates
12.10.23 01:39 Community Announcements
Noble Fates 0.28.10.6 Released!
Noble Fates
11.10.23 20:01 Community Announcements
Noble Fates 0.28.10.5 Released!
Noble Fates
10.10.23 21:31 Community Announcements
Kingdom Crier #29: Starting Mortal Customization!
Noble Fates
10.10.23 17:40 Community Announcements