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!

Noble Fates: Riverlands, courtesy of Rafaelo Sales




Harness Water to live off the land, raise animals, and supercharge production!
Welcome the Halflings and High Elves!
v0.30 saves are compatible!
Available now!

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!

Make cool Moats and Water features and Waterfalls!


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.

Come on down!


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.

Squirrels, and Rabbits, and Guinnies, and Sheep, and Raccoons, oh my!


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 wonder if they'd Poo less if we bred them to be less Genesy?

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 *NEW*


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 *NEW*[/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.

Put those Cranques to Work, not your people!


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.

Let's clean this place up!


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 *NEW*


Drop one of these between two Water Pipe networks to control the Flow!

No River, No Problem!


Fishing *NEW*


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!

Free food!


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 dooty.

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.

Or just drop it outside the castle walls.

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.

Pass the manflesh...

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


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 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
Logo for Noble Fates
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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07.01.26 01:14 Community Announcements
Kingdom Crier #46: Welcome to Noble Fates: Riverlands!
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Noble Fates 0.30.3.10 Released
Noble Fates
25.07.25 20:05 Community Announcements
Noble Fates 0.30.3.9 Released
Noble Fates
30.06.25 20:38 Community Announcements
Noble Fates 0.30.3.7 Released
Noble Fates
22.06.25 20:37 Community Announcements
Kingdom Crier #43: Performance, System Demands, Roadmap
Noble Fates
19.06.25 17:16 Community Announcements
Noble Fates 0.30.2.8 Released
Noble Fates
23.05.25 20:16 Community Announcements
Kingdom Crier #42: Storage v2, NPC Raids, Optimizations
Noble Fates
21.05.25 21:20 Community Announcements
Noble Fates 0.30.1.5 Released!
Noble Fates
05.05.25 20:28 Community Announcements
Noble Fates 0.30.1.4 Released!
Noble Fates
01.05.25 17:10 Community Announcements
Noble Fates 0.30.1.3 Released!
Noble Fates
29.04.25 17:58 Community Announcements
Noble Fates 0.30.1.2 Released!
Noble Fates
28.04.25 17:01 Community Announcements
Noble Fates 0.30.0.33 Released!
Noble Fates
11.04.25 17:22 Community Announcements
Noble Fates 0.30.0.32 Released!
Noble Fates
07.04.25 21:36 Community Announcements
Noble Fates 0.30.0.31 Released
Noble Fates
21.03.25 23:09 Community Announcements
Noble Fates 0.30.0.30 Released
Noble Fates
20.03.25 23:30 Community Announcements
Noble Fates 0.30.0.29 Released
Noble Fates
19.03.25 21:12 Community Announcements
Noble Fates 0.30.0.28 Released
Noble Fates
18.03.25 01:17 Community Announcements
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