Beliefs
We've introduced a Beliefs system that allows you to refine your Kingdom's Alignment and Opinions.
Double down on what makes your Kingdom unique or make them believe whatever you want, it's your call!
New Job: Preaching
Mortals assigned to Preaching spend their time walking amongst your Nobles and Preaching to ensure adoption of your chosen Beliefs. The changes are permanent, but take time. You can reverse them by Preaching back in the other direction. The rate of adoption is controlled by their number of Preaching Skill Points and the 'Preaching Rate' Experience setting. Other nearby Mortals (including visitors) can be affected by Preaching, but your people (including Serfs and Prisoners) will only be affected by what you've chosen for them.Beliefs Tool
The new Beliefs Tool allows you to see your Kingdom's Opinions about all Subjects (including Alignment and Kingdom Size) all up in one place. [i]We've got some work to do...[/i]
Use this to make informed decisions about your Kingdom's Beliefs or for an idea of where you should be focusing your efforts!
Preachings
Click and Drag on any of the Bars to define the range of Opinions you Desire for your Kingdom or an individual - these are called Preachings. [i]Click and drag...[/i]
Time estimates are provided based on the skill of your Preachers, the number assigned to Preaching, and the relevant settings.
Keep in mind that the actual times can vary based on Job Priorities and the number of people that overhear a Preacher.
Principles
Principles are preset groups of Preachings - use these to quickly choose sets of Preachings you'd like your people to adhere to. [i]What next...[/i]
Ruler Interest shows you how interested your Ruler is in choosing a given Principle.
You can override a Principles Preachings for the Kingdom or individual.
You can revisit them and change them anytime you'd like.
Autonomous
The Beliefs System has an Autonomous Mode if you'd like your Ruler to decide for you. Keep in mind that their chosen Principles may change whenever you get a new Ruler!Preachings Required
Not sure whether someone's a good fit? [i]Evil... But not a fit.[/i]
We've added a 'Preachings Required' field to the Compatibility Tab of the Mortal Sheet.
Use this to understand how long it'll take for your Preachers to bring them in line with your Kingdom's Beliefs.
Preach About
The Feast Speech has been updated to include a Preach About step. In addition to speeding up the adoption of your Preachings, this moment can push existing believers deeper into their Beliefs - so it's worth it to Preach About things your people already believe!Who are they?
We've added a step to the existing Intro that seeds your group with a set of Principles of your choosing. This refines the options presented during the Choose your Ruler step and seeds their starting Opinions based on the 'Intro: Principle Adoption' Experience Setting. Let the Gods decide the theme of your playthrough or Choose Your Fate!Patch Notes
[code]Noble Fates 0.28.11.10 Released! Choose Your Fate Content Update #3 Introducing Beliefs! New Tool - Beliefs! Opinions See your Kingdom's Opinions about all subjects Preachings Set desired Opinion/Alignment/Kingdom Size Preference Choose for the Whole Kingdom or per individual Principles Preset Groups of Preachings Can be overridden for the Kingdom or per individual Autonomous Mode - let your Ruler choose for you New Job - Preaching! Preaches your Preachings to your Kingdom Skill Level influences speed of Adoption Nearby Mortals (including visitors) are affected by Preaching Your people adhere to the Preachings you've chosen for them Existing Saves - adds Preaching Opinion, Potential, and Skill New List - Beliefs! Shows result of Preaching to your people Marks changes in Opinion, Alignment, and Kingdom Size Pref Shows changes to Principles Add Preaching Rate Setting Defaults to 2x for Easy Experiences ... 1x for Medium Experiences ... and .5x for Hard Experiences Add Intro: Principle Adoption Setting Controls how aligned Starters are with chosen Principles Defaults to 75% for Easy Experiences ... 50% for Medium Experiences ... and 25% for Hard Experiences Intro Add `Who are they?` Step (replaces introduction to the Group) Add Randomized Starting Principles loosely based on Initial Group Chosen Principles refine options presented when Rerolling Mortals Add Principles to `Your Kingdom` Info 'Not this Group' is now 'Back...' Update Images to include Irises Fix bug when Edit and Reroll buttons are covered by Your Ruler Window AI Kingdoms Migrate AI Kingdoms from Ruler Principles to Beliefs AI Rulers now better Align with their Beliefs AI Kingdoms now Preach to their Nobles Restrict Gear to those allowed by Beliefs Fall back to basic Gear when not Prestigious Enough Gather more Intel about other AI Rulers Lower thresholds for Desertion and Kicking Out for AI Kingdoms Decrease chance of declaring war on other AI Kingdoms Opinions Remove Opinions of Raiding and Visiting in New Games Remove Opinions of Travel Meals and Drybars in New Games Add Crowns as a Subject Opinion Changes will cause Re-evaluation of relevant Esteem Entries UI Iteration on Enemy Color Fix bug that prevented new Job Icons from showing up in existing games Alignment Widen Range of Alignments when introducing new Recruits Raise Power (o) of Good to Evil Alignment Opinion Interactions Revisit Power (o) of Moral Interactions when Alignment Changes Feast Replace Sway Opinion... with Preach About... Preaching About a Teaching will Strengthen it for existing Believers Iterate on Reaction UI Mortal Sheet - Esteem Show the Power (o) of Esteem effects Mortal Sheet - Compatibility Iterate on Others Text Show 'Preachings Remaining' or 'Preachings Required' Guided Experience Wait to start Preaching until Jobs are Unlocked Add Beliefs Objective Esteem Halve the Power (o) of reactions to relearned Ruler info Wants Fix bug that caused Wants to be Satisfied in the wrong order Fix bug that caused Wants to cancel Satisfaction incorrectly Subject Groups Fix bug in Subject groupings when a game is loaded Ability Selection Drop Index from Relevant Assigned Jobs Innate Abilities Give the new Innate Ability when you change a Mortal's Race Update Dwarf Innate Ability Icon Mortal Meat, Hide, Leather Lower Esteem Power (o) of similar Opinions Raise Esteem Power (o) of mismatched Opinions Adventures Properly reflect the status of the Objective when you Load while on an adventure Hygiene Improve Hygiene Detection Debris Improve Debris Collision Doors Fix bug that could prevent Doors from Working on Terrain Ramps Petitions Take Sustenance Beliefs into account when suggesting Food sources Rejected Visitors Decrease Opinion Impact of Rejecting Visitors Excited for a New Beginning Is no longer a long term memory Options Add In-game Mod options Menu Rename a few Character Options for Clarity Add Tooltips to Character Options[/code]Restart the game and steam to make sure you're up to date!Experimental Branch
Minor Updates like this 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. v0.28 Saves will remain compatible until we launch the Beta for Feature Update #6 - some time from now. Expect occasional issues - but know that we appreciate you helping us make the game better!Community Corner
[i]JimG is running a cozy water side kingdom[/i]
[i]cypr' builds... cypr' builds... cypr' builds...[/i]
[i]plum released the Ancient Sentinels Mod![/i]
https://steamcommunity.com/sharedfiles/filedetails/?id=3065629441
Discord
Join the Official [url=https://discord.gg/HeAaQcS]Discord[/url] to participate in Development! [url=https://discord.gg/HeAaQcS]
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