We hope you've been enjoying your time with our demo for Arcade Paradise - we've certainly enjoyed watching everyone streaming, your reactions and your feedback!
We'll be combining the forces of publishers Wired Productions and developers Nosebleed Interactive for a special live stream walkthrough and discussion of the demo on the Steam store page at 6pm BST Thursday! Giving you the chance to come on through and ask the minds behind the game any burning questions you have about the demo or game as a whole!
Be sure to pencil the times into your diary and come and say hi!
If you've played the demo already and want to provide feedback - join our Discord and say hi!
And just in case you missed it - be sure to check out the Wired October Fest celebrations occurring all throughout this week - which include a demo for another upcoming title - Martha Is Dead, sales on all of their games with their biggest discounts EVER - and the ability to enter a competition to win $100 in Steam credit to spend as you wish!
Keep your eyes open for exciting upcoming deals, and even more giveaways on our Discord between 12th October to 19th October: Click here to join our Discord!
Starting next week, the 12th of October 10am CEST, the Red Sample paint jobs and War-torn weapon finishes will be available in the store for a limited time only!
Enjoy! RETO MOTO
* Giveaway ends Oct. 11 2021 @ 10:00am CEST ** Skins will be available in the store from October 12th 2021 @ 10am CEST to October 19th 2021 @ 10am CEST
Armed with throwing spears and a score to settle, the Outriders are the first Seasonal Unit available in Season IX: Tyranny. Available to unlock now via Unit Challenges, the Outriders speed into battle on horseback and throw incendiary javelins at their foes, then shift to melee attacks when the conflict gets too close for comfort.
Unlocking
The Outriders are unlocked via Seasonal Unit Challenges, and they enjoy a Seasonal Bonus in the form of Leadership requirements decreased by 10 and resupply costs reduced by 50% during Season IX.
Gameplay
With the Borderlands’ agricultural industries depleted, the Outriders must fight back for the sake of their precious mounts, and their land.
When fighting in the resource-poor wastelands, Outriders can plunder their enemies for their ammunition, then soak those stolen spears in naptha, causing explosive damage to whomever they hit.
Just the facts: Outriders (3-Star)
Formations
Dispersed: The Outriders spread to lessen damage from ranged attacks.
Crane: A two-winged formation, good for attacking enemies to the front.
Unit Traits
Scavengers: In an environment scarce in resources, Outriders can plunder the enemy's supplies in battle to replenish their own ammunition.
Reckless: Outriders are not afraid of taking the battle to the enemy and will use melee attacks when close. Every 5 seconds, they unleash explosive attacks (while also becoming energised for 3 seconds), greatly increasing their speed.
Borderlanders: Leadership costs are reduced by 10 during Season IX: Tyranny.
Unreliable Weapons: Where there’s a pro, there's a con. The incendiary javelins Outriders use do not always work correctly, and have a chance of not exploding on impact.
Unit Orders
Ride Like the Wind: Upon hearing their commander’s order, Outriders charge to the current target and throw a round of explosive javelins at the enemy, then plunder their ammo.
Burning Plains: Outriders can be ordered to ignite an explosive javelin and hurl it at an enemy, soaking them in naptha. After a few seconds, an explosion will inflict damage and reduce the opponents Block.
The Outriders are available to unlock via Unit Challenges now!
The above information is correct as of the time of publication. Please check in-game for the most up-to-date Unit information.
Cannon grew up in Kansas City on a diet of action movies, pro wrestling, and barbeque. Following his dreams of operating a machine gun on an attack helicopter, he joined the Army but was too big for that role. Despite this setback, he proved himself one of the most reliable machine gunners within the Rangers before joining Rogue Company.
Weapon Classes: Assault Rifle, Shotgun New Melee: Sledgehammer
Gadgets:
C4
Adrenaline Shot
Perks:
Shredder Rounds
Toughen Up
Helping Hand
Tenacity
Life Drain
Headstrong
Abilities: Gatling Gun A devastating Gatling Gun that fires faster the longer it is fired. Can be mounted for increased accuracy and fire rate.
Conflict Connoisseur Landing shots have a chance to return ammo to your current magazine. If your Gatling Gun is equipped, its duration is extended slightly.
ROGUES
Switchblade Our goal with these changes is to reduce the viability of using the chaos launcher’s direct damage rocket to damage an enemy and quickly swapping back to your primary guns to finish low HP targets. We also are reducing the size of the rocket slightly to more accurately line up with what the targeting indicator displays in-game.
Increased the lockout time after using the Chaos Launcher before you can swap to other weapons
Chaos Launcher blast radius decreased
Lancer
Removed reveal immunity
Gl1tch
Now awards $250 for each deployable destroyed with Hacked ability
WEAPONS
MLX Maw
Aim over shoulder accuracy increased
HRM-30KS
Accuracy loss per shot reduced
Vertical recoil reduced
KA30
Accuracy loss per shot increased
LR15 Fullbody
Aim Down Sights FOV increased from 20 to 30
MX-R
Accuracy loss per shot slightly reduced
Horizontal recoil slightly reduced
GADGETS
EMP Grenade
Now cancels duration based abilities
Scorch’s Overheat will extinguish, Fixer’s glasses will stop working, Sigrid’s shield will be disabled etc.
Now awards $250 for each deployable destroyed
Incendiary Grenade The goal here is to make Incendiary Grenades burn out a bit sooner and feel less oppressive. In addition, we also are increasing their damage slightly so they are more of a threat when you can catch enemies inside. Their DPS will be higher, but they will do less damage overall as a result of the shorter duration. Finally, The radius upgrade is about as big as we’re comfortable with, but it’s not as significant of a step up from the base as we’d like it to be. We’re reducing the base radius and keeping the upgraded radius the same.
Duration reduced from 8.5 to 6 seconds
Tier 2 Upgrade now increases duration from 6 to 8 seconds
Damage increased from 10 to 12
Base radius reduced from 4 to 3.5 meters
GAME MODES
All respawn modes - 1 second of spawn immunity added
Strikeout
Spawn improvements. Combat fronts are back! We have reworked where the spawn locations are as well as added new areas to help prevent spawn camping.
BUG FIXES
Fixed an issue where Lancer's passive would not always trigger a reload.
Fixed a few Tutorial crashes affecting Nintendo Switch
Fixed an issue where after reconnecting to a match a player would get the loadout and perks of the Rogue they used in the first half
Fixed an issue where the loss music would play after a win in Dodgeball
Fixed an issue where the Season Contract Avatar overlapped the border
Fixed an issue where a spray could overlap a Rogue in the customize screen
Fixed an issue where the Resupply perk would not properly fill stacks of Rank 3 Adrenaline Shots
Fixed the description of the Death Punch banner
Fixed an issue where bots could not purchase Shop items after being downed
Fixed an issue with blind visual effects which would sometimes hover
Fixed an issue where Runway would have an unintended stance when interacting with a previously deployed briefcase
Fixed an issue where players could cycle through menus behind the email sign up prompt
Fixed an issue where the Demolition text failed to appear on the top left of the Rogue screen when the player disconnected and reconnected
Fixed an issue where the Tyr scope line would change to white when other Rogues activated an ability
We're playing the co-op campaign of the development version and going through features of the game. Expect a lot of bugs and other hilarious situations!
When our community managers are streaming, you know it’s going to be fun. Tonight at 8 PM, Natalia and Radek will play the Airport Renovator, meet Amelia, use tools, help a goat, and do even more!
Oh, and the demo of the game is available free - get on it!
Thank you for your activity, comments and suggestions. We are pleased with your interest in the game. Such a response motivates us to work more intensively on it.
Today we will reveal some information about the setting. Mainly about the Black Death. This is the most important story event in Noble's Life: Kingdom Reborn, apart from the Hundred Years War.
But first, we will try to explain another topic that may raise doubts, after those discussed in Dev Diary #0.
How do we approach historical realities?
First of all, we want to emphasize that the most important thing for us is gameplay, even if it requires some adjustments to the setting.
Therefore, the player takes on the role of a fictional noble (everyone can design their own coat of arms like us in the trailer :D). We want you to be able to create your character and to actually find your ruling style, and this requires a game that gives you a variety of choices.
Our goal is realism, that will support interesting gameplay. We want to achieve this by presenting an unique solution to the things such as UI (maps, lists, miniatures and meetings with characters instead of tables, switches and non-immersive screens), time flow (possibly realistic, but with speed up options), recruiting troops (we wrote a little about it in Dev Diary #0 - Vision) and many others.
First of all, we are inspired by medieval sources and create events, missions and challenges for the player based on them. Also in the case of Great Mortality.
Black Death
Although it wasn't the first European plague epidemic (there had been, for example, Athenian or Justinian plague) it clearly deserves to be called the most devastating one. Some even write about the death of 60% of the European population at that time, including almost half the population of France.
The Great Plague was also one of the most important reasons for the temporary suspension of fighting during the Hundred Years' War. Hence, it has obviously become one of the most important things in our game design.
Player will have at their disposal numerous historical methods of fighting the plague. Only that most of them just didn't work. Nevertheless, using them may be necessary. Taking many of these actions will have an impact on the satisfaction and religiosity of the subjects. So sometimes a nicely wrapped placebo may be the only way to avoid riots.
House with a plague cross. Buildings of the Black Death victims were marked like this.
On the other hand, these few working methods, such as quarantine and social distance (modeled, for example, on the solutions from medieval Ragusa), may sometimes require drastic forms of control. So is raising sanitary standards and even recruiting doctors. The latter will be able to at least eliminate some of the symptoms of the disease. This, in turn, will increase the chances of survival of the greater part of the population.
In addition, the Black Death is also about rapid social changes, heretical movements, uprisings, social and economic changes. We want to include this in the game and make the collapse of the player's estate a real threat.
Initial concept arts of Flagellants. And rats for attention :D
Flagellants are a good example. The practice of self-flagellation itself has been known for a long time. However, the Black Death period can be considered the apogee of the popularity of this practice in the Middle Ages. In the game, the flagellants are a form of heresy. They can appear on the player's lands in places of high religiousness and/or affected by an epidemic.
Fanatics can be helpful and player can use them, e.g. as highly motivated recruits or to send them against their rivals. However, they can just as easily cause problems, from a conflict with the Church, through defeatism, to the desire to radically cleanse the player's lands of sinners (inspired by events, e.g. the 13th-century Italian Perugia).
We hope that this Dev Diary explained our approach to historical realities a bit. Next week, we'll introduce you to the key part of the game, which is the economy.
P.S. Some may wonder why, since we are writing about the Black Death, we don't mention the plague doctors? Well, the medics specializing in fighting the epidemic did exist. There is even evidence that they earned many times more money than ordinary medics. We will probably mention them in future dev diaries.
The situation is different with the costume with a bird's beak mask promoted by pop culture. We didn't come across any evidence that it existed in this form in the 14th-15th centuries. Therefore, for the sake of realism, we’ve decided to not present it this way. Of course, if anyone thinks that we should do it differently or has some interesting sources on this topic, feel free to comment :D