Story Update - "Showdown on Ruhnuk" - In this new story update, Shae Vizla’s pursuit of Heta Kol and her faction of Mandalorians brings players to Heta’s main base of operations on Ruhnuk.
New planet - Ruhnuk - This new dry, arid, and plateau-based planet was originally inhabited due to the resources that could be mine. This planet is hidden from everyone thanks to its very unique nebula that causes ships to crash as it enters the atmosphere.
Ruhnuk Daily Area - Explore Ruhnuk in our new Daily Area! Alongside Lane Vizla and Kur Ha’rangir, expand your faction’s influence with all new weekly and daily Missions, Achievements, and Reputation Track, including new rewards and titles.
User Interface Enhancements - Alongside the new content described above, we’re also bringing updates to the UI such as visual updates to the Welcome Window, more customization for the utility bar, a Colorblind Mode UI, a new Deconstruct and Delete window, and Map System Revamp.
Gearing changes - We’re also adding new Item Ceilings and new Item Floors. Details in this forum post: Gear and progression changes coming with 7.2 (only available in English).
PvP Revamp - 7.2 brings changes to PvP Mode! There is no longer any distinction between Unranked and Ranked PvP. Players will now queue solo or as a group in 4v4 or 8v8 matches. Our first PvP Season is starting now with a new PvP Map, “Onderon Palatial Ruins”! Jump into the game to complete PvP content and earn PvP points from our new PvP Reward Track! Learn more about PvP Revamp in this article.
Life Day Celebration - Life Day Celebration is back until January 10th! It’s the time of the year to throw snowballs to your friends and complete Conquest Objectives and Achievements to earn festive rewards. For this new edition, we’re introducing new rewards such as a new Gala Hat and new snowglobes themed around the R-4, Manaan, Ruhnuk, and Elom.
Best view in SWTOR 2022 - Contest-winning decorations are now available at the “Anniversary Personnel” vendor on the Fleet! Winners will receive their own decorations in their in-game mails. Check the ten winners here.
Eleven-Year Anniversary - To celebrate The Old Republic’s Eleven Year Anniversary, we’ve added the 11th Anniversary Fireworks to the Anniversary Personnel vendors’ inventory. In addition to this item, we brought back the annual stronghold sale! Both Coruscant and Kaas City Strongholds have received their annual discount, and can be purchased for only eleven credits until the launch of our next game update!
Double XP - Starting December 20, 2022 and lasting until December 27, 2022, enjoy one week full of Double XP and Valor.
The Last Spell is 30% off from December 13-15! We’ve got your back to keep you busy during the holidays.
Also, we wanted to shortly address an additional topic: the 1.0 release and the price of the game. The price of The Last Spell will be increased in Early 2023 before the 1.0 release to match the amount of content and work poured into the Early Access.
Well, that’s one additional reason to get the game now with today’s sale! One perfect occasion to get The Last Spell at this (very) attractive price.
Players, we could not thank you enough for your support, help and suggestions. And for the future players interested in The Last Spell, we’ll see you soon!
Updated the guild maps to have more recognizable icons
Bug report window no longer clears its fields if you close it.
Bug report window now remembers your email address if you've entered it before.
Added confirmation before leaving Davy Jones Locker.
Added a tip on the crafting screen to indicate that crafting rare items earns more experience.
Added a "Track Recipe" button on the crafting screen.
Adjusted spawn chance of some ores to reduce the grind at higher levels.
Adjusted spawn chance of some wood types to reduce the grind at higher levels.
Herbalists chest now have a higher chance to drop a potion recipe.
Fixed cave geometry in a few spots to remove holes and places where players could get stuck.
Fixed some UI scaling issues with the crafting interface.
Fixed a ship in Davy Jones Locker indicating that it could be interacted with.
Fixed a rare bug where the player camera could get stuck slightly rotated.
Switching input devices now requires a button press. This is to address an issue where small amounts of input from an extra plugged in controller or other device could cause input modes to toggle back and forth quickly.
Added a press any button interface at the start of the menu to determine the initial input device.
Named areas without a name will no longer play a sound.
Fixed an issue where enemies wouldn't turn around towards you if hit from behind.
Increased the bonus spider damage on Queen Slayer weapon.
Slightly expanded the way you enter Davy Jones Locker.
Reduced the ambient volume in Davy Jones Locker.
Things now have a longer respawn time to reduce the chance that recently killed enemies will be back when you exit a cave.
Fixed boss music not playing properly if you were already engaged with an enemy.
Added boss music to some bosses that didn't have any.
Fixed a bug where music would stop when passive creatures noticed you.
Fixed issue where weapon attacks would sometimes not hit enemies when they were supposed to.
Hip lantern items now show the equipped icon when equipped, and equipped state persists between play sessions.
Nebula sword now deals extra damage to undead as a large damage proc instead of a percentage increase.
Fixed bug where bears could stop attacking you if they got too close.
Fixed issue where pirate animations would by jerky when trying to attack you on a slope.
Fixed proc particles not showing up on skeletons.
Increased the drop chance of fur pelts.
Hunter Merchants can now sell rawhide and fur pelts.
Fixed a tombstone text not making any sense.
Fixed some pots in caves not being lootable.
Fixed some areas in caves where enemies couldn't reach you.
Added collider to merchant tents.
Fixed an issue where the orb in the catacombs being difficult to interact with.
Taking non-combat damage no longer causes you to un-crouch.
Reduced floaty particles when anti-aliasing is off.
Fixed interaction with skeletons blocked from certain angles.
Fixed some exploits in caves where you could get stuck or behind the geometry.
Fixed an issue where NPCs could walk through secret passageways.
Adjusted the health and food values on a number of food items.
Season 6 is here! We hope you’ve settled into your seats and are ready to jam out with Pete and the Swampcats, because we’re bogged down with all the info to share!
Highlights
The Slow Jam Pass celebrates music, swamp life, and all you animals who like to take things slow and steady.
Super Crocodiles take a bite out of the competition.
Sneaky new throwables arrive from Thomas Sleddison’s workshop: Lucky Cat Mines!
Pete’s Shack and the Crocodile Club add some vibrance to Pete’s (newly-expanded) Swamp.
CRISPRmas 2022 is here, with 8 festive new items and even more returning legacy cosmetics to get you in the holiday mood.
Celebrate SAR’s 4th Anniversary with the “BIRTHDAY” coupon code.
The game’s netcode has officially been overhauled (thanks to all of you who participated in the PTR).
Plenty more new game features, balancing and bug fixes to read through below!
Season 6 Hits the Stage with the Slow Jam Pass!
The Slow Jam Pass brings you the swamp rock aesthetic of the bayou’s biggest sloth-fronted band, Pete and the Swampcats. Named after their hit pre-incident album, Slow Jam celebrates the creatures, music, fashion, and languid pace of Super Animal World’s southern marsh. Drift leisurely down this stream of down-home items en route to the premium Mini Sloth and guitar emote.
During Season 6, the Slow Jam Pass will be available for a discounted price of 550 S.A.W. Tickets.
As always, you can continue working on passes you own from previous seasons on your second track for as long as you need, and you can purchase them from The Archive for 750 S.A.W. Tickets.
As of this season, rewards from Animal Passes need to be claimed manually with the new “claim all” button in the Animal Pass screen. This lets you choose when and on which platform to claim your rewards. As always, cosmetic items sync between all platforms, but manually claiming makes sure that you can claim your S.A.W. Ticket rewards on whichever platform you want to spend them on!
Season 6 Starter Pack DLC
Along with the debut of a new season comes the Season 6 Starter Pack! You’ll receive the following comfy and chic items upon purchasing the pack:
Super Topiary Bear
Cottagecore Dress
Hedge Clippers melee weapon
600 S.A.W. Tickets
Croc and Roll: Super Crocodiles Join the Fight
Super Crocodiles are here and ready to take a bite out of the competition. They’ll be fighting tooth and…well…tooth to reclaim their coveted spot on the food chain.
Super Crocodiles can be unlocked in the Research Lab once you reach level 50. Play matches to earn their DNA, and unlock all six of their breeds:
This new throwable item is a proximity explosive that detonates one second after an enemy moves within range. If you hear that trademark “meow,” you’d better hope you’ve got reflexes like a Super Cat.
Keep an eye out for red pulsing glows (visible even outside of line of sight) to spot active Lucky Cat Mines.
Teammate mines have a green glow, and while teammates can still detonate friendly mines if they walk over them, they won’t take damage from friendly mines.
You can place as many mines as you can carry, which is 4 (3 in the Bwoking Dead game mode). If you place an additional mine beyond your carrying capacity, your oldest active mine will be deactivated.
The Bandolier powerup increases capacity for both held and placed mines while equipped.
A new stat has been added to track for Lucky Cat Mine kills, and at 10 kills you can get a Lucky Collar as a Super Milestone reward (requires Super Edition DLC to claim)!
Mines can only damage a player once every 0.06s, so if multiple mines go off at a single location they will not deal more damage.
Swamp and Circumstance: Pete’s Swamp Expansion
One of Super Animal World’s first biomes gets a makeover. Pete’s eponymous swamp has increased in size and picked up two new points of interest: Pete’s Shack and the Crocodile Club!
Kick back at the reclusive Super Sloth crooner’s shack, listening to his still spinning gramophone, or visit the Crocodile Club, where Pete and the Swampcats performed when the park first opened to the public. The swamp’s water has also been upgraded with subtle new animations to bring it more to life!
Get into the CRISPRmas Spirit!
As winter arrives, Super Animal World is ready to celebrate everything CRISPRmas means to its Super inhabitants: friendship, generosity, peace (for now), and most importantly, the miracle of genetic modification!
Candy canes have been scattered around the island to be redeemed for 8 festive new items and 17 returning legacy cosmetics! Plus, a CRISPRmas miracle has brought three new holiday Super Animal breeds to the Research Lab to be unlocked:
Super Snowman Blue Jay, a breed of the Super Blue Jay
Super Stoat and Super Winter Stoat, breeds of the Super Ferret
Snowman Bundle in the S.A.W. Shop
Additionally, the Snowman Bundle has arrived in the S.A.W. Shop! Get in touch with your happy, jolly soul and grab the bundle for these frosty cosmetics:
Snowman Beanie
Snowman Costume
Snowboard melee weapon
Frozen Umbrella
SAR’s 4th Anniversary!
It’s hard to believe it's been 4 years since Super Animal Royale was released in Early Access! Four years is enough time for college students to form lifelong friendships, and we've formed a similar bond with many of you in our amazing community over this time. Thank you Super Animals new and old for enjoying the game and supporting it over these years; it’s been an amazing journey to take with you and we can’t wait to reveal what we have planned next for 2023.
To celebrate, input the coupon code “BIRTHDAY” in the coupon code field accessible from the game’s main menu to redeem four unique cosmetics:
4th Anniversary Cake Gravestone
Pixile Party Hat
Pixile Umbrella
Pixile Firework Melee
Super Challenge & Milestone System Updates
The Super Challenge and Milestone systems have been updated and integrated to improve the experience of earning them.
Players will now receive 5 daily and 5 weekly challenges up from 2 and 3 respectively.
Many new challenge types have been added, and some existing ones have been reworked. For example, the “Eat Mushrooms” challenge has changed to include all edibles. Overall, challenges should provide more variety and be more enjoyable to complete.
The Milestones screen now displays both Super Challenges and Milestones. As such we’ve renamed the screen “Challenges” to encapsulate both types.
Milestones now display as a single vertical scroll with inline headers and a shorter design to fit more in the vertical space.
A Claim All option has been added to instantly claim all completed milestone items.
Reduced experience per minute survived in all game modes by about 25%, since challenges now gain players more experience overall.
The goals of the new design are to:
Put more emphasis on dailies and weeklies so that players earn more from playing less per day/week over the long term.
To make challenges more rewarding and fun by increasing their variety and range from easy to hard.
We hope you’ll enjoy the new system and UI design and, as always, provide us feedback so we can keep improving it!
New Netcode
SAR’s netcode has been revamped to provide a smoother, more polished experience.
For the most part, the game should feel the same as before, but under the hood, it’s now using a fixed timestep, client side prediction plus interpolation, and rollback. The end result is that lag related issues such as players jittering or sliding through walls are resolved.
Clientside prediction for looting weapons, armor, and powerups.
Improved ping-related delay for meleeing breakable creates as well as seeing them break visually.
Fixes for bugs related to ejecting and parachuting, hamster ball desyncs, healing applied to self with a dart gun, banana slip sound effects, and more.
Thank you to all of you who participated in the PTR, and we hope that this netcode revamp will provide better experiences for all of you!
Note: now that the PTR is over, the tick lead information in the top right is disabled by default, but you can type /net in chat to display it again.
New Artwork in SMOMA
SMOMA’s art gallery has been updated to reflect the top 21 pieces of the most recent Fanart Contest! Congratulations to all the finalists, and a huge thank you to everyone who participated. The submissions this round were amazing so we highly recommend that everyone check out the amazing artwork on the contest website as well: https://artcontest.animalroyale.com
Gameplay Changes
This update’s jam-packed with gameplay updates, so let’s get right into them!
2 new variants of mushroom have been added: the Speed Mushroom which grants players and emus that eat it a 15% boost to their movement speed for 8 seconds, and the Skunk Mushroom. Eating the latter is not advised, as they apply a 20 poison damage effect over 2.4 seconds… however, they also can be attacked with a melee weapon or projectile to cause them to explode into a mini cloud of skunk gas!
Trees will now shake when hit by melee, bullets, explosions, emu pecks, hamster balls, and throwables. Note that you don't need line of sight to see trees shaking, so they can provide intel about nearby fights.
The Quick Chat wheel has been increased to 8 options and has different options depending on whether it’s activated in the lobby or in game. New quick chat options include: “Thanks! On my way! Hi! Good game. GLHF.”
Game mode selection will now automatically change as necessary when additional players join a party (ex. if Solos is selected and a second player joins the party, it will automatically switch to Duos).
S.A.W. Impossible Tape now has a secondary effect of increasing taping speed by 15%.
Dogna’s Dartfly Gun now has 10% zoom when crouching, similar to the Sniper.
Grenades, Lucky Cat Mines, BCG eggs, and explosive barrels will now destroy nearby grass.
Redesigned the emote equip UI on the Customize screen to use a wheel so it more closely resembles how it will appear in-game.
Long challenge and milestone names now scroll, instead of being downsized to fit the UI.
The main menu and paws menu will preview up to 5 of your challenges at once.
Zombie Joes now get the same speed bonus while ice skating that survivors do.
A new animation has been added for Zombie Joe death explosions.
Bots will no longer roll while reloading to decrease the chances of frequent reload canceling.
Improved the consistency of scrolling for controllers on the Customize screen when reaching the bottom of a list (it will now always let you scroll to the very bottom of the list even if your currently selected column lacks an item below it).
Added an AFK option for player reports.
Added /dmg # command for private matches to modify all damage from players. Range is from 0.0 to 10.0.
Added /noroll command for private matches to disable super jump rolls.
Game Balancing
Increased Chonk Emu's move speed to match the common emu, and increased Speedy Emu's health to match the common emu. We made the decision that since they are rarer, they should only be stronger or the same as the common emu across the board to make them extra exciting to find and use.
Bullet range for Shotgun and JAG-7 have been decreased, while damage at max range has been increased (numbers for each below). These changes are to further differentiate shotguns from other weapons and avoid cases where a hit would still register (and potentially take off a tick of armor) despite doing barely any damage.
Shotgun range lowered from 51/53/55 to 41/43/45 respectively for each rarity tier. Damage at this new range has been increased from 10/11/12 to 15/17/19 for each tier.
JAG-7 range lowered from 54/58 to 43/47 respectively for each tier. Damage at this new range has been increased from 7/8 up to 14/15.
The BCG’s damage radius has increased to 17, up from 15, and has improved explosion visuals and sounds to make it more impactful. Additionally, regular movement speed with the BCG equipped is now 90%, up from 89%, and movement speed while charging is now 68%, up from 55%.
Loot spawns in Bamboo Resort, Research Labs, Pete’s Swamp houses, Superite Mountain, Thomas’s Tundra houses, and Saharahland shanty houses have been increased so they can better compete on loot density with the newer points of interest.
Increased the chance of getting a Grenade, Skunk Bomb, or Lucky Cat Mine from destructible crates, since the loot pool in this category is more diluted now.
Additional Map Changes
Added an opening in the Beaver Construction HQ conveyor belt so the barrier isn’t as long (this is particularly nice for rebels in S.A.W. vs Rebellion).
Widened the opening on the left side of Superite Mountain, next to the bridge.
Added more trees on the left side of Goldwood Woods so there’s more cover and paths.
Improved visibility on the right side of the Research Labs office entrance by making the end of the wall have a gray pillar.
Updated lobby Shooting Gallery weapon positions to improve the weapon groupings.
S.A.W. vs Rebellion Game Mode Changes
The Giant Star-nosed Mole’s HP now scales from 5,500 to 14,000 depending on player count (linear between 15 and 48 real players). Previously, it was scaling between 6,900 to 10,000 health, which was a bit high for less populated matches, and a bit low for full matches.
Since the Giant Mole has more health in most cases, it will start arriving at 450 Reinforcement Points rather than 400.
Ammo drops from killed players now give 3x as much, to help alleviate some of the ammo issues that players faced.
Assault gets a rare pistol now.
Sniper II has been changed from having 1 Skunk Bomb to 2 Lucky Cat Mines.
Heavy II now gets the SAW Impossible Tape powerup.
Marking or pinging the map on a flag will now ping as Defend or Capture based on context rather than the standard paw marker.
Lowered respawn time for Giant Emus and Hamster Balls in SvR from 30s to 20s.
Removed a rock above Beaver HQ that made the Giant Mole boss area imbalanced.
Bug Fixes
Fixed bots occasionally meleeing through walls.
Fixed a bug where rebel caches that were opened previously would appear to animate open when coming into vision range.
Fixed a bug where changing presets while on the emote customize tab would show the previous preset's melee weapon after emoting finished.
Fixed a bug where bundles with an emote in the shop would play the emote sound but not animate.
Fixed a bug where equipping an emote from the shop tab would equip it twice if it had already been equipped.
Fixed a bug where closing the equip confirmation popup while in the shop would leave emote music playing.
Fixed a bug where spamming through milestones rapidly would cause the player’s arms to get stuck in a broken position.
Testing a fix for a rare bug where edge of screen spawned loot can be invisible.
Fixed the previous weapon hotkey (T) not working with respawn in SvR mode.
Fixed flickering with overlapping players in parachute.
Moved some loot spawns a bit further away from Dr. Dogna in the pyramid to reduce looting issues around her.
Fixed a fridge at the Slow Food restaurant not fading.
Bwoking Dead now forces UI to show at match start and can't be hidden again until the opening sequence is finished (no more peeking!).
Fixed selection getting stuck from time to time when closing the Guidelines page with a controller.
Fixed a bug where you could pet mini animals while emoting.
Fixed a bug where opening the map and emote wheel at the same time would have the map stuck on screen.
Fixed a bug where opening the emote wheel and pressing escape would leave the emote wheel stuck until pressing emote again.
Fixed a bug where pressing (B) on controller during an item reward popup would not highlight it in Customize with the exclamation mark.
Fixed non-looping emotes getting stuck on the main menu for other players in parties.
To keep up with all the latest updates on Super Animal Royale and community events, join us on Twitter, Facebook, Instagram, Reddit and Discord. We hope you all have ton of fun with the new season and update, a wonderful holiday season with loved ones, and a merry CRISPRmas! We’ll see you on the island, Super Animals.
Welcome to Kingdom Crier #18 - you are now free to play...
The Adventure Update!
This update marks the halfway point of Early Access for Noble Fates - so we took the time to give it some extra love and attention!
Adventures!
The other Rulers in your world leverage their new Magical Messenger Hawks to ask you to undertake Adventures for them.
These Adventures take you to distant lands in the world of Noberia.
Embark on the journey yourself or dispatch a Party to handle them for you.
Adventures affect your Relationships, yield Loot, and even Start and End Wars!
Build an Epic Castle out of Stone Blocks!
Builders have invented Stone Cutting Tables that Crafters can work at to produce Stone Blocks.
Leverage these Blocks to build Epic Castles with a complete new tier of structures including Floors, Walls, Doors, Roofs, and Stairs.
Use the new Add-ons to add decorative Spires, Supports, Arches, and even a Portcullis!
The improvements to Stone workmanship made it so the existing Stone props are now cheaper to produce - providing a smoother transition into the mid-game.
The Shield has been Discovered!
Mortals have learned to fashion Shields out of Wood, Hide, Leather, Copper, and Iron!
Shields are a new Secondary piece of Gear that are great at countering incoming Ranged Attacks...
Introduce the ability to block against Melee attacks from Animals and Monsters...
And even work alright against Mortals in the hands of a skilled defender!
Tactical Improvements
Your Mortals have learned to harness the power of the Catapult - use them on Adventures or to add that finishing touch to your Castle's defenses.
The Cheval has been improved to grant a 50% move speed reduction for any character that comes into contact with one.
Finally, you can leverage the power of the Grappling Hook when controlling your ruler to get to those hard to reach places!
Surprise: Crime!
We now track and surface the Crime that a Mortal has committed. Raiders, Bandits, Kidnappers, Rebels, and other Criminals can now be held accountable even if they try to flee!
Punishment (Killing, Imprisonment, Indentured Servitude) of Criminals is judged less harshly by Good and Neutral Mortals.
Other Changes
A great many other fixes of all shapes and sizes have made it into this release.
Expect a better ramp through the mid-game, better trading options, better room detection, improved user experience, and more balance out of the Kingdoms around you.
Sale
To celebrate the launch, Noble Fates is on sale for 30% off!
The Adventure Update!
Messengers
Each Kingdom is granted a Magical Messenger Hawk by the God of Diplomacy
These Messengers carry Petitions and Items between the Kingdoms
Messenger Perches
Build Messenger Perches to receive Messengers
Number of petitions is limited by your Kingdom Size and number of Perches
Petitions
The new Petitions tab shows the Petitions you have received
Interact with and resolve them as you see fit
Archive them when done with one
Petitions have rewards and consequences in the form of Esteem, Loot, and even War or Peace
Petition Types
Adventure
Demand
Gift
Adventures
Introducing support for traveling to other maps on Adventures
Embark on an Adventure lead by your Ruler or Dispatch a party of Nobles
Each member of an Adventuring party requires 1 Travel Meal to participate
The gods have decreed that things don't decay while you're away, don't ask us how - we just work here
Difficulty relative to your Kingdom's strength - offering relevant challenges
Treasure Chests - crack any treasure chests you find for some extra loot
Adventure Types
Rebel Scum - Evict a party of rebels
Kidnapped Nobles - Rescue a group of Nobles
Defend Village - Defend a village from Monster or Rabid animal attacks
Assassinate Nobles - Track down and Assassinate criminals
Fine Stone Structures
Builders and Crafters have teamed up to invent Stone Blocks
Stone Cutting Table
Requires Building Level 10
Stone Blocks
Require Crafting Level 8
Made from 2 Stone
Use these Stone Blocks to build Fine Stone Structures
Complete Building Set including Walls, Doors, Floors, Roofs, Doors, and Columns
Introducing Decorative Add-ons - Arches, Supports, Spires, and Metal to make your castle your own
Cost roughly the same amount of raw stone as the original Stone Structures
Shields
Shields are a new secondary piece of gear
They offer modest Armor boosts at the cost of a small hit to Movement Speed and Attack Rate
Shields allow the wielder to block incoming Arrows, Monster, and Animal attacks
Shields are less effective against a Melee Mortal than Parrying is
Hold Right click to defend with a Shield when Controlling your Ruler
Tactical Props
Added Tactical Building Category
Chevals
Require Building Level 3
Chevals now dish out a 50% movement speed debuff to those nearby, use them wisely
Catapults
Require Building Level 10
Build these to put the finishing touches on defenses or to make quick work of a settlement
Crime
Track the Crime that a Mortal has committed
Add Crime to the character sheet (next to rename button)
Criminals can be Captured or Killed with diminished moral consequences
Attacking a Criminal is no longer considered an Ambush
Crime persists even after the Mortal has stopped (abandoned, retreated, etc.)
Crime is retired when a Mortal leaves the area freely
Crime is retired when the Mortal is promoted to Noble or higher
Crime is retired when a Mortal is freed
Stone Structures
Cost and strength reduced to reflect the introduction of Fine Stone
Around 1/2 as expensive as before
Around 1/3 as strong as before
Travel Meals
Can now be crafted at the Stove
Require Cooking Level 3
Consumed when dispatching a party on an adventure
Biomes
Added basic support for Biomes
New Adventure Only Biomes
Arid
Mountainous
Plan to expand this to Kingdom Maps in the future
Portraits
Number of Portraits is now a setting (under Graphics)
Add Select All button
Add Withdraw/Return/Retreat button
Add support for multiple Rows of characters
Grey out Portrait when Mortal is away
Guarding
Added support for Settlements to choose tactical points to defend themselves
Settlements
Added support for Stairs
Added support for using different building Sets
Introduced support for pre-fabricated rooms, buildings, and settlements for other Kingdoms
These are mixed with procedural plans to increase variety
These can be authored in Development mode for release as a mod
Kingdoms Map
No longer displays out of date information
Renamed to World
Removed automatic cycling of new information
Add clickable log of new information to upper right
Made Mortals clickable to show information and interactions
Show relevant parties
Meals
Increased Nutrition cost to resolve calculation issue
Meals are now a Nutrition loss in exchange for the benefits they provide
Diplomacy
Kingdoms now take their strength into account when deciding whether to attack the player
Increase likelihood of peace offers
Grappling Hooks
Now usable when Controlling your Ruler
No longer fail to attach
Fog of War
Support for hiding the inside of Hostile Structures
Projectiles
Added support for fleeing Major (Catapult, and Breacher) projectiles
Visitors
Renamed Visitors tab to Mortals
Morality
Iteration on Reactions
Cornucopia
Ruler must be home to use this
Wedding Arches
Ruler, Eligible, and Suitor must be home to use this
Prisoners
Add support for parties having prisoners
Structures
Rebalanced Structure Unlocks to reflect addition of Fine Stone
Increase the number of structures that can be rotated
Home Area
Home areas now contract when structures and zones are removed
Added support for other factions recognizing and protecting their home
Population
Better world population control
Pathing
Improve pathing
Room Detection
Fixed a variety of Room Detection Bugs
Armor
Debuffs now multiplicative instead of additive
Fixed Armor calculation
Breacher
Improve behavior
Fix Melee Attack trail
Improve ranged attack
Terrain
Improve flattening and unflattening when props are placed
Terrain Gatherables
Improve collision
Improve reachability
Bandits
Improved AI
Trading
Fixed bug that reduced stacks visitors had for trade
Increase the quantity and quality of items for trade
Third Person
Improve Vertical Aim range
Prevent Stamina Regen when Blocking or Parrying
Improve targeting of a Player when they're unreachable
Locks
Adding and Removing Locks is now part of the Building Job
Wine
Report when there are insufficient ingredients
Crated Props
Selecting a Prop Crate now highlights Uncrate position
Selecting Uncrate target now selects the Crate
Places
Reworked Place Names
Selection
Improve selection cycling to limit false positives
Unreachable Resources
Report when a Command is blocked by Unreachable Resources
Fleeing
Retain Aggro when Enemies Retreat
Continue pursuit when target reacts to hit
Roofs
Allow mortals to jump off of roofs
Allow mortals to climb onto roofs using hooks
Repairing Props
Consume resources when repairing
Building
Improve corner placement when placing blueprints
Allow latching of columns to bottom of stairs, floors, and walls
Idling
Fix case where mortals are stuck looking for resources
Instincts
Recheck for food when it's gone when we get there
Training Dummy
Move to Defense category
Wolf Taming
No longer requires Boar Taming
Wooden Hammer
Fixed bug causing this to be a Bronze Weapon
Human Hide/Leather
Normalize importance
Abilities
Hide Active Combat Abilities when training and out of battle
Canopy
Retain canopy setting when cycling layers
Guided Experience
Require player to be home
Shadows
Improve quality
Main Menu
Adventure Update News
Loading Screen
New Key Art
Saves
These changes necessitated changes to the save game format, so this update retires 0.26 saves.
There's a retired_0_26 set of Steam Betas so that you can continue your 0.26 saves there or go back and visit them whenever you want.
Mods
We've launched a Mod Compatibility initiative with this update. Use the new Compatibility Tags on the Workshop to find and Subscribe to Mods that work with your game version.
Experimental Branch
We're going to keep the Experimental Steam Branch open and push future patches there first to raise the quality bar as we enter the second half of Early Access.
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 issues - but know that we appreciate you helping us out!
Community Corner
cypr` has been putting the update through it's paces, making a breathtaking city!
Oskurd did a run through of the Adventure Update Beta - check it out for his thoughts!
Discord
Join the Official Discord to participate in Development!
Reviews
If you like the game, please consider leaving a Review. These can help players decide that Noble Fates is worthy of their attention.
Thanks for reading and thanks for playing! The Noble Fates Team
We just released an update! :D Check out what has changed!
[Feature] Fight animation speed has been increased - set it up on maximum and feel the difference! :D [Feature] Description of "discard" and "hand" have been added in the Character information screen. [Fix] Arrows in the character and map selection screen are now working. [Fix] Missing texts have been added to the rulebook. [Fix] Warning about the disadvantageous playing King Arthur's "Restless Spirit" card has been added. [Fix] Camera's positioning in the Tutorial while undoing actions has been fixed. [Fix] Issues causing the Fight Screen to be not displayed properly after playing Alice's "Jaws that Bite" card while minimalized have been fixed. [Fix] Issue causing the login screen to be displayed twice has been fixed.
Update 51 is focused on iterating on Inferno features, with new quality of life changes, optimizations, and content to support existing features like trains and fire. For further details on this update, please check out our latest Devstream.
FIRE ENGINES
In the last update, fire weapons were introduced which allows structures and entire towns to be set towns ablaze. Fire Engines have now been added to help players fight fire.
Each faction has their own unique Fire Engine variant, with the Colonials getting the R-12b - “Salva” Flame Truck and the Wardens getting the Dunne Dousing Engine 3r.
CABOOSE
One of the biggest pieces of feedback we got for Update 50 was how difficult it was to maintain railroad networks. To help alleviate this, the Caboose car is being introduced, which will automatically repair tracks when driving over them, removing the need for Maintenance Tunnels or Bases for maintenance.
The Caboose can be attached to any train and consumes either Construction Materials or Garrisoned Supplies to repair decayed tracks.
FACILITY UPGRADES
Facilities have been expanded with new upgrades and structures to help players overcome challenges and to add additional utility to them. They are summarized in the image below.
FIRE UPDATE
A comprehensive pass was done on fire mechanics to address various player feedback. The summary is that infantry flamethrowers have been buffed, fire rockets have been tempered, and the experience of putting out fires has been improved.
There are a lot more under the hood changes to fire that's worth noting. For full details, please watch this timestamped portion of the Devstream.
OTHER NEW CONTENT
Lance-25 “Hasta”
Flood Juggernaut Mk. VII
Fissura gd.I
O’Brien v.190 Knave
QUALITY OF LIFE
Many quality of life features have been added based on player feedback, including the following
Large items can be removed from Pallets directly without opening the UI
Trench Connectors can now be built underneath Tracks and Provisional roads
Build menu has been sorted for easier navigation
One click reservations for power networked Facilities is now available
Demolish times have been increased, providing greater flexibility for builders
Interact menu now shows upgrades, making it easier to select a specific structure
Tunnel UI now shows Garrisoned Supplies consumption rate
Equipment tooltips now include extra details such as where it is produced from
OPTIMIZATIONS
Update 51 introduces many optimizations to the servers and networking infrastructure which should amount to an overall smoother experience, especially for vehicle gameplay. For details, watch this timestamped portion of the Devstream.
RELEASE NOTES
There many other features and bug fixes in this update. Read the full release notes for the details.
Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.
I SAW A BEAR UPDATE VIDEO
For a more comprehensive walkthrough of all the new features in Update 51, check out community veteran I Saw A Bear's video below.
It’s that time of year, and although our planet is currently under threat, there’s still time to celebrate, thanks to our resilient resistance!
Change your Specialists' style in-game with 6 unique Holiday themed outfits! Who knows, maybe some festive cheer will make the Invaders have a change of heart and leave our planet…