Until now, Barricades have represented the state of the art in Kingdom Security.
The Builders have spent some time standing around with gears above their heads and discovered...
Door Locks! Use these to keep your spaces secure
Door Locks control access to your important spaces and keep Bandits away from your goods. These Unlock at Building Level 5 and cost 24 Copper to add to a Door. Adding a Lock doubles the Health of a door.
Leverage the new permissions UI to control access
Doors with Locks close more quickly than those without - but beware of tailgaters! Permissions prevent someone from opening a Locked Door, but anyone can walk through a door that's already open!
Beware of tailgaters!
The existing Lock system has been renamed to Barricades, retaining the previously functionality. The discovery of Locks has lowered the difficulty of Barricades to Building Level 2 and the cost to 12 Wood. Barricading a Door doubles its health - giving you a little extra time to get into position and dispatch attackers.
The trusty Barricade
Finally, you can Barricade a Locked Door to stack the Health boosts for added protection!
Patch Notes
Noble Fates 0.27.6.2 Released! Content Update #16
Crash Fixes
Fix for multiple crashes related to Combat
Fix for crash related to Items Decaying
Add Door Locks
Door Locks add the ability to control access to spaces
Unlock at Building 5
Ingredients: 24 Copper
Other Factions can grant the Player access to their locks
Door Barricades
Existing Door Locks are now known as Door Barricades
Move to Tactical Research Category
Unlock at Building 2
Ingredients: 12 Wood
Update Visuals
Reports (thanks!)
Improve Unreachable Detection
Fix broken pathing when Stairs are built above a Terrain Ramp
Improve reporting when Cooking is Disabled for all Available Ingredients
Fix for multiple instances of dispatched parties not returning
Fix for bug that allowed an attempt to path to unreachable space
Fix for Pathing issue related to Stairs
Fix for Pathing issue related to Uncrated Props
Crafting
Show Locked Recipes by default
Desertion
Prevent Raiders from Deserting their Kingdom during Retreat
Ordering
Don't Select Hidden Blueprints when Right-Click Ordering
Grass
Increase rate of Terrain Grass regrowth
Roadmap Update!
It's been a bit - so let's update the Roadmap!
As a reminder - there are 3 types of updates for Noble Fates - Updates that address bugs and issues (including those that are listed on the Backlog and those that you Report in-game); Content Updates that focus on expanding existing systems and filling them with additional content; and Feature Updates that add new features to the game expanding the overall breadth of what the game has to offer.
Priority Fixes
Progress against the Priority Fixes that we outlined on 8/9
Details
Crashes
Fixed 65+ additional crashes, bringing the total to 165+!
Adventures
Go on Adventures to Help your neighbors out
Delegate to followers and stay home if you prefer
Fine Stone Building Tier
Made from Stone Blocks
Adds Arches, Spires, and Portcullis
Tactical Props
Buildable Catapults
Useful Chevals
Shields
Great against Projectiles
Block Animal and Monster Attacks
Crime
Added Crime Tracking
Factor Crime into Esteem Changes
Kingdoms Map
Reworked and Improved
Demands and Gifts
From other Rulers based on their Opinions of you
Tames
Added Pastures to keep Tames contained
Added ability to eat from Stockpiles
Wolves
Added Wolves
Added Hunted Notification
Dangerous Animal Event
Added Dangerous Animal Event
Monsters
Improved Imp Behavior
Improved Breacher Behavior
Spawning Improvements
Rabid Animals
Improved Flow and Difficulty
Character Visuals
Less Crazy Combinations
Added Character Appearance Editor
Conversation Refinement
Surface inconsequential opinions Less
Less need to talk to your people
Camera
Improved Fine Camera Panning
Added Camera Panning Settings
Reporting
Added in-game Reporting tool
Mods
Added Versioning
That's a lot of changes! It's worth noting how much of our effort we've been able to put towards improvements and content instead of fixes! We have a pretty stable game now.
Current Priorities
Localization has climbed the list and is under way now. It's a complicated task for a game with so much procedural text, but we're hard at work on it. It will likely land between Feature Update #5 and Feature Update #6.
Beyond that, there are a number of systems and interfaces that could use their second pass to streamline and improve the player's experience, so those are starting to become important to us.
Content Updates
We've released 16 Content Updates so far!
There have been 3 Content Updates since the last Roadmap Update!
Feature Update #5 is well underway, recently crossing the half way point of development. As with The Adventure Update, we're taking on and tackling deeper changes to the game to expand on the mid-game. Stay tuned for details!
Early Access Status
We're more than half way through what we set out to accomplish with Early Access. We're tracking behind our original schedule - due primarily to increasing breadth and quality of our Feature Updates - but we have been successful enough that we have plenty of runway to reach 1.0.
Thank you so much for your support and patience!
Community Corner
cypr` stood up this cozy village in one of their playthroughs...
and this sick castle in another!
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
just your average bug fix and re-balancing update btw you should totally join our discord server
nerfed ethereal upgrades to grant 50% extra production per upgrade instead of 100%, felt like ethereal upgrades were a bit too good slightly changed the equation for earning souls made a separate button for pet customization
moved the soul counter in no form mode fixed an inaccuracy in the buying of friends fixed pet names not displaying correctly for 3/15 skins
- Inventory item overlap/item copy bug fixed - Fixed UI overlap error - Fixed the problem that the pawnshop card removal window does not open again when closed - Fixed an error where only one card appears when re-entering the card acquisition reward window -Fixed a bug that increased enemy health and status when certain keys were pressed -Fixed an error where the pharmacy's passive skill did not respond -Fixed an error that clicked when clicking on a skill equipped in the skill window - Limited to 5 gambling places
Changed the way the integrity of a go is checked in the battle board game, to fix an issue which allowed the playing of a word of tiles that were not connected to the rest of the tiles already played.
NOTE: Please remember that the roadmap is provided to give the community a sense of what we are working on and what is driving our decisions and what we are focused on in the coming year. None of this is a promise or a guarantee. We always prioritize quality over deadlines and all dates and timelines are estimated to the best of our current ability. Many long-time fans will know that we often add new things to these plans which often shifts things around a bit, so it is recommended that you avoid scheduling your vacation plans around our dates.
This roadmap is subject to change at any time, but as we have done in the past, we will let you know if any of these plans change significantly.
2022 Recap Our goal for 2022 was to “Set the Stage” for what was to come next for DST.
In the 2022 roadmap we saw the Year of the Catcoon and Bunnyman. We released refreshes for Maxwell, Wickerbottom, WX-78 and Wilson is right around the corner. We released QOL updates all over the place including a revamped Crafting UI, a redesigned Ancient Guardian, Map QOL changes, World Presets and New World Settings.
We introduced Shared Unlocks and Offline Skins. We added more games to the Midsummer Cawnival and we released the Curse of the Moon Quay and A Little Drama updates.
We released 10 sets of Twitch Drops and 50+ hotfixes with bug fixes, tweaks, and balance changes.
2022 was a busy year for Don’t Starve Together. While it may not have been as content heavy as some players were hoping for, the changes were necessary to prepare for 2023 and we’re ready to talk about that a bit.
This is going to be a pretty substantial post, so I am going to give a bit of a brief TL;DR summary first, then get into the meaty bits. Additionally, I should mention that we’re still doing a lot of experimentation and tweaks to how these plans are being implemented at the moment, so I have to be light with the details (surprise, surprise). But we want you to know what you have to look forward to.
What’s coming up in 2023? (TL;DR) Our goal for the next roadmap is to smooth out the experience for less experienced players and provide longer lasting endgame challenges for veteran players.
3 Content Updates
2 Core Game Enhancement Updates
All the usual events
A secret bite-sized crossover
Don’t Starve 10 Year Celebration
Additionally, this roadmap does not cover a full year, because the last Roadmap ran into 2023.
What we’re doing and why. Don’t Starve Together is arguably one of the most challenging survival games out there right now. However some of the design principles that were used to create the original single player game can feel unnecessarily unfriendly in a multiplayer game. The original Don’t Starve was designed around the idea of players being self directed. However multiplayer isn’t always compatible with this design and was largely why we resisted multiplayer for the original Don’t Starve.
With DST, we have smoothed some of the rougher edges over time, but most of the focus has been on providing group based challenges up until more recently. We think there are still a few areas that we would like to see improved upon, and many, MANY of you have suggested the same. The areas that we are going to focus on in this roadmap are in early game discovery, and the late to end game loop.
Now - before you start getting worried, know that we understand that we’re stepping into some weird territory here. Our goal isn't to make the game easier, or even to make the game harder (overall). The goal is to make the game more interesting in the ways that those who love Don’t Starve and Don’t Starve Together will enjoy while also providing people who don’t know the game more opportunities to understand what the game expects of them..
But not all Don’t Starve Together players are the same. To some, DST is too easy, to some it’s too hard, and to others it “is what it is” and they don’t want it changed. Our goals here are to offer all players something interesting, fun and engaging and to improve the game in areas we think will have a lasting impact. This roadmap should result in a game that is easier to understand and harder to master..
We have a few areas that we want to focus on to accomplish this. In terms of content, we plan to delve deeper into the stories surrounding Charlie and Wagstaff, and explore the impact of their actions on The Constant. The introduction of late-game world challenges will change The Constant in ways that players will need to adapt to, either by working with or against them. This will also provide Survivors with the opportunity to discover new resources and items that will be vital for their survival as they progress throughout all areas of the game.
Some of this has been introduced as part of the Wilson Refresh, and we will continue to build upon them throughout the year.
And what about the newer players? Something that we have seen time and time again is that some newer players have a hard time understanding what they should be doing, or where they should be going and may become frustrated or miss a lot of content if they don’t know what else is out there for them. With this in mind, we are going to work toward making it a bit easier to understand what should be happening in the game without necessarily making the game easier.
To that end we will be working on additions to the compendium and other elements of the game that will provide more information about what is happening, as well as progress indicators that help players see themselves grow through what they have learned in the game.
Some of you may have noticed that some elements of the Wilson Refresh are a part of this effort as well. Wilson now acts as a sort of guide through the progression of the game, without directly telling the player what to do, his new skill tree can guide a player toward long term goals as they explore the world. He’s still rather vanilla, he just has some sprinkles now. Nothing too intimidating to a new player.
It should also be said that the “Core Game Enhancement” updates are foundational and are likely to grow and change over time. This means that we’ll implement systems or features that we can tweak or add to over time and while it’s probably not accurate to call these QOL updates, they will be Quality of Life oriented in the sense that they are meant to make the overall game better for most players, but not always by improving existing systems.
What’s next? The Wilson Refresh will be released Thursday and the update following that is currently planned for April will be a content update as part of the new Story Arc. This will be the first content update as part of this roadmap and should be quite interesting.
Good afternoon everybody! Today we released patch 01.14.03.2022 for our demo with some fixes for the game:
- Removed the fifth recipe from the liquids puzzle that was being repeated - Added a new tutorial system for new players - Improved options menu for graphics and screen size - Adjusted object textures - Added new in-game 3d models suitable for the final version - Placed highlights in certain parts of some letters, making it easier for players to read - Adjusted puzzles that rely on colors to make them more accessible for people with color blindness
Regarding version 1.0 of the game, we are excited to inform you that we have completed the test phases of the mansion and lighthouse stage, leaving only now the puzzles of the game's final stage. We're currently finalizing these puzzles and once they're approved, we'll get into the final polish!
Thank you for your support and feedback that helps us improve Lighthouse of Madness even more!
Leaderboards are coming to Impaler! In the next patch you'll be able to compete in the worldwide ranking against other players! We're aiming to launch this update by the end of this week!
There's one thing we need to do to ensure a fair and square competition.
We will be resetting your High Scores when the patch goes live.
If you'd like to save your score for boasting purposes, make sure to screen shot it, and maybe share it in The HIGHSCORE Thread on our forums.