Update notes
What changed in recent updates, newest first.
What changed in recent updates, newest first.
Updates 373–374: high-rank techniques level buildings, reporting bugs
- S- and A-rank elemental techniques level buildings (fire, earth, lightning, water, wind and the other elements): every building one hits takes at least 300 damage from an S-rank technique and 150 from an A-rank one, whether the technique strikes, sweeps an area, lingers as a storm or lands as a shot. Before, Great Fire Annihilation barely scorched a wall. Natural rock stays, and ranks B and below are unchanged. Aim with care near your own walls.
- Reporting bugs: a new guide, Reporting bugs, shows where Player.log is (RimWorld 1.7 keeps it in a Logs folder) and how to send it with a bug report on GitHub.
Updates 348–351: the Empire stays out, ninja ideoligions, World of Naruto clans in our villages
- Keep the Empire out of the ninja world (Royalty; mod setting, and on in all our scenarios): the Empire's settlements leave the world map, and it sends no visitors, traders, raids or quests and offers no titles. Your standing and permits with the hidden villages and samurai houses keep working. Turned off again, the Empire comes back, but its removed settlements don't.
- Ninja ideoligion presets (Ideology): a Ninja ways group on the ideoligion page with sworn village, old clan, chakra monks, wild sages and missing-nin band. See Ideology.
- World of Naruto clans in our villages: Uchiha ninja now come from Haigakure, Uzumaki from Nagisagakure, Aburame from Kaedegakure, Hyuuga from Otowagakure and Sarutobi from Tetsugakure (Yuki, Sabaku and Senju were already there). The Black Ink Syndicate rarely brings a missing-nin Uchiha, Hyuuga, Uzumaki or Sabaku. See Clans of each village.
- The Founding: two masters showed "Cannot read data" in the scenario list (it named two research projects that don't exist); fixed.
Updates 345–347: no more drop pods, quieter status flashes
- Rewards come on foot. Mission pay, bounties, contract pay, bought scrolls, village headbands, gifts and tribute are brought by a runner from the faction that sends them: the runner walks in from the edge of the map, hands the goods over at your drop spot and walks home. A payer you're at war with leaves the goods at the edge of your land instead.
- Squads carry their loot home: what a squad found on the road, its bounty share and its pay come back with it.
- "Skip to the end" for live squad missions is now a development-mode option only.
- Status flashes no longer cover the pawn: a status landing, a status pulsing and sealed gear show a soft glow again (they had been drawn as a big spiky star), and several statuses landing at once flash only once.
Updates 339–344: bigger windows, fixes and cleaner technique looks
- Bigger windows: the signature technique and ninja build windows are larger, and long button labels shrink to fit instead of touching the border.
- Fixes: gaining standing with a village or samurai house no longer stops with an error; no recipe can forge the four legendary blades; a squad called with a permit now comes even during a new colony's first-year truce.
- Hand-made animations keep their own look: the jutsu-type flourishes (element bursts, ground marks, finishers) and generic hit stamps no longer draw over a technique that has its own animation. Twin Blue Comets, Shadow Beast and others lose the stray orange bursts and purple swirls.
- Damage lands with the picture: Great Divination Whirl, Dissolving Mist, Shadow Sewing and Chakra Cuffs now hit when their visual arrives, not before.
- Buff effects on pawns (new setting, off by default): the glows, rays, sparks and circling bits around a pawn with a buff or stance. When on, only the newest buff shows them, so several at once no longer pile up over the pawn. Armour, weapons and eyes a technique puts on the body always show.
- No square glow in daylight: big impacts no longer light a visible square of ground by day.
- Techniques reworked: Killing Depths is heavy dark water that leaves its victims in view; Protection of the Sixty-Four Palms draws palm paths and palm strikes on the sphere's edge; Black Drizzle rains iron needles for its whole length; Closed Dimension is quiet; Shadow Dome is charcoal and stands about four seconds; Smoke Dragon and Shadow Beast are drawn larger; Smoke Escape hides the user for the whole time they're unseen and leaves a smaller cloud; Chakra Cuffs hold the foe's wrists behind the back; Crown Splitter leaps; Tornado Drop lifts the foe and drives them down; Chakra Bulwark is a broad wall; Twin Barrier is two linked barriers; Deep Strike no longer draws a bolt overhead.
- Protection of the White God raises a painted guardian of pale chakra behind the user: it rises, lifts its arms, thrusts one huge palm forward and fades.
Updates 335–338: village standing, permits, and becoming a ninja
Village standing and permits (Royalty). See Diplomacy.
- Honor titles are no longer ninja ranks (those are earned at the rank exam). Villages give standing: Welcomed Guest, Friend of the Village, Sworn Ally, Retainer, Envoy, Councillor, Honored Elder. The samurai houses have their own: Guest of the House up to Honored Lord.
- Our six hidden villages and the three samurai houses now give standing, at once when the honor is there (no ceremony, no demands for clothes or rooms), and missions they give can pay in honor.
- More permit points: 2 per standing from Sworn Ally on (11 in all instead of 5).
- Each village's permits: its own goods, ninja tools, field medicine, genin, chūnin and jōnin squads, the village archive request (a technique scroll, mostly B or A, sometimes S, and very rarely a forbidden scroll too) and ANBU or the village guard. Couriers and squads body-flicker in: nothing comes by drop pod.
- Each house's permits: its goods, provisions, ashigaru, an excellent weapon from the armory, samurai, bannermen, a war chest and veteran samurai. Its soldiers march in from the map edge.
- World of Naruto's village: its secret scroll permit, which gave only one scroll since the rare arts, is now the village archive request; the Jōnin squad costs 9 honor (was 2); the orbital trade permit is gone; its squads body-flicker in.
Becoming a ninja. See Becoming a ninja.
- Chakra awakening: a child who studies in the academy awakens chakra; an adult awakens it with a sensei at the chakra study apparatus (10% a session, certain by the 12th). The Sensei button shows on adults without chakra.
- Elements open with their gene: the lightning gene opens Lightning Release and the Lightning arts, and so on, and element genes are inherited. Village ninja who know an element carry its gene, so their children do too.
- Nature training: a leaning shown by chakra paper becomes a real, inherited element after long training at the apparatus (40 sessions, about 14 with a sensei), if the build has room.
- Scrolls: technique scrolls teach only elements the ninja has, except a rare one in 33 that opens a new element; a written element scroll needs that element.
- Clan eyes: a child of two eye clans (Sharingan, Byakugan, Ryuugan) always gets at least one of the parents' eyes.
Fixes: a test target with a substitution technique no longer swaps out of a flurry; the mini-turret counts as a gun in a world without firearms.
Updates 331–334: rare arts and legendary blades
See Rare arts and legendary blades.
- Hiraishin, Edo Tensei, Rasengan, Chidori, Shadow Clone and the toad, snake and slug contracts (with Toad and Snake Sage Mode) are learnable but very rare: each has a forbidden scroll that opens it and teaches its first technique; the rest is learned with technique points. Chidori needs lightning nature.
- No gene teaches them any more (the Hiraishin and Edo Tensei affinity genes and World of Naruto's Rasengan, Flying Raijin and Shadow Clone genes are gone), and random scrolls, masters and scribes never do. World of Naruto's traders and the Kage permit no longer hand out their scrolls.
- The scrolls turn up in scroll caches, sealed temples and clan laboratories, as S- and A-rank mission bonuses and on Bingo Book targets: one or two a game-year. Edo Tensei is the rarest.
- The four named legendary blades (Ryūgeki, Kibaō, Hoshigiri, Fūraimaru) can't be forged or bought, and each exists once per world: on old battlefields, in sealed temples and clan laboratories, or in a Bingo Book target's hands.
Updates 329–330: a world without guns, scenarios, names and habitats
- No firearms: all our scenarios, and the mod setting No firearms in any game: raiders' guns become bows or medieval blades (mechanoids keep theirs), traders sell no guns, gun recipes are blocked and research that only leads to guns is hidden. See Getting started.
- Scenarios: both Foundings start with scribe arts, ninja alchemy and field traps (the easy one with ninja weaponsmithing too), smoke bombs, soldier pills and genjutsu resistance pills, and a start letter about Kai, the Bingo Book, squads and signature techniques. New: The Missing-nin (hard), one hunted ninja and almost nothing.
- NFRP World's pills, bombs and seals now count as medieval, so a medieval colony isn't charged extra research for them.
- Names: about 580 more given and family names, 66 epithets and 207 more fame nicknames.
- Habitats: our creatures and herbs also live in the Odyssey biomes (grasslands, glacial plain, lava field, scarlands, glowforest); poison monkeys moved from deserts to tropical swamps.
Updates 321–328: fixes
- A jutsu chain no longer stops itself after its first step.
- Storm Clone only fires with Arashi no Kiero on.
- A Hiraishin flash no longer cuts the caster's own technique short.
- The Flying Raijin scroll teaches Hiraishin.
- Choreography wind-up pieces are larger, and the gathering starts with the seal glow; storm clan techniques play their own storm piece where they hit.
- A rare freeze when the signature tree was open is fixed.
- A technique that killed a target is no longer applied to it twice; visitors no longer clash with family-tie mods.
Updates 318–320: choreography by type of jutsu
Every technique now plays a short choreography that fits what kind of jutsu it is, around its own painted art. Looks and body motion only: damage, range, cost and timing are unchanged, and the wind-up plays inside the technique's own cast time.
- Ninjutsu: chakra glows at the hands, the element gathers at the caster (embers, water drawn up, wind spiralling in, rock lifting), the jutsu is released, and a mark is left on the ground for a moment (scorch, puddle, frost, crater, flattened grass). Targets react to the element: thrown back by wind, staggered by earth, jolted by lightning.
- Taijutsu: a surge of force, the ninja closes in, a hit flash on every contact with the target recoiling, and a harder last hit.
- Weapons: a painted swing arc on every beat, shaped by the weapon: slash, thrust, staff sweep, scythe hook, fan gust, smash, chain or throw.
- Genjutsu: the trigger (an eye glint, or a sound), then the world warps around the victim while the caster barely moves.
- Fūinjutsu: the seal is drawn on the ground, charges, and activates.
- Medical and summoning: a glow held under the hands that sinks into the patient; the ink spreading on the ground for a summon.
- By rank: S and A play the full sequence (S also gets its own painted finisher, 109 of them), B a shorter one, C a release and a short mark, D a single beat, so quick low-rank moves stay quick.
- Hiraishin, Edo Tensei and Burēdono Kenseijin keep their own hand-made choreography.
Art: 197 new painted pieces (seal glows, moulding and ground marks for 16 elements, 11 weapon arcs, genjutsu warps, seal, healing and summoning pieces, 109 finishers), and 16 impact pieces redone without the flames that crept into them.
Update 317: genjutsu can be resisted and broken
Mind-breaking genjutsu (confusion, panic, berserk, including the area ones) was too strong: it could not be resisted, it ran for the full length of the base game's mental state whatever the technique said, and nothing released it. Now:
- A chance to resist: the target's genjutsu level against the caster's, and the technique's rank (an S-rank illusion is hardest to shake). World of Naruto's genjutsu resistance pill and eye or sensory bloodlines help. Between 5% and 75%.
- It lasts the technique's own time and then ends (when a technique gives none: S 40 seconds, A 25, B 15, C 10, D 5).
- Kai: a ninja who knows World of Naruto's Kai tries to break it every two seconds, paying a little chakra (Kai+ does better). An ally who knows Kai, standing next to them, can break it for them.
- Pain breaks it: a hard hit has a good chance to snap the target out. A scratch does not.
Updates 314–315: Hiraishin and Edo Tensei
Two new trees, ported from Cassie's own Flying Thunder God mod (learned like the other archive trees, or all at once with a gene).
Hiraishin (Flying Thunder God)
- Seal Touch (B): lay a hand on someone next to you to seal them. Seals on enemies fade after a day, on anyone else after five days.
Seal Kunai (B): throw a seal kunai. A person it hits is sealed, and the kunai stays where it lands as a seal, forbidden until you unforbid it. It uses a kunai from a worn kunai pouch, one carried, or the one in your hand.- Hiraishin no Jutsu (A): flash to any seal on the map, with no need to see it: a seal kunai, a seal plate, a swift mark or a sealed person. A foe at the landing is stunned by the flash and struck at once; a ninja who knows the Rasengan drives one in as well.
- Escort (A): flash to a seal with up to three touching allies, the wounded included. No strike.
- Guiding Thunder (S): for 30 seconds, shots that land near you are warped away to a seal far off, only where they can hurt none of your people, animals or buildings. Each warp costs 4 chakra.
- Chain Strike (S): flash from foe to foe inside a circle, up to ten, stunning, sealing and striking each with your own melee attack. Training dummies count, for practice.
- Things to make: seal kunai (a weapon you can stab or throw, made five at a time at a smithy), the kunai pouch (ten kunai, refills itself from stored ones) and the seal plate (a permanent seal set in the floor).
- Hiraishin affinity (gene): opens the tree and teaches all of it.
Edo Tensei (Impure World Reincarnation)
Edo Tensei (S): touch a human corpse, or a grave or casket that holds one, with a living sacrifice beside it (someone down, or a prisoner), who is turned to ash. The dead come back bound to you with their name, skills and traits: no pain, wounds that knit, no food or sleep. Killed, they re-form from their ashes after about three hours unless the body is destroyed; if you die, they all crumble. Two at a time.- Awaken / Bind (S): bound, they are emotionless and obedient (no mood or mental breaks, but no social, art or research work); awakened, their feelings return.
- Kai (S): release one; their body crumbles to ash for good.
- Edo Tensei affinity (gene): opens the tree and teaches all of it.
Looks: every technique in both trees has a hand-made animation: the gold flash and the strike from behind, each flash of the chain, shots swallowed by a tear in space, the ash, the coffin rising and its lid falling, and a revenant re-forming or crumbling.
With World of Naruto: our Hiraishin replaces World of Naruto's Flying Raijin (both levels), the way update 221 did it; a ninja who knew theirs learns Hiraishin no Jutsu, Seal Kunai and Seal Touch. World of Naruto's chakra pill does the job of the old mod's.
Moving from the Flying Thunder God mod: load your save once with both mods on and save. Its genes, reanimated, seal kunai, kunai pouches, seal plates and chakra pills move over to NFRP World; then turn the old mod off.
Updates 308–313: every technique its own shape
Art
- Shapes from the technique: the newer painted pieces no longer all look like a round burst. Each one takes its shape from what the technique does: fire and sound breaths fan out toward the target, thrusts and shots are long streaks, blade techniques leave crossing slash marks, earth and ice throw spikes up from the ground, binds are tangles, mind techniques warp the air, smoke and mist roll along the ground, and heals send motes upward. Aimed pieces point at the target.
- Auras rise: self buffs show an aura rising from the ground seen from the side, in one of several shapes: a crown of flames, a twisting column, an upward spiral or a loose drift, each in its element's look.
- The older round pieces are being repainted in the new shapes in stages.
With World of Naruto
- Three more techniques that both mods had are now ours only, the way update 221 did it: Burning Ash (Haisekishō) replaces World of Naruto's Ash burning, Wall of Wood replaces Forest Emergence and Earthquake replaces Quake. A ninja who knew theirs learns ours; Sarutobi ninja now open the fire arts tree, so they keep their burning ash.
- Our Quicken Jutsu is now called Swift Seals, so it isn't mistaken for World of Naruto's Quicken (a different technique).
Hand-made animations
- The freeze: a hand-made animation's hit always gets its short freeze, even right after another hit, and a shorter one in big fights.
- Readable on any ground: dark pieces get a soft pale halo and light pieces a soft shadow, so they show on dark soil, at night and on snow.
Updates 302–307: bringing every technique to the level of the best
Art
- Hand-made animations show only their own art. No hand-made technique animation draws a shared stock picture any more; where a piece of its own is still being painted, it shows its drawn effect instead. Thirty of their own pieces that were painted pointing sideways now point along the cast, and the pieces of the newer groups are drawn at their full size.
- Technique families get their own painted set: every family of techniques without a hand-made animation shows its own painted gathering at the hands and its own aftermath where it lands, once installed.
- Painted flights for shots: every technique shot that still flew as a plain picture gets a painted flight of its own, once installed (the shark blast and clay bombs already fly as the painted shark and clay bird).
- More B- and C-rank techniques got their own painted piece where they hit.
Updates 290–301: every technique gets its own painted art, and many fixes
Art
- Every technique gets its own painted effect. S- and A-rank techniques now show their own painted piece where they hit (239 techniques). B-, C- and D-rank techniques follow in stages (562). Plain shots get a piece where they land, and self buffs one on the user (170). A piece shows only once it is installed; until then the technique looks as before.
- Living domes: barrier domes breathe, ripple where a shot hits them, and pop and shrink when they end.
Fixes
- After loading an earlier save, small effects, creature flashes, camera shake and finisher cinematics no longer stay off for a while, and nothing from the later save is left on screen.
- Prisoners no longer heal themselves with seals from their pockets (they still use them when breaking out).
- Enemy ninja keep using Storm Clone, Kenseijin stances, storm clouds and golems in normal fights.
- Goodwill changes from NFRP name their reason (ninja mission, hidden village ties, ninja world, festival).
- A ninja who falls on a squad mission is remembered properly after loading; signature techniques of enemies who died are freed a day later.
- Formations face the right way when the leader faces east or west; youth seals leave children alone; coatings stay on both halves of a split stack.
Updates 263–289: signature techniques, our own art everywhere, a shinobi furniture style and smarter storytellers
Signature techniques (see signature techniques)
- Your ninja design techniques of their own from 24 shapes, 34 modifiers and 22 painted motifs, named in Japanese and English, and develop them at a training spot.
- Parts are earned through missions, rivals, fame, old seals and training. Missions, duels, fame, sealed caches and training also bring inspirations: three ideas to choose from.
- Scrolls teach a signature to another of your ninja. Copying techniques can't take one.
- Enemy leaders, jōnin and rivals carry signatures. You learn them once you see them used; they show in the Bingo Book.
- A Signature techniques window on the bottom bar lists your techniques, the parts and known enemy techniques.
Storytellers (see storytellers)
- Squad requests from friendly villages that pay extra when answered, moments of insight that inspire a ninja, rivals who come back with a signature, and ninja tools and shinobi weapons in the smuggler's stash.
- The small portraits of Hisame and Kitsunebi are recropped to show the whole head.
Art
- Our own art for hand-made animations: the Kazeraikou storm, burial, eye, palm, hound, falcon and bear groups, the star, shadow, swarm, bone, Akimichi and masked guard groups, and the six prototype heroes (iron sand, folding space, seal blink, clockwork and fang blades) now draw their own painted pieces instead of shared ones.
- More signature looks: dragons, birds, hounds and tigers in more elements, ten new pale motifs (serpent, crane, wolf, comet, turtle shell, spider web, lotus, mirror shards, crescent moon, sun flare).
- Shinobi furniture style (Ideology): our own look for 34 vanilla furniture pieces, benches, lamps and the campfire, drawn from above; long benches are drawn long.
- Slate tab buttons under a selected pawn or thing (also with RimHUD). Setting: NFRP tab buttons.
Gear and crafting
- 24 shinobi weapons: classic blades, chain and rope weapons, polearms, parrying weapons and throwing tools (see shinobi weapons).
- Inscribe seal at the scribe desk opens a window listing the colony's weapons and apparel, on the map or worn.
Fixes
- The Ninja world panel says "Festival: in 6 days" instead of "around in 6 days", and ninja away from home show "when back home" for their next exam instead of "ready".
- Demanding tribute names the right renown tier (Renowned), and the leaders' summit shows a sworn village as sworn instead of neutral.
Updates 174–262: cleaner hand-made animations, painted creatures, jutsu chains and fixes
Hand-made animations
- Clean casts: a technique with its own hand-made animation now shows only its own art. During the wind-up the hands form the seals, with no shared seal circle or chakra gather; there is no generic flash, ring or start burst at the cast.
- Shooting techniques (Great Fireball, Chakra Needles, the storm shots and others) start their animation when the shot is fired and aim it at the real target. Before, in normal play it could play early at the caster, before the shot left.
- Great Fireball is redrawn: flame gathers at the mouth while the ball swells, a large churning fireball flies with the real shot and lands as it hits, then a sharp flash and a spreading dome of fire. No smoke cloud covers the dome.
- Great Fire Annihilation pours a painted sea of fire from the mouth that reaches past the target, and no longer ends in dark smoke.
- Painted creatures fly their own art from caster to target: water and bug dragons, fire dragon, ice tiger, fire sparrow, clay birds, water sharks, smoke dragon, wind tiger, the C2 dragon, lightning dragon and hound; the earth dragon, wood dragon, shadow beast, earth hounds and sand hands rise from the ground.
- Painted art stays visible in long sessions: after many effects had played, some painted art (fireballs, creatures) became almost invisible for the rest of the game. Fixed.
- Effects face the right way: flares, pillars, splashes and spikes stand upright; breaths, needle volleys and thrusts point at the target.
- Weather techniques bring their rain and wind within seconds; Ryūraisen's dragon is red; riders step off their mount for a leap and back on after; Mega Palm Thrust and Partial Expansion swell the user's own flesh arm; the Bug Dragon flies slower and larger so it reads; Storm Bullets fly slower; Double-Headed Wolf merges ninja and dog into one painted wolf; Crescent Dragons' scrolls circle the user; Starfall, Black Drizzle and Stalagmite Forest last as long as the technique; storm clouds show their reach.
- Element combos (firestorm, blizzard and the rest) play their own painted art.
- Barrier rings: all 14 materials have their own painted wall (water, sand, bugs, paper, crystal, ink and more); Shark Wall has three sharks circling it.
- Cleaner effects: heat shimmer only on fire; rings and shadow ribbons are one continuous piece; Silence Dome has its own look; standing auras dim while their pawn's technique plays; shared impact stars and smoke stay out where a technique has its own art; 29 cut-off effect animations re-cut whole.
Combat and progression
- Jutsu chains and solo combos for trained ninja, with a chain tab in the build window and a letter when a chain step, a combo slot or a solo combo unlocks.
- Projectile targeting per technique: some home in on a moving target, some can be aimed at the ground, the rest fly straight.
- Kenseijin stances give more dodge, a blade in hand turns some melee swings aside, and stuns wear off faster.
- World of Naruto duplicates: where both mods had the same technique (Kawarimi, element duplicates, the Uchiha and Hyūga ones, the Eight Gates), NFRP's version replaces it; pawns who knew World of Naruto's version are taught NFRP's.
- Scroll chakra bar: chakra is an ink stroke on a paper scroll, shows the aimed technique's cost and what is left after it, and turns vermilion when low. Setting: Looks → Information → Scroll chakra bar.
Fixes
- A new-world crash from the three NFRP ideology roles having no names is fixed.
- Makibishi caltrops no longer log an error when thrown.
Updates 152–173: hand-made animations for every technique, and fixes
- Hand-made hero animations: 227 techniques now have their own hand-choreographed animation, with a wind-up, launch, travel, impact with a short pause, aftermath and a clean fade. They cover all of Kazeraikou and a set of signature techniques, plus the nine major clans (Uchiha, Hyūga, Aburame, Inuzuka, Kaguya, Nara, Akimichi, Yamanaka, Hoshigaki), the ANBU, Red Leg, Busosen and Kenseijin. Each one plays the mod's own painted effects at its key moments: the dragons, phoenix, sharks, hydra and other beasts fly their own art. Setting: Looks → Hero animations.
- Every other technique (about 1,300) plays a hero-style animation from its family (waves, streams, binds, blows, auras, barriers and more), sized to its real range and coloured by its element. Setting: Looks → Hero-style family animations.
- Melee techniques step the user in to the target for the hit, then back.
- When the user becomes the technique, the body vanishes into it: Piercing Fang's spinning drill (the dog drills alongside from Double Piercing Fang on, and each enemy is hit as the drill reaches them), the shooting star, the charging bear.
- Inuzuka techniques are performed with the bonded dog: it sniffs, howls, bites, mirrors the beast stance and answers the pack call.
- Three-sword style now needs a sword (polearms such as the naginata no longer count). The fighter holds a second sword in the other hand and a third in the teeth. Setting: Looks → Three-sword style look.
- Silent Kill: an enemy below half health dies outright; one caught unaware is struck in the neck or heart.
- Smoke Escape: the user is unseen for a moment while the smoke is thick.
- Chakra: pawns who know no techniques no longer count as "out of chakra", which had made breaking them and the Barrage stance behave oddly.
- Creatures: 16 creatures redrawn in the flat style (wrath wolves, hags, Lacedon, Blizzard Bear and others).
- Descriptions: 41 S-rank techniques no longer say their rank twice.
Update 151: mission bonding
- Squads come home closer: shared mission memories, "fought side by side", "patched me up on the road", and sometimes a grudge against the leader of a failed mission.
- Three missions together make two ninja comrades; a comrade's death hits harder.
- A ninja back from a solo mission is proud of it.
- A trip skipped to the end keeps its planned times in the log.
- Setting: Living world → Mission bonding.
Update 150: visual and combat fixes
- Signature art (phoenix, dragons, sharks, coffins, Tree Tomb and the rest) now keeps its own painted colours instead of being recoloured by the element tint, and Suzaku no longer shows a beast head over its phoenix. Tombs, coffins and the monolith play larger.
- Combos no longer cut their own techniques short.
- Passive perks (blade basics and similar) no longer pop up as text or count as ailments, and specialisations no longer show the genjutsu swirl.
- Stuns from water, moon and sword techniques show the neutral swirl instead of lightning crackle.
- Leafless winter trees show their bare art again.
- Every NFRP window can be dragged and opens where you last left it.
Update 149: polish
- Ninja build window: the planner's rows, level buttons and rank strips line up, notes wrap instead of being cut off, the rank legend is a full line, and the frame fits its content.
- Technique palette: techniques World of Naruto shows only while drafted (taijutsu such as Kick and Combo) are now listed greyed with "draft to use", so their tab no longer disappears.
- Legendary blade trees start closed and open the first time a pawn equips that blade, so new pawns no longer start with arts for blades they don't have. Techniques already learned are kept.
- Technique previews (the small looping effect when hovering a technique button) are now off by default; turn them on under Looks. Configs that had them on from the old default are switched off once.
- Guide: the first-time guide points to the new settings tabs.
- Icons: buttons that borrowed a vanilla icon missing in this game version (the Sensei button showed a red square) now use NFRP icons.
Update 148: interface redesign
- Ninja orders: NFRP's buttons on a selected ninja (Combo, Kit, Sidearm, throwing tools, Formation, Fall back, Guard post, Stance) are grouped into one Ninja orders button that opens a ring at the mouse. Stance and Mark as priority stay on the bar. A setting brings the separate buttons back. See Stances and squads.
- Settings: tabs down the side (Looks, Combat, World, Village life, Performance, Dev) with setting counts, "changed from default" counts, a search box over every tab, a look-preset menu, and Reset this tab / Reset everything. See Getting started.
- Shinobi tab: a new pawn tab gathers rank and level, nickname, fame and infamy, stance, fall-back point, kit and sidearm, team sync, the break meter, rivals and grudges, deeds and village relics.
- Interrogation panel: an Interrogation button on prisoners shows resistance, today's odds, mood, the questioning mode and what they have revealed, with Raid it for camps.
- First-time guide: a contents list with checkmarks and new pages on break and combos, stances and squads, ninja tools, fame and rivals, missions, the living world and storytellers.
- The combo builder, kit editor, Bingo Book, live squad mission window and mission records share one dark look.
Update 146: new Ninja world and build windows
- The Ninja world window is split into six tabs: Overview, Villages & diplomacy, Bingo Book, Missions, News and Research. The Overview shows your village, squads away with progress bars and Watch buttons, what's coming up, your ninja with their stance and status, and the latest news.
- The ninja build window is now a one-page planner: a None / Non-Specialist / Specialist / Master choice per kind, a D-to-S rank strip for each (green reachable, gold with a mastery, grey out of reach), slot counts, universal caps and an "If you confirm" box. The build rules are unchanged.
Update 145: ninja backstories give chakra
- The 33 ninja-trained backstories now give World of Naruto's Chakra trait (only when World of Naruto is loaded). Civilian backstories never do, and a pawn never gets the trait twice.
Update 144: ninja tool kit
- Ninja pouches (cloth, leather, sealing scroll) and kits: choose what each ninja carries; idle pawns refill from storage. See Ninja tool kit.
- Stances use tools with no chakra: smoke and kunai openers, senbon from hiding, bombs at groups (never next to allies), nets, pills for allies.
- Thrown blades come back: they land on the ground or stick in the target and fall out later; a small chance to break on a hit. Bombs and pills are used up.
- Sidearm swap by range, standing down when a weapon-swap mod is loaded. Enemy ninja carry kits by rank.
Guard posts: draw a hold-fire area as well as the ring. Formations: places behind a wall move to a cell the leader can see and reach.
Updates 142 and 143: wounded retreat and the Barrage stance
- Badly hurt pawns fall back to a bed or to cover behind their friends and return once they've healed a little. Each colonist has a Fall back button (Off, Cautious, Normal, Last stand); stances shift the point. Hurt enemies run for the map edge and may come back as rivals.
- New stance Barrage: a ranged ninjutsu caster that keeps its distance, casts as often as chakra allows and holds back big area techniques near allies. See Stances and squads.
Update 141: stances and squads
- Drafted ninja get combat stances: Vanguard, Support, Assassin and Sealer change which techniques they use and how they move. Assassins earn an ambush bonus while unseen.
- Mark an enemy as the squad's priority target (right-click it), march drafted groups in formation, and post guards on patrol routes with hold fire.
- Medical ninja heal or carry downed allies on their own when it is safe. See Stances and squads.
Update 140: live squad missions
- Squad missions are planned from what your ninja can do (rank, elements, taijutsu, medics, sensors, genjutsu, summons) and can be watched in a live window with a map of the road and a log.
- What happens on the road comes home with them: wounds, loot, bounty shares, relics, hidden camps, fame, hunger and tiredness.
- Village mission rank: harder missions open as your village completes missions (B at level 2, A at 3, S at 4).
- Ten relics with small permanent bonuses for the whole village, and a Mission records window.
- New settings in the Living world section. See *Live squad missions*.
Updates 133, 135, 137 and 139: the living world
- The world moves on its own: villages besiege, capture, raze and found settlements, sign ceasefires and go to war; named ninja of every village rank up, marry, have children and die; it all goes into the new World news in the Ninja world panel. See The living world.
- Squad missions: send 1 to 4 ninja on a D- to S-rank mission off the map; they come back days later with a report.
- Ninja society: village leaders with attitudes and successions, genin teams, a chūnin exam host that rotates every year with named genin, envoys, hostages, tribute and marriage alliances, clans in your colony with heads, feuds and requests, and villages that remember what you did.
- The living land: travellers on the world map to trade with, escort, ambush or recruit; landmarks to explore; three legendary beasts (the Ashmaw, the Tidewyrm and the Thunderhorn) to hunt or befriend; pilgrims, monks, students and refugees at your door; a market that follows the wars.
- Small touches: festivals in other villages you can send a delegation to, letters from the ninja you know, and the stories of their deaths.
- Every part has its own switch under Mod settings > NFRP World > World and events > Living world. The legendary beasts borrow other creatures' art until their own is painted.
Updates 134, 136 and 138: animation upgrade
- Effects drawn in code: shockwave rings, impact bursts, cones, beams, speed lines, ripples, lightning, slashes, domes, wind spirals, dust, sparks and smoke are now drawn in code: smooth every frame, sharp at any zoom, in the element's colours. Signature art stays painted. A new setting, Procedural effects (Full, Simple, Off), brings the painted animations back if you prefer them. See Visual effects.
- Impact feel: a short pause on the heaviest hits and on breaks, dark (colour-inverting) flashes for shadow, ink and genjutsu, heat haze over fire and big impacts, debris that bounces and skids, and fading copies of a ninja along dashes.
- The body: throws, palms, slams, draws and grabs move the whole body, and the hands pull back before a strike. Kunai and senbon stay stuck where they hit; stone skin, frost, ink and seal tags show on the body.
- Barriers and shots: hostile shots slow down outside NFRP barriers, and wind barriers bend about half of them away (a gameplay setting, on by default).
- New settings for each part under Mod settings > NFRP World.
Update 132: storytellers
- Three ninja storytellers: Hisame the Chronicler (like Cassandra), Old Sensei Genkō (like Phoebe) and Kitsunebi the Trickster (like Randy). See Storytellers.
- Your village's renown sets the pace; generic early threats (mech clusters, manhunters, infestations, ship parts) are mostly replaced by ninja ones.
- A ninja calendar of festivals, exams, mission offers in quiet seasons and village war after the truce.
- Story arcs over weeks: returning rivals and their camps, bounty hunters, deserters and the hunter-nin who follow them (or spies), rogue ninja, summon beasts gone wild, Black Ink smugglers, wandering masters.
- Their portraits are placeholders for now; painted ones are coming.
Update 131: plants, items and signature art
- Plants: 47 more plants repainted in the flatter base-game style, and every NFRP plant now grows in two looks. Belan, golden beech, ironwood, silverbark and zalantar trees lose their leaves in winter.
- Items: about 530 item pictures repainted: weapons, armour and clothing, resources, gems, potions, bombs, books, scrolls and gear.
- Status looks: clearer status rings around affected pawns and new symbols over their heads.
- Technique walls: escarpment, glacier, briar and hallucinatory walls now join up with each other and with ordinary walls.
- Summon circles: each element has its own painted summoning circle.
- Signature art: 33 techniques that used generic effects now show their own beast or object, such as the rainbow dragon, phoenix, thunder dragon, true hydra, megamouth shark, crescent dragons, tree tomb, sand and earth coffins, iron sand monolith, meteors, stalagmite forest and the iron demon. Drawing only: damage and timing are unchanged.
- Six effects (earth spikes, seal circle, scroll unroll, flame pillar, burrow eruption, shell guard) and the storm cloud were redrawn without cut edges.
Updates 128 to 130: reputation, duels and intel
- Witnesses: deeds only become fame or infamy if someone who isn't one of yours lives to tell them; stories seen only by your prisoners wait until one goes free. See Reputation, duels and intel.
- Masked names: a colonist in a masked-guard mask earns fame under the mask's name, with its own Bingo Book page; unmasked in front of outsiders, the names become one.
- Infamy: executions, harvesting captives, killing the helpless, betraying guests and allies earn a darker reputation: dark nicknames, more bounty hunters, less goodwill with the villages, harder intimidation, less inspiration.
- Village renown: your ninja's fame makes your village known: wanderers join, missions pay more, traders give a discount, raids grow a little. Shown in the Ninja world panel.
- Duel challenges: famous colonists get formal challenges (rivals too). Accept, and nobody else may step in.
- Teachers and legacy: famous sparring partners teach more; fallen legends leave the village their will and some renown; bury them, or thieves may come for the body.
- Tales: famous deeds become tales for your artists.
- Body and bloodline bounties: dead-only bounties, handing in bodies for the bounty, a legend's bloodline, clan ninja as prime targets.
- Intel, spying and interrogation: the Bingo Book fills in as you learn more; spy missions; interrogate prisoners for their secrets, camps you can raid and raids being planned.
- Beheading a village: kill or capture a village's leader and it is leaderless (and weaker) for a season.
- New settings for each part under Combat & AI.
Updates 124 to 127: fame, the Bingo Book and rivals
- Fame: ninja, yours and the enemy's, build fame from kills, breaks, combos, won fights, missions and promotions. Known, Feared and Legendary ninja inspire allies and intimidate enemies near them in a fight, which also changes how fast break meters fill. See Fame, the Bingo Book and rivals.
- Nicknames: famous ninja earn a nickname from what they are known for, grander as they get more famous. A nickname you set yourself is never replaced.
- Bingo Book: a new button in the Ninja world panel. Famous ninja and their bounties; bounty hunters come for your most famous ninja, and you can hunt famous enemies for their bounty.
- Rivals: enemies who get away can come back for the ninja who hurt them, stronger, scarred and harder to beat the same way twice, leading a raid or alone for a duel.
- New wing frames for the 12 flying creatures, matching their new look.
- New settings under Combat & AI: Fame, Inspire and intimidate strength, Weak enemies may flee, Earned nicknames, Bingo Book hunters, Rivals.
Updates 118 to 123: break and combos, names and backstories
- Break and combos: steady pressure fills a break meter under a fighter's name; a broken fighter can't act for a few seconds and a nearby ninja runs a combo you set with the new Combo button. Combos grow from 2 to 5 actions with level. Enemy ninja do it too. Settings: Break and combos and Break speed. See Break and combos.
- Ninja names: ninja, villagers and World of Naruto's ninja get Japanese-style names, some with nicknames. See Ninja names and backstories.
- Ninja backstories: 42 childhoods and 53 adulthoods from the ninja world for every NFRP and World of Naruto ninja faction.
- New settings, off by default: Ninja names for new colonists and Ninja backstories for new colonists, for starts other than the ninja ones.
- New creature art: 95 more creatures and summons repainted in the flatter base-game style. Flying creatures still flap with their old wings until their new wing frames arrive.
- Giddy-Up is listed as recommended, not required.
Updates 106 to 117: ninja research
- Ninja research: 19 projects in four tiers on World of Naruto's ninja research tab. Starter gear stays free; C to S-rank seals, alchemy, gadgets, metallurgy, gems, bloodline work, legendary weapons and relics are researched. See Ninja research.
- The scroll library, chakra study apparatus and desktop computer now link to research benches and speed up research; the highest projects need one linked.
- A Ninja research button at the top of the Ninja world panel opens the research screen on the ninja tab and shows your progress.
- New settings: Ninja research cost and Start with ninja research done. Saves from before the tree get the projects they already use, once, with a letter.
- Every item on the Items page lists the research it needs.
- NFRP World works with only the base game, Harmony, Taran Magic Framework and World of Naruto. Giddy-Up and Ferny's Progression mods are optional. See Recommended mods.
Updates 106 to 117: looks and fixes
- Lasting effects form and fade: storm zones bloom and fade, barriers rise and crumble, status auras fade in and out, ranged casts send a visible carrier, summons arrive in a seal circle. New setting of the same name. See Visual effects.
- Stuns from NFRP techniques show a swirl in the technique's element instead of electric crackle.
- Storm Cloud gets a full presentation: launched from the mouth, drifting layers, crackle, drizzle and strikes from the cloud.
- The six ghostly creatures (apparition, nightwraith banshee, lacedon, mist wrath wolf, swamp jellyfish and jungle griffon) are drawn see-through.
- New creature art in a flatter base-game style for the cave bear, winter wolf, ghoul, giant rabbit, Halbeisen warhorse and gale hawk; the rest follow in coming updates.
- Technique tree backgrounds are repainted in a darker NFRP look.
- Technique sounds fall back to base-game sounds when a DLC is missing.
- Things created by techniques (walls, domes, clouds and the like) have info cards.
- Disarm and other hostile single-target techniques never hit their own caster.
- ANBU masks sit correctly on the head from every side. Seijaku no Maru (Silence Dome) uses the shadow dome.
- Eight weapons and two brews use base-game style lowercase names.
- The game starts faster: NFRP World's alchemy setup no longer slows loading.
Update 105: buildings in the base-game style
- Every NFRP building and piece of furniture is repainted to sit beside base-game and World of Naruto furniture: seen from above, square to the grid, flat colours with a dark outline.
- Each one fits its footprint, so nothing pokes past its selection corners. The scribe desk and alchemy table turn properly when rotated.
Update 104: Ninja world icon
- The ninja world button on the bottom bar has its own icon.
Update 102: soft effect edges
- Burst animations, beast heads and status marks fade at their edges instead of ending in a hard straight line.
Update 100: effects that match the name
- A technique's colours and particles now follow its name: purple lightning for Shidensen, pink petals for Sakura Tsuisutā, red fire for Crimson Fireball, black ink, silver crescents and more. More than 450 techniques changed look. New setting: Effects match technique names. See Visual effects.
Updates 97 to 103: fixes
- Four hidden villages that were sometimes never added to a world are now added, in new and existing saves.
- Dash kicks such as Capoeira's Aú play their move.
- Your own casts stick to their target instead of being dropped for an auto-attack.
- A shot that can't fire because chakra ran out during the wind-up now shows "Fizzled".
- Enemy ninja judge each technique's real reach, never throw an exploding technique where they'd stand in its own blast, step back from melee fighters with ranged techniques, and join a pincer when a friend is already fighting the target.
- Shots from technique bows and guns that fire plain projectiles get a muzzle flash.
- Fast projectiles flying straight at each other clash instead of passing through.
- A Kishinryuu rider who lands is put back in the saddle.
- Saving while a bonded partner was gone no longer writes a broken reference.
- The ANBU mask from Don the Mask shows its side profile when the ninja faces sideways, and isn't drawn twice over a worn ANBU mask. Stat bonuses to hit chance and accuracy show as skill levels (+5), not as a percentage.
Update 96: signature looks, defensive moments and a new settings window
- About 35 S-rank techniques have a signature look of their own: a seal circle that flashes once per hand seal, a release with its own shapes, and an aftermath. See Visual effects.
- Defensive moments: parry and block sparks, dodge side-steps with afterimages, the full substitution sequence, and ripples when a barrier is hit.
- The settings window has tabs, a tooltip on every setting, look presets (Cinematic, Balanced, Performance, Vanilla-like) and a first-time guide. Your settings keep their values. See Getting started.
Update 95: enemy tactics and performance
- Enemy ninja use their techniques with tactics: the best technique for the chakra, stuns first, no area techniques on their own side, escapes when nearly beaten, and on Smart keeping distance, focus fire, pincers, support and medics. New setting: Enemy ninja tactics (Off, Basic, Smart; default Smart).
- Effects quality (Full, Balanced, Performance) and Auto-reduce in big fights.
- Medieval Overhaul: NFRP World's woods are no longer turned into Medieval Overhaul timber.
- Long sessions stay smooth: effect timing no longer drifts in long games, and old effects are cleaned up.
Update 94: fizzles, finishing blows and a balance pass
- Keep casts going and Show fizzled casts: a cast is no longer quietly cancelled; if it ends before the technique fires, you see a grey puff and "Fizzled".
- Finishing blow moments, Ambient ninja life and Weather interplay. See Visual effects.
- Balance: 126 status, buff and blink techniques no longer deal a stray 10 damage (allies-only buffs used to hurt your own team). 30 techniques that were far too strong for their chakra cost more and hit a little less (Five Sharks, Water Gun, Typhoon, Finger Bullets, Rail Gun and others), and 18 weak ones (mostly stuns and paralysis) cost less. The Kazeraikou arts and the Eight Gates are unchanged.
- Enemy jōnin are now clearly stronger than chūnin.
- The chūnin exam needs ninja level 6 to enter. New setting: Progression speed (25% to 200%). See Ranks.
- Fixes from the game log: animal trainability, food rot, smelting and butchering of NFRP items, the sealed ruin quest, and several pack and gear textures.
Updates 84 to 92: stability and weapon arts
- Fixed three crashes during long fights and channelled casts, and a slow memory leak from effects.
- Weapon art choreography: weapon techniques draw, dash, flurry, rise and thrust with the weapon. See Visual effects.
- Belts, rigs and vests drawn on the body no longer show a red X, and dropped items are smaller on the ground.
- Casts at a target someone else has reserved go ahead.
Update 83: polish everywhere
- Every remaining soft particle is crisp now: embers, flames, leaves, petals, sparks, drops, rings, swirls, auras, lightning bolts, gusts, healing and seal marks.
- Constructs and bursts grow slightly past full size and settle.
- Techniques that had no wind-up get a short one (a draw-back and point for shots, gathering for support techniques), and the hands lower after every cast. Cast times are unchanged.
- Shadows on the ground under flying beasts, floating hands, thrown and launched bodies, projectiles and debris.
- Area warnings: a marker fills on the ground while an area technique winds up; enemy ones have a reddish edge.
- Hits flash the target white, throw sparks away from the attacker, and heavy hits scatter debris.
- Kunai and senbon fly point-first with a slight wobble and a short trail.
- Flicker techniques leave puffs and afterimages, leaps raise dust, water walking leaves ripples, climbers shake leaves loose, and the substitution log drops with a bounce.
- Summons land with a squash; Kishinryuu arrives in a storm puff.
- Burning, frozen, poisoned, bound, genjutsu, stunned, bleeding and chakra-exhausted ninja show it on the body.
- See Visual effects.
Update 82: constructs
About 110 techniques now build something visible in their own material: elemental beasts that fly at the target, giant hands, walls and domes that rise and crumble, prisons, spikes, binds and body coatings. See Visual effects.
Update 81: iron sand, teams and callouts
- Iron sand techniques of the Masamune clan show giant sand hands on magnetic tethers, sand walls, orbiting orbs, spires, a grinding prism, needle rain and rail slugs.
- Two allies hitting one foe from opposite sides land a joint pincer strike.
- Elemental combos show as one big effect the size of the combo.
- XP pop-ups over your ninja, and technique-name callouts when ninja cast.
Update 80: channels and hand signs
- All animated effects are repainted in the crisp style.
- Long casts are channelled with orbiting motes and a weapon pose (planted, raised, upright, level or pointed), ending with a swing and a shoulder rest.
- Hand signs now snap through clearly different signs, a fixed sequence per technique.
- New: one-handed signs, learned only through training. See Hand signs.
Update 79: taijutsu
Close-range techniques dash in, land punch strings, throw foes over the head or launch them into the air.
Update 78: Storm Dragon stream
Kazeraikou's Arashi Ryuu: Storm Dragon pours out of the cloud as a flowing stream with a dragon head leading it and two smaller escorts. Kazeraikou is by Marii from NFRP.
Update 77: crisp effects and mouth casting
- Techniques fly as crisp crescents and spears, waves sweep as walls, beams charge and hold, hits burst and leave marks on the ground.
- Glow is capped so overlapping effects don't blow out to white, and each use shows fewer, bigger particles.
- Breath, spit and fireball techniques come out of the mouth, with a hand raised to the lips.
Update 76: gear on the body
- The bandolier, chest rig, load vest and equipment belt are drawn fitted to the body for every body shape, like vanilla's bandolier.
- Bags, quivers and sling pouches no longer show loose straps; the messenger bag, duffle, field backpack, medical pack and three sling pouches were repainted without straps.
Update 75: Storm Dragon
- The storm dragon flies at half the speed so you can follow it (looks only).
- Quivers and packs lost the loose strap loops that stuck out beside the body.