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Devlog: The last month of indie development and marketing for NovaMundi 1.0

It's been almost a month but I finally managed to publish the story about the Full Release of NovaMundi on Steam, everything that happened the last month of development and marketing. Check it out at https://blog.slashie.net/2024/11/08/novamundi-full-release-on-steam/


[ 2024-11-09 03:21:24 CET ] [ Original post ]


v1.0.1 - UX fixes!

This small version contains just a handful of mostly UX changes: - Fixes on Unit selection - Fix intro screen for different display ratios. - Space Spanish camps from towns - Enlarge town popup to show half next inhabitant - Improve display of waypoint for walk commands


[ 2024-10-19 05:53:29 CET ] [ Original post ]


NovaMundi Full Release 1.0 now available!

NovaMundi, the Procedural Exploration and Tactical Combat game from Slashware Interactive, is now out of Early Access,.
Deep in the heart of the XVI Century Andean highlands lies the vast nation of the Muisca. While traveling to trade with allied cities, your caravan has an unexpected encounter with outlandish invaders, marching towards your land with determination. It now falls in your hands to find a way for the Muisca to repel the Spanish invasion. Lead a party of explorers and warriors, with each playthrough generating new landscapes teeming with indigenous villages, huntable wildlife, and hostile bandits and soldiers that your expedition will encounter on their journey. Discover local villages to recruit more forces, barter with traders, or make an offering at a temple for combat blessings.
The members of your party must be strategically managed if your group is to survive the perilous weeks ahead. Navigate their way through South Americas dense jungles and cold highlands. Reach all the Muisca towns, convince their leaders to join the alliance, and summon them to repel the Spanish invasion and secure the Muisca homelands! NovaMundi Key Features: - A plot-line inspired by the Spanish incursion on South America in the XVI Century - Real-Time with Pause combat: Take your time to plan your strategy - Detailed procedurally generated landscapes inspired by the geography of the Andean highlands - Day and Night cycle and simulated weather conditions that affect your expedition performance - Discover the fauna and flora of South America and learn about their indigenous cultures "NovaMundi presents the players with countless hours of exploration and tactical combat challenge as they adapt to the ever changing conditions of every new run, says Santiago Zapata, Founder of Slashware Interactive. Instead of generating massive pieces of unremarkable land, it creates very focused locations dotted with tactical combat where the players have to carefully decide their moves based on the equipment of their units and their enemies.
The development of NovaMundi was accompanied by experts in the history and language of the Muisca including Jos Manuel Gmez, a descendant and up-keeper of the originary indigenous culture, who provided the team with knowledge based on the most recent investigations to give the game a touch of authenticity in the portrayal of the indigenous people and their settlements, which is mixed with a little bit of historical fiction to provide the players with an exciting setting where they can still learn.


[ 2024-10-13 00:07:33 CET ] [ Original post ]


NovaMundi Stories 5 - The Sue

- There is honor in defeat, Colima Now we know how well fortified that town is, and return for their food and women. - And what good will that do us Nabilo? We have almost no food reserves. We wont last another moon. The small Panche warband had been recently defeated. They had come from far away to raid the Muisca, but not for glory as they usually did, but for food and women. And how they needed both A Panche warrior could never marry someone from the same tribe, for all members are siblings, and they constantly needed children and women to bear them, because they were constantly at war; against the Muisca, different Carib peoples, and even other Panches. But in this particular warbands tribe, there were not many women except for their mothers and sisters, and there was not much food left.
They chose the lands of the Muisca to raid because news had gotten to them about a lot of infighting and strangers from beyond the seas who were attacking the Muisca, but apparently, they were also helping them, for the Muisca who defeated their warband had fighters with white skin. The invaders were a weird bunch. They looked malnourished and sick, and yet they fought like jaguars. They were quick, cunning, and had terribly effective weapons and protection. It took only a couple of them helping the Muisca for their whole warband to rout. The sun moved across the sky while the defeated Panches patched their wounds. When the twilight hour came, footsteps were heard. A huge retinue appeared. The scouts were wounded so no alarm was given. Despite this, and despite everyone elses wounds, all warriors readied weapons. White men accompanied by Muisca warriors surrounded the encampment. A bearded man who had a long shiny knife strapped to his hip took a couple of steps alongside an unarmed Muisca and said some unintelligible words. - The most honorable Gonzalo de Burgos wants to speak with your leader. Said the Muisca - What for? And why would we talk to him? Who is this Gonzalo you speak of? Asked Curima. - He is the ally of my chief, Suamecheguya. As to why you should talk to him, Id say its because he has an offer you may want to hear, especially after attacking the lands that my chief claims as his. - Then Ill speak on behalf of my brothers. The bearded man started talking, making several circular hand movements pointing at the other white men and the accompanying Muisca. He then pointed at their weapons and signaled a white warrior, who threw a bag filled with food at Curimas feet.
- Master Gonzalo recognizes the struggle and chaos the land is in. He represents his chief, the king of Spain, a land beyond the sea; who sent him and many others to help us in all regards. Master Gonzalo has decided to side with my chief; Suamecheguya, in his struggle against his uncle, who currently acts unlawfully as chief of the town you raided today. Master Gonzalo wishes to offer you a chance at revenge. He also offers some superior weapons to the ones you use and my chief offers food. Declared the translator. - We would demand some of the women of that town too. Replied Curima. The translator started talking in Muysccubun, the language of the Muisca, and then in the language of the white men. The would-be-chief, adorned in emeralds and gold, started to argue angrily while Gonzalo de Burgos appeared to think while looking at Curimas warband with a slight look of disgust, which he hid so fast Curima wasnt sure it was ever there. After a few minutes of arguing, Gonzalo placated the young pretender and said some words, which the translator reproduced as soon as he finished talking. - We find the terms acceptable, but no woman inside the inner walls may be touched, and you must agree to join master Gonzalo in other attacks against other Muisca domains. Curima didnt need further convincing. He grabbed his axe and his spear and said: - Then lets butcher your brothers, Muisca.


[ 2024-10-12 21:15:46 CET ] [ Original post ]


NovaMundi Stories 4 - The Panche Menace

"No, no, no. *YOU* shut up. You dont deserve respect just because youre the host. You stole 5 families that should be paying tribute to ME, not to mention the deers your hunters killed accidentally. I was letting them get fat, Eucaneme! They were not for you." Screamed Chunsica. "I agree with Chunsica, why should we ally with you? If anything we should ally *against* you. You never sent a messenger back thanking me for my generous gift. Clearly you dont respect us." Replied Raga. "Ha! Thats rich! Of course you would agree with Chunsica! You two teamed up to raid two of my villages! I refuse to join forces with him or you, Raga." Refuted Saymoso Eucanemes bohio was supposed to be a place of dialogue, where the four chieftains could reach an agreement to protect each other against the Panche menace, and Eucaneme as a host should be calm and wise. And he really was trying, but oh how he hated Chunsica. How dare he accuse him of stealing those families? They moved recently to one of the villages in the outskirts of his domain, he got notice about them just two days ago. And the deer? Hard to believe it as it may, it really was an accident. The hunters had been drinking that day and didnt notice when they crossed the big twin rocks of the west.
His wife touched his shoulder. A signal from her to maintain calm. But Chunsica wouldnt let him "Why so silent Eucaneme? Did the cuy eat your tongue? Or is it that your wife stole your manhood? That would explain why you only have one!" Said Chunsica with a smirk. "How dare you, you honor-less bastard? Are you trying to project your failings on me? Do you really think anyone here would believe that you have many wives but that their beauty is such that you can only be seen with one?" Said Eucaneme while getting closer to Chunsica Raga and Saymoso decided to take sides, with Raga insulting Eucaneme and Saymoso insulting Chunsica. The discussion reached its boiling point when Chunsica punched Eucanemes face. When the blood touched the soil, Eucaneme and Chunsicas wives disappeared. They were the only women inside the bohio, and Saymoso and Raga saw this as an opportunity to join in the fight. Were weapons permitted inside the bohio, death would have visited the chieftains that day. Water. Cold water. The chiefs were stunned. The cold water of the paramos bit them harder than any punch or kick. Looking down on them were Curima and Guana, respectively Eucaneme and Chunsica wives. They had a stern look on their faces, only interrupted by a furtive smile directed at each other. These were powerful and like-minded women. They were not just adornments or trophies of their husbands. They were counselors and their complements, and so; they acted as such. "Are you children?" Spoke the women in unison. "Our children, *YOUR* children are in danger, not even when they play inside the walls of the cities are they safe! I had to carry mine here to this city instead of leaving him with the other women because I felt unsafe!" Said Curima with her furrowed brows. "I dont think anyone is saying that any offense suffered should be ignored. You are men of honour and wrongs should be righted! But NOT NOW." Argued Guana. "We all face a common threat! And we cant rely on the help of the powerful lords of Muequet or Hunza, they are too busy playing at who is the biggest rooster in the coop!" Added Curima. "What will you do, captains of the Muisca? Will you fight, or let the Panches take whats yours?" Replied Guana
Still on the ground, covered in what now was cold bloody mud, all chiefs looked at each other and nodded. Eucaneme was the first to stand up, and offered his hand to Curima in help while Saymoso helped Raga. "Let us bury the hatchet For today at least. Then We shall see where the spirits guide us." Declared Eucaneme. Having said that, all chiefs agreed to form a temporary alliance, to defend their lands from the panches. They agreed to meet again the following day to discuss strategies and responsibilities. And then, one by one they left the bohio. The last one to leave was Chunsica, and before he could walk through the portal, Curima grabbed him and said: "Please accept my apologies, and an invitation to pass the night with us and share our food. Me and my husband would love to have you, and Id love your wifes company." "We accept." Replied Guana. Eucaneme and Chunsica shared an understanding stare and then laughed. Their feud was over.


[ 2024-10-04 01:36:20 CET ] [ Original post ]


NovaMundi Stories 3 - Tomagata the unready

Tomagata had sacrificed his childhood and teen years to the divine realms. To study the mysteries of the land, the spirits, the gods, and the language of the long-gone ancestors, he didnt play, he didn't drink and, while it was not prohibited, he was yet to know the embrace of a woman. All these sacrifices were not asked from him by the spirits, the gods of even doctrine. He sacrificed all of that willingly so he was able to study at the Cuca near his town; a sacred precinct where priests received their sacred knowledge from elder holy men. But years had taken their toll. He felt lonely, sad, and longed for the things he missed because of his stay at the Cuca. However, soon he would be a chyquy, a priest in his own right.
Tomagata only had to attend his teacher with the burial rites of their chiefs daughter, who was sadly put to death by a mysterious disease. It was easy, he just needed to carry himself respectfully and attend to whatever the priest requested. Tomagata had everything ready. With the help of a goldsmith he had made a Tunjo for the dead woman. It was a golden representation of her. Alive in a way, it was both an offering to all spiritual beings and a representation of the woman. He would also bring, at his teachers request, some emeralds and yopo seeds. The emeralds would serve to placate any angry spirits, including the dead womans, and to ensure her safe passage to the worlds beyond. The yopo seeds were for his teacher. Consuming them would allow him to see the spirits and guide the girl. Tomagata smiled. When he got the seeds, the man who sold them felt very comfortable with Tomagata, and confessed consuming some, even without the proper training. He claimed it was the most fun experience he had in his life. Absolute ignorance! Night fell, and Tomagata and his master walked to the site. His master explained the rite was to take place inside a nearby cave, with an opening to a beautiful lagoon. His master reminded him that all Muiscas came from the water and that caves served as portals; veils to other worlds. A spirit touched by the water, and then guided through a cave, would have an easy time finding its way beyond. Not only that, but with the help of the yopo seeds, he could talk to any spirits, be them of dead people, of the land, or the gods themselves.
For the Muisca there was not much difference between gods and other spirits. The land itself was full of them. The only difference was power and rank. Before arriving, Tomagata was already feeling as if he were about to doze off. He knew all of this. It was boring, it was repetitive. And so, when they arrived and the priest started to work, Tomagata could only fantasize about finishing his studies and doing the fun things people did, like getting drunk which chicha... And thats when he remembered the merchant and what he said about the yopo seeds. What would be the harm in taking a handful and consuming them inside the cave? No one would notice! And so he did. At the start, nothing happened. But progressively as minutes passed, he noticed how the caves walls began to breathe, how the lagoon sang outside, and he felt the earth, the rock, the soil; caressing him. The earth was alive, and the spirits of the land were greeting him! And then, suddenly Black, followed by a thousand colors.
Cha, the moon, descended and entered the cave. With a luminous flash appeared Chaqun, god of cities, and Bochica; god of civilization and protector of humanity. They talked in booming voices about an upcoming threat that had already reached the lands of the Muisca, but Tomagata couldnt keep up with their words. The visages of the gods vanished and Tomagata was engulfed by visions of steel, fire, smoke, disease, and treason. He screamed, full of horror and despair, and started to claw at the vision, wanting nothing but freedom from this knowledge. He begged for release and got it. Everything suddenly turned black and with a gasp, he breathed, noticing himself wet. On top of him, surrounded by angry people, was his master, who had just thrown water on him. You are not ready.


[ 2024-09-27 14:16:49 CET ] [ Original post ]


NovaMundi Stories 2 - A Master Potter

Uta Bobesicca (clan Blackberry) was made of cousins, siblings, parents, and elders. It was a small clan, and all of its members, save for the little ones, were self-sufficient. Bobesicca was blessed with talent and abundance. Such was this utas abundance that its young members had forgotten how important community links are. Umbala was a potter from the clan Bobesicca. His skills were renowned and the pots he made were coveted from the lands of the Tayrona to the lands north of the Andes. Such was his skill that his pride took the best of him. He was sure that every pot he made, he could trade. And so, he seldom saved pots or food for days of scarcity.
One beautiful morning the news was made known: A biohote; a great celebration, was planned to happen soon! His goods would be in high demand, so much so that his status would grow and he could become a powerful man! And so, with this idea in his mind, he began to work like never before. He made one, ten, one thousand pots! His utas warehouse was full of pots to trade and carry chicha, emeralds, salt, maize, and other foods. All those pots were already promised. Even before leaving town, all pots had owners, from chiefs and priests to merchants and other utas. Just a week before the biohote was planned to take place, a calamity struck. Having all the promised pots already done, Umbala dedicated himself to drink and recreation, sure about his future; too proud to think hardships could happen to such a skilled potter, he started to drink too much chicha. One afternoon, hunters brought deer. The spirits had blessed them with strong, big deer to skin, and abundant meat to prepare! Happy as the hunters were, they left the bodies near the warehouse used by Umbala to store his pots, so they could go and have chicha to celebrate. Umbala himself had drunk a lot of the substance that day. Turns out, that the biggest of the deer was not dead, but dying! And stricken by a final jolt of strength and energy, it stood up, and disoriented as it was, ran into the warehouse! Drunk as he was, Umbala couldnt do anything but look horrified at the dying deer, which in its final moments destroyed all his pots before collapsing. With his head cleared by this horror, Umbala shrieked with terror and sadness! Ill die of hunger! he cried, I have nothing to trade, and no saved food or goods to live off while I make more pots!, he whined. Umbala was at a loss. He was alone in this world, and due to his arrogance he would die of hunger in isolation Or so he thought! After crying for a long while, Umbala still had his hands covering his eyes, so he didnt notice how surrounded by love he was until he felt hands and arms around him. Fa ia achuene, everything is good now. All the members of Bobesicca surrounded him, and even some hunters and neighbors!
Many had brought food, and others brought clay and hands. With their help, Umbala wouldnt become a powerful man from one day to the next. But he would survive and thrive again. Umbala enjoyed the biohote, and successfully bargained for time to make the pots he couldnt make. But the greatest of gifts his community gave him, was that of growth. The Muisca people may be fierce, and we may even be harsh in our punishments! But we support each other! Something every chief and every kid should remember! We are all children of Bachu!


[ 2024-09-22 02:56:51 CET ] [ Original post ]


NovaMundi Stories 1 - Curima's Wisdom

Su, god of the sun smiled, making Curima wrinkles create beautiful shadows. She was old. Even old people considered Curima an elder. The ancient one, she was called behind her back. And only behind her back, for she was the mother of the old Chief. No one else was awake. As she grew older, the need for sleep scattered like her great-grandchildren after doing some mischief.
Because of this, she alone prepared the fire, and some food like quisbn; a sweet corn cake made with cheese, butter, and milk. It was her clans favorite food, and she loved to cook it. The smell awoke the little ones, who with a ruckus started helping the old woman. Her grandchildren followed their kids, and after a while, her only son, the old chief, arrived. He had slipped away while she started to cook to meditate, and of course, to slack off and not help. He would get a burnt quisbn, and a kiss on his forehead for that. Today is the day, mother. Are you sure you want to go? This is not an easy trip for a chutoca. Said the chief worryingly. Who are you calling an old woman you ancient oaf? I can do the trip. Spat Curima to his son. Besides, you need me. People respect you here because youre their chief, but were meeting others who dont respect you. Theyll respect my wisdom and knowledge. Said Curima while patting her sons back. The children finished their meal quickly, followed by their parents. Minutes later, one of the kids entered the house again: Caca! Caca! Warriors are asking for you and grandpa! screamed the kid. Stop calling me grandmother! Im your great-grandmother! What will the neighbors think? smiled Curima. A large retinue was waiting outside. Everyone was ready to depart, save for the chief, who was still adorning himself with gold. The trip would be long, but his status demanded to be in full regalia even during a stroll. While waiting among the warriors, Curima heard them gossiping.
Is a meeting between the chiefs necessary? Couldnt the Zipa or the Zaque as heads of the federation just demand them to bury the hatchet and work together? whispered one of the warriors. Zipa? Zaque? Did no one ever educate you, child? For years the federation has been such just in name. The chieftains of Muequet and Hunza are constantly warring succession wars or launching fruitless attacks on each other. Zaquesazipa, called Zipa by some, is called an usurper by others, and I wouldnt put it behind him to ally himself with the invaders. Said Curima, horrified. The warriors stayed silent and looked at Curima with respect. She was wise, she was powerful. Her voice carried whispers from the ancestors, and knowledge of the heavens. This silence would not be broken for hours, and even then, it would be Curima who would break it. The chief did not dare to break the silence his mother achieved, so with his eyes, he commanded the men to start the long march. After some hours had passed, Curima grew tired of the silence and said: Son, do you remember we already did this trip? Twice in fact. The first time you were a baby so you wouldnt remember, but the second one I hope you do remember. Ah, yes! We accompanied my father to meet with some other chiefs. Issues with the Panches, right? Said Curimas son. Other visitors had to camp outside the walls, but we stayed with that towns chief. Why was that? He added. Curima smiled and answered: The first time we went, your father punched our host in the face. They got into a huge fight and wouldnt stop. So our hosts wife and I decided to throw cold water on them to separate them. Both of us did so spontaneously, at the same time, and without communicating our intentions. We became fast friends So my father fought our host, and after that, he still managed to get an alliance to fight off the Panche raiders? Inquired the chief.
Ha! Of course not. But I talked to your father, and our hosts wife, and she talked to him. It was a good thing that your dad and our host were the only two chiefs with only one wife each. They were easier to guide! Laughed Curima. The chief smiled. Time passed. Days were born and died. And suddenly, the whole retinue arrived in a walled town. A very old woman, rivaling Curima in her amount of wrinkles, was waiting outside, surrounded by children. An old man, younger than the crone, adorned with the regalia of a chief, was behind her with a stern look. The man pointed to the visiting group, and the woman smiled when she saw Curima. Ive missed you, you old bag Ive missed you too, old bird


[ 2024-09-17 15:55:23 CET ] [ Original post ]


NovaMundi 1.0 Full Release coming soon, October 12th!

NovaMundi is an exploration game with tactical combat in which you lead a group of indigenous warriors to traverse the vast and dangerous territories of the Andean mountains seeking to unite the Muisca populations and prepare them to stand against the upcoming invasion efforts from European powers in the XVI century. NovaMundi now has a Full Release date: October 12th, 2024!
We are working hard to make it through the finish line with something worthy. We appreciate all the help you can provide letting your friends and content creators about the game; share about it in your gaming communities! We picked the October 12th date because of its importance for indigenous communities in America, which we believe greatly aligns with the message of NovaMundi. As we work towards it, there's a new Early Access version available and it comes with many important improvements! The visuals when you start the game have been greatly improved; the start time of the day has been changed so it begins a little bit earlier and you now get to see the sunrise, including activating the mist of the mountains for dramatic effect. I like how it ended up.
The parameters for Mist to appear have been tweaked around so it should now be more likely to end up caught on it (previous version it was much less likely to happen, and only in the paramo biomes which make a minority of the map). Now lets talk about combat. The movement speed for units in combat has been tweaked to avoid The Flash-like super quick units and enemies when they were wearing ornaments of speed or otherwise had elevated stats. They are now quicker but the speed calculations were divided in tiers instead of escalating infinitely. Critical fixes were made to the Spanish units; their attack power was being duplicated because of an error in the animations setup! their armors were also nerfed a little bit to make them a bit more beatable (they are still super challenging, dont worry!). Their danger values were also changed to prevent a lot of them jumping at the player at once too soon. The quantity of blowgunners per enemy party has been capped to two; this is both to avoid battles been too easy but also too many poisoned units. Enemy parties now can also have Muisca units on their side (traitors!) giving them much more variety. Caverns are now populated with more enemies and sport some visual improvements; get ready for a bigger update for caverns on Full Release, or maybe before! Lets now check some changes on the UI/UX side, some of which were long-standing.
The biggest change comes in the shape of multi-step tooltips; hovering over an item or unit will now show some basic info about it, and then after 2 seconds you should see more detailed info; this helps navigate loot and inventory screens without the extended info cluttering the display, while at the same time obtaining useful info when needed. Detailed info for weapons and armor was also extended to include the strengths and weaknesses vs different damage types. An indicator was added to the Quests button, it turns on whenever you have new quests available; this is accompanied by notifications when you are assigned a new quest or when you complete one, so you dont miss them! The title screen and the new game flow have been revamped for clarity. This also included rewriting the credits completely (they were severely outdated!)
Some more assorted bugfixes and improvements: Improved image for the directional cursor in the minimap. Reduced reputation gained for discoveries. Death and injury sounds are enabled back The ages-old unit skating bug is hopefully gone now Knife attacks were causing no damage at all Upcoming improved Intro We are working to improve the intro of the game including a set of great illustrations made by Laura Rubio, as well as a voice-over in the Muyscamuy language, translated and acted by Jose Manuel Gmez. Its going to be great. Interview in National Radio Most of the devteam assembled again to be interviewed by a Colombian national radio station. Ill share more about it when its available online!


[ 2024-09-07 04:16:42 CET ] [ Original post ]


NovaMundi Battlegrounds [0.43]

Its been over seven months since the last version of NovaMundi, I did a preview post back on May 31 of what was coming, but the new version is finally out! I will try to summarize what we are shipping here:
Combat Areas At long last, there are now several maps where combat takes place, based on whether you are close to a town, or the biome where the engagement took place (plains, forests, wetlands or even mountain pramos); additionally the maps are much bigger now, so instead of a simple faceoff youll have to maneuver your units around to meet your enemies.
Overworld Movement Time compression has been removed, instead you will be able to sprint in the overworld, to move quicker at the expense of stamina. This will allow you to maneuver and evade chasing expeditions or animal packs. These chasing expeditions are now affected by terrain, as well as the visibility of your expedition (so they will move slower if they cannot see you while you are in a forest or during the night). Your party itself will move slower during nigh time as well, since you never know what you are going to step into. A critical fix was implemented to the lost track checks, so it should now be possibly to lose them without walking for days. Invaders Camps You will now see invader camps scattered thru the map. You can decide to raid them for some cool lot in exchange for a hard battle.
New Weapon: Blowgun Blowguns have been reintroduced to the new units model; you can now equip and use them. They have extra range and can inflict negative status effects in your enemies however, you are most likely to suffer these maladies in your own party, as the enemy groups often have a couple of these guys at least. So keep some healing herbs around! Combat Flow The combat flow has been improved with attack animations now playing continuously instead of breaking to idle status, this makes battles feel much more exciting. Additionally, units now move MUCH quicker in battle, they actually run this time! Icons and UI With her passage through Slashware, talented illustrator Alicia Mendez (who also did a lot of foundational work for Yuhalak) left us some sweet icons for: The perks you can use to personalize your runs The status effects for units (poisoned, sick, healing, etc) The modifiers for items (magical, high/low quality, special, etc)
She also helped us with some UI art for the floating dialogs which make the game looks much more smooth. The item modifier icons are also shown now in the unit detail panel, so its easier to check what kind of stuff you have on. Camping Camping has been simplified: You no longer have to carry tents around, or pick up the camp manually when you finish using it. You can also now be ambushed by wild enemies, and they are no joke! A cap was also introduced to prevent consecutive ambushes during the same night. Discoveries Animal discoveries have been divided between big animals and small critters; small critters continue working mostly the same but are uncapable of causing a lot of damage to many party members (some of them wont even do any damage). Big animals will now spawn hostile wild animal packs that will attack you most of time time, and they are no joke! They have been integrated more seriously into combat, you can now see their remaining hit points and other stats when clicking on them.
Discoveries also now provide a reputation bonus (that you can use to hire units); their overworld icons have been changed and you will now be able to see them from afar. For plan discoveries you will now get a notification of the amount of items you grabbed as well. UI Art Art by Inkiluana has been added to the game over screen which had been neglected for too long.
The main menu art has been replaced back with the beautiful art created by Simernio, years ago. Caverns (Duitama Cave for now) Some small fixes were made before focusing in the spelunking facet, likely coming next month; giant spiders were fixed so they can actually attack, and other animals were added to the cave for variety. The number of spawned enemies was also increased. And a blue shimmering light was added to the altar so you dont miss it. And thats it for now! I hope you find these changes exciting we continue working towards the full release, keep an eye out!


[ 2024-07-19 04:52:54 CET ] [ Original post ]


NovaMundi - Icons of Status [0.42.3]

Version 0.42.3 has been in the works for a long time now, however its still a minor version because it's focused in a small but long requested UI improvement, as well as balancing the start game experience. Theres some ongoing work to add animations for the missing weapons, which you will see probably in the next version. The biggest UI change is the status effects affecting the expedition members are now displayed as icons with tooltip instead of the text, so it should be much more readable now. Special and Magical modifiers applied to weapons of enemies are now tied to the danger level of the game, i.e. they will become stronger as days go by. Spanish trailblazers are also now equipped with European armor. Some improvements to the start game experience: Your first explorer will now start with a cursed charm that will resurrect him once. We added this to prevent early game situations that might doom you. The first battle against two raiders is now much less risky. Minor UI improvements

  • Display a notifications when a expeditionary dies on an accident
  • Tooltip responsive size tweaks


[ 2023-12-10 04:27:18 CET ] [ Original post ]


v0.42.2 with small fixes

- Anxious Perk has been added - Throw in a couple of raiders at the player at the beginning for fun - When combat starts, pause after a little bit so that units don't look like statues - Special and Magical modifiers should now be correctly assigned to armor - Spanish grammar fixes - Prevent applying effects to dead units. - Prevent triggering effect while the combat is paused. - Balance changes especially vs. Spanish Units


[ 2023-10-13 13:19:53 CET ] [ Original post ]


NovaMundi Clash on the Highlands [0.42.1]

NovaMundi is a procedural exploration game with tactical combat in which you lead a group of indigenous warriors and explorers to traverse the vast and dangerous territories of the Andean mountains seeking to unite the Muisca populations and prepare them to stand against the upcoming invasion efforts from European powers in the XVI century. NovaMundi is available now on Steam Early Access! GET IT NOW (or wishlist it) if you like what you see! Version 0.42 focuses in COMBAT, its the result of about two months of work of the team and, while there still some improvements to be done in the balancing, UI and visuals, it already changes a lot of how you much approach the game. Here are some of the most important changes brought by this version: Combat As promised in the previous update, you will now be able to change the weapons, armor and accessory equipped on your units; we implemented nor only a bunch of base weapons and armor, but also many magical, special and quality modifiers that affect the stats and special effects associated with each. Shields were also added, adding the possibility of fully blocking attacks in exchange of sacrificing a stat boost. There are also now Cursed items you cannot remove with variations of the magical effects of the uncursed item. Closely related to this are the concepts of weapon and armor types, for instance blunt weapons are effective against hard armor. This is also reflected now in the floating UI in combat.
Enemies with an equipped ranged weapon will fall back to a stone knife when the enemies are at melee range; they switch back after the combat is over or they are able to put some air between them and their enemies. The responsiveness of selecting units and changing commands has been improved greatly. The battle loot calculations have been changed to not include food, and give weapons based on these equipped by the defeated enemies, damaging their quality level randomy. A new item, the Condors Blessing, is featured as rewards in towns and can be used to level up. Exploration You can now be ambushed while camping, and you cannot camp or enter towns if you are being chased by an enemy. The max number of units in your expedition is now 12. Trade Each town will now value items differently, which can be helpful to know where to buy and where to sell. The inventory of the wandering merchants inventory reduced and randomized. Perks A lot of new perks implemented including Kiss of Chia, Follower of Huitaca, Gullible
And thats it for now! I hope you find these changes exciting we continue working towards the full release, keep an eye out!


[ 2023-10-04 04:05:32 CET ] [ Original post ]


The Combat System Open Beta is on! (v0.40.0)

IT IS TIME! Time for what you say? TIME TO BETA TEST! The combat system is now feature-complete! At least mathematically speaking Were still missing some models, UI elements, and sound effects. Some adjacent systems are also missing, but hey! You can whack things now in a much more fun way!
Of course, this means the update is not ready for an official release, you deserve a polished and great product! But we cant do this alone. While weve tested this updates features a lot, we would appreciate your help to cover all situations; since the players skill influences whether a battle is hard or not, an experienced player will have a much easier time playing than a newbie, and we cant balance the whole game as if all players are experts... thats where you come in! Right now, you can access the open beta by going into your Steam games library, right-clicking on NovaMundi, and following this menu route: Properties->Betas On the Betas menu, youll see a Beta participation drop-down menu. Click on it and select openbeta Open Beta Testing. You can opt out of the beta at any time by following the same route and just clicking none on the drop-down menu. If you decide to participate in the beta, we thank you! And we would love to hear all feedback from you! To do this, just go to the Steam forums or better yet, to our Discord server at https://discord.gg/u8aZDw9 What can you expect?

  • You will now be able to find or acquire weapons and armor, and equip them to your units
  • There is, of course, a new set of weapons and armor types
  • The equipment can now be affected with quality and special effect modifiers, as well as Magical blessings and Curses.
  • The equipment for the enemies is also generated considering these modifiers, and the loot acquired is generated directly from it
  • Ranged weapon users carry a knife to defend themselves when enemies get too close.
  • Youll also find that the leveling system has been revamped.

We are looking for feedback mainly in three areas:
  • Are the systems fun? Does combat seem fair? Are there weapons that are very OP?
  • Is the leveling system fun? Is it worth it to protect an experienced unit? Is a level-up an exciting thing? Do you perceive the increase in power from level to level? Is the pace of level-up good?
  • Are there any bugs? A bug is anything that you perceive shouldnt happen or isnt working as intended!
When reporting a bug, please provide as much information as possible! What were you doing when it happened? Can you reproduce it? How can it be reproduced? We hope you have a lot of fun with this beta, and were looking forward to hearing from you! Game on!


[ 2023-09-06 03:01:09 CET ] [ Original post ]


Combat system improvements info, Beta is coming soon!

Hello everyone! My name is Stoltverd, and Im one of the developers here at Slashware. Today, Ill be taking Slashies place to tell you about an upcoming update on Novamundis combat. And let me tell you Its big. Well finally allow characters to change/equip weapons: no more will characters be limited in their weapon selection to what they were carrying at the moment of their recruitment. Archers will use spears and clubs if you need them to do so! That doesnt mean they should but they can. No more will you be screwed if your frontline is destroyed. And talking about ranged weapon users, all of them will now carry a knife to defend themselves when enemies get too close.
In regard to weapons, new types will be included. All are unique in how they work and look and the damage they inflict. Some inflict piercing damage, others slashing or blunt; and all of them interact in different ways with the new armors that are coming. But thats not all! Equipment pieces can now have many different modifiers. Quality, special effects, and magical blessings, all can modify how a weapon is used and works. Watch out though Some equipment pieces may very well be cursed!
Equipment and how combat works are not the only things we touched. We transformed every aspect surrounding them too, including how to acquire equipment, how enemies get it assigned, and how they use them, how the leveling system works, how much experience is awarded to characters, how to keep track of units and their effects during combat, consequences of combat outside of the battlefield, and a long ETC This update is really going to be huge, you can expect a changelog several pages long. It involves reworks of many different systems, UI, and more Its been a true labor of love from all of us here at Slashware, and we cant wait for you to get your hands on it! This beta will be available for players on the beta testing group of our discord who have already acquired the Early Access version during next week. We hope to see you there!


[ 2023-08-29 01:56:08 CET ] [ Original post ]


v0.41.1 - Small hotfix

This patch fixes an issue with ambushes and adds a popup to preview the guards of the encampments.


[ 2023-07-25 02:08:48 CET ] [ Original post ]


NovaMundi Towns of the Muisca [0.41]

NovaMundi is a procedural exploration game with tactical combat in which you lead a group of indigenous warriors and explorers to traverse the vast and dangerous territories of the Andean mountains seeking to unite the Muisca populations and prepare them to stand against the upcoming invasion efforts from European powers in the XVI century. NovaMundi is available now on Steam Early Access! GET IT NOW (or wishlist it) if you like what you see! Version 0.41 focuses on improving the exploration experience in many ways, read below for full info.
The biggest change for this version is that Muisca towns have been greatly expanded, filled with life, and given each one a unique identity. You will find different craftsmen working on them, merchants populating the markets, and guards defending the fenced areas. This was a long time coming and Im happy we were finally able to include it. Doing this required some heavy refactors in the procedural generation and in the structure of the game initialization, to make sure all the critical places could be placed adequately without clipping water bodies and steep mountains, and allowing scrapping the process and restarting if needed.
Additionally, the dialogs for all the townspeople have been revised, and some additional sidequests were added to match what they meant since there were some loose chats. We are already working hard on the improvements over the combat system; as a preview to the next version, you will see the equipment slots for weapons and armor for the party members; note that you will still be unable to change them thats coming up very soon! We are adding different types of weapons and armor, damage types, mystical modifiers, and special effects. You are gonna love it!
As you can see, the morale of each individual member of the Expedition is now displayed on the status screen; we have finally made it so that it affects the proficiency of the units in combat; in addition to having adequate sleep, you will now have to feed you expedition with varied food if you want to keep their spirits up. Finally, Some changes were made in the economy so that these different kinds of food can be more easily procured in towns (amidst many small tweaks to make it feel more alive and changing)
And thats it for now! I hope you find these changes exciting we continue working towards the full release, keep an eye out! PS: Bonus sneak peek we are also revamping the intro of the game to better convey the story and the context of the adventure.


[ 2023-07-20 05:39:56 CET ] [ Original post ]


NovaMundi: Spiritual Experiences [0.40]

v0.40 contains the focus on sidequests which at the same time triggered some engine work. Additionally, out of nowhere, there was work in the zoomed exploration which may be significantly exploited in the future when more caverns are added. Caverns Exploration Out of nowhere, I decided to add a minimap to caverns exploration including markers for the units, an indicator for the camera location, clicking on the minimap to warp to that location, and uncovering the minimap as units explore it; it was a lot of work that probably wont be fully exploited in the current version.
Additionally, made it so that the battle music overlay only activates while in combat Procedural Generated Discoveries Some of the sidequests we had designed required visiting a kind of place in the world, located nearby another place; to support that I included placing the markers in the world (for paramos and spots in the rivers), and then wiring together these places with the quests after procedural generation was done, so that when you talked with the quest-giver he could give you details on the direction and distance of the place. Sidequests We worked on a bunch of sidequests (TI-5, TI-7, MQ-5, MQ-8, MQ-23), as mentioned, some of them were of a new kind, requiring you to visit places
As a new sidequest required a day counter, I added support to allow multiple of such type of quests. Some QA rounds revealed bugs in MQ-0 and MQ-4 that were also fixed. Economy Modified the merchant restock routines to include a limited amount of rare goods they can have every day; they also refer to them in their greeting. Assorted fixes

  • Add missing journal fragments for the main quest
  • Prevent exploration music cooldown from resuming music while town music is being played.
  • Make the mission briefing text area scrollable
  • Add a visible Tunjo slot for party members.
  • Fix issues selecting units in combat (conflict with minimap)
  • Fix raiders encampment prefab restoring issue.
  • Land places on terrain when restoring the game


[ 2023-04-24 05:19:45 CET ] [ Original post ]


NovaMundi: Take your time again [0.39]

v0.39.0 doesn't pack a lot of new features, but comes with some sweet balance changes, stability fixes, and three sidequests. Balancing

  • Units now have 50% HP (both party and enemies); besides the impact in balancing, we hope this will also make the combat feel less dull.
  • Archers have 50% Attack
  • Spanish Trailblazers have 2/3 Attack
  • Spanish Trailblazers are now only spawned on Day 5+ (was 3+)
  • Spanish Trailblazers Danger Level is now 5 (Fewer units per battle) (was 3)

Pause is back After experimenting with combat leaning more into real-time; the pause button is back. The experiment showed a lack of control over the combat that didn't make it enjoyable and greatly reduced its tactical aspects. Even so, some efforts were made to make it easier to select units in combat, but there remain some issues to be fixed. Side-quests Three new side-quests have been implemented (MQ4, MQ6, and TI6). We also added journal entries for progress over the existing side-quests.
Smaller Caves Cave systems have been reduced in sight to prevent them from being dull and the player from losing their way. A minimap is on the way to strengthen the cavern's exploration facet.


[ 2023-03-30 04:16:01 CET ] [ Original post ]


NovaMundi Envoy of commerce [0.38]

Its been six months since the last Early Access version release. There are still lots of things to Polish but I figured a release was in order for players to know we are still alive. We will continue working to complete the game and improve the players experience. During these months, I have been discussing the possibility of partnering with a company to help complete the game and market its full release; there were some good developments but ultimately nothing has been decided. Following are some highlights of the changes of the newly available version: 0.38.2 Audio Wwise and Environmental sounds We are pretty advanced in the process of migrating the audio implementation to Wwise; QuietGecko had been campaigning for this for months, and I gotta trust him its going to be worth it for the project. After an initial setup and some smoke tests to make sure it wouldnt cause issues with the game (version 0.38.1 was distributed internally for testing). Gecko then set forth to migrate all the sound effects, ambiance, and music. This included the environmental bird songs, and the town spot ambiance (including adding variations depending on the size of the town), as some first points where Wwise would provide value. And also, the first real new development with the addition of environmental sound for each biome being explored by the player.
Some UI elements, like the volume sliders in the settings, were also hooked into the new system. The migration is still not 100% complete, so you may find some sounds off around (especially for the dynamic music). We are working on fixing that. Caverns After the release of 0.37.0, I set myself to add a first iteration of zoomed locations, dungeons, dangerous caverns you could explore optionally if you wanted to risk for some good loot. Initially populated with giant animals, the idea is to eventually fill them with mythic creatures from the Muisca culture. A lot of work went into this so that caverns with random loot could be generated procedurally, with enemies and rewards placed on them. Beyond an initial, simple procedural generator, changes were needed in the commands system to make this zoomed exploration mode work well besides the normal Combat mode (with which it shares many components). Tweaks were made in the Enemy AI to work inside sprawling close spaces like cavern networks, which work pretty differently compared to open spaces like the overworld combat areas.
Some issues with pathfinding, usability, and required additional content caused me to halt development on it and switch to other stuff; it proved to be too challenging and depleted my energy to work on the project for some weeks. I marked and internal version, 0.38.0, with my progress, but still didnt make these caves readily accessible to the players, exception for a single cavern you need to visit to complete the main game quest, visit it at your own risk! I am still deciding if this is going to be a priority for the next release, or if we should ditch the work and focus back on the overworld. Miniquests and Dialogs It had been almost one year since Stoltverd designed a bunch of side quests to spice up the player experience within the game, so I decided it was about time to implement them. Initially, we implemented four side quests in which you will help tradesmen around, making contacts or neutralizing menaces threatening their business. Besides all the dialogs related to the mini-quest-related characters, implementing them demanded improvements in the quests and conversation systems, like being able to mark dialog options as hidden based on flags, create groups of mutually exclusive dialog options, or hide quests that are just sub-stages of a quest (or just should not be visible to the player initially).
One of the side quests required reviving infrastructure for Eliminate Enemy type of quests, which introduced a pretty hard-to-track bug since these used to work in the pre-Early Access times (when we didnt have Save/Load game working). Additionally, the dialog system was improved with the ability to have hidden unlocks, so that options can appear without being explicitly mentioned in the parent dialog fragment, and the layout was changed to support dynamic dialog options (it had been hardcoded to 6 due to a previous redesign); this also required rethinking the layout of the conversation overlay, so I took the chance to make portraits bigger. New traders were also added to some towns which had too few inhabitants, instead of having the procedural wayfarer do everything Procedural Terrain and Exploration There are not a lot of new developments on this aspect, however, I addressed three issues that had been in the backlog for long enough, haunting me, The first one was fixing the meteor holes that were happening randomly in the high mountains; I finally found this to be caused by accidents when an additional Perlin noise applied to the existing geography pushed too deep. The solution was simply reducing greatly the strength of that additional noise so that it still added variety to the terrain but didnt alter it that much. Another fix was preventing mountains from blocking rivers, which didnt look very good. And finally, something that was haunting the game since a long time ago and for which we already had a solution in place at some point in time but deactivated for design reasons: the map borders. The way I have solved them is by increasing the margin at which the party will hit the invisible wall of exploration, so you will not be able to get that close to the edge of the terrain to see the underlying artifacts. I had hoped we could come across a better solution like adding a procedurally generated mesh that would follow the slopes of the terrain and be painted either in full black or with a cross-section. But due to time constraints with so many other things on the table, I doubt that will ever happen.
In any case, I dont completely dislike the current solution since it still gives the impression the map continues instead of being cut short. Its just you cannot go there because of plot reasons. User Experience Tweaks Finally, a couple of tweaks originating from Stolverds playtesting sessions: Allow deselecting units and items by clicking on them in the inventory, and allow adding and removing items freely from barter offer regardless of carry capacity, with a check at the moment of the deal.


[ 2023-02-20 03:10:02 CET ] [ Original post ]


Full Release Plans

Alright, so it's been super quiet lately but that doesn't mean we haven't been working on the project! We are doing a lot of design work and planning for the last phase of Early Access development of the game. I wanted to share with you a little bit of that plan so you know what's going to be coming up very soon for the game!

  • Improvements in the combat system: Adding 3 equipment slots per unit (melee/ranged/armor), damage types based on the weapon, and special effects (poison/sleep).
  • Improving and completing the existing animal unit types: Puma, Jaguar, Rabid Ocelot, Spectacled Bear, adapting them to changes in the combat system, improving their AI and visuals.
  • Adding new "fantastical" animal unit types: Giant Spider, Giant Scorpion, Giant Snake, Rabid Bat Swam
  • Adding "mythical creature" unit types: Blackbirds of Chiminigagua, Envoy of Huitaca, Victim of Tomagata, Mohan, Cucacuy
  • Adding equipable weapons: Sword, Pike, Lance, Arquebus, Warhammer, Halberd, Club, Blowgun, Spear, Sling, Bow, Stone Axe, Spear Thrower
  • Adding equipable armor: Hard leather, lamellar, quilted jacket, golden plastron, wooden armor, layered cotton.
  • Allow making offerings at special places, or to special portable items (tunjos) to obtain advantages or heal the units.
  • Deeper effects of fatigue
  • Improved Camping System: Prepare camp based on available resources, Ambushes, Camping activities: Crafting, Cooking, Curing wounds, Telling stories
  • Improved predesigned first-time experience embedded in the systems of the game with a plot to make the player feel more involved into the game while he learns how to play.
  • Add sidequests for the player to achieve small victories for the player to keep them motivated through the gameplay, supplement the rewards given elsewhere, and make the game world feel more alive.
  • Illustrated cutscenes with parallax animations narrated in Muisca language (with subtitles for Spanish and English).
  • Replace the current outdated voices in Muisca for the commands, with the latest more accurate ones.
  • Add more roaming small animals
  • Wandering merchants and caravans
  • Permanent enemy groups in the overworld
  • Add activities to the map like chopping wood to sell or craft equipment (like better bows and arrows) and getting gold from the rivers.
  • Improve the procedural generation and inhabitation of the caverns with the fantastical/mythological animals, and rewards for exploration (these will be the "dungeons" of the game)
  • Add more discoveries that the player can make (animals, plants, wonders of nature), including drawings of them.
So, what do you think? let me know in the comments if you are excited about the changes or if there's anything else you think we should include in the list to complete the NovaMundi experience!


[ 2022-10-19 13:21:05 CET ] [ Original post ]


Work in progress - Caverns exploration revamp

We have been hard at work improving cavern exploration! ancient artifacts lie in their depths, but you might also awaken forsaken forces of nature and spirits of the land.
Development is on ! can't wait to put this out and have people lurking in these dark caverns hoping not to meet one of these critters (or worse!) the next corner!


[ 2022-08-14 04:23:49 CET ] [ Original post ]


NovaMundi 0.37 - Destiny of the Muisca

Development has resumed in full! The biggest addition for this version is the Perks system; you can now customize your runs by selecting different bonuses, penalties, or just variations of the universe.
This version ships with the following 4 perks

  • Combat Blessing: +2 Bonus to attack for all units
  • Vagabond Defect: -10 HP for all units
  • Peaceful Lands: Youll be attacked much less often by raiding parties
  • Militia Only: Only Guardian units will be available (no Guecha Warriors or Archers)
  • Known Lands: The location of the main towns will be known in advance.

Even knowing the location of the Muisca towns, traversing the rugged Andes geography will be challenging! Talking about combat, another important thing that is changing is a change of its pace, taking some steps towards more active gameplay. For now, that means the battles start unpaused, in the future, we are going to add more visual feedback on the battle as we extend the combat rules to give it a little more depth (but not a lot! exploration will remain the focus of the game) In more combat-related things, we fixed some issues with unit selection to allow combat between large parties
Thats it for todays version! for next week we are planning to release important changes in the cave exploration system, providing some procedural Muisca dungeon crawling for your pleasure. Its going to be big so dont miss it!


[ 2022-08-06 16:12:03 CET ] [ Original post ]


v0.36.2 - Bugfixing for Save/Load

This version contains two critical fixes:

  • Cannot load games at all (root cause issues with the MuiscaNameGenerator state)
  • Exploit: Raiding parties not saved
We renewed our commitment to take the game out of Early Access, this includes a person from Slashware working full time on playtesting the game and coming out with ideas for improvement within the constraints of its development. This version includes some cheat options to ease that work too (You can't touch them tho). I'm also in the middle of developing some important improvements in the setup of the runs, being able to customize them and set up the initial party, I hope this will be available next week


[ 2022-08-01 05:27:57 CET ] [ Original post ]


NovaMundi 0.36 - Achiote

A new version is out, 0.36 Achiote, here are the major changes but as always there were smaller bugs fixed along the way.
Lets start with exploration: based on players feedback I doubled the movement speed in the overworld since players didnt seem to really like to take their time to look at the scenery this of course makes moving between locations much quicker (but the time scale was adjusted accordingly so it all takes the same amount of game time.). Additionally, the time doesnt completely freeze when you are not moving, but instead slows down to 10% of the normal speed, since it felt a bit glitchy with the full stop. The random dialogs that expedition members used to say while traveling were removed since they were not really adding a lot to the experience and actually were confusing players who thought they might be real hints to the game mission or things to do. However, the main reason I decided to push this version to the public was the addition of the hints in the minimap; players will no longer need to refer to the journal and textual directions for the nearby towns; instead, they are added as blotches of paint in the map, put in an approximate location.
As the first step on a sequence of improvements for the towns; the game now zooms into them when you enter them. This is just the beginning of an arc of development for the towns, and I am going to incorporate recent research on the Muisca towns as well as usability improvements and tweaks to make them feel bigger and more alive.
The Mac version was finally updated from v0.32.4 (August 16, 2021), so if you are on Mac make sure to update and get a LOT of improvements We continue working on a list of improvements for the game; its not clear how much longer it will be on Early Access, but I want to make sure of its quality, accessibility, and variety of content while keeping the current base scope. So make sure to keep an eye out for future releases!


[ 2022-06-14 13:13:20 CET ] [ Original post ]


Small but important fixes (0.35.2)

  • Fix click areas for units in combat
  • Make Suamox visible on the map
  • Fix broken onboarding in the "map" step
  • Allow disabling tips


[ 2022-02-08 14:16:18 CET ] [ Original post ]


NovaMundi 0.35 - Trailblazer

Lets talk about the new version, 0.35 Trailblazer, here are the major changes but as always there were smaller bugs fixed along the way.
A new combat unit, the Spanish Trailblazer, has replaced all other Spanish units (at least momentarily) to fit with the new visual style of the units and our latest research. These lightly armored European warriors are armed with steel spears and appear along with Panche raider groups in the mid to late days of the invasion. The Muisca units were also improved with knives added to the Explorer unit, and new animations for the Guardians staff attack.
The interaction with towns has been improved with a redesign popup listing the population, including the role of each populator (to make it easier to distinguish the ones related to the quests from the ones that are merely informative). Deer hunting was also improved with them now having proper run animations, and with some tweaks on their behavior.
The text of the intro was completely remade to reflect on our latest developments of the theme of the game, mainly adjusting the portrayal of the European force as much less of a deadly invasion force while still a dangerous threat. The texts for the dialogs of the wayfarers where they describe surrounding animals have been localized, as well as the names of the animals and their description when you find one. https://www.youtube.com/watch?v=DcBSLpU8fp4 On the media front, the interview with Congreso and Sociedad for the TV channel of the Colombian Congress was finally released on YouTube; some interesting points were discussed. Finally, just for fun, I mocked up how would Encanto town (from the Disney movie) look inside the Expedition engine, using some assets from the previous incarnation of the project which I dont rule out reviving this year in some way (as a separate game).


[ 2022-01-24 05:18:45 CET ] [ Original post ]


Early Access Report # 12

Fauna
King vultures (Gallinazo Rey) now fly on the lowland forests and wetlands. Large and predominantly white, the king vulture has gray to black ruff, flight, and tail feathers. The head and neck are bald, with the skin color varying, including yellow, orange, blue, purple, and red. The king vulture has a very noticeable orange fleshy caruncle on its beak. This vulture is a scavenger and it often makes the initial cut into a fresh carcass.
Characters and Quests We added a complete set of 16 new characters including their dialogs for both Spanish and English. These include the leaders of 6 Muisca territories, and several characters sharing the trades and traditions of the Muisca.
This also included the implementation of a more defined set of quests to unite the Muisca territories, designed based on our research on potential sources of conflict between the Muisca territories, as well as their beliefs and needs. The Quest controller used internally had to be updated to support the new conditions to complete the tasks, as well as to improve its support for chained quests. New trade and quest items were added, and the caverns system was also reenabled so that these quests could be completed. The Dialog Controller was also improved to support dialog fragment variations based on flags so that the conversations can be a little bit more dynamic and contextual. Visuals We took the first step to display the Muisca population center including more huts and a palisade since these are essential elements for their architecture. We still need to work on the definitive unique elements for each town. Streaming On October 12, most of the dev team assembled to chat (in Spanish) about the state of the project and our approach to the topic of the European Invasion of these territories which started in October 12, 1492, including how the topic has evolved in the game to its current shape where we focus on the player combating the divisions between the Muisca first and foremost, portraying a scenario where it would be harder for small bands of explorers to gain political advantage in the territory.
We also talked about our plans to transition out of Early Access, and some things we wish we could have time and resources to add to the game. Click here to see the VOD.


[ 2021-10-13 18:02:17 CET ] [ Original post ]


Early Access Report # 11

It has been five weeks since the last update. A new version, v0.33.0, was published. Audio Gecko continues working on improving the audio of the game; the UI effects are almost completely covered, and we began experimenting with spot ambiances with the towns. New Unit models We decided to take the leap and remake the appearance of all the units; we are looking forward to abandoning the previous bulky anatomies replacing them with more anatomically correct bodies with more details and higher texture quality.
We still need to add more variety to them, and we are still working in the Spanish units as well as integration of these new units into the game (as well as improving the workflow to integrate new fragments and variations more easily)
The DevTeam at DevCom 2021 We participated in DevCom 2021 (pitching a separate game we are planning for 2022). However, we also did a dev team stream, talking about the (updated) history of NovaMundi. https://www.youtube.com/watch?v=dzd-mwVm810 Some of the topics we discussed included:

  • The many shifts in the theme for the project and their effect on the ongoing development.
  • The current work in many facets of the game, as we approach the end of Early Access.
  • The feedback we have received from the Early Access phase from streamers such as Nookrium and their communities, and how we have integrated it into the game. (including the work we have done to make the game feel more alive)
  • Classifying NovaMundi as part of a genre. RTS? Survival? Strategy RPG? Roguelike?
  • WarTales we noticed it.
  • Playing the current version of the game, some tips from the experts!
  • New roles for upcoming non-combat units.
  • Recent changes in exploration and navigation such as time compression.


[ 2021-09-27 16:20:30 CET ] [ Original post ]


Week 130 - Roaming raider groups

Wandering expeditions We are now spawning packs of Puma in the overworld (instead of a single one). This involved creating a sort of hivemind coordinated AI for the individual actors.
We went ahead and decouple this from the wildlife controller to make it useable in other parts of the game, including the long-awaited enemy expeditions replacing the random combat on the map. This is available on the public version, and we are looking forward to seeing how the experiment works (so far it seems good).
New Visuals for units (WIP) We are working on revamping the visuals for the characters and unit models. This will take some time as we generate enough content to replace the current one, but I believe we are on the right track to make our units fit more with the visual style of the rest of the game.
Conversations (WIP) We are also working on expanding the content of the towns in the game with more and higher-quality characters. We are populating these towns with at least an authority with which you have to negotiate to join the alliance, some of them based on historical accounts of Muisca leaders from around the time of the Spanish incursion. These will be added to the game soon. New Audio (WIP) We are working in the environment audio for the pramo (Andes high-mountain tundra) and wetlands, as well as the sound effects for the cavalry units and improvements in the UI feedback. Interviews I was interviewed for Congreso y Sociedad, a TV show for Canal del Congreso (the official TV station of the Congress of the Republic of Colombia), where I talked about NovaMundis history, its dynamics with the academy, and non-traditional media as a way to preserve the indigenous cultures, Gamification, VideoGame development in Colombia and Latin America and the role of the state in the growth of the VideoGames sector. Its still not available but Ill put a link here when its up.


[ 2021-08-24 14:45:37 CET ] [ Original post ]


Packs of enemies now roam the overworld.

We are experimenting with this replacing most of the random combat. Let us know how it works! :D


[ 2021-08-16 20:50:31 CET ] [ Original post ]


Early Access Report #9

Characters and Dialogs The characters on the towns have been renamed to more accurate Muisca names, and the Spanish dialogs for four of them have been improved greatly including embedded Muisca language words. One of them has been translated to English too. I still need to integrate and translate the remaining redesigned dialogs.
Fauna The Spectacled Bear now dwells in the cold Andes highlands.
Also added the Solitary Eagle, although its not a very common sight in this area of the Andes, and tweaked the logic to spawn all existing fauna (reduced chances and spawn ranges, prevent spawning while expedition resting).
Combat / Misc

  • 3X attack bonus on the first attack to Charging units (puma, spectacled bear and Spanish cavalry)
  • Tweak grass appearance
  • New visuals for clubs for Guardians
Community I was interviewed by Diego Celis for Divulgark, a group dedicated to research, conservation and diffusion of the archeological patrimony of Colombia. It was a pretty good interview and we got to show the game to a lot of people. You can see it here in Spanish: LINK. This led to a conversation with Jorge Gamboa, coordinator of the History Group of the ICANH (Colombian Institute of Anthropology and History). He brought some interesting points about the historical context of the game, which served to strengthen my ideas about the mission of the player inside the game: uniting the Muisca territory as a nation. The biggest threat the player faces is not the Spanish invaders, but rather the deep divisions between the Muisca.


[ 2021-08-09 13:54:37 CET ] [ Original post ]


Early Access Report #8

For the past two weeks, we produced two versions, v0.31 and v0.32. Wandering mobs At long last, I started tackling one big thing that is going to change the player experience greatly: groups of people (or animals) moving around on the map and interacting with the player. We are going to add this to make the world feel more alive as well as to add a factor of seeking / evading targets on the map replacing the current random encounters. See below for the first type of mob to be included. Fauna
These cats employ a blend of stealth and power, stalking their prey until an opportunity arrives to pounce, then going for the back of the neck with a fatal bite. They will hide large carcasses and feed on them for several days. The puma now roam the land! they will wander around until you get close to them, then they may flee or assault the expedition. The puma is spawned around forests and will disappear after a while if you lose sight of it. The White-Tailed Deer were also added back, and will. You can also now ask for directions to the habitats of animals in the towns. Combat I zoomed back in the camera into combat so that its easier to select the units, and also because we were not really making good use of the entire space for combat (which normally happens in 1 to 3 clusters, with short-range units, and under 30 units). We still need to implement the combat areas by biome, procedural, and with relevant obstacle and height bonuses. Audio We put some big effort into the audio, including continued tweaks on UI sounds and in general audio responsiveness to in-game events (for example combat start/end), as well as tweaks and fixes for some animal sounds (parrots and condors). We made some initial work on balancing the volume of the effects, but are still pending completing a mix for all the audio in the project. One big change is we are now properly using an Audio Mixer object to control the volume for the different tracks (music/ambient/sound effects) instead of manually tracking the volume of the Audio Clips. This will facilitate the process in the future to continue building a high-quality audio experience; theres also a slider bar for the ambient sounds (separate from music) User Interface I implemented another relayout in the HUD, moving the command buttons to the upper-right corner, making the compass bar smaller, and making the status area more compact including a background for readability.
Procedural Generation I did a lot of tweaks, lowering the generation time by about two-thirds (!), some routines to place vegetation still relied on my slow Cellular Automata implementation and were replaced by the much quicker one based on queues. Some ultra-heavy things, like the routine to remove trees from the river paths, were no longer needed for our new water-bodies-based generator, and the process to create clearings in the forest for towns was also changed to prevent placing trees there in the first place. I also disabled the caves, until we can invest a good deal of work on them to make them more interesting. Dialogs We are in the process of remaking and fixing the dialogs for the characters you find in the town, to make them feel more alive and integrated into the environment; in the process, we also included the means to display words in Muyscubun (Muisca language), along with their Spanish or English translation, visible when hovering the native word.
For now, we have a single character implementing the new dialogs and translations (and only in Spanish), but well have a bigger coverage in the next weeks. Media Two big hits this week, the first one is a ~30 mins playthrough by Nookrium, always a great way for people to get to know about the game (as well as for us to find some spots to focus on). Im happy to see the game is enjoyable already, and well continue working for it to be more fun and interesting. https://www.semana.com/mejor-colombia/articulo/novamundi-el-videojuego-que-busca-acercar-la-cultura-muisca-a-ninos-y-jovenes/202100/
I was also interviewed for Revista Semana (in Spanish), one of the biggest publications in Colombia. I talked about the history of the project, some of the challenges we have met, and our goals with it. https://www.semana.com/mejor-colombia/articulo/novamundi-el-videojuego-que-busca-acercar-la-cultura-muisca-a-ninos-y-jovenes/202100/ The NovaMundi Series We participated in virtual GDC 2021, pitching the next game in the NovaMundi series of open-world exploration roguelikes. This one will not be set in a historical context like Spear of Chaqun. More info to come soon!


[ 2021-07-27 23:36:12 CET ] [ Original post ]


v0.32 - Better Audio controls, Muisca words in dialogs

Full info in biweekly Early Access update (see next post!)


[ 2021-07-27 22:02:22 CET ] [ Original post ]


v0.31.0

UI SFX additions and tweaks SFX fixes for condor and parrots Add pumas Place habitats based on biome map Spawn puma based on habitats Don't remove duplicate directions, instead merge smartly. Add back hints to animal habitats Tweak combat view Relayout HUD Disable caves until they can be better Improve procgen times


[ 2021-07-22 02:32:35 CET ] [ Original post ]


Early Access Report #7

For the past two weeks, we worked on the historical aspects of the game, as well as the fauna along with some improvements in combat and UI. We produced a single version, v0.30.1. Historical Content Based on the research done by Manuel (our Muisca history/culture/linguistics advisor), we integrated a list of 221 historical names that would likely have been used by the historical Muisca, obtained from documental sources. We used these to replace the ones we had in place which were generated using Markov chains based on Muisca-like place names (a poor source in the first place).
The component that selects names for units was improved to reduce the number of collisions by rotating through the full list and falling back through the different categories (male/female/unqualified genre) as needed. I also did a first approach at improving the names of the territories; well eventually have a proper reflection of the hierarchy of cacicazgos the Muisca had, but for now, Im at least assigning names of large historical Muisca territories to the quest towns, instead of just using random names. Combat We still need to work on a big iteration for the combat aspect. That was the plan for these two weeks but things went in a different direction. At least we worked some small improvements for usability, making it easier to select units by increasing the size of their click mask, and increasing the zoom overall of the combat scene since we werent making full use of the screen real state anyways (our battles are small skirmishes, max 15 vs 15 units and commonly stuck together real close, so we were wasting a lot of space.) Maybe we should allow the player to zoom in and out in this scene since the zoom level is untied to the exploration range (unlike in the normal overworld mode)
Mysterious New Unit We finished the visuals (model, animations, and icon) for a new upcoming unit type, which I wont unveil until its gameplay effects are implemented (hopefully soon!). Fauna
Andean condors are massive birds, among the largest in the world that are able to fly. Because they are so heavy (up to 33 pounds), even their enormous 10-foot wingspan needs some help to keep them aloft. For that reason, these birds prefer to live in windy areas where they can glide on air currents with little effort -- National Geographic website (link) The imponent Andean Condor is a national symbol of Argentina, Bolivia, Chile, Colombia, Ecuador, Peru, and Venezuelan Andes states. It is distinctive of the Muisca territory so we were long overdue to add it!
We are also in the process of adding the Puma, and some other animals species to make the world feel more alive. In a semi-related change, I remove European food from the loot you can get from enemies, considering it is too early in the time period for it to be available in these lands. User Interface We are experimenting with a new layout for the action buttons (in order to implement it I ended up doing a big internal refactor, organizing the way we had laid out the UI components which had grown out of control). However, I believe we are going to change this again to a more minimalistic, more accessible design, with the buttons placed in a row at the top right corner instead. I also configured the new set of portrait parts to the female and elder male types. We are also working on adding sounds to the UI so that it feels more responsive. Community We were interviewed (in Spanish) by Outline, a creative community from Mexico. The interview is pretty informative and includes gameplay as well, so please give it a look and share!


[ 2021-07-12 17:28:15 CET ] [ Original post ]


v0.30.1 - Historical names, Condor, improved combat and more portrait variety.

  • Historical names for towns and people.
  • Make quest towns bigger
  • Added Andean Condor
  • Integrate combat sounds for conquistador
  • Work in UI sounds
  • New layout for buttons
  • Fix issue with minimap label text size
  • Improve click area for units in battle and zoom camera
  • Remove European food from loot, too early for it to be available, too late for the initial provisions to survive from Santa Marta
  • Integrate new portrait parts to female and elder male anatomies
  • Fix normal scale of high grass


[ 2021-07-12 00:19:07 CET ] [ Original post ]


Early Access Report #6

For the past two weeks, we continued working on terrain generation and visuals. We produced 3 versions ending up in v0.29.0, update now if you haven't! Exploration The biggest change is the addition of the Compress time command; now if you press Shift while exploring, time will happen at 2x so you will move faster. I believe this is a need to prevent long travels from becoming super boring but I am still experimenting with this (may add some +/- commands to lock the time compression rate).
Units New appearance for the Conquistador Cavalry, more similar to the concept. Kept the old one as mounted pikeman, may use it sometime. Added some more variation to portraits, disabled the wooden clubs from the guardians portraits since they were looking a bit cartoonish cavemen to me; we will replace them with narrower staffs probably. The next version will feature some more variations still. Also, we reset the framing of the portraits in order to display more of the face even if we miss some details of the equipped weapons.
We are also working on a new non-military unit, we should be ready to unveil it on next update! Terrain visuals Implemented some visual fixes in the grass objects, and added a new texture for the rocks so they blend better with the grassy terrain. Rocks are also populated more sparsely.
The paramo (Andes tundra) biome also saw some work with the placement of the mountains there and the removal of the snow peak biome pending yet another planned overhaul of the biome placement that allows us to have more control over bigger areas of terrain instead of relying on the heightmap.
For grass texturing, we discarded some of the textures we were using and tweaked the tiling and normal scale values of some others. A new particle system for rain was developed, although it hasnt been integrated yet into the main game scene.
Combat This iteration was meant to focus on combat but art integration and needed tweaks in the exploration just havent let me charge into it. However, I did some small high-impact changes, like increasing the size of the initial enemy sizes so they are less of a joke. We also did some work in the audio aspect with Mr. QuietGecko, doing a pass over the attack sound effects to make sure all of them were covered, and tweaking the volume for the different combat actions. Project and Community We participated in the Steam Summer Sale (along with our other game, Ananias Roguelike). We were also interviewed for our states TV news, and a couple of other podcasts (more info here) This week Id like to shout out to Kay Tila, a member of our discord community who has been helping a lot with playtesting. My story with Kay goes back a loong time including the original Expedition project and probably more stuff Ive done along all these years. Thank you for all your valuable feedback!


[ 2021-06-28 17:23:09 CET ] [ Original post ]


v0.28.4 Update Notes

  • Many tweaks in terrain generation
  • Duplicate size of initial enemy parties


[ 2021-06-23 23:39:32 CET ] [ Original post ]



NovaMundi
Slashware Interactive
  • Developer

  • Slashware Interactive
  • Publisher

  • 2021-04-13
  • Release

  • Strategy Singleplayer EA
  • Tags

  • Game News Posts 39  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mostly Positive

    (14 reviews)


  • Review Score

  • https://slashware.games/novamundi
  • Website

  • https://store.steampowered.com/app/1370940 
  • Steam Store



  • NovaMundi Linux [1.75 G]

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  • Game is not tagged as available on Linux on Steam.


    Linux is not in the OS list.

    What is NovaMundi?


    NovaMundi is a procedural exploration RPG with survival elements in which you lead a group of native warriors and explorers who traverse the vast and dangerous territories of the Andean mountains.



    The many populations of the Muisca territory stand divided and are constantly threatened by the nearby Panche and Muzo people. In this scenario, a run-down group of Spanish explorers has reached their land and seeks to profit from these divisions and conflicts to make alliances and ultimately gain control of it.

    Procedural roguelite in the Andean mountains

    NovaMundi uses procedural generation to create a new map every time. Mountains and rivers will make it difficult to travel the lands of the Muisca, no matter how many times you’ve explored them. When your party dies, it’s time to explore again.

    On the way, you’ll meet the natives and participate in their struggles, explore caves; holy sites for the Muisca now unpredictable due to the upheaval caused by the Spanish invaders in the land. All this while you fight hunger, disease, beasts, and humans.

    Key Features

    • Runs packed with content: Focus on the main quest to unite the Muisca confederation against the European invaders, help the natives in their jobs, explore procedurally generated caves fighting beasts and mythical creatures from the Muisca culture, search for exotic animals from the Andean mountains in the paramos, jungles, and swamps of the region and much more. You’ll need several runs to experience it all!
    • A unique setting: NovaMundi takes place during the Spanish conquest of South America in the XVI century. Meet one of the cultures that originated the legend of “El Dorado”: the Muisca.
    • Perks to tailor your experience: Is the game too hard? Too easy? Maybe you’d like to freshen the experience… NovaMundi has a perk system that allows you to tailor your experience to your wants and needs instead of an arbitrary difficulty system. Maybe you don’t want to play with diseases, or you’d like the challenge of only being able to use one kind of troop, or starting without any gold. Maybe you’re a fan of Andean wildlife and would like to recruit the help of jaguars and spectacled bears. You can do it with perks.
    • Real-time battles with big warbands and big consequences: While combat is not the focus of the game, NovaMundi has a satisfying combat system in which you can battle many different units against big enemy groups. Battle several dozen Muisca warriors of several classes, archers, and beasts against Panche raiders and Spanish invaders. Face archers against melee fighters and protect your frontline using guardians. Each individual is unique; if wounded they will need several days to heal, and if they die… There is no escape from the cold embrace of death.

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