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!
NovaMundi
Slashware Interactive
Slashware Interactive
2021-04-13
Strategy Singleplayer EA
Game News Posts 39
🎹🖱️Keyboard + Mouse
Mostly Positive
(14 reviews)
https://slashware.games/novamundi
https://store.steampowered.com/app/1370940 
NovaMundi Linux [1.75 G]
Game is not tagged as available on Linux on Steam.
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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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