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I decided to continue development of NovaMundi to address some of the feedback we have received about the game after its release; updates wont be constant but hopefully well take it to a point where the player experience is smoother.
Combat Player Experience
A point of the game that is often noted as a weakness is the player experience while in combat; of course there are many things that build up to that, so better start working on them.
One painful item on this regard was the irresponsiveness of unit selection; there have been layered things that led to this, and some of them had been fixed already in 1.0.1, however, this version includes a further small but important change to reduce the pixel perfect accuracy required to select units; theres now some tolerance for that so you can now click somewhere near the unit, and that should do the trick.
Another point that causes frustration to the player is the units AI; units would stand there while their nearby friends were being massacred, and even sometimes when THEY were being attacked. In order to fix this I had to include a way to set the stance of the unit (because there are some times when you actually need the unit to stay away from combat to prevent it from dying). So you can now set the stance of each unit to aggressive or defensive, which will affect how it reacts to what is happening around.
Aggressive units will engage in combat with the nearest enemy, and will turn back and fight whoever attacks them while running to some direction; Defensive units will instead conserve their movement commands regardless of being hit, and will stay where you put them (they will still attack back if they are attacked once theyve finished moving).
Another weirdness was units being stuck walking against a wall or against a unit for cases where pathfinding failed (or just in edge-ish cases with a lot of units cramped together in close spaces). The solution for this, for now, is that units will drop their movement command if they happen to be stuck in this situations. This seems to be ok for most cases based on experimentation.
Some other smaller fixes were done to this, including cases where units would crash their behavior if their targeted enemy was killed in the middle of action, removing some unwanted colliders from enemies such as the Giant Tarantulas and Scorpions, and prevent rocks in paramos from being ignored in pathfinding.
Finally there was a TINY error causing a huge feeling disruption (in my opinion). The running animation for units was offset by a single frame, which caused it to jump awkwardly when it was looping.
Inventory Player Experience
While it didnt have as many improvements as combat, there were some important changes here too.
Players can now select how many of a given item to drop; this was more significant before the relaxation on the carry capacity, but still might come in handy for situations where your party is almost massacred and left you carrying around a lot of stuff, so you dont have to go through an awkward flow of dropping maize one grain by one.
Also, the items in the barter screen are now sorted using the same criteria as the loot screens, which is a huge improvement to make it easier to find stuff to trade (especially if you plan to dump all the excess weapons and armor that you got as loot)
More UX Improvements
The Quests window was improved to display quests grouped by arc; right now there are three arcs; this change serves mainly to separate the mini quests from the main questline.
The camping flow was improved to warn the player when going to sleep with injured or sick units, so that he can apply treatment before passing the night.
Hunting encounters (deer) have been disabled for now, since their implementation is outdated and requires some tweaking I cannot do now.
Audio
QuietGecko and team have been working on improving some aspects of audio; this version bundles the first pack of such changes which includes adding footsteps sounds for the units, as well as UI sounds for the map and journal screens. More improvements are on the way.
Weight Balancing
Another item that was making the late game very frustrating was how little your expedition could carry, so it was very easy to end up super encumbered and having to cache things unnaturally with chieftains and they backtracking to them when you needed them (ugh).
After some iterations of tweaking, starting by reducing the weight of European equipment to prevent punishing the player from wielding better items (what?), I ended up reducing the weight of supplies to about 30% while increasing the carry capacity to 150%; this required some tweaks in the scale of item weights to allow for more granularity.
Visual Improvements
While this was not the focus in this version (theres currently no 3D artist onboard, so we cannot really improve this hugely for now), I did some visual improvements including tuning the saturation of the vegetation in the wetlands, which I think was a bit too high. I also reduced the tiling of their terrain textures.
I also tweak the combat maps for paramos, which had a huge amount of tiny vegetation which looked super weird.
I also included new portraits for the chieftains Bogot and Saymoso. Im hoping some day well have custom portraits at least for all the chieftains.
[ 2025-01-14 05:33:08 CET ] [ Original post ]
- NovaMundi Linux [1.75 G]
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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