NovaMundi is coming to Steam Early 2021, remember to Wishlist it if you like what you see. We also have a Mailing list now, so make sure to subscribe to it as well, if you want news to reach your email directly. Now, let’s go to the news!
First off some core gameplay / balancing changes; you now need 30 days worth of supplies for each oceanic voyage so players will have to plan more carefully when they want to sail the sea. Units are also much more expensive now, so party size will be around 10, and you now start with a mule and a horse, as well as a medium tent, which will be very useful for your adventure.
On the hunting facet, added simple AI for deer to run away once they detect nearby units, with some unit types, like the hunter, having a higher stealth stat and thus less likely to be noticed. Also added animations for the deer death, and for the special “tip toe” movement and attack while hunting. Finally, now you get some raw deer meat if you manage to hunt it.

For Camping, you can now select where you want to build your camp, instead of it being just placed at your current position. The items you select in the setup encampment window (tents, campfire) are now used and placed in the map too, and you can acquire them in the supplies store.

For the caverns, we did more tweaks in lighting, scaling the ranges of point lights to replicate the original vision of the artist. We also starting adding more content, with an abandoned camp (Who knows what fate fell upon the adventurer who uses to rest here). Also did some infrastructure work for placing the entrance to the caves in the overworld, but pending doing the actual placement in the procgen routine.

We added another layer of variations to the portraits, slowly building more variety. More of these are coming up, including the much needed pack for the women and the indigenous people. Also added some logic to match hair colors, and split the beard and mustache groups to allow full beards.

We also fixed issues in the river animations, but rivers are still disabled since we are pending the changes required for smooth riverbank geometry.
That’s it for Week 89, see you next week!