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Camping – The encampment setup window now only display items that can be assembled into the camp, and once selected they are “parked” in the camp, so you have to disband the camp if you want to establish a new one further inland. The idea with this is to encourage exploring around your camp instead of rushing inland, since making the camp will take some time, carrying tents around spends a lot of energy and resting without tents will increase the risks of sickness drastically, as well as reducing the rate of HP recovery.
On a related note, the Sleep and “Activities” windows have been separated again, since you will be able to perform activities (or rest for a bit) any time of the day without having to go sleep.
Exploration – I added a movement speed penalty proportional to the burden % of your expedition, so traveling with a lot of stuff will be take more time and resources. We are back to using “time compression” for both the overburden and the jungle movement, meaning traversing them should no longer be a frustrating boring hassle, while retaining the strategic impact in food consumption and fatigue increase (keep an eye on the counters and daytime speed!).
Also improved the ship “surfing” effect, adding some randomness to it and making the ship tilt to the sides as well, so it looks a bit more natural.
Added random encounter with wandering herbs merchant, which required some refactoring to be able to easily launch dialogs outside of towns. We are still in the process of creating the new portraits for the indigenous people.
Hunting – Added the distinction between combat and “hunting” mode, and made the units use “stealth” movement animations while hunting (if available), also now checking you are near deer before being able to try to hunt them.
Bartering – The barter screen has been fixed so that tooltips with the items info are displayed, and the food days and burden % are now also updated correctly based on the projected trade results, making barter much more useable.