NovaMundi – Week 86 Update

We created new models for horses and are in the process of integrating them, for now we have done a basic integration with the explorer unit, but we are planning to integrate the variations in color as well as the animation of “mounting” the horse (right now it just changes immediately), as well as having a smarter way to display the different units as mounted when they change movement mode (and also having them drag the horses when not mounting them).

Supplies are now organized in lots with “expiry days”, and get closer to expiring every day. This also affects the supplies consumption and forecast, to use the lots closer to expiring in order to maximize the available inventory.

We are also now displaying a tool-tip with info about the items when hovering them in the inventory or the many other places where items show up. The “camp” window was also simplified and the option to rename them was removed since they are meant to be temporary things (the Emerald Jungle doesn’t welcome you as a settler).

Talking about items, you can now apply bandages and healing items to the different units; their effect is not immediate, instead they boost the normal recovery process that happens especially when units are resting (so you can wrap a bandage around a wounded unit and go to sleep, and he’ll be much better next day).

More work in the “Zoomed Exploration”, actually linking it to the overworld objects, as well as finishing a first phase of the “Capture Evil Person” type of mission, you can now complete it by finding the hideout and engaging in battle with the hostile party.

Finally, I also did some work in the Tqnda scenarios to actually allow getting supplies for the expedition, using Emeralds instead of Gold.

NovaMundi – Week 85 Update

On the “wildlife” front, we added deer into the world. They pop up, move around, idle and graze, and then fade out. We are working in the interactions with them (first one will be being able to hunt them). We also added more variety of parrots (red and green).

Responding to feedback from tired explorers, the European encampments are now equipped with bigger, more comfortable tents for the members of the expedition.

We are gradually adding procedural lakes into the world; we are now creating the surface of the lake and placing small ones (which look more like pools) in the world. I toyed around with the idea of simulating rainfall to define their shape and placement but quickly found out it won’t work for us unless we implement an erosion model. Instead, I’m going with the idea of merging heightmaps so we have better control of their placement and appearance.

We are now using particle effects for rainy weather so that the field of view reduction makes more sense to the player. Still need some tweaks to differentiate them from the normal “mist” caused by cold weather in high altitudes.

A big chunk of work was put on the “zoomed” exploration, you can now walk around our test temple ruins, grab stuff and return to the overworld. We are going to add more of these locations (mainly caverns), where you will be able to find remnants from other expeditions.

We are adding usable items including medicine, bandages, and medicinal plants (which you can now find and pick from the world). Next version we are going to implement their effects on the party members.

The Discovery Journal is now filled with entries based on the events that happen on the expedition in addition to the discoveries that are made. It still needs some improvements for a more fluid layout but it’s a good step forward.

Finally, the Tqnda campaigns now start on their own hometown, where the player can setup their expedition. It still needs a proper artwork (as well as the journey to the Emerald Jungle).

That’s it for Week 85! Please remember to follow us on Steam, and add the game to your wish list if you like it.