Full notes
Full NovaMundi update
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What changed
- Gameplay
- Maps
- Balance
- UI and audio
NovaMundi changes
It’s been over seven months since the last version of NovaMundi, I did a preview post back on May 31 of what was coming, but the new version is finally out! I will try to summarize what we are shipping here:
Combat Areas At long last, there are now several maps where combat takes place, based on whether you are close to a town, or the biome where the engagement took place (plains, forests, wetlands or even mountain “páramos”); additionally the maps are much bigger now, so instead of a simple faceoff you’ll have to maneuver your units around to meet your enemies.
Overworld Movement Time compression has been removed, instead you will be able to “sprint” in the overworld, to move quicker at the expense of stamina. This will allow you to maneuver and evade chasing expeditions or animal packs.
These chasing expeditions are now affected by terrain, as well as the visibility of your expedition (so they will move slower if they cannot see you while you are in a forest or during the night). Your party itself will move slower during nigh time as well, since you never know what you are going to step into.
A critical fix was implemented to the “lost track” checks, so it should now be possibly to lose them without walking for days.
Invaders Camps You will now see invader camps scattered thru the map. You can decide to raid them for some cool lot in exchange for a hard battle.
New Weapon: Blowgun Blowguns have been reintroduced to the new units model; you can now equip and use them. They have extra range and can inflict negative status effects in your enemies…
…however, you are most likely to suffer these maladies in your own party, as the enemy groups often have a couple of these guys at least. So keep some healing herbs around!
Combat Flow The combat flow has been improved with attack animations now playing continuously instead of breaking to idle status, this makes battles feel much more exciting.
Additionally, units now move MUCH quicker in battle, they actually run this time!
Icons and UI With her passage through Slashware, talented illustrator Alicia Mendez (who also did a lot of foundational work for Yuhalak) left us some sweet icons for:
The perks you can use to personalize your runs The status effects for units (poisoned, sick, healing, etc) The modifiers for items (magical, high/low quality, special, etc)
She also helped us with some UI art for the floating dialogs which make the game looks much more smooth.
The item modifier icons are also shown now in the unit detail panel, so it’s easier to check what kind of stuff you have on.
Camping Camping has been simplified: You no longer have to carry tents around, or pick up the camp manually when you finish using it. You can also now be ambushed by wild enemies, and they are no joke!
A cap was also introduced to prevent consecutive ambushes during the same night.
Discoveries Animal discoveries have been divided between big animals and small critters; small critters continue working mostly the same but are uncapable of causing a lot of damage to many party members (some of them won’t even do any damage).
Big animals will now spawn hostile wild animal packs that will attack you most of time time, and they are no joke! They have been integrated more seriously into combat, you can now see their remaining hit
Source
Changelog.gg summarizes and formats this update. How we read updates.
