Nova Genetics cover
Nova Genetics screenshot
Genre: Adventure, Indie

Nova Genetics

Patch #V 1.1.2

V 1.1.2

New features



  • Item rewards for quests.
  • Notification added for quest items.
  • Time of Day widget, Sun icon defines when sun is up, Moon icon defines night time.


Changes



  • Exp notification gains are clearly separated now.


Fixes



  • Exp notification alignments when harvesting or earning exp was off.
  • Junk plant fiber gave berries on harvest.

Patch #V 1.1.1

New features



  • Added inventory shortcuts tooltip.


Changes



  • New Plant fiber mesh and icons.
  • Plant fiber bushes added near deep water areas.
  • Plant fiber now takes 1x2 inventory space.


Fixes



  • Fixed Mission markers error if player loaded save game near active mission objective
  • Quick move didn't stack items. Moving items into inventory or into containers, will try to search for an existing item stack first.
  • Deer on death, casted Zombie sound
  • Deer on dismemberment, generated zombie limbs

Patch #V 1.1.0

New features



  • Friendly AI faces now players if they are close by.
  • Basic swimming system.
  • Hardened Wood upgrade tier added.
  • Farming system. Plants require sky light and water.
  • Seed vendor added.
  • Locations display notifications to users, regarding where they are.
  • Fuel items return leftovers.
  • New AI Spawn system. Can earn extra level Exp if the whole area is cleared.
  • Third person FOV slider.
  • Map displays Point of interest.



Changes



  • Refactored sky logic, 7x more stars in sky material, without performance changes.
  • Re-wrote existing water planes, to support swimming.
  • Modified Movement logic. Running and stamina have more uses now.
  • Regular wood house build parts cost 2x less resources & are crafted 2x faster at inventory
  • Dynamic AI speed. AI decides now itself if they will run or walk based on their stamina.
  • Dead AI will emit particles, making it easier to find corpses in the grass.
  • Harvesting zombies fully, dismembers it now.
  • Crafting menus are now grid based, a bit faster to find required items.
  • Jumping requires stamina now.
  • Disabled first person view currently, until first person hit logic is unified.
  • Selecting place option for build parts, closes inventory.


Performance



  • New core AI logic, all AI controller logic is now executed only if they are rendered, reducing CPU usage.
  • Optimized terrain logic, reduces CPU usage.
  • Optimized terrain materials, less draw calls, reduces CPU usage.


previously CPU load was 85% now 45%. - tested on i7 6700k


Fixes



  • 2nd foliage was destroyed if it was too close to the one, which was harvested.
  • Campfire wasn't saved correctly.
  • Was possible to break ADS if the sprint was spammed.
  • Gun fire was not stopped, when the player died, until the clip was empty.
  • Item Equip sounds were not always played.
  • Weapon slots were not loaded correctly from save game.
  • Directional light caused water shading artifacts.
  • On death AI widgets remained on screen
  • Equipping weapons directly which was taken from the corpse, didn't add correct exp and damage information was not shown.
  • Some trees were also removed when grass density was changed under graphic settings.
  • Was possible to complete kill quests with a single kill if the player shot dead body multiple times.
  • AI Got stuck after target was out of LOS
  • AI got stuck when it tried to climb or jump down
    And many more fixes.



Networking



  • Changed AI behavior, AI now searches for the closest target. Required change for multiplayer.
  • Multiplayer mission sharing was fixed, previously all objects were shared between players, now objects have their own interaction database.

Patch #V 1.0.21

Fixes

  1. Loading save game, crashed the engine.
    Added unit tests, so it won't happen again.

Patch #V 1.0.20

Changes

  1. New game day and night time calculation logic refactored. Now New game starts with a certain daytime between 8 am - 5 pm.
  2. Improved AI reaction timings
  3. New save game logic, Steam user Id is used for save files now on. Will have an impact on previous save games.


Fixes

  1. AI always focused on lost targets, while searching
  2. Crash when AI combat ended and re-spawn was triggered instantly.
  3. AI audio and animations played after death sometimes.
  4. Hellfire females had male death sounds
  5. Item un-hold wasn't triggered, when selecting an empty quick slot.
  6. Hammer won't hit objects any more, if upgrading them.
  7. Changing mouse sensitivity, didn't modify up/down axis speed.
  8. The Crafting list was not cleared on death.
  9. Bed respawn points were not saved.
  10. Cull distance fix for starting temple. It had a huge mesh pop-in.


Networking

  1. Fixed Mission interaction in multiplayer - correct player is rewarded now with mission progression
  2. Fixed skill exp gain in multiplayer - correct player is rewarded with survival exp now.
  3. Out of ammo sound wasn't played on the client side.
  4. Moved AI sounds to the server side.

Patch #V 1.0.19

New features

  1. Crafting items at player inventory, awards with Survival Exp.
  2. Keys system
    Some entrances require Key items to be accessed.
    Example:
    Outpost doors may require a keycard.
    Cave walls may require artifacts.
    If an item exists in the inventory, the area can be accessed..
    When a key is lost inside an area which requires a key, there is a panel button, which opens that door again.
  3. Added interactable keyboards, which may open up secret storages or access locations.
  4. Added light boxes, which react to player movement. Used to light up glass boxes.

  5. Added Ancient Asteroidium axe
  6. Added Ancient Asteroidium hammer


Changes

  1. Added bloody textures for bones.
  2. Changed metallic floor textures aren't that reflective any more.
  3. Created new animation for axe attack
  4. Changed Inventory interface design.


Fixes

  1. Small Leather pouch Uncommon/Common/Rare had T3 backpack grids.
  2. Fixed Pouches cell vertical calculation. Inventory Grids should be rendered correctly now