v0.11.0-beta.1
Pre-release
Pre-release
github-actions
released this
03 Dec 06:11
·
2152 commits
to main
since this release
- Gameplay Changes
- Universe significantly overworked to be more consistent with lore
- More landable uninhabited spobs, unique locations, and things to discover
- Reviewed and corrected many descriptions and placement of spobs and systems
- More in-depth and fleshed out tag system for locations
- Ship slots and mass limits reworked such that smaller ships get more utility/structural slots to work with
- Point defense systems that can shoot down missiles and torpedoes
- Space object (planets, stations, etc.) properties affect quantity of missions available
- Moved many missions and events to the vn system
- Can sometimes find POI events with a pulse scanner equipped when entering systems
- Changed the visuals for some of the nebulas (PSO, Mizar)
- Pirate bribes cost more depending on your fleet and are based on points not mass
- Missions are introduced less all at once to the player
- Blink drives are more flexible but use energy and generate heat
- Razor class weapons have been completely reworked
- Can steal more than one outfit from a ship with high boarding bonus
- diy-nerds: improved reward
- Universe significantly overworked to be more consistent with lore
- Quality of Life
- Significantly improved autonav
- Configurable and can use lanes
- More efficient at reaching target locations
- New option like follow pilots through jumps or brake when going to positions
- Make it explicit when all the escorts have jumped or landed
- Escorts will keep their same loadout until the game restarts
- Player ship is no longer translucent when in stealth as it is redundant with the stealth icon
- Show enemy/ally factions in the faction standing info window
- Space dust is properly anti-aliased
- Minor speed ups to patrol lane computations
- Try to enforce minimum number of articles in the news
- Independent patrol and bounty missions can be completed on more planets and stations
- Can hide or prioritize missions from the info menu
- Manual aiming model aims at the mouse location when the mouse is visible
- Travelling merchant tells you when new wares are available and should be easier to find
- Lua Love API should be better at handling input and not apply keys held before started
- Increase time compression when disabled
- Inverted how hide, evasion, and stealth value percent bonuses work. Now lower is better
- Hide locked slots without outfits as the player can't do anything with them
- Added volley mode to weapon sets that makes weapons fire as fast as possible, instead of staggered
- Autonav options are now player-specific and accessible via the info menu settings button
- Travelling merchant gives full details of the intrinsic outfits they provide
- Selected slots in the equipment window will only show outfits that fit
- Autonav routes consider distance travelled in-system
- Made stress more visible in the slim GUI
- Reworked how stats are displayed to be more visible and intuitive
- Can show all known outfits or ships in with the map find functionality
- Weapon sets much more flexible, verbose, and easy to use
- Weapon sets remember slots, not outfits
- Route is visible on all map modes now
- Blink and flicker drives can use double tap arrow keys to move around
- Toolkit is cached in a framebuffer for much faster rendering
- Intrinsic outfit details now visible from the equipment menu
- Visually indicate which pilots are scanning the player on the overlay and radars
- Can sell all outfits on any spob with an outfitter
- Enemies in patrol missions should not run away
- Changed the faction standing caps to allow the player to get all ships when maxed out. Will be decreased in the future as missions are added
- Slot icons to make it more clear what special slots a ship has
- System markers and autonav TARGET marker will try to not overlap with jumps and spob names
- Significantly improved autonav
- New Content
- New mechanic for House Sirius called flow to unlock psychic powers
- Gives passive bonuses to Sirius ships
- Outfits allow use on non-Sirius ships
- 8 new missions
- Finish the Minerva campaign
- Nebula refugees
- Many new events
- Abandoned stations with secrets
- Greedy pirates looking for domination
- Challenges of the mind
- Mysterious signals
- More points of interest
- Many, many new systems and space objects
- 67 new star systems with 123 new space objects
- New graphics for space objects
- Tons of new outfits
- Sirius flow outfits
- Completely reworked Sirius weapons too
- Point defense systems
- New accessories
- Intrinsic outfits
- and more!
- Many new outfit graphics
- New NPC graphics
- More NPC and news messages
- Added the Space Trader Society faction
- Custom death animations for many ships
- More ways to increase fleet capacity
- The pirate clans are now more differentiated in terms of AI behaviour and taunts
- More factional landing messages
- Rehabilitation missions have been made more factional and a new rehabilitation mission for the FLF is now available
- New mechanic for House Sirius called flow to unlock psychic powers
- Engine
- Map system viewer is more compact
- Added hook.hail_spob
- Events support tags
- Editor supports tags
- Library to handle conditionals for mission computer missions
- Added support for disabling specific patrol lanes from being generated
- Support for Lua scripting for ships
- Changed api of evt.claim and misn.claim
- Missions/events load Lua as chunks instead of compiling each time
- Significant speed-ups in collision detection with quadtrees
- Hooks "outfit_buy", "outfit_sell", "ship_sell", and "ship_swap" pass Lua objects instead of strings
- Ships can have extra descriptions that show up on mouse over
- More Lua API added such as pilot.armour, pilot.shield, or naev.missionList
- Soromid NPCs can have custom descriptions based on genetics
- Improved VN API with vn.move, vn.musicVolume, etc.
- Improved VN handling of non-ascii fonts
- Support for generating munitions from outfits
- Improved derelict script to handle custom derelicts better
- Removed some custom environment and string handling functions for standard SDL ones (requires 2.0.18 now)
- Better handling of user locales
- Weaker effects shouldn't overwrite stronger ones anymore
- Spobs can use communication graphics
- Require OpenGL 3.2 for geometry shaders now
- Support for advanced collisions such as weapon on weapon, allowing for point defense weapons
- Renamed thrust to accel for more consistency and simplifications
- Support for buying intrinsic outfits
- Ship distress moved to the message framework
- Outfits have support for double tapping accel/left/right triggers
- Removed toolkit fading effects
- Support for rendering images as SDFs
- Significant loading time speed-up with multithreading
- Fixes
- Main menu more responsive when changing windows
- Typo and wording fixes
- Fixed many corner case crashes in the editor
- Fixed cargo missions not being generated in some parts of the universe
- Game no longer crashes when loading save with persisted Lua pointing to nonexistent systems/spobs
- Minor improvements to many existing missions
- Fixed crash when events trigger other events on creation
- Fixed autonav sometimes having trouble landing with reverse thrusters
- Qex races should be much less laggy now
- Fixed some outfits using the wrong store images
- Fixed system viewer not being consistent with map
- Player's escort damage is counted towards players damage
- Avoid having missions duplicates for cases where they can significantly stack such as patrol missions
- Fire rate and action speed should affect damage and disable of beam weapons
- Fixed some outfits not having "Activated Outfit" in their description
- Fixed ships offering 100 fuel refuels twice
- Fixed some ships having trouble equipping because of stacking engine reroutes and such
- Improved AI's scanning behaviour to be more robust to stealth pulsing
- Fixed POI generating in extremely volatile systems
- Fixed tutorial running during cinematics
- Fixed active outfits not showing "activated outfit" in their summary sometimes
- FLF no longer become true allies of the Dreamer Clan to not limit the players actions
- Made audio system more robust to running out of source errors