v0.11.0-beta.3
Pre-release
Pre-release
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released this
14 Dec 15:34
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1906 commits
to main
since this release
-
0.11.0-beta.3
- Differentiated more significantly the energy / kinetic / plasma weapon types
- Fixed hard crash when loading when approaching certain NPCs
- Fixed crash when change tab triggers a takeoff
- Fixed Naev not starting on Mac OS
- Fixed beam collisions (again)
- Fixed rare hard crash when beams are being fired
- 'in range' option for weapon sets now takes into account weapon arcs
- Buffed Targeting Conduit
- Renamed 'Point of Interest' to 'Sensor Anomaly'
- Double-tap activating outfits breaks stealth
- Nerfed Sirius Fidelity so it can no longer get ludicrous levels of action speed
- Map's discovery mode shows system features
- Removed enemies from a certain hidden faction so the player won't have standing issues with them
- Non-weapon outfits no longer show switch groups they are in as hot keys
- Turn off weapon sets when changing type
- Fixed toggle weapon sets not triggering outfits over and over as expected
- Turn off all weapon sets when entering stealth
- Fixed resizing not working on the background and toolkit in some cases
- Added pilot.weapsetAddType and pilot.weapsetSetActive
- Gave unicorp storm launchers a rarity of 2 and made it more available
- Have ships be a little less spammy distressing
- Centered tracking icon in slim GUI
- Show tracking icons for non-turret bolt weapons too
- More short names for weapon outfits
- Fixed pilot.setSpeedLimit not working
- Added tutorial message when player acquires first point defense weapon
test_of_renewal
: fixed weapon set defaults being incorrect and increased enemy damageseek_n_destroy
: missions should work properly when boarding the targetflf_diversion
,flf_rogue
: Missions should no longer be able to have ridiculously low credit rewardsec00
: changed it so you can't hail the collective droneescort
: fixed pilots not flying in formation- Fixed many typos
- Translation updates
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0.11.0-beta.2
- Slim GUI now shows activated outfits and all weapons all the time
- Collision system reworked (again) to take into account fast moving particles
- Fixed collision polygons not properly being used
- Added short names to some outfits such that they are easier to distinguish in the GUI
- Allied factions won't help out the player against neutral targets
- Added missing graphics for meditation chambers
- Don't allow giving the player names that can't be saved
- Updated love.filesystem to 0.11 spec renaming mkdir to createDirectory, enumerate to getDirectoryItems, and adding remove
- Fixed toggle weapon sets not turning off with only bolt weapons
- Hardened physics engine a bit to overflow that happens in 49 days of straight game time
- Fixed trivial memory leak in vpool
- Allow buying local maps where they are not sold
- Buffed Hunting Combat AI to 15% bonus
- Made Weakness Harmonizer AI not appear as an active outfit
- Outfit Lua function onshoot has been renamed onshootany
- Can toggle point defense weapons on and off
- AI will turn off weapons ionizer when going for a kill
- Player's new ships should start will all the default outfits, which fixes the some Sirius psychic tests
- pilot.weapsetAdd follows the same logic as the normal equipping functions
- slim GUI uses primary/secondary colours like the info menu
- AI should be less prone to jump before their leader
- Fixed cargo being lost when swapping ships in missions and events
chapter1
: event claims all the systems just in casepoi
: renamed 'Pristine Derelict' to 'Unusual Derelict'poi_intro
: fixed typoachack03
: fixed mission not being acceptable and harja spawning foreverachack04
: fixed missing formatting stringdv_bikers
: made missiles significantly more dodgeable and changed location- Translation updates
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0.11.0 (beta)
- 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
- Gameplay Changes
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0.10.6
- Fixed potential segfault with invalid semver strings
- Fixed sign error when buying artifacts in the Baron Prince mission (sorry)
- Fixed behaviour of naev.trigger with parameters
- Fixed Lua spfx volume changing with game speed
- Fixed memory leak in luaspfx trails
- Fixed missions doing things in systems they should not
- Fixed Adrenal Gland III's time speed up effect
- Fixed Misi giving upgrades for free
- Fixed minor planet check in frontier war missions
- Fixed silent installs on windows
- Fixed typos
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0.10.5
- Start counting effect stacks from 1 not 2
- Fixed launcher weapons using outfit mass instead of ammo mass
- taiomi: fixed claim check for last mission
- Fixed some typos
- Fixed equipment of Lancelot in "Sharkman Is Back" mission
- Fixed clicking on jump points also selecting planets in some cases
- nelly02: Nelly now stops recommending stuff that only does a little disable
- shadowvigil: Fixed mission not spawning escorts
- flf_patrol: Missions should no longer be able to have ridiculously low credit rewards
- Fixed some events not claiming systems that could interfere with other missions
- hypergate_construction: should actually claim the system
- Fixed some formatting in the alt text when hovering over outfits in the equipment window
- ec06: refuel tanker should provide as much fuel as possible
- taiomi09: fixed smugglers becoming hostile in some cases
- Changed music.stop() API to stop music from continuing by default
- Fixed potential memory issues on some platforms
- Fixed crash when changing to Japanese language on Windows using Japanese locale
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0.10.4
- Fixed crashes related to multiple effects being active at once
- Fixed multiple mission_done hooks not passing parameter correctly
- Fixed plugin strings not being initialized with mismatched saves
- ec06: made the final battle work much better
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0.10.3
- Fixed crash when using fits currently selected ship outfit filter
- Fixed escorts always being set to aggressive when loading a save
- Fixed Dvaered standing cap increase being lost after loading game
- Made space dust a bit less bright when it starts turning into lines
- derelict_rescue: play money sound instead of victory sound on completion
- rehab: fixed crash when aborting rehabilitation missions
- foundation station, efferey: fixed not using pirate landing script
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0.10.2
- Fixed escorts sometimes not following their leader and landing
- Fixed autonav always wanting to go to the edge of jump points
- Fixed crash when causing multiple dialogues to run in the background
- Fixed outfit lua being called before initialization
- Fixed not giving the AI a name when updating a save breaking the updater script
- Fixed deleting last snapshot of a save switching to another pilot's saves
- Fixed saves and snapshots not displaying correct name with version mismatch
- Fixed crash when deleting Lua-side fonts, should fix crash with POI
- Fixed swapping ships with mission cargo sharing name with other cargo can lead to wrong cargo getting duplicated
- Fixed original music at Research Post Sigma-13
- Fixed music stopping after playing once in new games
- Change music API to make it explicit you can temporarily disable the music engine
- Set windows compatibility mode to Windows 7 when cross-compiling
- legacy gui: fixed line artefacts near fuel / energy bars
- pulse_scanner: fix potential error on init
- patrol: don't have an invisible time limit to reach the system anymore
- taiomi: fixed some claims
- zbh03: landing when hostiles spawned will fail the mission
- bounties: mention there is a time limit to reach the system, not made explicit though
- zpp01, zbh01: bumped chance to 30%
- poi_intro: can't board nelly again
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0.10.1
- Fixed many stations not marked as stations
- FLF combatants only appear on FLF spobs
- Fixed cases where the player could be forced to take off when not spaceworthy
- Show engine volume option same as other volume options
- Use nearest neighbour interpolation for small resolution vn images
- Fix engine sound being played at high time compression values
- Try to fix issue where music stops playing
- Statically link libenet on steam versions
- diy-nerds: fixed reward and description not matching
- deliverlove: fixed credit exploit
- reynir: don't add 0 tonnes of hotdogs
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0.10.0
- Made slim the default GUI instead of brushed
- Contraband missions use vntk instead of tk
- Sightseeing missions mention explicitly how much you get paid when completed
- Removed outfit name duplication in alt texts
- Made outfit descriptions fit in the landing window for all outfits
- Added sound effects to starting race
- Fixed non-Lua active outfits (jammers, etc.)
- Sort ship stats in outfit/ship descriptions
- Fixed jammers and jamming
- Buffed jamers and scramblers
- Buffed evasion bonus of Red Star hulls to compensate for detection malus
- Fix "Dead or Alive" and "Alive" being swapped in bounty mission descriptions
- Lowered error in physics approximation (shouldn't be noticeable though)
- Added particle beam and particle lance to Za'lek outfitters
- Fixed escort ai not being properly applied to newly spawned escorts
- Improved rendering of the map system information window
- Improved minor artefacts in slim and slimv2 GUIs with scaling enabled
- Engine sounds smoothly transition on/off
- Fixed other minor issues
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0.10.0-beta.2
- Pirates should avoid attacking near safeish areas
- Fixed crash on load when player has more than one ship
- Fixed player.setSpeed() not resetting speed as intended
- Fixed pilot.comm not showing messages
- Fixed typo/grammar in sightseeing and dvaered census introductory mission
- Don't display health bars with no player alive
- Autonav doesn't go only to the center of spobs
- Mention escort AI settings when buying a fighter bay tutorial plays
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0.10.0 (beta)
- New Mechanics
- Support for setting ships as escorts and thus player fleets
- Hypergates that allow for long distance travel
- Asteroid rework
- Asteroids no longer randomly explode
- Asteroid scanning is no longer binary, but distance-based
- New mini-game based mining
- More diversity in types with different rarity
- Support for restrictions for outfits and ships, such as minimum faction standing
- Significantly improved how faction reputation caps are handled
- Pilots can have intrinsic outfits
- Bioships go rawr (new skill system)
- Weapons and outfits can cause effects on ships
- More complex space objects (spob)
- Support for different difficulty settings
- New exploration mechanic with points of interest
- Unique ships to be found throughout the universe (pers)
- Manual aiming mode for weapon sets
- Gameplay Changes
- Weapon types are more differentiated
- Removed nearly redundant launchers
- Nerfed beams
- Factional ships are more widely sold
- Schroedinger uses less fuel instead of getting a large bonus
- Plasma has a burning effect
- Changed spawning and behaviour of pirates to be less dangerous in populated systems
- Fighters only attack enemies visible by their carrier
- AI is better at choosing targets
- More dump targets for waste dump mission and tweaked rewards
- Removed escorts for hire in lieu of player fleets
- New Content
- Added a gigantic black hole
- Added new space anomalies such as plasma storms
- Lots of new asteroid types and commodities
- More interesting places to visit and explore
- More engine sounds
- 45 New missions
- More terraforming
- Continuation of the Za'lek story
- Help the Dvaered do some tasks
- Tutorial for new mechanics
- Secret system!
- 14 New ships
- Certain secret faction completely revamped
- New spob graphics
- Lots of new outfits and reworked old outfits
- Use energy to avoid death
- Create scanning pulses
- Blinking has animations
- Advanced mining techniques
- Space mines
- News revamped to be more flexible and relate more with current events
- NPCs revamped to be more flexible with many new messages
- New commodities that are only available from mining
- Fancy racing mini-game that replaces old race missions
- Quality of Life
- Support for save snapshots for each pilot
- Can ask pilots to refuel you more than 100 units at a time
- Engine sound volume is configurable
- Revamped the star map to be large and more useful
- Can add notes to the star map
- Autoscroll is now an option in the VN
- Spob communication window has been redone
- Limit sound output volume when lots of sounds are playing jointly
- Redid the music engine to be less prone to play combat music
- Hide radar when overlay is open (with option to revert to old behaviour)
- Duplicate effects get collapsed into stacks in the GUI
- Allowing exiting and reloading while love framework is open (VN, etc.)
- Autonav is more flexible with positioning on jump points
- Can customize jump flash brightness
- Player will not be scanned immediately on jumping in or taking off
- Show health bars near pilots in combat (can be disabled in options)
- Escort AI is customizable
- Ship AI reminds player about things when they haven't played in a while
- Engine changes
- Work has begun on a development manual
- Plugin support with explicit support for total conversions
- All monolithic files have been split up
- Simplified terminology with spob (space objects) replacing planet/asset
- Support for tags in missions
- Player ships can store their own variables now
- Weapon outfits support some Lua scripting
- Ammunition/fighters merged into launchers/fighter bays
- Support for "shotgun"-type weapons
- Backgrounds no longer use an orthographic projection
- Minor transitions added to the toolkit
- Asteroids redone to be more flexible and easy to add using groups
- Asteroid field support in the editor
- Allow for soft claims instead of only hard claims
- Unified the event and mission headers
- Implemented per-pilot variables
- Lua scripting for spob
- AI can use special outfits
- Lots of engine rewriting and modernization that should bring some speed improvements and more flexibility when modding
- Added lua-enet library to allow for networking in plugins (off by default, requires setting in configuration file)
- Can animate loading screen
- Bug Fixes
- Too many to list, but we'll try
- Fixed pilots not getting equipped at all in some cases
- Fixed looting cargo when boarding giving less than expected
- Fixed all asteroid graphics being used as debris
- Fixed some hooks not properly passing arguments
- Block certain inputs during cinematics
- Fixed disabling saving and forcing the pilot to take off not working as expected
- Fixed sounds getting stopped in many cases due to garbage collection
- Many typo fixes
- New Mechanics
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0.9.4
- Fix "No error." log spam with certain video card drivers
- Fix Lua errors with tiny nebula such as Sarcophagus
- Fix fake transponder cheesing rehabilitation missions
- Fix errors in "Anxious Merchant", "Dead Or Alive Bounty", "Harja's Vengeance", and "The Lost Brother" missions
- Fix the in-game screenshot feature, in case of odd window dimensions
- Fix at least "Dvaered Diplomacy" glitching when the game is saved/reloaded (thanks to "Duke" on the Steam forums)
- Update translations, including a new Spanish translation
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0.9.3
- Bug fix: if the German translation was active, casino minigames' explanation (Erklärung) didn't work
- Fix errors/slowdown in Diversion from (...) missions
- Fix bug in "Waste Collector" mission
- Fixed a bug that allowed the player to get infinite escorts
- Work around bugs in at least one OpenGL driver
- Fix crash when unidiff changes assets that the player has targetted
- Player actually has to pay for stealing outfits
- Fixed game hanging when entering some volatile nebula systems
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0.9.2
- Fix reward messages in the Particle Physics campaign
- Can no longer steal a certain Soromid ship
- Enhanced the logic for deciding whether it's safe to save the game after landing
- Fix mission bugs: "Assault on Unicorn", "Emergency of Immediate Inspiration", "The Search for Cynthia"
- Fix zombie autonav toward deselected targets
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0.9.1
- Minor countermeasures for long player ship names
- Fix mission breakage in "Minerva Pirates 4", "Runaway Search", "Particle Physics 3", "Shadow Vigil", "Baron Prince", and "Dvaered Ballet"
- Fix exploit in "Travelling Merchant" event (mission prize for sale that shouldn't have been)
- Fix many missions that explicitly attack the player overriding stealth and visibility mechanics
- Fix some text labels that couldn't be translated from English
- Fix equipment slot information displaying over filter widget
- Fix phantom acceleration after an auto-board and undock sequence
- Darkened nebulas and lowered default background darkness
- Improved upstream metainfo for packagers
- Can no longer steal a certain Za'lek ship
- Fix crash under certain conditions when using the console
- Masochists and LTS distro packagers may build with Meson 0.54 (no subproject fallbacks) or 0.53 (also no "meson compile", only "ninja")
- Slightly reduced rendered nebula quality to stop breakage on some intel GPUs
- VN music uses logarithmic scale like internal music
- Fixed some offset issues with the slim GUI
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0.9.0
- Fixed glitchy appearance of the map's mode menu
- Map mode is remembered throughout the gaming session
- Music transitions better for impatient players
- Tighten up alt-text
- Don't show aiming helper in cinematic mode
- A busy volunteer proofreader kept editing almost as quickly as we could add errores
- Some more outfit graphics
- Pilots should be a bit less trigger happy when jumping in
- Fixed minor visual artefacts with pirate trails
- Centered the bottom bar (Brushed GUI)
- FPS and Time Compression factors are monospaced when displayed
- Added option for disabling resizing of window
- Stealthed pilots don't affect autonav
- Meow meow
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0.9.0-beta.3
- Fixed warning about cargo rush deliveries when you don't know the best route
- Fixed another crash related to pilot removal
- Fixed wonky backgrounds during death cutscenes, for the sake of other players of course
- Fixed crash when techs are first patched to planets through unidiff
- Fixed potential spurious warnings about incomplete translations, even when running in English
- Fixed failure to resolve regional translations (like pt_BT or pt_PT) from the locale
- Fixed VN log text overlap issues
- Fixed commodities not being added through unidiff
- Fixed safe lane rendering alpha being wrong
- Fixed misbehaviours with Maikki, Nelly 2, Shark 3, Shipwreck, Travelling Merchant, Warlords Battle, and Particle Physics 2
- Fixed backgrounds accumulating when messing with options
- Fixed issues with board scripts getting deferred with respect to boarding script
- Fixed some instances of background text interfering with how foreground text was drawn
- Fixed some missions causing trouble when saved/reloaded (due to dynamic factions)
- Fixed minor Ship AI issues (rename at game start)
- Fixed autonav via the map during a landing sequence
- Fixed autonav giving away autofollowed pilots and unknown destination systems
- Improved speed and accuracy of autonav stopping
- Improved mission marker behavior (show planets more, always clean up at end of mission)
- Kicked Empire patrols out of the Arandon system
- Gave pirate ships dodgier outfits
- Proofread too many parts of the game to mention
- AI should only try to jump to systems with their faction presence
- Wrap OSD titles as necessary
- Don't allow illegal characters in pilot name
- Be kinder to old video drivers
- More music
- More meow
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0.9.0-beta.2
- Prevented Naev from losing the player's (pre-0.9.0-beta) licenses on first load
- Fixed missing credits and translation coverage data
- Improved phrasing
- Prevented players from getting stranded without access to fuel
- Mission script fixes for "Helping Nelly" and "The one with the Visit"
- Outfit script fix for "Weapons Ionizer"
- Fixed issues impacting at least some Windows / Intel graphics combinations
- Hulls are more widely available
- Improved some of the map outfits
- Do not render systems with unknown assets as restricted
- Added gamma correction to Options
- Fixed reproducible crash when boarded pilots get removed
- Added counterfeit licenses to pirate worlds
- Remove minor energy malus from sensor array and jump detector
- Electron burst cannon is no longer widely available
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0.9.0 (beta)
- New mechanics
- Added new utility outfits with complex effects
- Changed ship classification, removing rare classes while adding Interceptor and Battleship classes
- Illegal cargo and ship-to-ship detection
- Pilots can now go into stealth mode
- Systems have "safe lanes" patrolled by the governing faction
- Electronic warfare parameters are simplified and visible
- Added escorts for hire
- Some simple minigames have been added
- Scramblers and jammers have fixed chance to mess up missiles depending on their resistance
- Restricted systems where dominant faction will attack on sight
- Some bulk freighter-class ships added
- Systems can have different effects on all ships in them
- Fake transponder replaces fake id
- Visual improvements
- New fancy system rendering effects
- Ships and rockets now have engine trails
- Beam visuals have been made more flexible and pretty
- Jumping visuals improved
- Redid the shake visuals and added a small damage visual
- Most special effects implemented as shaders
- Most small visuals redone to be more visible and clean
- Similar presences are now merged in map
- Overhauled all the backgrounds
- Gameplay changes
- Pirates split into multiple clans and marauders
- Added discovery messages as you explore the universe
- Overhauled NPC AI
- Overhaul and rebalance of most outfits
- Wanted ships no longer aggro defense forces (bounties)
- Bribed pilots don't become hostile again unless attacked
- Stress now decreases based on ship mass
- Merged the Independent and Civilian factions
- Game now tracks meta-data like ships destroyed and time played
- Trade lane routes made explicit
- More common and useful derelict ships
- Missiles have lock-on reduced and in-flight calibration added
- Tutorial redone with Ship AI that is also accessible from the info menu
- New ships including the Starbridge
- Quality of Life
- Autonav supports landing and boarding
- Comm window reworked and you can bribe multiple pilots at once
- Possible to change or unequip ships with deployed fighters
- More fine-grained autonav reset control by setting enemy distance
- Added autoequip functionality
- Able to filter equipable outfits
- Minimal view mode for the map
- More visible map markers
- More in-game tutorial-ish explanations for new mechanics as you encounter them
- You can now favourite your ships to help with sorting
- Redid boarding window to be more intuitive and easier to loot what you want
- Paste support for input stuff
- Translation completion status is shown in the options
- New locations
- Added gambling resort "Minerva Station"
- Revamped and improved some existing locations
- Several new planets and systems
- 40 New missions
- Challenge adversaries in the Crimson Gauntlet
- Follow happenings on "Minerva Station"
- Invade the frontier with the Dvaered
- Ship enthusiast quiz
- Deliver fancy contraband all over the universe
- Raid trader convoys
- Rescue derelict crew
- Small early game tutorial-ish campaign
- Neutral campaign to transform the universe
- Help the Za'lek do particle physics
- Meow
- New translation(s) in progress: Czech, French, Korean, Portuguese, and Japanese
- Engine Changes
- Added an optimizer to improve automatic outfitting choices
- A ton of new ship stat attributes have been added
- Support for Lua-based hooks in Outfits for complex behaviours
- Support for post-processing shaders
- Added rendering and update hooks in the Lua API
- Added image format support beyond PNG (notably WebP)
- Support for arbitrary ship display classes
- Game data now handled by PhysicsFS, allowing for multiple sources and easier modding
- Meson is now the only build system, and development builds can integrate all assets/translations without being installed
- Fonts now use distance fields and much better in many cases
- Improved how Lua was being loaded
- Added library that supports lots of Love2D API in Naev
- Added Visual Novel library
- Added card games
- Added dynamic factions
- Added dynamic commodities
- Lua support for advanced sound effects
- Most markers and indicators use signed distance functions now
- Internally using linear colourspace
- Faction presence computed with base and bonus values
- Virtual assets have been redone and are more flexible than before
- Point value system for ships to help with presence and other things
- Support for shipstats at a system level
- Initial support for 3D models
- Proper support for line breaks in most languages
- Most objects (ships, planets, etc.) have tags that can be used from Lua
- Lots of optimization
- New mechanics
-
0.8.2
- Gameplay
- Fixed duplicate rewards from pirate ship-stealing missions. (Sorry.)
- Fixed the Advanced Nebula Research mission's failure condition in case you don't stick with the transport ship. (Sorry.)
- Fixed the "The one with the Runaway" mission so the captured drone doesn't appear back in space
- Engine
- Fixed a bug loading games with short (1-character) names
- Tweaked chances of seeing Spaceport Bar missions
- Updated German translation
- Fixed "configure" script when the system has a "cxsparse" library and no "csparse"
- Fixed source .tar.gz so ./configure is immediately usable again. (Note: 0.9.x will use Meson for builds.)
- Gameplay
-
0.8.1
- Gameplay
- Lowered large ships' time constant (renamed from time dilation) by 50% of the deviation from 100%
- Tweaked Za'lek ships' stats and outfit slot behavior to match expectations
- Engine
- Restored macOS support. (Catalina users will have to bypass Gatekeeper: See https://github.com/naev/naev/wiki/FAQ for details.)
- Fixed a crash-loop when the "saves" folder gets populated by Steam data (or other files) and no Naev save files
- Fixed intermittent error messages about the "Lua Spawn script for faction 'Trader'"
- Fixed rare/potential bugs in font and save-file code
- Fixed crash when navigating landing screens with the tab key
- Updated German translation
- Improved text in minor ways
- Gameplay
-
0.8.0
- Gameplay
- Overhaul of the interface to be more sleek and functional
- Interface is much more slick
- Dark theme to be more consistent with space
- Font uses outlines to be more readable
- New map overlay with adjustable opacity
- Added rarity indicator to ships and outfits
- Changed fonts
- Indicate non-common NPC with exclamation marks
- Added accessory slot and unique accessory outfits as mission rewards
- Simple economy model implemented with map visualizations
- Added travelling merchant who sells unique items
- Made missiles and fighter bays reload while in space
- Modified the balancing of missiles
- Added asteroids and mining
- Improved player GUI
- Brushed GUI is now the default
- Improved and fixed escort system
- Made Pirates and FLF spawn in a fairer way
- Made time pass at different rates for different ships ("Time Dilation")
- Made piracy missions available from any Independent or black market planet
- Substantially increased pay for unique missions (10x in most cases)
- Made references to the player gender-neutral
- Made combat music vary from faction to faction
- Made it so AI ships spawn with cargo
- Improved AI behaviours
- Nerfed Quicksilver
- Added the ability to buy "fake IDs" from pirate strongholds
- Made jammers into activated outfits that increase cloaking
- Added Soromid organic ships that level up organs
- Improved and expanded NPC portraits
- Commodities can be sold/bought everywhere
- Added a "slow mode", which runs the game at half speed (like an easy mode)
- Added a ship log which records events
- Added a "system map" which displays information about known remote planets
- Added support for giving commands to individual escorts
- New intro images replacing old placeholders
- Increased pirate name variety for bounty missions
- Ships now travel with you automatically for free, as with outfits
- Added map decorators showing locations of factions and the Nebula
- Added a dogfight aiming helper
- More music
- New and/or improved missions
- New Za'lek mini-campaign
- Completed the FLF campaign
- Fixed up the Collective campaign
- Improved the Shark (Nexus Shipyards) campaign
- Improved the Dvaered anti-FLF campaign
- Added and improved piracy missions
- New minor Soromid campaign, "Coming Out"
- New tutorial mission at the start of a new game
- Various newly added and improved generic missions
- Overhaul of the interface to be more sleek and functional
- Engine
- Support for compilation with Meson
- HiDPI-awareness
- Support for translations
- Added shaders to speed up and improve graphics
- Added support for non-ascii direct character input
- Added support for map decorators
- Removed support for Lua 5.0
- Removed support for SDL 1, only SDL 2 is supported
- Added support for translating
- Made the OSD compact itself to avoid showing redundant information
- Made Autonav able to follow ships
- Consolidated the effects of cloaking and jammers under cloaking
- Added workaround for ALSOFT buggy version that crashes
- Added a polygon-based collision algorithm
- Added some symbols for partial colorblind accessibility
- Support #include in shaders
- Multiple font support
- Many bugfixes
- Gameplay