Following the winter tradition, the Naev DevTeam is proud to announce the release of version 0.11.0. This is again quite a large release that has rewritten and reworked large parts of the engine and long-established mechanics to be more flexible, faster, and efficient. Many long-term players will notice that many things they had gotten used to have been changed, starting from the Naev universe itself.
We would like to thank all the contributors who have participated and helped in the making of this release.
Most notable changes:
- Reworked universe map to fit existing lore
- House Sirius completely reworked
- Improved autonav that uses lanes and is configurable
- Reworked structural outfits and number of ship slots
- Weapon sets are more simple with no distinction between weapons and non-weapons
- Possible to legally obtain all “standard” factional ships and outfits
- Point defense weapons that automatically fire at fighters and missiles
- A lot more content
- Significant engine speed-ups
You can get the latest version from any of the following sources:
The new version should be compatible with older save games, and will update things as necessary. However, in this release, given the big changes done to the universe, old saves will potentially have the their universe map in a bit of a mess.
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Changes since 0.10.6
- 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 withPoint defense systems that can shoot down missiles and torpedoesSpace object (planets, stations, etc.) properties affect quantity of missions availableMoved many missions and events to the vn systemCan sometimes find POI events with a pulse scanner equipped when entering systemsChanged the visuals for some of the nebulas (PSO, Mizar)Pirate bribes cost more depending on your fleet and are based on points not massMissions are introduced less all at once to the playerBlink drives are more flexible but use energy and generate heatRazor class weapons have been completely reworkedCan steal more than one outfit from a ship with high boarding bonusDifferentiated more significantly the energy / kinetic / plasma weapon typesdiy-nerds: improved reward Quality of LifeSignificantly improved autonav Configurable and can use lanesMore efficient at reaching target locationsNew option like follow pilots through jumps or brake when going to positionsMake it explicit when all the escorts have jumped or landedEscorts will keep their same loadout until the game restartsPlayer ship is no longer translucent when in stealth as it is redundant with the stealth iconShow enemy/ally factions in the faction standing info windowSpace dust is properly anti-aliasedMinor speed ups to patrol lane computationsTry to enforce minimum number of articles in the newsIndependent patrol and bounty missions can be completed on more planets and stationsCan hide or prioritize missions from the info menuManual aiming model aims at the mouse location when the mouse is visibleTravelling merchant tells you when new wares are available and should be easier to findLua Love API should be better at handling input and not apply keys held before startedIncrease time compression when disabledInverted how hide, evasion, and stealth value percent bonuses work. Now lower is betterHide locked slots without outfits as the player can’t do anything with themAdded volley mode to weapon sets that makes weapons fire as fast as possible, instead of staggeredAutonav options are now player-specific and accessible via the info menu settings buttonTravelling merchant gives full details of the intrinsic outfits they provideSelected slots in the equipment window will only show outfits that fitAutonav routes consider distance travelled in-systemMade stress more visible in the slim GUIReworked how stats are displayed to be more visible and intuitiveCan show all known outfits or ships in with the map find functionalityWeapon sets much more flexible, verbose, and easy to useWeapon sets remember slots, not outfitsRoute is visible on all map modes nowBlink and flicker drives can use double tap arrow keys to move aroundToolkit is cached in a framebuffer for much faster renderingIntrinsic outfit details now visible from the equipment menuVisually indicate which pilots are scanning the player on the overlay and radarsCan sell all outfits on any spob with an outfitterEnemies in patrol missions should not run awayChanged the faction standing caps to allow the player to get all ships when maxed out. Will be decreased in the future as missions are addedSlot icons to make it more clear what special slots a ship hasSystem markers and autonav TARGET marker will try to not overlap with jumps and spob namesSlim GUI uses primary/secondary colours like the info menuSlim GUI now shows activated outfits and all weapons all the timeAdded short names to some outfits such that they are easier to distinguish in the GUI New ContentNew mechanic for House Sirius called flow to unlock psychic powers Gives passive bonuses to Sirius shipsOutfits allow use on non-Sirius ships8 new missionsFinish the Minerva campaignNebula refugees24 new eventsAbandoned stations with secretsGreedy pirates looking for dominationChallenges of the mindMysterious signalsMore points of interest67 new star systems with 123 new space objectsMore interesting and unusal locationsMany new unique graphics37 new outfitsSirius flow outfitsCompletely reworked Sirius weapons tooPoint defense systemsNew accessoriesIntrinsic outfitsand more!Many new outfit graphicsNew NPC graphicsMore NPC and news messagesAdded the Space Trader Society factionCustom death animations for many shipsMore ways to increase fleet capacityThe pirate clans are now more differentiated in terms of AI behaviour and tauntsMore factional landing messagesRehabilitation missions have been made more factional and a new rehabilitation mission for the FLF is now available EngineMap system viewer is more compactAdded hook.hail_spobEvents support tagsEditor supports tagsLibrary to handle conditionals for mission computer missionsAdded support for disabling specific patrol lanes from being generatedSupport for Lua scripting for shipsChanged api of evt.claim and misn.claimMissions/events load Lua as chunks instead of compiling each timeSignificant speed-ups in collision detection with quadtreesHooks “outfit_buy”, “outfit_sell”, “ship_sell”, and “ship_swap” pass Lua objects instead of stringsShips can have extra descriptions that show up on mouse overMore Lua API added such as pilot.armour, pilot.shield, or naev.missionListSoromid NPCs can have custom descriptions based on geneticsImproved VN API with vn.move, vn.musicVolume, etc.Improved VN handling of non-ascii fontsSupport for generating munitions from outfitsImproved derelict script to handle custom derelicts betterRemoved some custom environment and string handling functions for standard SDL ones (requires 2.0.18 now)Better handling of user localesWeaker effects shouldn’t overwrite stronger ones anymoreSpobs can use communication graphicsRequire OpenGL 3.2 for geometry shaders nowSupport for advanced collisions such as weapon on weapon, allowing for point defense weaponsRenamed thrust to accel for more consistency and simplificationsSupport for buying intrinsic outfitsShip distress moved to the message frameworkOutfits have support for double tapping accel/left/right triggersRemoved toolkit fading effectsSupport for rendering images as SDFsSignificant loading time speed-up with multithreadingFixesMain menu more responsive when changing windowsTypo and wording fixesFixed many corner case crashes in the editorFixed cargo missions not being generated in some parts of the universeGame no longer crashes when loading save with persisted Lua pointing to nonexistent systems/spobsMinor improvements to many existing missionsFixed crash when events trigger other events on creationFixed autonav sometimes having trouble landing with reverse thrustersQex races should be much less laggy nowFixed some outfits using the wrong store imagesFixed system viewer not being consistent with mapPlayer’s escort damage is counted towards players damageAvoid having missions duplicates for cases where they can significantly stack such as patrol missionsFire rate and action speed should affect damage and disable of beam weaponsFixed some outfits not having “Activated Outfit” in their descriptionFixed ships offering 100 fuel refuels twiceFixed some ships having trouble equipping because of stacking engine reroutes and suchImproved AI’s scanning behaviour to be more robust to stealth pulsingFixed POI generating in extremely volatile systemsFixed tutorial running during cinematicsFixed active outfits not showing “activated outfit” in their summary sometimesFLF no longer become true allies of the Dreamer Clan to not limit the players actionsMade audio system more robust to running out of source errorsAI should be less prone to jump before their leaderAI will turn off weapons ionizer when going for a killHardened physics engine a bit to overflow that happens in 49 days of straight game timeDon’t allow giving the player names that can’t be savedAllied factions won’t help out the player against neutral targetsFixed pilot.setSpeedLimit not workingShow tracking icons for non-turret bolt weapons tooHave ships be a little less spammy distressingGave unicorp storm launchers a rarity of 2 and made it more availableFixed resizing not working on the background and toolkit in some casesTurn off all weapon sets when entering stealth or changing typeMap’s discovery mode shows system featuresFixed rare hard crash when beams are being firedFixed crash when change tab triggers a takeoffBuffed Scanning Combat AI to have an additional +15% trackingBuffed weapon ionizer to only -50% damage from -70% damageSoromid Arx now has one non-exclusive heavy non-bio slotCan only start to afterburn with enough energy for 0.5 seconds of afterburningConsider beam width when computing collisions