Naev 0.13.0-beta.1 Released!
[p]This cycle, the beta arrives with some massive underlying technology changes and a lot of new gameplay and content. This release marks the first step into Naev’s next era with Rust-powered internals and the debut of our fully integrated plugin manager.[/p][p]You should be able to continue old 0.10.0+ saves, but due to the scale of changes (especially engine-side), starting a new fresh save will give the smoothest experience. For saves older than 0.10.0, please load the save once with 0.12.6 before loading it with newer versions.[/p][p]You have to opt-in to the beta from the game options menu on steam to try it out![/p][h3]What’s new?[/h3]
[/p][h2]Full Changelog[/h2][h3]Gameplay[/h3]
- [p]Engine migration begins: Rust + SDL3: The engine now uses SDL3 and the port to the Rust programming language has started, improving stability and paving the way for major future upgrades.[/p]
- [p]Integrated Plugin Manager: Naev now includes a native plugin browser, installer, and updater, all with access to the online plugin repository built right in.[/p]
- [p]Major content additions:[/p]
- [p]28 new missions and events[/p]
- [p]New intertwined Imperial minor houses[/p]
- [p]New systems, anomalies, portraits, objects, and more[/p]
- [p]20+ new songs[/p]
- [p]New and reworked outfits[/p]
- [p]11 new ship variants[/p]
- [p]Significant gameplay tweaks: Heat mechanism removed, pirates are less dangerous to new players, camera is truly isometric, improved forward weapon aiming for the player, and core outfits have been reworked to use a 1 or 2-slot system.[/p]
- [p]Lots of fixes, balance work, and internal cleanup: From physics touch-ups to mission fixes, weapon tweaks, save robustness, and API consistency, a lot has been improved in this release.[/p]
[/p][h2]Full Changelog[/h2][h3]Gameplay[/h3]
- [p]Removed heat mechanic (to be readded as a new mechanic in the future)[/p]
- [p]Made pirates less dangerous to new players[/p]
- [p]Marauders are now intrinsically weaker than other pirates, especially with low pirate presence[/p]
- [p]Made pirates less aggressive[/p]
- [p]Change pirate spawning to be mainly marauders in low presence areas[/p]
- [p]Fuel from outfits has been tweaked a bit[/p]
- [p]NPCs now have skill levels that can affect their targeting and fighting ability[/p]
- [p]Bioships have had their skills and modifiers slightly reworked to be better balanced[/p]
- [p]Light, medium-heavy and ultraheavy ship now have two core hull/systems/engine slots, one main and one secondary[/p]
- [p]Effects of heavier cores can be obtained by stacking smaller ones[/p]
- [p]Engines have been reworked to be more coherent and consistent[/p]
- [p]Tricon engines have much higher acceleration to max speed ratio[/p]
- [p]Melendez engines have higher speed, but low acceleration and turn[/p]
- [p]More consistency across lines[/p]
- [p]Gauntlet intrinsics are stronger and now mutually exclusive[/p]
- [p]Intrinsics from a certain trader are now stronger[/p]
- [p]Ships now disabled below a certain armour threshold regardless of stress[/p]
- [p]AI is less susceptible to stealth bomber cheese[/p]
- [p]Point defence now shoots at all ships prioritizing smaller ones after missiles[/p]
- [p]Cargo delivery missions have increased cargo amounts[/p]
- [p]Minimum stealth range also affects detection and signature[/p]
- [p]Ships can have a minimum cargo-less mass of 50% of the ship base mass[/p]
- [p]Damage over time effects now can cause faction loss and other effects[/p]
- [p]New harder difficulty[/p]
- [p]Gauntlet negative bonuses are now multiplicative[/p]
- [p]Stealthing will temporarily jam locked on munitions[/p]
- [p]Changed forward weapon aiming algorithm for the player so it is easier to shoot small ships with skill[/p]
- [p]Reflective shell now shoots thorns[/p]
- [p]Plugin manager built directly into Naev[/p]
- [p]Access to the online plugin repository[/p]
- [p]Can easily add or remove plugins from local or online sources[/p]
- [p]Autonav improvements[/p]
- [p]Can automatically land when following a ship[/p]
- [p]Improved autonav behaviour when losing a followed ship[/p]
- [p]Disables afterburner when getting ready to land or jump[/p]
- [p]Shooting non-point defence weapons resets autonav speed up[/p]
- [p]Combat and ambient music tries to play from where it was last stopped when applicable[/p]
- [p]Gave small untargetable time to player when using hypergates and wormholes[/p]
- [p]Ships that are scanning you use a different colour hilight[/p]
- [p]Landable but uninhabited space objects use a different icon[/p]
- [p]Deployed fighter equipment is no longer random[/p]
- [p]Added support for multiple automatic backups with 5 by default[/p]
- [p]Game will prompt if exiting the game when save data loss can occur[/p]
- [p]Escort mission revamp[/p]
- [p]Escorts now follow the player[/p]
- [p]Autonav will warn the player if jumping or landing will fail the mission[/p]
- [p]Autonav will wait for escorts when landing or taking off[/p]
- [p]Radar now has a linear area and a logarithmic area (outside the circle) to show more regional information[/p]
- [p]Support for automatically restarting Naev when changing options that require it[/p]
- [p]28 new missions and events[/p]
- [p]Go treasure hunting[/p]
- [p]27 new outfits and reworked cores[/p]
- [p]Outfit sets that gain bonuses as more elements of the set are equipped[/p]
- [p]11 new ship variants[/p]
- [p]New sensor anomalies[/p]
- [p]Two new intertwined minor houses of the Empire with new systems and lore[/p]
- [p]More space objects with new things to explore[/p]
- [p]New portraits[/p]
- [p]Over 20 new songs[/p]
- [p]More variation in landing and situational music[/p]
- [p]Significant changes in jumps (hidden and otherwise)[/p]
- [p]Reworked the visuals for some weapons using shaders[/p]
- [p]Start to more strictly enforce Oxford spelling[/p]
- [p]Racing reward system reworked[/p]
- [p]Reworked escort missions so that escorts follow the player and improved how it interacts with autonav[/p]
- [p]Began porting to Rust[/p]
- [p]Engine now uses SDL3 instead of SDL2[/p]
- [p]Camera is isometric-ish instead of using top-view game play (can be modified by plugins)[/p]
- [p]Engine supports modifying some important constants such as those related to the physics model for use in plugins[/p]
- [p]Use instancing instead of geometry shaders for space dust[/p]
- [p]Ship Lua scripting supports “onshootany” now[/p]
- [p]Support for price_mod on tech group commodities[/p]
- [p]Mission and Event NPC’s priority default to the priority of the parent[/p]
- [p]Local maps can have a range parameter now[/p]
- [p]Intrinsic outfits for ships are defined in instead of now[/p]
- [p]Systems can have waypoints that are accessible from missions[/p]
- [p]Fixed some flickering at the end of ship trails[/p]
- [p]Diff mode in the editor remembers filenames and diff names[/p]
- [p]Slots can have tags[/p]
- [p]Outfits can fit an additional slot property[/p]
- [p]Support for hiding dynamic ship stats from outfits in the equipment support[/p]
- [p]Outfits support inline Lua definitions[/p]
- [p]Can override long class names of spobs[/p]
- [p]Changed how ship statistics are computed: those from same source will be additive, while different sources will be multiplicative[/p]
- [p]New ship stats and changes[/p]
- [p]Weapon speed with variants for cannons and turrets[/p]
- [p]Minimum Stealth Range[/p]
- [p]Absolute Mass[/p]
- [p]Absolute CPU[/p]
- [p]Temporary Invincibility[/p]
- [p]Detection Range only affects ‘Detected at:’ range[/p]
- [p]Ship Visibility that affects detection, signature, and stealth ranges[/p]
- [p]Intro text is no longer hardcoded and is handled via Lua[/p]
- [p]SVG image support[/p]
- [p]WGSL shader support[/p]
- [p]trigger library to handle commonly mission code[/p]
- [p]Game will automatically try to detect extensions for image files[/p]
- [p]The Bite turns off afterburners[/p]
- [p]Hiding on screen display information for missions also hides system markers[/p]
- [p]Sensor anomalies now appear in the on-screen display[/p]
- [p]Fixed texture interpolation when alpha is 0 for pixels[/p]
- [p]Fixed adding commodities to space objects via tech groups[/p]
- [p]Engine glow decay is less ridiculous on ships with really weird acceleration / speed ratios[/p]
- [p]Only try to load missions and events with file names that end in .lua[/p]
- [p]Action speed can no longer be negative and disables space worthiness[/p]
- [p]Don’t show OSD frame when not visible[/p]
- [p]Can’t stack Sirius ferry pilgrim missions anymore[/p]
- [p]Add marker mission to help the player find wild space[/p]
- [p]Bioships will reset their locked slots when swapping ship and loading[/p]
- [p]jump_delay was being applied instead of jump_warmup to the engine warm up animation[/p]
- [p]Mass modifiers now affect outfit mass too[/p]
- [p]Ships will no longer appear tilted in the equipment view[/p]
- [p]dv_antiflf02: Make the vigilances less pathetic[/p]
- [p]Gauntlet properly resets outfit cooldowns[/p]
- [p]Saves try to save outfits by slot name to be more robust to changes in the future[/p]
- [p]Player can’t stealth while disabled[/p]
- [p]Getting disabled turns off stealth[/p]
- [p]Carried fighters don’t carry commodities[/p]
- [p]darkshadow: enemies shouldn’t see through stealth[/p]
- [p]Cryogenic Nanobots no longer restore health to 100% on completing cooldown regardless of damage taken[/p]
- [p]Improved AI braking skills[/p]
- [p]Game will not save in certain cases like loading the game and immediately being forced to take off by a load hook[/p]
- [p]Improved handling of fullscreen toggling and resolution changes[/p]
- [p]Faction ships no longer show up as “Unknown” when you first discover a faction[/p]
- [p]Space mines in restricted systems have infinite duration[/p]
- [p]Made Love framework ignore events that were queued before opening[/p]
- [p]Lowered reputation gains from aiding hypergate construction sites[/p]
- [p]Use higher resolution icon[/p]
- [p]Lots of spelling and grammar fixes[/p]
- [p]Translation updates[/p]