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Sporadic Naev Newsletter Vol. 3


Rather than waiting 10 years again from the previous edition of our sporadic naev newsletter, we’ve only let 2 years pass this time. In this edition, we’ll talk about some improvements in 0.10.0 that may have gone under the radar, and the upcoming 0.11.0 release.
[h3]State of 0.11.0[/h3]
With a ton of commits and content since 0.10.0, things are starting to shape up for 0.11.0. This release has focused greatly on reworking and improving existing systems by bringing up to modern standards. In particular, things such as how weapons are implemented, how ship stats are dealt with, autonav internals, npc/news/derelict internals, reworking old missions into the visual novel system, etc. have been mainly rewritten to improve shortcomings. While this is not really visible in the end product directly, it has enabled a lots of new features and improved the overall robustness of the game.

However, this release is much more than just elimination of technical debt, as this release features a lot of new content in pretty much every area of the game: more events, more missions, more lore, more outfits, and more locations. The icing on the cake are new mechanics such as point defense systems, flow mechanics, and trials. Overall this is shaping up to be quite a large release and we are excited to share it with you.
[h3]Universe Revisited[/h3]
As mentioned before on the blarg, the universe has been completely rework for 0.11.0. The universe should have a much more natural feel that matches the lore, with the Sol Nebula being more omnipresent as you travel around. This has required significant changes to many systems and system objects, so that many places you knew will probably seem familiar but quite different at the same time. It may take a while to get used to.

In numbers, some 67 new systems and 123 new space objects have been added, mainly around the Sol Nebula to give a more in-depth sensation of destruction and the fragility of humankind. Besides the typical planets and stations, these systems also contain many secrets that you can uncover.
[h3]House Sirius Rework[/h3]
For 0.10.0, the Soromid got a major rework by getting true bioships that can level up and learn different skills, now it’s only fair for the neglected House Sirius to also get the same treatment. Instead of extreme biological engineering, House Sirius relies on psychic abilities called flow. While individuals don’t possess very strong powers by themselves, House Sirius has designed their ships to be powerful amplifiers to be able to unleash potent abilities on the battle field.

The player will also be able to obtain similar psychic powers and unlock the full potential through new tests that can be found throughout space. Each test will require the player to overcome obstacles in order to unlock new abilities and also increase their overall psychic powers.

While Sirius ships have flow capability built-in, other ships can also use structural outfits to enable flow capability, allowing for more customization. That said, Sirius ships get unique bonuses from flow powers which are not available to other ships.
[h3]Plugin System[/h3]
Although the plugin system was introduced in 0.10.0, it has gone largely unnoticed. Currently, it is possible to replace and modify all parts of the Naev that are implemented in Lua, which includes important parts such as autonav, many outfits, ship explosions, and more! Not only that, Naev has option networking built in with enet, allowing for networking functionality. On this line, there is a very much WIP multiplayer plugin, that allows for playing with other people. To make development somewhat easier, a development manual is being worked on, which covers things like how to write content for Naev and how to structure plugins. Given the advanced programming possibilities with the Naev Lua API, the only limit is your imagination!

Oh, there is explicit support for total conversions too!
[h3]New Content[/h3]
There’s also a bunch of new content being worked on. Not only have the NPCs and news you can find at the spaceport bar been greatly reworked to me more relevant to the context at hand, but many new missions, factions, and mechanisms have been implemented. The new universe has also given opportunities to diversify the different factions and make them feel more unique, from taunts to landing messages.

First of all, with optimizations done to the engine, it’s finally possible to have efficient point defense systems, something that has been asked for by players for a long time. Point defense systems will automatically target nearby missiles, torpedoes, and even interceptors! Of course the exact specs will depend on the outfit, Guardian Systems use powerful lasers to focus on torpedoes or interceptors, while Soromid Spittle Clusters have been bio-engineered to create screens of bubbles to block weaker, but faster missiles.

A new neutral faction has been created to replace the old Trader’s Guild. The new Space Traders Society is an organization that spans different guilds and has important subfactions such as the mercenary guild Astra Vigilis, the Mining Vrata, and the Imperial Red Star. They have important presence in several systems where new outfits are also available for trade.

Finally, more events missions have been added throughout the universe, and although not finished yet, we expect the conclusion to the Minerva campaign to make it into 0.11.0.
[h3]Game Optimization[/h3]
One issue Naev has traditionally had with the large systems it features, is slow downs when many pilots were fighting each other as a result of a primitive collision system. Well, it is no longer an issue as the current system has been reworked with quadtrees. Testing shows that it is much much faster in extreme cases, with the game easily handling hundreds of ships fighting each other without slowing down. Furthermore, many aspects of the game have been profiled and optimized such that the game should run much more fluid than 0.10.0.

Tests show that where Naev 0.10.0 would choke and become a slide show, Naev 0.11.0 will be able to run without a hitch, such as 50 Dvaered Vendettas fighting with 50 FLF Lancelots. That said, given the high levels of time compressions capital ships can reach, it is likely in some extreme cases you may experience some slow downs.
[h3]Concluding Remarks[/h3]
This concludes the Sporadic Naev Newsletter Vol. 3, and see you again in the next one!

New Autonav


Pirates have always been an issue for the law-abiding player. They are everywhere and relentless. However, with the addition of patrol lanes in 0.9.0, the universe has become a safer place, at least where the patrol lanes exist. Although that made things much easier for the player, a gaping flaw was that the autonav system did not understand how to use these lanes. For 0.11.0, we implemented the long awaited feature that autonav will now use patrol lanes if configured to!.

So how does this work? By default, autonav will use patrol lanes of non-hostile factions when jumping, and will not use them otherwise. You can configure it to not use lanes for jump, and also to use lanes for landing on planets or stations from the new settings option accessible in the info menu. The settings button replaces and incorporates the “Set GUI” functionality.



To get this working the entire autonav system was scrapped and rewritten, this also has the added effect of being much more accurate and efficient when travelling around. Overall it’s a win-win situation! Hopefully this will ease the early game and save many pilots from meeting their fate at the hands of the hordes of marauders lurking in the darkness.

As always, you can opt-in to the nightly beta branch on steam, or download the nightly from itch.io or github to get the latest and greatest of Naev development. Due note that this can be unstable, and make sure to back up your 0.10 saves first!

Ships Go Boom

This post is about development on Naev 0.11.0.

At the 2nd anniversary of posting about implementing raymarched fancy explosions, it’s time to talk about trying to use the system to its full potential. And by full potential, I mean custom ship explosions!

All of the factional ships have been given custom explosions, some slightly different from the “standard” explosions, while others have much more radical changes, including different explosion types, secondary effects, and radically different colours. Time to explode and damage have also been changed, while some explosions now do different damage types and/or apply disabling effects. This should help have the different factions and ships feel more different.

[previewyoutube][/previewyoutube]

From the technical side of things, custom ship explosions are done by using Lua scripting for ships, similar as what was done for outfits. This opens up a whole new possibility of what can be done with ships, I won’t cover other things being done with this yet, but it has to do with the Great House Sirius rework which brings about psychic powers. All these changes will be included in version 0.11.0 which should be released around December this year. Lots of exciting development to look for for the rest of 2023!

Naev 0.10.6 Released!

EDIT: The Linux build is fixed now, if you were having issues please restart Steam and check for a new update!

The Naev DevTeam is proud to announce the release of Naev version 0.10.6. This releases fixes some minor memory leaks and some data inconsistencies. It is recommended to update to as soon as possible. We hope this is the last 0.10 release before 0.11.0.

Although it has been tested, there are almost certainly still bugs around, please report any issues on this tracker,  and feel free to join one of our chatrooms or discussion boards (here).

You can get the latest version from any of the following sources:


[previewyoutube][/previewyoutube]

[h3]Changes since 0.10.5[/h3]
  • 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

Naev 0.10.5 Released!

The Naev DevTeam is proud to announce the release of Naev version 0.10.5. This release fixes an important crash among other minor fixes. It is highly recommended to update to as soon as possible.

Although it has been tested, there are almost certainly still bugs around, please report any issues on this tracker,  and feel free to join one of our chatrooms or discussion boards (here).

You can get the latest version from any of the following sources:


[previewyoutube][/previewyoutube]

[h3]Changes since 0.10.4[/h3]
  • Start counting effect stacks from 1 not 2
  • Fixed launcher weapons using outfit mass instead of ammo mass
  • Fixed some typos
  • Fixed equipment of Lancelot in “Sharkman Is Back” mission
  • Fixed clicking on jump points also selecting planets in some cases
  • Fixed some events not claiming systems that could interfere with other missions
  • Fixed some formatting in the alt text when hovering over outfits in the equipment window
  • 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
  • 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
  • hypergate_construction: should actually claim the system
  • ec06: refuel tanker should provide as much fuel as possible
  • taiomi: fixed claim check for last mission
  • taiomi09: fixed smugglers becoming hostile in some cases