Devlogs
Naev 0.10.0-beta.1 Released! Naev A downloadable game for Windows, macOS, and Linux
Posted December 02, 2022 by Synchro
#beta
So it’s that time of year again. Although a lot of new features, content, and mechanics have
been added, there has also been significant effort in modernizing and rewriting large parts of
legacy code in an effort to improve performance overall. As with all major releases, so much
has changed that it is nearly impossible for the release to be bug free and for this purpose we
wish to start doing a series of betas for public testing of the upcoming 0.10.0 release.
If you try it and find any issues, please report them at the issue tracker . Discussion about the game can be had on one of the various discussion forums and chatrooms we have. Check them out here!
To get the new version you can:
Download the beta from GitHub Opt-in to the beta branch on Steam Download the attached files on this announcement, or Download the Beta versions on our Itch.io Page
Attacking traders in a Pirate Hyena.
Full Changelog
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
Files Linux Beta (x86_64) 472 MB
Version 0.10.0-beta.1+DEBUG.20221202
Windows Beta (x86_64) 466 MB
Version 0.10.0-beta.1+DEBUG.20221202
macOS Beta (x86_64) 454 MB
Version 0.10.0-beta.1+DEBUG.20221202