Naev Versions Save

Naev is a 2d action/rpg space game that combines elements from the action, rpg and simulation genres.

nightly

2 weeks ago

Commits

  • fdbb0b6: Bump cgltf to 1.14. (Edgar Simo-Serra)

v0.11.4

2 months ago

The Naev DevTeam is proud to announce the release of Naev version 0.11.4.

This new version contains a diversity of fixes, including a crash when selling deployed ships, and some issues that still appeared on some platforms when using autonav. We are also glad to announce that this version includes two complete translations: Japanese and Spanish. Most of the outstanding issues have been resolved and we hope that this is the last release in the 0.11.x series.

If you are interested on helping the Naev project, you can get in contact with other players and developers from the [contact page (https://naev.org/contact/).

Full Changelog

  • More guards against divides by zero in autonav
  • Fixed warnings on certain OpenGL drivers
  • Fixed toolkit not rerendering when right-clicking on tabbed windows
  • Fixed Marius enclave description
  • Tweaked Za'lek Diablo and Mephisto stats so that they are better suited to their respective roles
  • Updated flicker drive, blink drive, and hyperbolic blink engine descriptions to be more complete and correct
  • Initialize outfit Lua scripts when added in the equipment view so that flicker drive signature gets properly computed
  • Flicker drive no longer displays -10% signature range bonus twice when equipped
  • Fixed crash when selling deployed ship
  • Gave the Dvaered warlord event better criteria so they don't attack the hypergate
  • shark/sh01_corvette: have the pilot jump in from the same system as the player
  • minerva/kex03: have mission claim the crimson gauntlet to prevent unwanted spawns
  • dvaered/gauntlet: have mission claim the system if it can, but not fail if it can't
  • trader/trader_escort: player can only escort one group of traders at a time
  • neburesearch/neburesearch_01: use the correct faction when complaining
  • Fixed some typos and revised writing
  • Translation updates

v0.11.3

3 months ago

The Naev DevTeam is proud to announce the release of Naev version 0.11.3.

This new version hopefully fixes the bug that causes autonav to crash the game in specific conditions, fixes autonav breaking when loading old saves, and increases the yields of mining five-fold. Other minor bug fixes and translation updates are included in the update.

Thanks to all those reported and involved in the fixing!

Full Changelog

  • Don't run discovery event when in cinematic mode
  • Do a better job of updating old save autonav settings
  • Added more checks so tutorial messages don't appear in claimed systems
  • Fixed blinking not breaking stealth
  • Fixed auto-hail message colouring
  • Only do updates with positive delta ticks
  • Fixed cargo disappearing when buying a ship when over the cargo limit
  • Don't let the player trade ships when they have mission cargo
  • Fixed not being able to turn off point defense weapons
  • Fixed Za'lek drone bay being cheaper than the mini-bay
  • Flicker drives can not be stacked and are mutually exclusive with other blink drives
  • Decreased Nexus Drill Lance mining malus from -80% to -15%
  • Increased all mining yields by roughly 5 times
  • sciencegonewrong/02_sciwrong: make the drones not hostile to other factions
  • neutral/baron_comm: fixed trivial warning when trying to clean up baron comm event
  • neutral/wastedump: fixed getting rid of cargo while landed
  • Translation updates

v0.11.2

4 months ago

EDIT: This release has been updated to include a universal version for Intel and ARM Macs!

The Naev DevTeam is ashamed to announce the release of Naev version 0.11.2

Inside the improvements of 0.11.1, a critical bug that seems to affect release-version windows only sneaked in. This bug causes autonav to basically crash the game when activated in certain conditions. Given that this makes the game pretty much unplayable on affected systems, we created a new version that should solve the issue.

Thanks to all those reported and involved in the fixing!

Full Changelog

  • Stopped autonav from preventing wobble and overshooting by crashing the entire game

v0.11.1

4 months ago

The Naev DevTeam is proud to announce the release of Naev version 0.11.1.

This update fixes some issues on certain platforms with video memory corruption and crashes, and a myriad of smaller issues here and there. It is highly recommended to update to the newest version. We would like to thank all the contributors who have participated and helped in the making of this release.

Full Changelog

  • Give all ammo back to player after doing obelisk
  • Fixed player being invincible after completing an obelisk
  • Fixed a crash when loading games while a landing hook was running
  • Fixed race condition in threadpool
  • Fixed asteroids spawning in not proper shapes
  • Fixed autonav wobble and overshooting
  • Point defense won't shoot at disabled pilots anymore
  • Fixed battery descriptions
  • Discovering a hidden jump will make both directions known
  • Fixed AI trying to scan hostile targets they lost track of
  • Properly save and load reward_value to and from saves
  • Fixed events and missions being able to trigger in obelisk tests
  • Fixed beam weapons not hitting asteroids
  • Properly compute weapon range with launch_range modifiers
  • Fixed some range checks with inrange weapon sets
  • Fixed Empire Pacifier mass being too low
  • Fixed warning when looking at internal flow amplifier descriptions
  • Removed Soromid Ira turret and forward weapon stats
  • Fixed reality rip and avatar of sirichana abilities giving errors when the AI tries to use them
  • Fixed issue on some systems with indexed images
  • Fixed pirates and pilots that don't care being able to disable the fake transponder
  • Can now see and target allies that are stealthed
  • Pheromone emitter won't do anything in exclusively claimed systems
  • Fixed some weapons such as beams not hitting targets other than selected one
  • Fixed rendering order making it so most effects were below the player
  • Fixed fallback switch weapon sets not being found properly
  • Fixed bioship "Wanderer" perk giving absolute accel bonus instead of relative
  • Increased Neural Accelerator Interface energy regen malus to -100%
  • zalek/blackhole/zbh09: don't error out when a bioship ceases to exist
  • kidnapped/traffic_00: fixed formatting string telling the player what system to go to
  • kidnapped/traffic_01: ship should spawn if taking off in the same system, not just jumping in
  • tutorial/nelly01: fixed derelict message not appearing
  • minerva/pirate4: fixed save me spam only being print once
  • neutral/seek_n_destroy: fixed warnings when taking off in the same system
  • sirius/achack/achack01: fixed not being able to accept mission
  • dvaered/dv_diversion: fixed not being able to accept mission
  • dvaered/dv_bikers: don't allow the player to use escorts and properly update mission TODO
  • sirius/achack03: fixed not being able to complete the mission
  • neutral/kidnapped: fixed inconsistency in the name of the system to go to
  • shadow/shadowrun: fixed VN issues not allowing mission completion
  • shadow/shadowrun: changed locations to make it possible to do in the allotted time-frame
  • shadow/shadowvigil: fixed Seiryuu not appearing
  • shiplover: don't ask the player about ships they can't obtain
  • Fixed many typos
  • Translation updates

v0.11.0

4 months ago

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

Full Changelog

  • 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
    • Differentiated more significantly the energy / kinetic / plasma weapon types
    • diy-nerds: improved reward
  • 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
    • Slim GUI uses primary/secondary colours like the info menu
    • Slim GUI now shows activated outfits and all weapons all the time
    • Added short names to some outfits such that they are easier to distinguish in the GUI
  • 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
    • 24 new events
      • Abandoned stations with secrets
      • Greedy pirates looking for domination
      • Challenges of the mind
      • Mysterious signals
      • More points of interest
    • 67 new star systems with 123 new space objects
      • More interesting and unusal locations
      • Many new unique graphics
    • 37 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
  • 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
    • AI should be less prone to jump before their leader
    • AI will turn off weapons ionizer when going for a kill
    • Hardened physics engine a bit to overflow that happens in 49 days of straight game time
    • Don't allow giving the player names that can't be saved
    • Allied factions won't help out the player against neutral targets
    • Fixed pilot.setSpeedLimit not working
    • Show tracking icons for non-turret bolt weapons too
    • Have ships be a little less spammy distressing
    • Gave unicorp storm launchers a rarity of 2 and made it more available
    • Fixed resizing not working on the background and toolkit in some cases
    • Turn off all weapon sets when entering stealth or changing type
    • Map's discovery mode shows system features
    • Fixed rare hard crash when beams are being fired
    • Fixed crash when change tab triggers a takeoff
    • Buffed Scanning Combat AI to have an additional +15% tracking
    • Buffed weapon ionizer to only -50% damage from -70% damage
    • Soromid Arx now has one non-exclusive heavy non-bio slot
    • Can only start to afterburn with enough energy for 0.5 seconds of afterburning
    • Consider beam width when computing collisions

v0.11.0-beta.3

5 months ago
  • 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 damage
    • seek_n_destroy: missions should work properly when boarding the target
    • flf_diversion, flf_rogue: Missions should no longer be able to have ridiculously low credit rewards
    • ec00: changed it so you can't hail the collective drone
    • escort: fixed pilots not flying in formation
    • Fixed many typos
    • Translation updates
  • 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 case
    • poi: renamed 'Pristine Derelict' to 'Unusual Derelict'
    • poi_intro: fixed typo
    • achack03: fixed mission not being acceptable and harja spawning forever
    • achack04: fixed missing formatting string
    • dv_bikers: made missiles significantly more dodgeable and changed location
    • Translation updates
  • 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
    • 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
    • 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
    • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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.)
  • 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
  • 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
    • 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

v0.9.0-beta.1

5 months ago
  • 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
    • Lots of optimization
    • 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

v0.11.0-beta.2

5 months ago
  • 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 case
  • poi: renamed 'Pristine Derelict' to 'Unusual Derelict'
  • poi_intro: fixed typo
  • achack03: fixed mission not being acceptable and harja spawning forever
  • achack04: fixed missing formatting string
  • dv_bikers: made missiles significantly more dodgeable and changed location
  • Translation updates

v0.11.0-beta.1

5 months ago
  • 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
  • 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
  • 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
  • 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