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Added screenshot and blarg post.
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---
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title: 'Naev 0.12.0-beta.1'
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author: bobbens
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tags: [ 'release' ]
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blurb: Naev 0.12.0-beta.1 is released!
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---
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This year, we're starting the betas a bit early given the large amount of
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content modified and added. As always, this release contains a large amount of
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changes done during the past year which likely have introduced a lot of bugs
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and issues that we want to iron out before the final release of 0.12.0.
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Now, this release changes a lot of how the game currently plays, and, while it
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is highly recommended to start a new game, it should be possible to just load
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up your old saves without too much stuff being changed. In particular, some of
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the major changes are:
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1. Nearly all the ships are now modelled in 3D with fancy lightings and tilting effects!
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2. You can now capture ships!
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3. New ships and ship variants!
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4. Faction reputation is no longer a single global value, but more nuanced and local.
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5. New challenging area to access many secrets.
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6. In-game Wiki full of mechanics and lore explanations!
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If you try it and find any issues, please report them at [the issue
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tracker](https://github.com/naev/naev/issues). Discussion about the game can be
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had on one of the various discussion forums and chatrooms we have. Check them
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out [here!](https://naev.org/contact/)
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You can get the new version from any of the sources below:
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<%= badge( "github", "0.12.0-beta.1" ) %>
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<%= badge( "steam" ) %>
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<%= badge( "itchio" ) %>
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<%= badge( "flathub" ) %>
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<br>
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<%= image( @items['/imgs/screenshots_0.12.0/llama_voyager.png'], "As a new ship variant of the Llama, the Llama Voyager shares many features but has fundamental differences such as fuel regeneration.", 'center', 'width="720"' ) %>
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### Full Changelog
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* Gameplay
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* Ability to capture disabled ships
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* Faction reputation is no longer universal, but varies on systems
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* Direct faction hit changes are shown as messages
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* Your actions will more directly affect ships in the system
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* Significantly increase maximum potential fleet capacity
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* Excess energy to battery recharge efficiency is now a flat 50% instead of varying based on charge level
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* Gave the Za'lek sting a slight detection buff
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* Can only have a single patrol mission active at a given time
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* Pirates are less numerous during Chapter 0
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* Dvaered Arsenal has no fighter bays and fewer slots
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* Lowered CPU cost of some fighter bays
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* Decreased CPU and energy provided by large core slots
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* Pillaging ships affects reputation
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* Significantly increased the amount of fuel provided by outfits
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* Camouflage burster gives a speed bonus while active and disables when out of stealth
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* Can scan ships with 'u' key
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* Gave the Quicksilver another medium structural slot
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* Beam weapons have minimum delays instead of minimum durations
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* Can stealth when missiles are locked on
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* Deployed fighters take stress and damage over time when their mother ship is destroyed
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* Electron Burst Cannons and Za'lek Heavy Drones have had their damage per second lowered
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* Improved point defense
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* Spittle Tubuloid Cluster is now a utility and does more damage
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* Guardian Interception System does double damage
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* Missiles explode when intercepted
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* Bounties have explicit time limits
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* Derelicts should appear in remote systems
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* Quality of Life
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* Added colourblind correction mode
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* Exposed more colourblind options to the user
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* Can modify game speed directly instead of using a slow mode difficulty for accessibility
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* Messages get folded instead of repeating
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* Asteroids no longer fade out if close to or targeted by the player
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* Display fuel consumption for ships in the equipment overlay
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* Added option to match speed with the slowest ship in the fleet (on by default)
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* Made it so ships in the equipment screen do not change order based on value
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* Mark spaceport bar tab when there is an important NPC
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* Weapon set keybindings change window tabs
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* Use short outfit names when displaying groups of outfits
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* Shown more useful things you have when buying outfits with things other than credits
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* Can sort and filter the mission computer
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* Added small optional bounce to NPCs when they start talking
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* Inform the player when they don't meet mission requirements for some important missions
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* Can add new plugins directly from the options menu
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* Can toggle whether autonav stops when missile lock-ons are detected
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* Added colour coded factional backgrounds in the shipyard
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* Can rotate shipyard image for ships with 3D graphics
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* Prompt when deleting notes
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* Added accessibility option that allows skipping story minigames
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* Can view and change all your ships in the equipment tab when there is refuelling
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* Reduced space dust size by 50%
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* Content
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* New in-game wiki with explanation on gameplay mechanics and lots of lore
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* 8 new missions
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* The Onions call
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* 4 new ships
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* 13 new ship variants
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* Give a new twist to existing ships
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* 6 new outfits
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* New area with unique challenges
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* New events
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* Get more Sirius abilities
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* Find the dark side of the Nebula
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* New NPC portraits
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* New generic NPC and News messages
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* Reworked trails to make ships feel more speedy
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* Engine
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* Support for 3D models
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* Lighting is based on system stars
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* Fancy effects for special systems
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* Ships tilt slightly when rotating
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* Simple animations are supported and used when applicable
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* Support for an in-game wiki
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* Can process YAML, Lua, and markdown
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* Cross-link support
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* Support for custom widgets
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* Stats (except inverted stats) are now additive instead of multiplicative
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* Try to merge saves if multiple directories correspond to the same player
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* More robust weapon set support that can handle multiple overlapping weapon sets
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* Faster handling of asteroids with large exclusion areas
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* Added fuel_usage_mod ship stat
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* Fixed player losing navigation targets when unidiff is applied
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* Fixed ai.idir giving wrong answer by M_PI_2 in some cases
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* Threaded more loading components
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* Lua require now caches chunks
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* Dropped SDL_image fallback
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* Use higher internal timer for all platforms
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* Support for Tracy
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* Spobs that are not landable yet generate presence will be shown on the map
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* Warn the player if they try to use a name with all space characters
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* Decoupled the collision system from the rendering system
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* Added a low memory mode to use fewer and smaller textures with 3D
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* Lazy load ship and outfit graphics to reduce memory usage and decrease load time
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* Use clang-format to format all the C code
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* Use enums internally to represent keybindings instead of strings
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* Always use replaygain information when available when loading vorbis files
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* Stop repeating the same warning after a fixed amount of times
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* Support for outfits that don't break stealth
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* Editor has partial support for universe diffs
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* Editor has separate configuration and file dialogues
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* New ship stats
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* Global weapon range, damage, fire-rate and energy usage
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* Range ship stat for all specific weapon types
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* Turn, speed, and accel for launchers
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* Shield downtime modifier
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* Deprecated old faction API in favour of the new one for local / global standings
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* Added support for temporarily overriding faction standings
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* Fixes
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* PSO and Mizar nebulas have trails again
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* Removed fancy background mode
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* Can remove fighter bays with deployed fighters
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* Sol is less friendly
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* Fixed rare cases where fighters would not be able to dock
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* Fixed hypergate and wormhole effects getting stuck
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* Obelisks tell if you have completed them already
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* Fixed space dust disappearing with certain jump abilities
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* Boarded pilots become permanently disabled if they lose space-worthiness
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* Double tap will activate feather drive like blink engines
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* Fixed camouflage burster not activating stealth
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* Fixed bug where beams were counted as giving energy in the equipment optimizer
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* shadowvigil: claim entire route
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* sh01_corvette: should be completable on easy difficulties now
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* patrol: fixed escorts and fighters becoming hostile if hostile to the mission giving faction
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* Fixed debugging paranoid builds under Windows
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* Fixed autonav not respecting shield thresholds
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* zbh10: Godheart and friends get at most 1 fighter bay per ship now
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* Fixed ESS Trinity being bribeable
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* Cargo on fleets with be displayed to make room for mission cargo when necessary
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* Made it so Shadow Vigil doesn't try to go through Surano system for reasons
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* `blackhole/zbh09`: fixed softlock during a cutscene under certain conditions
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