From e5437d586d49a62c5eab107d691a594ed1cd6071 Mon Sep 17 00:00:00 2001 From: Edgar Simo-Serra Date: Sat, 2 Dec 2023 15:47:10 +0900 Subject: [PATCH] Added initial 0.11.0-beta.1 blarg post --- content/blarg/2023-12-03_0.11.0-beta.1.md | 185 ++++++++++++++++++++++ 1 file changed, 185 insertions(+) create mode 100644 content/blarg/2023-12-03_0.11.0-beta.1.md diff --git a/content/blarg/2023-12-03_0.11.0-beta.1.md b/content/blarg/2023-12-03_0.11.0-beta.1.md new file mode 100644 index 0000000..dea2455 --- /dev/null +++ b/content/blarg/2023-12-03_0.11.0-beta.1.md @@ -0,0 +1,185 @@ +--- +title: 'Naev 0.11.0-beta.1' +author: bobbens +tags: [ 'release' ] +--- + +It's nearing the end of the year and that means time for a new Naev release! +This release is once again a ig one that revamps a lot of existing features and +legacy code, while adding lots of new content and features. Like always, +instead of doing a release directly, we're going to be doing a series of betas +to try to ensure as few bugs as possible sneak into the final release. We plan +to do the official release in about two weeks from now, but it will depend on +how many issues and the likes are found. + +Now, this release changes a lot of how the game currently playe, and, while it +is highly recommended to start a new game, it should be possible to just load +up your old saves without too much stuff being changed. In particular, some of +the major changes are: + +1. Significantly reworked universe map to fit existing lore +2. House Sirius completely reworked +3. Significantly improved autonav that uses lanes and is configurable +4. Reworked structural outfits and number of ship slots +5. Weapon sets are more simple with no distinction between weapons and non-weapons +6. Possible to legally obtain all "standard" factional ships and outfits + +If you try it and find any issues, please report them at [the issue +tracker](https://github.com/naev/naev/issues). Discussion about the game can be +had on one of the various discussion forums and chatrooms we have. Check them +out [here!](https://naev.org/contact/) + +You can get the new version from any of the sources below: + +<%= badge( "github", "0.11.0-beta.1" ) %> +<%= badge( "steam" ) %> +<%= badge( "itchio" ) %> + +
+ +<%= image( @items['/imgs/blarg/2021/screen1.png'], "Attacking traders in a Pirate Hyena.", 'center', 'width="720"' ) %> + +### 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 + * 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 +* 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