Naev, the excellent 2D space combat and trading game, recently released a huge milestone (0.5 beta). It adds a far larger universe with more planets, more gameplay aspects such as electronic warfare, gui improvements and lots more. It also added new features to the game's engine giving developers more tools and features to play around with.
The Naev devteam is proud to announce the release of Naev 0.5.0! This release is the result of over a year of hard work done by nearly 30 committers. This release is just a step in the path for ultimate greatness and a major step forward in the maturity of Naev. It has many major gameplay changes and signifies the coming of age of Naev, which has now exceeded the tag of Escape Velocity clone.
Due to the size of the 0.5.0 ndata, downloads shall from now on be hosted at Sourceforge instead of Google Code due to the latter’s arbitrary size limits.The rest of the project infrastructure will remain unchanged.
In the future, a shorter release cycle will be used, with focus on the remaining features left before content can be the main focus which include asteroids, dynamic economy and fleet AI, among others.
Some statistics of the release to give an idea of the magnitude:
961 files changed, 91734 insertions(+), 25431 deletions(-)
Larger universe
Expanded Dvaered, Frontier, Empire and Pirate territories
All-new Sirius and Soromid territory
Big systems
More planets per system
Much larger planets, many new planet and station graphics
Players must fly to jump points before jumping to another system
Overlay map for in-system navigation
Mouse interactivity
Planet, ship and jump point targeting
Contextual click actions (board, hail, land, etc.)
Optional mouse-controlled flying
Electronic warfare
Ships have cloaking and detection abilities
Sensor range depends on cloak vs detection
Turrets no longer track all ships equally
Time model changes
In-game time progresses in real-time
Dynamic time compression speeds up long journeys
On-map security rating abandoned in favour of faction presence indicators
System backgrounds (nebulae, stars and more!)
Fancier new GUI
Brand-new tutorial that is independent from the main game
Outfit slots now have sizes
Weapon sets allow easy configuration of different weapon combinations for each ship
Ship and weapon heat system
Weapons start with perfect accuracy, and become inaccurate as they overheat
Severe overheating causes rate of fire to drop
Damage absorption and penetration system
More diverse planetary inventories (see the tech system below)
Random bar NPCs
Sound system improvements
Smarter autonav behaviour
… and plenty more (new missions, ships, outfits, portraits, etc.)[/list]
For Developers (Missions and likewise)
Faction presence
Replaces security and simple fleet spawning
Fleet spawning is now controlled through Lua on a per-faction basis
Universe and system editor
Allows easy and quick modification of the universe
Can create and manipulate planets, systems and jumps
New tech system
Techs are groups containing outfits, ships or other techs.
Assets (formerly planets) sell whatever is in their assigned techs.
Hook improvements
Pilot hooks pass arguments by default
You can now pass custom arguments to hooks
Many new hooks
Replaced old timer system with new hook-based timer system
Improvements to the in-game Lua console
Missions can now use more than a single mission marker
ndata-locating code is much-improved
Lua/Luajit and CSparse system libraries can be used instead of internal ones
SDL_image is no longer a dependency
Events can now be saved
GUIs can be written in Lua
Camera API allows much greater camera flexibility
Vast amounts of other Lua API additions and enhancements
Future of gaming by Bioware:
"WHEN YOU PRESS A BUTTON, SOMETHING AWESOME HAS TO HAPPEN."
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