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Naev - 2D space trading in the vein of Escape Velocity

Haba

Harbinger of Decline
Patron
Joined
Dec 24, 2008
Messages
1,871,744
Location
Land of Rape & Honey ❤️
Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Well, seeing that there is no thread yet and another beta was released recently...

Naev is a 2D space trading and combat game, taking inspiration from the Escape Velocity series.

You pilot a space ship from a top-down perspective, and are more or less free to do what you want. As the genre name implies, you’re able to trade and engage in combat at will. Beyond that, there’s an ever-growing number of storyline missions, equipment, and ships; Even the galaxy itself grows larger with each release. For the literarily-inclined, there are large amounts of lore accompanying everything from planets to equipment.

New beta gameplay:
http://www.youtube.com/watch?v=8EO9lmUf9Gg

Official site:
http://blog.naev.org/
 
Joined
Feb 19, 2008
Messages
6,992
Looks like a better version of Hellfighter. Liking the Chinese voiceover and the elevator music in the menu, adds some nice atmosphere.

http://www.dracova.com/hellfighter/
http://www.youtube.com/watch?v=_txUFx34vk8

EDIT:

baronjohn said:
The UI is really ugly.
Haba said:
Actually that's the old version, the new one is here - http://www.youtube.com/watch?v=phKX9vfgQ-4

Looks *way* better. Apparently it's like a whole new game, shame it's not bloody released to the gen. public yet.
 

Morkar Left

Guest
Awor Szurkrarz said:
Does it have newtonian physics?

Yes, like EV Nova. In 2d, similar to the arcade game Asteroids, only centered on the playership. Personally I always liked that system, but don't expect 3d space, it's flat 2d.


EDIT: Just played a bit around with the beta. It's a lot like EV nova and it is charming so far but a bit unstable for me at the moment. Gfx are good btw. If you don't like the GUI you can buy a new one ingame as equipment for your ship :lol:
 

Melcar

Arcane
Joined
Oct 20, 2008
Messages
35,216
Location
Merida, again
Yeah, it's a fun little game. Been playing it occasionally for over a year now. One of the few games I bother to keep on my HDD.
 
Joined
Feb 19, 2008
Messages
6,992
Naev 0.5 beta-2 out

http://blog.naev.org/2011/05/naev-0-5-0-beta2-is-here/

Features

All missions reviewed for playability, many fixed and otherwise improved
New mission and other minor content additions
Timed cargo missions are less punishingly difficult
Weapon cycling account for heat – coolest fires first

GUI improvements

Ship heat is represented by a bar
Turrets have an indicator for how well they can track the current target
Better-optimized for narrower screens

New graphics
New background nebula images
Several new portraits

New planets and systems
Autonav exit condition can be set to anywhere between missile lock and 100% armour
Time acceleration multiplier can be limited to avoid lagging on slower computers
Minor improvements to ship and outfit availability
Sound system improvements
Support for using system Lua/Luajit/Csparse libraries

Bugs

Credit modification glitches fixed
Remedied a variety of minor compiler issues
Typo fixes in missions, planet and outfit descriptions
Ships will no longer jitter when taking damage while getting ready to jump
Many graphical elements (player messages, target indicators, etc.) now ignore time accel
Camera no longer jitters when flying away from targets rapidly or in the nebula
Camera fixes for afterburner rumble in conjunction with the Sol nebula
OSD text can never overflow past the translucent background.
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
875
Naev v0.6 is out

http://blog.naev.org/2015/03/naev-0-6-0-release/

The Naev development team is proud to announce the release of Naev 0.6.0, our first stable release in nearly three years.

This release features over 1600 commits from some 38 contributors, as well as small fixes from many more. Its main features are the core slots system, which allows ships to be more heavily customized, as well as full SDL2 support, which greatly improves Naev’s fullscreen behaviour among other things.

Download: https://sourceforge.net/projects/naev/files/naev-0.6.0
Blog: http://blog.naev.org/
Forums: http://forum.naev.org/
Changes since 0.5.3:

Features:

Core slots system
Ships must have a core system, engine, and hull equipped to take off
Ships’ attributes are mostly defined by their cores
Total of 95 core outfits
Naev’s data is now stored in a zip file, making contributing easier than ever
Greatly improved SDL2 support (now default)
Support for window resizing and toggling fullscreen without restarting
Drag-and-drop ndata loading when ndata can’t be found
Fake fullscreen is used by default to avoid turning off other monitors
Fullscreen toggling via keybind (F11 by default)
Improved keyboard-and-mouse gameplay, with an optional WASD layout
Autonav improvements
Autonav resets time accel instead of aborting (onpon4)
Improved autonav behaviour when pushed off of jump points
Activated outfits get hotkeys by default
Fuel is now provided for free at spaceports
Auto-braking (Ctrl-S by default) in lieu of a dedicated Active Cooldown key
Ships only need to be spaceworthy when taking off (Avihay)
Added on-screen “PAUSED” indicator (can be disabled in conf.lua)
Local system maps can be bought from the landing screen

Content:

Greatly expanded galaxy
150+ new systems and 500+ new planets
Za’lek faction added (Viruk and Lineth)
Expanded pirate space (Lukc)
New missions
Added 6 repeatable missions
Added 10 scripted missions
Greater mission availability in Soromid space (BSoD-naev)
New Sirius mission string, “Heretic” (l0k1)
Several repeatable pirate missions (Lukc)
New FLF mission and two neutral missions by brognam
3 new songs by Askyel and saturn6
Innumerable typo and content fixes by PhoenixRiver, perey, m1foley, ids1024, and others
Cargo missions are longer-range (up to 6 jumps)
Added hidden jumps, currently only discoverable via special maps

Technical:

Error logs are now stored to help with issue reporting
Windows: %APPDATA\naev\logs\
OS X: ~/Library/Application Support/naev/logs/
Linux: ~/.local/share/naev/logs/
Fixed save corruption issues on Windows
Dynamic news support for missions and events (BariumBlue)
See the news Lua API module for more information
 

Raapys

Arcane
Joined
Jun 7, 2007
Messages
4,960
Improved keyboard-and-mouse gameplay, with an optional WASD layout

One of my biggest issues with it. Presumably it now works more like Starsector?
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
875
Naev 0.9.0

BY NAEV DEVTEAM, ON DECEMBER 23RD, 2021

With global pandemic raging and chaos all around, the Naev DevTeam is proud to announce the release of version 0.9.0. This represents almost 9,000 commits from 0.8.2, and a major step forward for Naev. Graphics and mehanics have been greatly overhauled. We would like to thank all the contributors who have participated and hepled in the making of this release.

Most notable changes are:

  • Electronic warfare revamp with stealth and illegal cargo and outfits
  • Systems have patrol routes for dominating factions
  • Visual novel system for new missions with support for mini-games
  • Complete rebalance and overhaul of most outfits that can have complex behaviours now
  • Rehauled backgrounds, new trails, and other graphical improvements
  • Lots of new content including 40 new missions


Although we have gone through 3 beta releases in this release cycle, please report any issues on this tracker, and feel free to join our Discord chat (invite).

You can get the latest version from any of the following three sources:




Naev 0.9.0 official trailer.

  • 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 “patrol routes” 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
    • Tweaked outfit distribution
  • 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
    • Support for updating old saves
    • In-depth proof-reading
    • New outfit graphics
  • 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
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
875

Naev v0.10.0




For what has become a new winter holiday tradition, the Naev DevTeam is proud to announce the release of version 0.10.0. This release contains many incredible new features, significantly improved and expanded old features, and tons of new content including multiple long campaigns. The 0.10.0 implements many of the major wanted features for Naev and will likely allow the next releases to focus much more on polish, filling out the existing universe, and more exciting new content. We would like to thank all the contributors who have participated and helped in the making of this release.
Most notable changes:
  • Plugin system implemented
  • Player fleets
  • Hypergates
  • Asteroids completely reworked
  • More space anomalies
  • True bioships
  • Tons of new content

Full Changelog​

  • New Mechanics
    • Support for setting ships as escorts and thus player fleets
    • Hypergates that allow for long distance travel
    • Asteroid rework
      • Asteroids no longer randomly explode
      • Asteroid scanning is no longer binary, but distance-based
      • New mini-game based mining
      • More diversity in types with different rarity
    • Support for restrictions for outfits and ships, such as minimum faction standing
    • Significantly improved how faction reputation caps are handled
    • Pilots can have intrinsic outfits
    • Bioships go rawr (new skill system)
    • Weapons and outfits can cause effects on ships
    • More complex space objects (spob)
    • Support for different difficulty settings
    • New exploration mechanic with points of interest
    • Unique ships to be found throughout the universe (pers)
    • Manual aiming mode for weapon sets
  • Gameplay Changes
    • Weapon types are more differentiated
    • Removed nearly redundant launchers
    • Nerfed beams
    • Factional ships are more widely sold
    • Schroedinger uses less fuel instead of getting a large bonus
    • Plasma has a burning effect
    • Changed spawning and behaviour of pirates to be less dangerous in populated systems
    • Fighters only attack enemies visible by their carrier
    • AI is better at choosing targets
    • More dump targets for waste dump mission and tweaked rewards
    • Removed escorts for hire in lieu of player fleets
    • Pirates should avoid attacking near safeish areas
    • Made slim the default GUI instead of brushed
  • 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
    • Improved mission computer display details for many missions
    • Engine sounds smoothly transition on/off
  • 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
    • Lowered error in physics approximation (shouldn't be noticeable though)
  • 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
    • Made outfit descriptions fit in the landing window for all outfits
    • Many typo fixes
 

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