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  <id>https://naev.org/</id>
  <title>Naev Blarg</title>
  <updated>2026-01-21T00:00:00Z</updated>
  <link rel="alternate" href="https://naev.org/" type="text/html"/>
  <link rel="self" href="https://naev.org/feed/index.xml" type="application/atom+xml"/>
  <author>
    <name>Naev DevTeam</name>
    <uri>https://naev.org</uri>
  </author>
  <entry>
    <id>tag:naev.org,2026-01-21:/blarg/2026-01-21_0.13.3/</id>
    <title type="html">Naev 0.13.3</title>
    <published>2026-01-21T00:00:00Z</published>
    <updated>2026-01-21T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2026-01-21_0.13.3/" type="text/html"/>
    <content type="html">&lt;p&gt;A lot of minor and major issues have been fixed since the 0.13.2.
In particular, the save updater not adding additional cores as necessary, a rare crash when switching ships, and how the plugin manager handles zip plugins have all been fixed.
Also a long standing bug where the player could get attacked by friendlies in missions has also been fixed, as well as certain exclamation marks appearing upside down.
Minor fixes include Super Fast Colliders now properly being kinetic weapons, and having it easier to find wormholes.
As a reminder, &lt;a href="https://forum.naev.org/"&gt;the new forums&lt;/a&gt; are up and ready if you want to discuss the game!&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.13.3"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h3 id="changes-since-0132"&gt;Changes since 0.13.2&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Made it easier to discover wormholes&lt;/li&gt;
  &lt;li&gt;Fixed pilots that were forced to be friendly attacking the player&lt;/li&gt;
  &lt;li&gt;Fixed some Lua SPFX being playing at different speeds&lt;/li&gt;
  &lt;li&gt;Made it so independents won’t land on a certain person’s laboratory&lt;/li&gt;
  &lt;li&gt;Fixed engine sounds not playing at correct location&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;poi_intro&lt;/code&gt;: Made the mission start conditions a bit more relaxed and
don’t error on reject&lt;/li&gt;
  &lt;li&gt;minerva: allow the campaign to continue more smoothly without needing to
reland&lt;/li&gt;
  &lt;li&gt;Qorellia found their lost Mission BBS&lt;/li&gt;
  &lt;li&gt;Fixed &lt;code&gt;PILOT_SHIELD_DOWN_TIME&lt;/code&gt; not being read from constants&lt;/li&gt;
  &lt;li&gt;Fixed alert exclamation mark being upside down&lt;/li&gt;
  &lt;li&gt;Fixed unsafe memory access in editor&lt;/li&gt;
  &lt;li&gt;Fixed cooldown time bar over/underflowing with cooldown time modifiers&lt;/li&gt;
  &lt;li&gt;Editor tries to create ssys and spob path if they don’t exist&lt;/li&gt;
  &lt;li&gt;Fixed loading plugin metadata from zip files&lt;/li&gt;
  &lt;li&gt;Fixed uninstalling zip files from plugin manager&lt;/li&gt;
  &lt;li&gt;Removed nonexistent heat entry from naevpedia list&lt;/li&gt;
  &lt;li&gt;Plugin editor will keep descriptions now on reload&lt;/li&gt;
  &lt;li&gt;Super Fast Colliders are now properly kinetic damage&lt;/li&gt;
  &lt;li&gt;Fixed missing cores not getting added properly when save gets updated&lt;/li&gt;
  &lt;li&gt;Fix rare crash when switching ships&lt;/li&gt;
  &lt;li&gt;Only save configuration settings that deviate from the defaults&lt;/li&gt;
  &lt;li&gt;Spelling and grammar fixes&lt;/li&gt;
  &lt;li&gt;Translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2026-01-09:/blarg/2026-01-09_0.13.2/</id>
    <title type="html">Naev 0.13.2</title>
    <published>2026-01-09T00:00:00Z</published>
    <updated>2026-01-09T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2026-01-09_0.13.2/" type="text/html"/>
    <content type="html">&lt;p&gt;With the fix of some more fairly important issues, we’re releasing 0.13.2.
Continuing with last patch’s audio fixes, we have some more, including some mission blockers if you have EFX disabled, and some songs playing too fast in certain conditions.
Other than that, some minor fixes such as NPCs missing some core outfits or antique derelicts causing drop in pirate standing have been fixed.
We’ve also been able to update the flathub so you can get the latest version there if you are so inclined.
Also, &lt;a href="https://forum.naev.org/"&gt;the new forums&lt;/a&gt; are up and ready if you want to discuss the game!&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.13.2"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h3 id="changes-since-0131"&gt;Changes since 0.13.1&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fixed time compression affecting Lua Audio streams and non-ingame sounds&lt;/li&gt;
  &lt;li&gt;Fixed errors that occur with the escort library on initialization&lt;/li&gt;
  &lt;li&gt;Fixed some NPCs spawning with missing core outfits&lt;/li&gt;
  &lt;li&gt;Fixed space mines bugging out if they have no velocity&lt;/li&gt;
  &lt;li&gt;Fixed player forgetting about the FLF when working for them&lt;/li&gt;
  &lt;li&gt;Don’t display exit to main menu message on load if menu is open&lt;/li&gt;
  &lt;li&gt;colonel-escort: Fixed enemy not being hostile&lt;/li&gt;
  &lt;li&gt;Antique derelict no longer causes reputation penalty with pirates&lt;/li&gt;
  &lt;li&gt;Don’t error out if audio effects are not available&lt;/li&gt;
  &lt;li&gt;Spelling and grammar fixes&lt;/li&gt;
  &lt;li&gt;Fixed build failure on (some) ARM64 platforms&lt;/li&gt;
  &lt;li&gt;Translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2026-01-03:/blarg/2026-01-03_0.13.1/</id>
    <title type="html">Naev 0.13.1</title>
    <published>2026-01-03T00:00:00Z</published>
    <updated>2026-01-03T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2026-01-03_0.13.1/" type="text/html"/>
    <content type="html">&lt;p&gt;As to be expected, some minor issues have already been found and addressed in the few days after the 0.13.0 release.
We’ve gotten enough to deem it worth doing a point release, and thus 0.13.1 is born.
Main fixes are related to some issues with volume, including volume resetting on load.
Additionally, some OpenGL errors, weapon munitions on the minimap not appearing, and point defence firing when stealthed have also been fixed, among others.
It is recommended you update to the new version when possible.&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.13.1"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h3 id="changes-since-0130"&gt;Changes since 0.13.0&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fixed audio volume being reset on load every time&lt;/li&gt;
  &lt;li&gt;Fixed player escorts trying to respond to distress signals against the
 player&lt;/li&gt;
  &lt;li&gt;Fixed several missions using nonexistent audio.soundPlay function&lt;/li&gt;
  &lt;li&gt;Fixed black cat’s gift&lt;/li&gt;
  &lt;li&gt;Fixed weapons not being scaled logarithmically on the radar&lt;/li&gt;
  &lt;li&gt;Point defence will no longer fire when stealthed&lt;/li&gt;
  &lt;li&gt;Explicitly set &lt;code&gt;gl_PointSize&lt;/code&gt; in the points shader&lt;/li&gt;
  &lt;li&gt;Spelling and grammar fixes&lt;/li&gt;
  &lt;li&gt;Translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2026-01-02:/blarg/2026-01-02_new_year_new_forum/</id>
    <title type="html">New Year, New Forum!</title>
    <published>2026-01-02T00:00:00Z</published>
    <updated>2026-01-02T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2026-01-02_new_year_new_forum/" type="text/html"/>
    <content type="html">&lt;p&gt;Happy New Year!
Although the year has barely started, we’re glad to say that 2026 is &lt;a href="https://forum.naev.org/"&gt;year of the Naev forums revenge&lt;/a&gt;!
For those that remember, Naev used to have forums from 2010 to 2016, which were quite popular, however, to the dismay of many, the server was lost along with everything on it in a series of onfortunate mishaps.
Although you can &lt;a href="https://web.archive.org/web/20160328041609/https://forum.naev.org/"&gt;still view some of it on the Wayback Machine&lt;/a&gt; to get a kick of nostalgia, from now on, you can participate in the &lt;a href="https://forum.naev.org"&gt;brand-new forums&lt;/a&gt; that should be less likely to catch on fire (yay working backup system).
We’ve been planning to have forums for a while, but it took a while for all the pieces to fall into place.&lt;/p&gt;

&lt;p&gt;When it comes to forums and the likes, although, there are many more modern options today, we decided to go with a more classic look, anticipating a comeback of the pre-social media era internet (one can hope).
In particular, we are using &lt;a href="https://www.simplemachines.org/"&gt;Simple Machines Forum&lt;/a&gt; instead of the originally used &lt;a href="https://www.phpbb.com/"&gt;phpBB&lt;/a&gt; (even though it is still kicking), which has the good late 90s, early 2000 look that some of us still love.
Of course, it is themed to fit Naev and has 3 different colour themes you can choose from.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Only YOU can help populate the new Naev forums!" src="/imgs/blarg/2026/forums.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Only YOU can help populate the new Naev forums!&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Requests for changes or improvements can be done on the forums themselves, via the &lt;a href="https://forum.naev.org/index.php/board,23.0.html"&gt;forum meta board&lt;/a&gt; directly!
Registration is already open, so feel free to drop by and leave a message.
We look forward to seeing old-timers and newcomers alike!&lt;/p&gt;

&lt;p&gt;&lt;a href="https://forum.naev.org"&gt;&lt;img src="/imgs/badges/forums.svg" alt="Forums - Naev" /&gt;&lt;/a&gt;&lt;/p&gt;

</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-12-25:/blarg/2025-12-25_0.13.0/</id>
    <title type="html">Naev 0.13.0</title>
    <published>2025-12-25T00:00:00Z</published>
    <updated>2025-12-25T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-12-25_0.13.0/" type="text/html"/>
    <content type="html">&lt;p&gt;It’s time for the Naev yearly release. This is a big one that paves the way for
plugins as first-class citizens of the Naev ecosystem. The &lt;a href="https://naev.org/devmanual/"&gt;development
manual&lt;/a&gt; has also been changed to be web-based
instead of a clunky PDF, and has been updated with many of the engine changes. It
should be much more accessible for those wanting to make plugins and content
for Naev, and will be constantly updated as development continues.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Plugin manager in all its glory at the time of release." src="/imgs/blarg/2025/pluginmanager_v2.webp" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Plugin manager in all its glory at the time of release.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;We would like to thank all the contributors who participated and helped in the
making of this release that we hope will both surprise new players and veterans
alike!&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Secrets lurk in many places." src="/imgs/screenshots_0.13.0/haven_curse.webp" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Secrets lurk in many places.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="whats-new"&gt;What’s new?&lt;/h3&gt;

&lt;ol&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Engine migration begins: Rust + SDL3:&lt;/strong&gt;
The engine now uses SDL3 and the port to the Rust programming language has
started, improving stability and paving the way for major future upgrades.
This brings better support for newer platforms and fixes a lot of minor
quirks with window creation and rendering.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Plugins as First-Class with Integrated Plugin Manager:&lt;/strong&gt;
Naev now includes a native plugin browser, installer, and updater, all with
access to the online plugin repository built right in.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Major content additions with focus on exploration:&lt;/strong&gt;
Lots of space objects are now landable and provide different secrets for the player to find.
    &lt;ul&gt;
      &lt;li&gt;28 new missions and events&lt;/li&gt;
      &lt;li&gt;Treasure maps!&lt;/li&gt;
      &lt;li&gt;New intertwined Imperial minor houses&lt;/li&gt;
      &lt;li&gt;New systems, anomalies, portraits, objects, and more&lt;/li&gt;
      &lt;li&gt;20+ new songs&lt;/li&gt;
      &lt;li&gt;New and reworked outfits&lt;/li&gt;
      &lt;li&gt;11 new ship variants&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Significant gameplay tweaks:&lt;/strong&gt;
Heat mechanism removed, pirates are less dangerous to new players, camera is
truly isometric, improved forward weapon aiming for the player, and core
outfits have been reworked to use a 1 or 2-slot system.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Lots of fixes, balance work, and internal cleanup:&lt;/strong&gt;
From physics touch-ups to mission fixes, weapon tweaks, save robustness, and
API consistency, a lot has been improved in this release.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.13.0"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The new version should be compatible with older save games, and will update
things as necessary.&lt;/p&gt;

&lt;h3 id="platform-support-changes"&gt;Platform support changes&lt;/h3&gt;

&lt;p&gt;With the move to Rust and SDL3, Naev now only supports macOS 11+ (previously 10.13+) and Windows 10+ (previously Windows 7+).
We will keep a &lt;code&gt;0.12.x&lt;/code&gt; branch on Steam as the last version supporting the older operating systems,
and those older releases will remain available on Codeberg and itch as well.&lt;/p&gt;

&lt;h3 id="changes-since-0130-beta5"&gt;Changes since 0.13.0-beta.5&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Lots of fixes relating audio spatialization&lt;/li&gt;
  &lt;li&gt;Change and exposed intrinsic audio spatialization settings&lt;/li&gt;
  &lt;li&gt;Mass of batteries has been decreased&lt;/li&gt;
  &lt;li&gt;More guards against NULL dereferences&lt;/li&gt;
  &lt;li&gt;Adaptive camouflage plating got a bit of jamming&lt;/li&gt;
  &lt;li&gt;Fixed Lua SPFX erroring out when SFX are omitted&lt;/li&gt;
  &lt;li&gt;Fixed creating Audio objects when they should be AudioData in several
places in the code&lt;/li&gt;
  &lt;li&gt;NPCs using “The Bite” will no longer turn off the player’s afterburner&lt;/li&gt;
  &lt;li&gt;Allow passing Audio to LuaSpfx although warn&lt;/li&gt;
  &lt;li&gt;02_sciwrong: simplified logic a bit&lt;/li&gt;
  &lt;li&gt;Fixed Taiomi intro event&lt;/li&gt;
  &lt;li&gt;Fixed game freezing when finishing race with too many owned ships&lt;/li&gt;
  &lt;li&gt;taiomi10: fixed final cutscene&lt;/li&gt;
  &lt;li&gt;nelly01/02: minor fixes and streamlining&lt;/li&gt;
&lt;/ul&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;

&lt;h4 id="gameplay"&gt;Gameplay&lt;/h4&gt;
&lt;ul&gt;
  &lt;li&gt;Removed heat mechanic (to be re-added as a new mechanic in the future)&lt;/li&gt;
  &lt;li&gt;Made pirates less dangerous to new players
    &lt;ul&gt;
      &lt;li&gt;Marauders are now intrinsically weaker than other pirates, especially with low pirate presence&lt;/li&gt;
      &lt;li&gt;Made pirates less aggressive&lt;/li&gt;
      &lt;li&gt;Change pirate spawning to be mainly marauders in low presence areas&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Fuel from outfits has been tweaked a bit&lt;/li&gt;
  &lt;li&gt;NPCs now have skill levels that can affect their targeting and fighting ability&lt;/li&gt;
  &lt;li&gt;Bioships have had their skills and modifiers slightly reworked to be better balanced&lt;/li&gt;
  &lt;li&gt;Light, medium-heavy and ultra-heavy ship now have two core hull/systems/engine slots, one main and one secondary
    &lt;ul&gt;
      &lt;li&gt;Effects of heavier cores can be obtained by stacking smaller ones&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Engines have been reworked to be more coherent and consistent
    &lt;ul&gt;
      &lt;li&gt;Tricon engines have much higher acceleration to max speed ratio&lt;/li&gt;
      &lt;li&gt;Melendez engines have higher speed, but low acceleration and turn&lt;/li&gt;
      &lt;li&gt;More consistency across lines&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Gauntlet intrinsics are stronger and now mutually exclusive&lt;/li&gt;
  &lt;li&gt;Intrinsics from a certain trader are now stronger&lt;/li&gt;
  &lt;li&gt;Ships now disabled below a certain armour threshold regardless of stress&lt;/li&gt;
  &lt;li&gt;AI is less susceptible to stealth bomber cheese&lt;/li&gt;
  &lt;li&gt;Point defence now shoots at all ships prioritizing smaller ones after missiles&lt;/li&gt;
  &lt;li&gt;Cargo delivery missions have increased cargo amounts&lt;/li&gt;
  &lt;li&gt;Minimum stealth range also affects detection and signature&lt;/li&gt;
  &lt;li&gt;Ships can have a minimum cargo-less mass of 50% of the ship base mass&lt;/li&gt;
  &lt;li&gt;Damage over time effects now can cause faction loss and other effects&lt;/li&gt;
  &lt;li&gt;New harder difficulty&lt;/li&gt;
  &lt;li&gt;Gauntlet negative bonuses are now multiplicative&lt;/li&gt;
  &lt;li&gt;Stealthing will temporarily jam locked on munitions&lt;/li&gt;
  &lt;li&gt;Changed forward weapon aiming algorithm for the player so it is easier to shoot small ships with skill&lt;/li&gt;
  &lt;li&gt;Reflective shell now shoots thorns&lt;/li&gt;
  &lt;li&gt;Mass of batteries has been decreased&lt;/li&gt;
&lt;/ul&gt;

&lt;h4 id="quality-of-life"&gt;Quality of Life&lt;/h4&gt;
&lt;ul&gt;
  &lt;li&gt;Plugin manager built directly into Naev
    &lt;ul&gt;
      &lt;li&gt;Access to the online plugin repository&lt;/li&gt;
      &lt;li&gt;Can easily add or remove plugins from local or online sources&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Autonav improvements
    &lt;ul&gt;
      &lt;li&gt;Can automatically land when following a ship&lt;/li&gt;
      &lt;li&gt;Improved autonav behaviour when losing a followed ship&lt;/li&gt;
      &lt;li&gt;Disables afterburner when getting ready to land or jump&lt;/li&gt;
      &lt;li&gt;Shooting &lt;em&gt;non-point defence&lt;/em&gt; weapons resets autonav speed up&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Combat and ambient music tries to play from where it was last stopped when applicable&lt;/li&gt;
  &lt;li&gt;Gave small untargetable time to player when using hypergates and wormholes&lt;/li&gt;
  &lt;li&gt;Ships that are scanning you use a different colour highlight&lt;/li&gt;
  &lt;li&gt;Landable but uninhabited space objects use a different icon&lt;/li&gt;
  &lt;li&gt;Deployed fighter equipment is no longer random&lt;/li&gt;
  &lt;li&gt;Added support for multiple automatic backups with 5 by default&lt;/li&gt;
  &lt;li&gt;Game will prompt if exiting the game when save data loss can occur&lt;/li&gt;
  &lt;li&gt;Escort mission revamp
    &lt;ul&gt;
      &lt;li&gt;Escorts now follow the player&lt;/li&gt;
      &lt;li&gt;Autonav will warn the player if jumping or landing will fail the mission&lt;/li&gt;
      &lt;li&gt;Autonav will wait for escorts when landing or taking off&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Radar now has a linear area and a logarithmic area (outside the circle) to show more regional information&lt;/li&gt;
  &lt;li&gt;Support for automatically restarting Naev when changing options that require it&lt;/li&gt;
  &lt;li&gt;Right-clicking on a spob or jump point will both select it and take you
  there&lt;/li&gt;
  &lt;li&gt;Move config file with rest of files and unified code handling local files&lt;/li&gt;
&lt;/ul&gt;

&lt;h4 id="contents"&gt;Contents&lt;/h4&gt;
&lt;ul&gt;
  &lt;li&gt;28 new missions and events
    &lt;ul&gt;
      &lt;li&gt;Go treasure hunting&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;27 new outfits and reworked cores
    &lt;ul&gt;
      &lt;li&gt;Outfit sets that gain bonuses as more elements of the set are equipped&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;11 new ship variants&lt;/li&gt;
  &lt;li&gt;New sensor anomalies&lt;/li&gt;
  &lt;li&gt;Two new intertwined minor houses of the Empire with new systems and lore&lt;/li&gt;
  &lt;li&gt;More space objects with new things to explore&lt;/li&gt;
  &lt;li&gt;New portraits&lt;/li&gt;
  &lt;li&gt;Over 20 new songs
    &lt;ul&gt;
      &lt;li&gt;More variation in landing and situational music&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Significant changes in jumps (hidden and otherwise)&lt;/li&gt;
  &lt;li&gt;Reworked the visuals for some weapons using shaders&lt;/li&gt;
  &lt;li&gt;Start to more strictly enforce Oxford spelling&lt;/li&gt;
  &lt;li&gt;Racing reward system reworked&lt;/li&gt;
  &lt;li&gt;Reworked escort missions so that escorts follow the player and improved how it interacts with autonav&lt;/li&gt;
  &lt;li&gt;Replaced a bunch of placeholder outfit graphics&lt;/li&gt;
  &lt;li&gt;New engine sound effects for different ship makers with more diversity&lt;/li&gt;
&lt;/ul&gt;

&lt;h4 id="engine"&gt;Engine&lt;/h4&gt;
&lt;ul&gt;
  &lt;li&gt;Began porting to Rust&lt;/li&gt;
  &lt;li&gt;Spatial audio parameters now exposed as engine constants&lt;/li&gt;
  &lt;li&gt;Engine now uses SDL3 instead of SDL2&lt;/li&gt;
  &lt;li&gt;Camera is isometric-ish instead of using top-view game play (can be modified by plugins)&lt;/li&gt;
  &lt;li&gt;Engine supports modifying some important constants such as those related to the physics model for use in plugins&lt;/li&gt;
  &lt;li&gt;Use instancing instead of geometry shaders for space dust&lt;/li&gt;
  &lt;li&gt;Ship Lua scripting supports “onshootany” now&lt;/li&gt;
  &lt;li&gt;Support for price_mod on tech group commodities&lt;/li&gt;
  &lt;li&gt;Mission and Event NPC’s priority default to the priority of the parent&lt;/li&gt;
  &lt;li&gt;Local maps can have a range parameter now&lt;/li&gt;
  &lt;li&gt;Intrinsic outfits for ships are defined in &amp;lt;intrinsics&amp;gt; instead of &amp;lt;slots&amp;gt; now&lt;/li&gt;
  &lt;li&gt;Systems can have waypoints that are accessible from missions&lt;/li&gt;
  &lt;li&gt;Fixed some flickering at the end of ship trails&lt;/li&gt;
  &lt;li&gt;Diff mode in the editor remembers filenames and diff names&lt;/li&gt;
  &lt;li&gt;Slots can have tags&lt;/li&gt;
  &lt;li&gt;Outfits can fit an additional slot property&lt;/li&gt;
  &lt;li&gt;Support for hiding dynamic ship stats from outfits in the equipment support&lt;/li&gt;
  &lt;li&gt;Outfits support inline Lua definitions&lt;/li&gt;
  &lt;li&gt;Can override long class names of spobs&lt;/li&gt;
  &lt;li&gt;Changed how ship statistics are computed: those from same source will be additive, while different sources will be multiplicative&lt;/li&gt;
  &lt;li&gt;New ship stats and changes
    &lt;ul&gt;
      &lt;li&gt;Weapon speed with variants for cannons and turrets&lt;/li&gt;
      &lt;li&gt;Minimum Stealth Range&lt;/li&gt;
      &lt;li&gt;Absolute Mass&lt;/li&gt;
      &lt;li&gt;Absolute CPU&lt;/li&gt;
      &lt;li&gt;Temporary Invincibility&lt;/li&gt;
      &lt;li&gt;Detection Range only affects ‘Detected at:’ range&lt;/li&gt;
      &lt;li&gt;Ship Visibility that affects detection, signature, and stealth ranges&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Intro text is no longer hard-coded and is handled via Lua&lt;/li&gt;
  &lt;li&gt;SVG image support&lt;/li&gt;
  &lt;li&gt;WGSL shader support&lt;/li&gt;
  &lt;li&gt;trigger library to handle common mission code&lt;/li&gt;
  &lt;li&gt;Game will automatically try to detect extensions for image files&lt;/li&gt;
  &lt;li&gt;Change and exposed intrinsic audio spatialization settings&lt;/li&gt;
&lt;/ul&gt;

&lt;h4 id="fixes"&gt;Fixes&lt;/h4&gt;
&lt;ul&gt;
  &lt;li&gt;The Bite turns off afterburners&lt;/li&gt;
  &lt;li&gt;Hiding on screen display information for missions also hides system markers&lt;/li&gt;
  &lt;li&gt;Sensor anomalies now appear in the on-screen display&lt;/li&gt;
  &lt;li&gt;Fixed texture interpolation when alpha is 0 for pixels&lt;/li&gt;
  &lt;li&gt;Fixed adding commodities to space objects via tech groups&lt;/li&gt;
  &lt;li&gt;Engine glow decay is less ridiculous on ships with really weird acceleration / speed ratios&lt;/li&gt;
  &lt;li&gt;Only try to load missions and events with file names that end in .lua&lt;/li&gt;
  &lt;li&gt;Action speed can no longer be negative and disables space worthiness&lt;/li&gt;
  &lt;li&gt;Don’t show OSD frame when not visible&lt;/li&gt;
  &lt;li&gt;Can’t stack Sirius ferry pilgrim missions anymore&lt;/li&gt;
  &lt;li&gt;Add marker mission to help the player find wild space&lt;/li&gt;
  &lt;li&gt;Bioships will reset their locked slots when swapping ship and loading&lt;/li&gt;
  &lt;li&gt;jump_delay was being applied instead of jump_warmup to the engine warm up animation&lt;/li&gt;
  &lt;li&gt;Mass modifiers now affect outfit mass too&lt;/li&gt;
  &lt;li&gt;Ships will no longer appear tilted in the equipment view&lt;/li&gt;
  &lt;li&gt;dv_antiflf02: Make the vigilances less pathetic&lt;/li&gt;
  &lt;li&gt;Gauntlet properly resets outfit cooldowns&lt;/li&gt;
  &lt;li&gt;Saves try to save outfits by slot name to be more robust to changes in the future&lt;/li&gt;
  &lt;li&gt;Player can’t stealth while disabled&lt;/li&gt;
  &lt;li&gt;Getting disabled turns off stealth&lt;/li&gt;
  &lt;li&gt;Carried fighters don’t carry commodities&lt;/li&gt;
  &lt;li&gt;darkshadow: enemies shouldn’t see through stealth&lt;/li&gt;
  &lt;li&gt;Cryogenic Nanobots no longer restore health to 100% on completing cooldown regardless of damage taken&lt;/li&gt;
  &lt;li&gt;Improved AI braking skills&lt;/li&gt;
  &lt;li&gt;Game will not save in certain cases like loading the game and immediately being forced to take off by a load hook&lt;/li&gt;
  &lt;li&gt;Improved handling of fullscreen toggling and resolution changes&lt;/li&gt;
  &lt;li&gt;Faction ships no longer show up as “Unknown” when you first discover a faction&lt;/li&gt;
  &lt;li&gt;Space mines in restricted systems have infinite duration&lt;/li&gt;
  &lt;li&gt;Made Love framework ignore events that were queued before opening&lt;/li&gt;
  &lt;li&gt;Lowered reputation gains from aiding hypergate construction sites&lt;/li&gt;
  &lt;li&gt;Use higher resolution icon&lt;/li&gt;
  &lt;li&gt;Make sure Reynir only appears when you have free cargo space (reynir.lua)&lt;/li&gt;
  &lt;li&gt;Escorts spam less messages when trying to land or jump&lt;/li&gt;
  &lt;li&gt;Fixed mercenaries attacking the player when fighting pirates&lt;/li&gt;
  &lt;li&gt;Fixed waste dumping in REDACTED&lt;/li&gt;
  &lt;li&gt;Hide faction hit message when capturing if nothing happens&lt;/li&gt;
  &lt;li&gt;02_sciwrong: simplified logic a bit&lt;/li&gt;
  &lt;li&gt;nelly01/02: minor fixes and streamlining&lt;/li&gt;
  &lt;li&gt;Lots of spelling and grammar fixes&lt;/li&gt;
  &lt;li&gt;Translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-12-21:/blarg/2025-12-21_0.13.0-beta.5/</id>
    <title type="html">Naev 0.13.0-beta.5</title>
    <published>2025-12-21T00:00:00Z</published>
    <updated>2025-12-21T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-12-21_0.13.0-beta.5/" type="text/html"/>
    <content type="html">&lt;p&gt;A bit over-ambitious beta, and hopefully the last, the main highlight is a
rework in Rust of the audio system and re-encoding of all files as higher
quality Opus files. Additionally, the opportunity was taken to add more
diversity and different engine sounds to the different ships you can find.
Other improvements like fixed and new portrait generation,
sorting plugins by compatibility, and fixing space object circles in the editor
have also made it in.&lt;/p&gt;

&lt;p&gt;It’s fairly likely this will be the beta, so, as always, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this tracker&lt;/a&gt;,
and feel free to join our Discord or Matrix chatrooms. Find out more about them &lt;a href="https://naev.org/contact/"&gt;here!&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can get the new version from any of the sources below:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.13.0-beta.5"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h3 id="changes-since-0130-beta4"&gt;Changes since 0.13.0-beta.4&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Introduce start.toml to replace start.xml&lt;/li&gt;
  &lt;li&gt;Implemented Audio system in Rust&lt;/li&gt;
  &lt;li&gt;Restore music after a certain boss fight event ends&lt;/li&gt;
  &lt;li&gt;Systems with spobs will now have circles again in the editor&lt;/li&gt;
  &lt;li&gt;Plugin manager also sorts by compatibility&lt;/li&gt;
  &lt;li&gt;Fixed waste dumping in REDACTED&lt;/li&gt;
  &lt;li&gt;Added some new portraits&lt;/li&gt;
  &lt;li&gt;Fixed some Soromid portrait generation&lt;/li&gt;
  &lt;li&gt;New engine sound effects for different ship makers with more diversity&lt;/li&gt;
  &lt;li&gt;Hide faction hit message when capturing if nothing happens&lt;/li&gt;
  &lt;li&gt;Spellchecking and translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-12-13:/blarg/2025-12-13_0.13.0-beta.4/</id>
    <title type="html">Naev 0.13.0-beta.4</title>
    <published>2025-12-13T00:00:00Z</published>
    <updated>2025-12-13T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-12-13_0.13.0-beta.4/" type="text/html"/>
    <content type="html">&lt;p&gt;This beta mainly addresses issues with Mac OS not finding saves (don’t worry they are still there).
Small improvements to escort behaviour are also included.&lt;/p&gt;

&lt;p&gt;It’s not clear whether this is last beta, so, as always, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this tracker&lt;/a&gt;,
and feel free to join our Discord or Matrix chatrooms. Find out more about them &lt;a href="https://naev.org/contact/"&gt;here!&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can get the new version from any of the sources below:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.13.0-beta.4"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h3 id="changes-since-0130-beta3"&gt;Changes since 0.13.0-beta.3&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fix Mac OS x not finding old saves&lt;/li&gt;
  &lt;li&gt;Don’t reset escort AI when they are already landing or jumping at the
right place&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-12-08:/blarg/2025-12-08_0.13.0-beta.3/</id>
    <title type="html">Naev 0.13.0-beta.3</title>
    <published>2025-12-08T00:00:00Z</published>
    <updated>2025-12-08T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-12-08_0.13.0-beta.3/" type="text/html"/>
    <content type="html">&lt;p&gt;A long-standing issue has been fixed regarding bounty hunters attacking the
player for fighting pirates. Other than that, we’ve been able to replace more
placeholder graphics and solve an issue with NPCs not using beam weapons properly.
There are also minor fixes improving the behaviour of the plugin manager,
especially on mac os, made some NPCs talk properly, and adding some missing
collision polygons.&lt;/p&gt;

&lt;p&gt;It’s not clear whether this is last beta, so, as always, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this tracker&lt;/a&gt;,
and feel free to join our Discord or Matrix chatrooms. Find out more about them &lt;a href="https://naev.org/contact/"&gt;here!&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can download the latest build from our &lt;a href="/downloads/"&gt;downloads page&lt;/a&gt;!&lt;/p&gt;

&lt;p&gt;Remember that you have to opt-in to the beta with steam.&lt;/p&gt;

&lt;h3 id="platform-support-changes"&gt;Platform support changes&lt;/h3&gt;

&lt;p&gt;With the move to Rust and SDL3, Naev now only supports macOS 11+ (previously 10.13+) and Windows 10+ (previously Windows 7+). 
We will keep a &lt;code&gt;0.12.x&lt;/code&gt; branch on Steam as the last version supporting the older operating systems, 
and those older releases will remain available on Codeberg and itch as well.&lt;/p&gt;

&lt;h3 id="changes-since-0130-beta2"&gt;Changes since 0.13.0-beta.2&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Make sure reynir only appears when you have free cargo space (reynir.lua)&lt;/li&gt;
  &lt;li&gt;Fix loading fonts in the plugin manager on platforms like macOS&lt;/li&gt;
  &lt;li&gt;Fix handling the –pluginmanager flag on platforms like macOS&lt;/li&gt;
  &lt;li&gt;Replaced a bunch of placeholder outfit graphics&lt;/li&gt;
  &lt;li&gt;Uninstalling a plugin will reset its disabled state&lt;/li&gt;
  &lt;li&gt;Move config file with rest of files and unified code handling local files&lt;/li&gt;
  &lt;li&gt;Added fallback server for plugin manager&lt;/li&gt;
  &lt;li&gt;Increased the distance threshold for escorts to automatically jump&lt;/li&gt;
  &lt;li&gt;Escorts spam less messages when trying to land or jump&lt;/li&gt;
  &lt;li&gt;NPCs should now use beam weapons properly instead of turning them off
right away&lt;/li&gt;
  &lt;li&gt;Fixed mercenaries attacking the player when fighting pirates&lt;/li&gt;
  &lt;li&gt;Fixed bioship outfit graphics being broken&lt;/li&gt;
  &lt;li&gt;Fixed stations not having collision polygons&lt;/li&gt;
  &lt;li&gt;Fixed some generic NPCs not talking&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-11-26:/blarg/2025-11-26_0.13.0-beta.2/</id>
    <title type="html">Naev 0.13.0-beta.2</title>
    <published>2025-11-26T00:00:00Z</published>
    <updated>2025-11-26T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-11-26_0.13.0-beta.2/" type="text/html"/>
    <content type="html">&lt;p&gt;The beta has already given its fruits finding some major issues including game not starting on certain platforms, and the game not saving when exiting via the small menu while landed.
We’ve also taken the opportunity to significantly reduce the entire size of the game by using advanced image and audio codecs making the full game less than half the original side with no real side effects.
There are also minor fixes to different aspects of the game.&lt;/p&gt;

&lt;h3 id="download-size-wins"&gt;Download size wins&lt;/h3&gt;

&lt;p&gt;Moving to lossy assets shrank the builds by 60-70% across the board compared to 0.13.0-beta.1:&lt;/p&gt;

&lt;table style="border-collapse: separate; border-spacing: 1.2em 0.2em; width: auto;"&gt;
  &lt;thead&gt;
    &lt;tr&gt;
      &lt;th style="text-align: left;"&gt;Build&lt;/th&gt;
      &lt;th style="text-align: right;"&gt;Old size (beta.1)&lt;/th&gt;
      &lt;th style="text-align: right;"&gt;New size (lossy)&lt;/th&gt;
      &lt;th style="text-align: right;"&gt;Reduction&lt;/th&gt;
    &lt;/tr&gt;
  &lt;/thead&gt;
  &lt;tbody&gt;
    &lt;tr&gt;&lt;td&gt;Windows 64-bit installer&lt;/td&gt;&lt;td style="text-align: right;"&gt;618.9 MiB&lt;/td&gt;&lt;td style="text-align: right;"&gt;223.9 MiB&lt;/td&gt;&lt;td style="text-align: right;"&gt;-395.0 MiB (~64%)&lt;/td&gt;&lt;/tr&gt;
    &lt;tr&gt;&lt;td&gt;macOS universal DMG&lt;/td&gt;&lt;td style="text-align: right;"&gt;623.2 MiB&lt;/td&gt;&lt;td style="text-align: right;"&gt;202.5 MiB&lt;/td&gt;&lt;td style="text-align: right;"&gt;-420.7 MiB (~67%)&lt;/td&gt;&lt;/tr&gt;
    &lt;tr&gt;&lt;td&gt;Linux 64-bit AppImage&lt;/td&gt;&lt;td style="text-align: right;"&gt;659.6 MiB&lt;/td&gt;&lt;td style="text-align: right;"&gt;262.5 MiB&lt;/td&gt;&lt;td style="text-align: right;"&gt;-397.1 MiB (~60%)&lt;/td&gt;&lt;/tr&gt;
    &lt;tr&gt;&lt;td&gt;Source archive&lt;/td&gt;&lt;td style="text-align: right;"&gt;550.2 MiB&lt;/td&gt;&lt;td style="text-align: right;"&gt;150.2 MiB&lt;/td&gt;&lt;td style="text-align: right;"&gt;-400.0 MiB (~73%)&lt;/td&gt;&lt;/tr&gt;
  &lt;/tbody&gt;
&lt;/table&gt;

&lt;p&gt;If you notice visual artifacts or audio quality issues from the new lossy assets, please let us know (platform, location, and any steps to see/hear it help).&lt;/p&gt;

&lt;p&gt;We don’t expect this to be the last beta, so, as always, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this tracker&lt;/a&gt;,
and feel free to join our Discord or Matrix chatrooms.&lt;br /&gt;
Find out more about them &lt;a href="https://naev.org/contact/"&gt;here!&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can download the latest build from our &lt;a href="/downloads/"&gt;downloads page&lt;/a&gt;!&lt;/p&gt;

&lt;p&gt;Remember that you have to opt-in to the beta with steam.&lt;/p&gt;

&lt;h3 id="platform-support-changes"&gt;Platform support changes&lt;/h3&gt;

&lt;p&gt;With the move to Rust and SDL3, Naev now only supports macOS 11+ (previously 10.13+) and Windows 10+ (previously Windows 7+). 
We will keep a &lt;code&gt;0.12.x&lt;/code&gt; branch on Steam as the last version supporting the older operating systems, 
and those older releases will remain available on Codeberg and itch as well.&lt;/p&gt;

&lt;h3 id="changes-since-0130-beta1"&gt;Changes since 0.13.0-beta.1&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fixed crash with appimage on certain systems&lt;/li&gt;
  &lt;li&gt;Fixed game not saving when exiting while landed via the small menu&lt;/li&gt;
  &lt;li&gt;Use lossy compression to significantly decrease the size of the game&lt;/li&gt;
  &lt;li&gt;Right-clicking on a spob or jump point will both select it and take you there&lt;/li&gt;
  &lt;li&gt;Fixed VN not looking up images with explicit file extensions&lt;/li&gt;
  &lt;li&gt;Properly define cargo dependency patches&lt;/li&gt;
  &lt;li&gt;Don’t specify webp for PSO-2434&lt;/li&gt;
  &lt;li&gt;maikki1: fixed warning when player boards the ship fast&lt;/li&gt;
  &lt;li&gt;Fixed new svg-based portrait generator breaking with some API usage&lt;/li&gt;
  &lt;li&gt;Fixed some strings and updated translations&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-11-23:/blarg/2025-11-23_0.13.0-beta.1/</id>
    <title type="html">Naev 0.13.0-beta.1</title>
    <published>2025-11-23T00:00:00Z</published>
    <updated>2025-11-23T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-11-23_0.13.0-beta.1/" type="text/html"/>
    <content type="html">&lt;p&gt;This cycle, the beta arrives with some massive underlying technology changes
and a &lt;em&gt;lot&lt;/em&gt; of new gameplay and content. This release marks the first step
into Naev’s next era with Rust-powered internals and the debut of our fully
integrated plugin manager.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;You should be able to continue old 0.10.0+ saves&lt;/strong&gt;, but due to the scale of changes
(especially engine-side), starting a new fresh save will give the smoothest
experience. For saves older than 0.10.0, please load the save once with 0.12.6
before loading it with newer versions.&lt;/p&gt;

&lt;h3 id="whats-new"&gt;What’s new?&lt;/h3&gt;

&lt;ol&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Engine migration begins: Rust + SDL3:&lt;/strong&gt;
The engine now uses SDL3 and the port to the Rust programming language has
started, improving stability and paving the way for major future upgrades.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Integrated Plugin Manager:&lt;/strong&gt;
Naev now includes a native plugin browser, installer, and updater, all with
access to the online plugin repository built right in.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Major content additions:&lt;/strong&gt;
    &lt;ul&gt;
      &lt;li&gt;28 new missions and events&lt;/li&gt;
      &lt;li&gt;New intertwined Imperial minor houses&lt;/li&gt;
      &lt;li&gt;New systems, anomalies, portraits, objects, and more&lt;/li&gt;
      &lt;li&gt;20+ new songs&lt;/li&gt;
      &lt;li&gt;New and reworked outfits&lt;/li&gt;
      &lt;li&gt;11 new ship variants&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;
    &lt;p&gt;&lt;strong&gt;Significant gameplay tweaks:&lt;/strong&gt;
Heat mechanism removed, pirates are less dangerous to new players, camera is
truly isometric, improved forward weapon aiming for the player, and core
outfits have been reworked to use a 1 or 2-slot system.&lt;/p&gt;
  &lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Lots of fixes, balance work, and internal cleanup:&lt;/strong&gt;
From physics touch-ups to mission fixes, weapon tweaks, save robustness, and
API consistency, a lot has been improved in this release.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;As usual, the beta may contain bugs, weirdness, or things that go “pop” in the
darkness of space. Please try it out, break things, and &lt;a href="https://codeberg.org/naev/naev/issues"&gt;tell us what
happened&lt;/a&gt; so we can fix it before the
0.13.0 final release.&lt;/p&gt;

&lt;p&gt;You can download the latest build from our &lt;a href="/downloads/"&gt;downloads page&lt;/a&gt;!&lt;/p&gt;

&lt;p&gt;Remember that you have to opt-in to the beta with steam.&lt;/p&gt;

&lt;h3 id="platform-support-changes"&gt;Platform support changes&lt;/h3&gt;

&lt;p&gt;With the move to Rust and SDL3, Naev now only supports macOS 11+ (previously 10.13+) and Windows 10+ (previously Windows 7+). 
We will keep a &lt;code&gt;0.12.x&lt;/code&gt; branch on Steam as the last version supporting the older operating systems, 
and those older releases will remain available on Codeberg and itch as well.&lt;/p&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;

&lt;h4 id="gameplay"&gt;Gameplay&lt;/h4&gt;
&lt;ul&gt;
  &lt;li&gt;Removed heat mechanic (to be re-added as a new mechanic in the future)&lt;/li&gt;
  &lt;li&gt;Made pirates less dangerous to new players
    &lt;ul&gt;
      &lt;li&gt;Marauders are now intrinsically weaker than other pirates, especially with low pirate presence&lt;/li&gt;
      &lt;li&gt;Made pirates less aggressive&lt;/li&gt;
      &lt;li&gt;Change pirate spawning to be mainly marauders in low presence areas&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Fuel from outfits has been tweaked a bit&lt;/li&gt;
  &lt;li&gt;NPCs now have skill levels that can affect their targeting and fighting ability&lt;/li&gt;
  &lt;li&gt;Bioships have had their skills and modifiers slightly reworked to be better balanced&lt;/li&gt;
  &lt;li&gt;Light, medium-heavy and ultraheavy ship now have two core hull/systems/engine slots, one main and one secondary
    &lt;ul&gt;
      &lt;li&gt;Effects of heavier cores can be obtained by stacking smaller ones&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Engines have been reworked to be more coherent and consistent
    &lt;ul&gt;
      &lt;li&gt;Tricon engines have much higher acceleration to max speed ratio&lt;/li&gt;
      &lt;li&gt;Melendez engines have higher speed, but low acceleration and turn&lt;/li&gt;
      &lt;li&gt;More consistency across lines&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Gauntlet intrinsics are stronger and now mutually exclusive&lt;/li&gt;
  &lt;li&gt;Intrinsics from a certain trader are now stronger&lt;/li&gt;
  &lt;li&gt;Ships now disabled below a certain armour threshold regardless of stress&lt;/li&gt;
  &lt;li&gt;AI is less susceptible to stealth bomber cheese&lt;/li&gt;
  &lt;li&gt;Point defence now shoots at all ships prioritizing smaller ones after missiles&lt;/li&gt;
  &lt;li&gt;Cargo delivery missions have increased cargo amounts&lt;/li&gt;
  &lt;li&gt;Minimum stealth range also affects detection and signature&lt;/li&gt;
  &lt;li&gt;Ships can have a minimum cargo-less mass of 50% of the ship base mass&lt;/li&gt;
  &lt;li&gt;Damage over time effects now can cause faction loss and other effects&lt;/li&gt;
  &lt;li&gt;New harder difficulty&lt;/li&gt;
  &lt;li&gt;Gauntlet negative bonuses are now multiplicative&lt;/li&gt;
  &lt;li&gt;Stealthing will temporarily jam locked on munitions&lt;/li&gt;
  &lt;li&gt;Changed forward weapon aiming algorithm for the player so it is easier to shoot small ships with skill&lt;/li&gt;
  &lt;li&gt;Reflective shell now shoots thorns&lt;/li&gt;
&lt;/ul&gt;

&lt;h4 id="quality-of-life"&gt;Quality of Life&lt;/h4&gt;
&lt;ul&gt;
  &lt;li&gt;Plugin manager built directly into Naev
    &lt;ul&gt;
      &lt;li&gt;Access to the online plugin repository&lt;/li&gt;
      &lt;li&gt;Can easily add or remove plugins from local or online sources&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Autonav improvements
    &lt;ul&gt;
      &lt;li&gt;Can automatically land when following a ship&lt;/li&gt;
      &lt;li&gt;Improved autonav behaviour when losing a followed ship&lt;/li&gt;
      &lt;li&gt;Disables afterburner when getting ready to land or jump&lt;/li&gt;
      &lt;li&gt;Shooting &lt;em&gt;non-point defence&lt;/em&gt; weapons resets autonav speed up&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Combat and ambient music tries to play from where it was last stopped when applicable&lt;/li&gt;
  &lt;li&gt;Gave small untargetable time to player when using hypergates and wormholes&lt;/li&gt;
  &lt;li&gt;Ships that are scanning you use a different colour highlight&lt;/li&gt;
  &lt;li&gt;Landable but uninhabited space objects use a different icon&lt;/li&gt;
  &lt;li&gt;Deployed fighter equipment is no longer random&lt;/li&gt;
  &lt;li&gt;Added support for multiple automatic backups with 5 by default&lt;/li&gt;
  &lt;li&gt;Game will prompt if exiting the game when save data loss can occur&lt;/li&gt;
  &lt;li&gt;Escort mission revamp
    &lt;ul&gt;
      &lt;li&gt;Escorts now follow the player&lt;/li&gt;
      &lt;li&gt;Autonav will warn the player if jumping or landing will fail the mission&lt;/li&gt;
      &lt;li&gt;Autonav will wait for escorts when landing or taking off&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Radar now has a linear area and a logarithmic area (outside the circle) to show more regional information&lt;/li&gt;
  &lt;li&gt;Support for automatically restarting Naev when changing options that require it&lt;/li&gt;
&lt;/ul&gt;

&lt;h4 id="contents"&gt;Contents&lt;/h4&gt;
&lt;ul&gt;
  &lt;li&gt;28 new missions and events
    &lt;ul&gt;
      &lt;li&gt;Go treasure hunting&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;27 new outfits and reworked cores
    &lt;ul&gt;
      &lt;li&gt;Outfit sets that gain bonuses as more elements of the set are equipped&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;11 new ship variants&lt;/li&gt;
  &lt;li&gt;New sensor anomalies&lt;/li&gt;
  &lt;li&gt;Two new intertwined minor houses of the Empire with new systems and lore&lt;/li&gt;
  &lt;li&gt;More space objects with new things to explore&lt;/li&gt;
  &lt;li&gt;New portraits&lt;/li&gt;
  &lt;li&gt;Over 20 new songs
    &lt;ul&gt;
      &lt;li&gt;More variation in landing and situational music&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Significant changes in jumps (hidden and otherwise)&lt;/li&gt;
  &lt;li&gt;Reworked the visuals for some weapons using shaders&lt;/li&gt;
  &lt;li&gt;Start to more strictly enforce Oxford spelling&lt;/li&gt;
  &lt;li&gt;Racing reward system reworked&lt;/li&gt;
  &lt;li&gt;Reworked escort missions so that escorts follow the player and improved how it interacts with autonav&lt;/li&gt;
&lt;/ul&gt;

&lt;h4 id="engine"&gt;Engine&lt;/h4&gt;
&lt;ul&gt;
  &lt;li&gt;Began porting to Rust&lt;/li&gt;
  &lt;li&gt;Engine now uses SDL3 instead of SDL2&lt;/li&gt;
  &lt;li&gt;Camera is isometric-ish instead of using top-view game play (can be modified by plugins)&lt;/li&gt;
  &lt;li&gt;Engine supports modifying some important constants such as those related to the physics model for use in plugins&lt;/li&gt;
  &lt;li&gt;Use instancing instead of geometry shaders for space dust&lt;/li&gt;
  &lt;li&gt;Ship Lua scripting supports “onshootany” now&lt;/li&gt;
  &lt;li&gt;Support for price_mod on tech group commodities&lt;/li&gt;
  &lt;li&gt;Mission and Event NPC’s priority default to the priority of the parent&lt;/li&gt;
  &lt;li&gt;Local maps can have a range parameter now&lt;/li&gt;
  &lt;li&gt;Intrinsic outfits for ships are defined in &amp;lt;intrinsics&amp;gt; instead of &amp;lt;slots&amp;gt; now&lt;/li&gt;
  &lt;li&gt;Systems can have waypoints that are accessible from missions&lt;/li&gt;
  &lt;li&gt;Fixed some flickering at the end of ship trails&lt;/li&gt;
  &lt;li&gt;Diff mode in the editor remembers filenames and diff names&lt;/li&gt;
  &lt;li&gt;Slots can have tags&lt;/li&gt;
  &lt;li&gt;Outfits can fit an additional slot property&lt;/li&gt;
  &lt;li&gt;Support for hiding dynamic ship stats from outfits in the equipment support&lt;/li&gt;
  &lt;li&gt;Outfits support inline Lua definitions&lt;/li&gt;
  &lt;li&gt;Can override long class names of spobs&lt;/li&gt;
  &lt;li&gt;Changed how ship statistics are computed: those from same source will be additive, while different sources will be multiplicative&lt;/li&gt;
  &lt;li&gt;New ship stats and changes
    &lt;ul&gt;
      &lt;li&gt;Weapon speed with variants for cannons and turrets&lt;/li&gt;
      &lt;li&gt;Minimum Stealth Range&lt;/li&gt;
      &lt;li&gt;Absolute Mass&lt;/li&gt;
      &lt;li&gt;Absolute CPU&lt;/li&gt;
      &lt;li&gt;Temporary Invincibility&lt;/li&gt;
      &lt;li&gt;Detection Range only affects ‘Detected at:’ range&lt;/li&gt;
      &lt;li&gt;Ship Visibility that affects detection, signature, and stealth ranges&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Intro text is no longer hardcoded and is handled via Lua&lt;/li&gt;
  &lt;li&gt;SVG image support&lt;/li&gt;
  &lt;li&gt;WGSL shader support&lt;/li&gt;
  &lt;li&gt;trigger library to handle commonly mission code&lt;/li&gt;
  &lt;li&gt;Game will automatically try to detect extensions for image files&lt;/li&gt;
&lt;/ul&gt;

&lt;h4 id="fixes"&gt;Fixes&lt;/h4&gt;
&lt;ul&gt;
  &lt;li&gt;The Bite turns off afterburners&lt;/li&gt;
  &lt;li&gt;Hiding on screen display information for missions also hides system markers&lt;/li&gt;
  &lt;li&gt;Sensor anomalies now appear in the on-screen display&lt;/li&gt;
  &lt;li&gt;Fixed texture interpolation when alpha is 0 for pixels&lt;/li&gt;
  &lt;li&gt;Fixed adding commodities to space objects via tech groups&lt;/li&gt;
  &lt;li&gt;Engine glow decay is less ridiculous on ships with really weird acceleration / speed ratios&lt;/li&gt;
  &lt;li&gt;Only try to load missions and events with file names that end in .lua&lt;/li&gt;
  &lt;li&gt;Action speed can no longer be negative and disables space worthiness&lt;/li&gt;
  &lt;li&gt;Don’t show OSD frame when not visible&lt;/li&gt;
  &lt;li&gt;Can’t stack Sirius ferry pilgrim missions anymore&lt;/li&gt;
  &lt;li&gt;Add marker mission to help the player find wild space&lt;/li&gt;
  &lt;li&gt;Bioships will reset their locked slots when swapping ship and loading&lt;/li&gt;
  &lt;li&gt;jump_delay was being applied instead of jump_warmup to the engine warm up animation&lt;/li&gt;
  &lt;li&gt;Mass modifiers now affect outfit mass too&lt;/li&gt;
  &lt;li&gt;Ships will no longer appear tilted in the equipment view&lt;/li&gt;
  &lt;li&gt;dv_antiflf02: Make the vigilances less pathetic&lt;/li&gt;
  &lt;li&gt;Gauntlet properly resets outfit cooldowns&lt;/li&gt;
  &lt;li&gt;Saves try to save outfits by slot name to be more robust to changes in the future&lt;/li&gt;
  &lt;li&gt;Player can’t stealth while disabled&lt;/li&gt;
  &lt;li&gt;Getting disabled turns off stealth&lt;/li&gt;
  &lt;li&gt;Carried fighters don’t carry commodities&lt;/li&gt;
  &lt;li&gt;darkshadow: enemies shouldn’t see through stealth&lt;/li&gt;
  &lt;li&gt;Cryogenic Nanobots no longer restore health to 100% on completing cooldown regardless of damage taken&lt;/li&gt;
  &lt;li&gt;Improved AI braking skills&lt;/li&gt;
  &lt;li&gt;Game will not save in certain cases like loading the game and immediately being forced to take off by a load hook&lt;/li&gt;
  &lt;li&gt;Improved handling of fullscreen toggling and resolution changes&lt;/li&gt;
  &lt;li&gt;Faction ships no longer show up as “Unknown” when you first discover a faction&lt;/li&gt;
  &lt;li&gt;Space mines in restricted systems have infinite duration&lt;/li&gt;
  &lt;li&gt;Made Love framework ignore events that were queued before opening&lt;/li&gt;
  &lt;li&gt;Lowered reputation gains from aiding hypergate construction sites&lt;/li&gt;
  &lt;li&gt;Use higher resolution icon&lt;/li&gt;
  &lt;li&gt;Lots of spelling and grammar fixes&lt;/li&gt;
  &lt;li&gt;Translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-11-16:/blarg/2025-11-16_advent_of_the_plugin_manager/</id>
    <title type="html">Advent of the Plugin Manager</title>
    <published>2025-11-16T00:00:00Z</published>
    <updated>2025-11-16T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-11-16_advent_of_the_plugin_manager/" type="text/html"/>
    <content type="html">&lt;p&gt;Adding support for plugins was one of the foundational Naev goals that was finally realized in 0.10.0!
Since then, there have been some plugins made for Naev, however, due to the difficulties of finding them and such, even with the &lt;a href="https://codeberg.org/naev/naev-plugins"&gt;naev-plugins&lt;/a&gt; repository, they were never fully realized and the &lt;a href="https://codeberg.org/naev/naev/issues/2180"&gt;need for a plugin manager&lt;/a&gt; was glaringly obvious.
Some great contributors a-random-lemurian &lt;a href="https://github.com/a-random-lemurian/naev-pm"&gt;wrote a plugin manager in python&lt;/a&gt; and then BlackFrame42 &lt;a href="https://github.com/BlackFrame42/naev-pm"&gt;improved it into a usable design&lt;/a&gt;.
However, while the python language was great for a proof of concept, packaging it was a tricky issue that was never solved.&lt;/p&gt;

&lt;p&gt;With the &lt;a href="/blarg/2025-07-04_the_road_to_rust/"&gt;great move to rust&lt;/a&gt;, this gave us a new opportunity to rewrite the python handling in Rust, and easily add a plugin manager to boot!&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="The plugin manager in all its primitive implementation glory." src="/imgs/blarg/2025/pluginmanager.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;The plugin manager in all its primitive implementation glory.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;This also provided a good opportunity to rework the entire &lt;a href="https://naev.org/devmanual/plugins/metadata.html"&gt;plugin metadata&lt;/a&gt; format to a more modern one, based on &lt;a href="https://toml.io/"&gt;toml&lt;/a&gt; which is a widely supported file format that will likely replace the hard to edit and read Naev XML files in the near future.
The new format provides much more information, and also makes it much easier to handle with the plugin manager.
Custom images are also allowed among other things.&lt;/p&gt;

&lt;p&gt;And finally, if you haven’t noticed yet, we’ve also revamped the &lt;a href="https://naev.org/devmanual/"&gt;development manual&lt;/a&gt;!
It is no longer a hard to parse PDF file generated by &lt;a href="https://www.latex-project.org/"&gt;LaTeX&lt;/a&gt;, but now a web-focused book based on &lt;a href="https://docs.rs/mdbook/latest/mdbook/index.html"&gt;mdbook&lt;/a&gt;.
Although it still needs a lot of work and updating, we believe it will be much more practical and easier to work going forwards, despite complaints filed by House Za’lek.&lt;/p&gt;

&lt;p&gt;We hope these happenings will encourage people to show what they can do with the Naev engine.
They’re both still a work in progress, and like always contributions are welcome to the plugin manager, the development manual, and Naev in general.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-08-30:/blarg/2025-08-30_au_revoir_github/</id>
    <title type="html">Au Revoir Github, Hello Codeberg</title>
    <published>2025-08-30T00:00:00Z</published>
    <updated>2025-08-30T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-08-30_au_revoir_github/" type="text/html"/>
    <content type="html">&lt;p&gt;Ever since Microsoft bought Github, we felt that the days we could stay on the
platform were numbered. Despite that, Naev has stayed on Github passed our
expectations, but now it seems like it is finally the time to get off the
platform due to a combination of Microsoft supporting and pushing for quite bad
things that we have never been able to ethically support. With the 0.13.0
release starting to poke out its head, it felt like it was the time to do the
move.&lt;/p&gt;

&lt;p&gt;For end-users, the changes should be unnoticeable, short of having to report
issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;the Codeberg issue tracker&lt;/a&gt;
instead of Github.&lt;/p&gt;

&lt;p&gt;From a historic perspective, this is the 4th time Naev has changed platform.
Originally, it was on sourceforge, then it moved to the now defunct google
code, before moving to github, and now will be at codeberg. During this time
the main repository also went from SVN to mercurial, before turning into a git
repository as it is now. We hope there won’t be any changes for a while to come.&lt;/p&gt;

&lt;h2 id="what-is-codeberg"&gt;What is Codeberg?&lt;/h2&gt;

&lt;p&gt;Codeberg is another git hosting service based on Forgejo that is run by a
German non-profit, with a focus on supporting open source development. This
aligns much better with Naev’s development goals, and helps ensure a stable
platform for development. Furthermore, if necessary, we can always move to
another Forgejo instance fairly easy.&lt;/p&gt;

&lt;p&gt;All the functionality of Github is retained with Codeberg, although the interface is a bit different and may take some time to get used to. You can open or follow issues at &lt;a href="https://codeberg.org/naev/naev/issues"&gt;the issue tracker&lt;/a&gt;, &lt;a href="https://codeberg.org/naev/naev/releases"&gt;download releases&lt;/a&gt;, or &lt;a href="https://codeberg.org/naev/naev/wiki"&gt;view the wiki&lt;/a&gt; like before.&lt;/p&gt;

&lt;h2 id="migration-steps-for-development"&gt;Migration Steps (for Development)&lt;/h2&gt;

&lt;p&gt;Github will keep on working as a mirror, so you don’t have to change anything
if you do not want to. However, if you want to help in development, you will
have to create an account on Codeberg (although you can log in with your
Github account if you prefer) and do pull requests there.&lt;/p&gt;

&lt;p&gt;If you edit &lt;code&gt;.git/config&lt;/code&gt; to point to &lt;code&gt;https://codeberg.org/naev/naev.git&lt;/code&gt; (or
&lt;code&gt;ssh://git@codeberg.org/naev/naev.git&lt;/code&gt; if you use ssh on Codeberg) instead of the
Github repo, you can keep on using your current repository without having to
delete it and clone again.&lt;/p&gt;

&lt;p&gt;The Github repository will no longer be monitored, so please make sure to do
all &lt;a href="https://codeberg.org/naev/naev/pulls"&gt;pull requests&lt;/a&gt; on Codeberg!&lt;/p&gt;

&lt;h2 id="remaining-steps"&gt;Remaining Steps&lt;/h2&gt;

&lt;p&gt;While the basics have been ported, actions are still not running on Codeberg,
so things like nightlies, releases, and checking if the code compiles online
are not working currently. However, this should be fixed relatively soon if all
goes well.&lt;/p&gt;

&lt;p&gt;Furthermore, some repos are still not completely moved over, but this will be done over the
next few weeks.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-07-09:/blarg/2025-07-09_0.12.6/</id>
    <title type="html">Naev 0.12.6</title>
    <published>2025-07-09T00:00:00Z</published>
    <updated>2025-07-09T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-07-09_0.12.6/" type="text/html"/>
    <content type="html">&lt;p&gt;This is a minor hotfix that mainly addresses an issue with 0.12.5 that broke
point defense weapons for the player. If all goes well, this should be the last
0.12.x release.&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.12.6"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The new version should be compatible with older save games, and will update
things as necessary.&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.12.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.12.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0125"&gt;Changes since 0.12.5&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Dvaered Negotiation 1: update the location of the target on the map&lt;/li&gt;
  &lt;li&gt;Dvaered Sabotage: no longer fail the mission if the target jumps out after boarding&lt;/li&gt;
  &lt;li&gt;Fixed point defense turning off all the time&lt;/li&gt;
  &lt;li&gt;Minor typo fixes and translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-07-04:/blarg/2025-07-04_the_road_to_rust/</id>
    <title type="html">The Road to Rust</title>
    <published>2025-07-04T00:00:00Z</published>
    <updated>2025-07-04T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-07-04_the_road_to_rust/" type="text/html"/>
    <content type="html">&lt;p&gt;A long project in the making, the Naev DevTeam is now proud to announce that
Naev is now partially written in &lt;a href="https://www.rust-lang.org/"&gt;Rust programming
language&lt;/a&gt;. While still only about 5% of the C code
has been rewritten, it includes many of the critical components such as the
most of the rendering pipeline and initialization bits. The porting is being
done in tandem with general development, so C and Rust will co-exist for a
while until the port is completed and C can be dropped as necessary. Scripting
will still be in Lua, which will be much easier to develop using
&lt;a href="https://docs.rs/mlua/latest/mlua/index.html"&gt;mlua&lt;/a&gt; from Rust.&lt;/p&gt;

&lt;h2 id="what-does-this-mean"&gt;What does this mean?&lt;/h2&gt;

&lt;p&gt;Short-term, it means it is likely there will be more bugs and quirks, however,
in the longer picture, this means that Naev will be able to make use of the
inherent memory and threading safety of Rust to be much more bug-free. Rust
also makes it possible to simplify significant parts of the code and thread
them more easily, meaning that it is likely that performance will also go up
over time.&lt;/p&gt;

&lt;p&gt;The porting is also a good way to revise the existing codebase. With the first
commit being 18 years ago, as you can expect, some parts have not aged too
well. Rewriting the code in Rust will not only help modernize it, but also
streamline it so that many more improvements can be easily made. Some
particular example of something that will become easily possible is
implementing mechanisms to modify the number of outfit slots on a ship via
outfits.&lt;/p&gt;

&lt;h2 id="what-has-been-done"&gt;What has been done?&lt;/h2&gt;

&lt;p&gt;While the port is far from over, very important aspects have already been moved
to Rust side including initialization, rendering, and Lua scripting. Some
low-hanging fruits have also been grabbed as a proof of concept including
things like the 2D vector Lua library, damage types, and slot types. The entire
build system has also been rehauled to have C and Rust work somewhat happily
together. Besides having to file a lot of bug reports upstream to
&lt;a href="https://mesonbuild.com/"&gt;meson&lt;/a&gt; and other projects, we now figured it out with
lots of not so beautiful tricks to compile both a C and Rust library
separately, and then link them together in Rust. It’s a bit hacky, but it seems
to work well for the time being.&lt;/p&gt;

&lt;h2 id="what-can-you-do-to-help"&gt;What can you do to help?&lt;/h2&gt;

&lt;p&gt;There is a lot of work left to still be done. Good thing is that anyone can
help! If you want to help with porting, you can look at the &lt;a href="https://codeberg.org/naev/naev/issues/2890"&gt;issue on rust
porting&lt;/a&gt; that tries to centralize
work being done on Rust. If you don’t want to do Rust, you can also help as
always by testing the nightly and reporting any issues that you may find.&lt;/p&gt;

&lt;p&gt;As always, help is also needed with artwork, sound effects, and music,
including &lt;a href="https://codeberg.org/naev/naev/wiki/Needed-Artwork%3A-Outfits"&gt;graphics for
outfits&lt;/a&gt; and &lt;a href="https://codeberg.org/naev/naev/wiki/Needed-Artwork%3A-Characters"&gt;new
portraits&lt;/a&gt;.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-05-23:/blarg/2025-05-23_0.12.5/</id>
    <title type="html">Naev 0.12.5</title>
    <published>2025-05-23T00:00:00Z</published>
    <updated>2025-05-23T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-05-23_0.12.5/" type="text/html"/>
    <content type="html">&lt;p&gt;This is the fifth and most likely last maintenance patch of the 0.12.0 release.
It includes fixes to a major bug causing spawning ships to be much less diverse
than they should have been. With the new version you should now see all sorts
of ships all over instead of the same ones over and over.
Furthermore, in preparation for upcoming changes in libxml, we have removed
save game compression. Although Naev should still be able to load compressed
save games, it will only save them without compression from now on. From 0.13.0
onwards, and on systems using newer versions of libxml, loading compressed save
games won’t be possible anymore. You’ll either have to load and save with this
release, or uncompress manually.&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.12.5"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The new version should be compatible with older save games, and will update
things as necessary.&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.12.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.12.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0124"&gt;Changes since 0.12.4&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fixed bug causing lower diversity in ship spawning&lt;/li&gt;
  &lt;li&gt;Fixed autonav not respecting shield thresholds&lt;/li&gt;
  &lt;li&gt;Fixed AI spamming afterburners in an unhealthy way&lt;/li&gt;
  &lt;li&gt;Removed support for save game compression as libxml 2.14 disable compression by default&lt;/li&gt;
  &lt;li&gt;minerva/pirate3: fixed dialogue being weird if paying with tokens&lt;/li&gt;
  &lt;li&gt;Minor typo fixes and translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-04-06:/blarg/2025-04-06_0.12.4/</id>
    <title type="html">Naev 0.12.4</title>
    <published>2025-04-06T00:00:00Z</published>
    <updated>2025-04-06T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-04-06_0.12.4/" type="text/html"/>
    <content type="html">&lt;p&gt;This is the fourth maintenance patch of the 0.12.0 release. It contains fixes
for several crashes, including a fairly high impact one when shooting asteroids
with explosive weapons. It also ensures that no pirate presence leaks into
the area around the starting system, and makes sure some missions are
completable. This release looks set to be the final of the 0.12.x series as we
focus on the 0.13.0 release that is slated for December this year.&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.12.4"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The new version should be compatible with older save games, and will update
things as necessary.&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.12.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.12.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0123"&gt;Changes since 0.12.3&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;More robust jump check to fix crash when creating new systems&lt;/li&gt;
  &lt;li&gt;Gave Pacifier +400 fuel bonus to match description&lt;/li&gt;
  &lt;li&gt;Made the baron comm event respect system claims&lt;/li&gt;
  &lt;li&gt;Shaky swan no longer gets killed by patrols&lt;/li&gt;
  &lt;li&gt;Fixed crash when shooting asteroids with explosive weapons&lt;/li&gt;
  &lt;li&gt;Disallow cooling down while jumping&lt;/li&gt;
  &lt;li&gt;Fixed crash with pilot.navJumpSet&lt;/li&gt;
  &lt;li&gt;Remove all pirate presence within 2 jumps of the starting system&lt;/li&gt;
  &lt;li&gt;Minor typo fixes and translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-02-01:/blarg/2025-02-01_0.12.3/</id>
    <title type="html">Naev 0.12.3</title>
    <published>2025-02-01T00:00:00Z</published>
    <updated>2025-02-01T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-02-01_0.12.3/" type="text/html"/>
    <content type="html">&lt;p&gt;This is the third maintenance patch of the 0.12.0 release, that fixes a bunch
of minor issues. Some of the larger fixes include not being able to stealth
with active point defense, and distress signals causing hostility cascades
which could be a problem especially in the Frontier. We don’t anticipate too
many more problems and have shifted most of the focus on development of the
next major release.&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.12.3"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The new version should be compatible with older save games, and will update
things as necessary.&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.12.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.12.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0122"&gt;Changes since 0.12.2&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Sirius preacher gives +4% shield regeneration, not +4 GW shield regeneration&lt;/li&gt;
  &lt;li&gt;Largus Gene Drive (Nyx) has a max speed of 175, not 275&lt;/li&gt;
  &lt;li&gt;Tweaked Melendez Mammoth XL and Eagle 6500 top speeds&lt;/li&gt;
  &lt;li&gt;Fixed not being able to stealth with active point defense&lt;/li&gt;
  &lt;li&gt;Fixed being able to complete the test of purification after failing&lt;/li&gt;
  &lt;li&gt;Fixed GUI getting weirdly offset in some cases&lt;/li&gt;
  &lt;li&gt;Cannibalize button doesn’t overlap with capture anymore&lt;/li&gt;
  &lt;li&gt;Don’t crash if loading a save where the player’s current ship doesn’t exist&lt;/li&gt;
  &lt;li&gt;Gauss has a reputation requirement&lt;/li&gt;
  &lt;li&gt;Derelicts are no longer space-worthy&lt;/li&gt;
  &lt;li&gt;Fixed Tartarus landing graphics&lt;/li&gt;
  &lt;li&gt;Fried now shows the stellar winds on the map&lt;/li&gt;
  &lt;li&gt;Reworked aggressivity on distress signals to be more consistent&lt;/li&gt;
  &lt;li&gt;Try to fix trails not appearing on variant ships&lt;/li&gt;
  &lt;li&gt;dv_goddard: The Siren of Halir no longer fails the mission after you get the commandos&lt;/li&gt;
  &lt;li&gt;dv_shopping: Fixed not giving the player the Fancy Key Chain&lt;/li&gt;
  &lt;li&gt;Misi will sell the Fancy Key Chain for those affected by the dv_shopping bug&lt;/li&gt;
  &lt;li&gt;oldwoman: The old woman complains again&lt;/li&gt;
  &lt;li&gt;shadowvigil: seiryuu doesn’t disappear if you land&lt;/li&gt;
  &lt;li&gt;darkshadow: four wind fighters can hurt the player&lt;/li&gt;
  &lt;li&gt;kex3: made it completable by making it much easier to dodge and have a fairer fight&lt;/li&gt;
  &lt;li&gt;Fixed stealth circles not appearing on hostile pilots if their faction is friendly&lt;/li&gt;
  &lt;li&gt;Fixed some date-related mission information not being updated&lt;/li&gt;
  &lt;li&gt;Fixed landing music playing with VN music in some situations&lt;/li&gt;
  &lt;li&gt;Significantly buffed point defense damage&lt;/li&gt;
  &lt;li&gt;Story mode gives an additional -50% fuel usage modifier&lt;/li&gt;
  &lt;li&gt;Minor typo fixes and translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2025-01-09:/blarg/2025-01-09_0.12.2/</id>
    <title type="html">Naev 0.12.2</title>
    <published>2025-01-09T00:00:00Z</published>
    <updated>2025-01-09T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2025-01-09_0.12.2/" type="text/html"/>
    <content type="html">&lt;p&gt;This is a maintenance patch that fixes a lot of small issues here and there. It
includes improvements on deployed escorts, fixing looting FLF ships causing
nearby planets and other ships to become hostile, and puts Dvaered ships for
sale among other things.&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.12.2"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The new version should be compatible with older save games, and will update
things as necessary.&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.12.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.12.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0121"&gt;Changes since 0.12.1&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Made plasma drill much easier to apply to asteroids&lt;/li&gt;
  &lt;li&gt;Don’t reset cargo if not space worthy when reloading&lt;/li&gt;
  &lt;li&gt;Truly fix the negative mass exploit&lt;/li&gt;
  &lt;li&gt;Made miners less bad at mining, their only passion&lt;/li&gt;
  &lt;li&gt;Slim GUI set formation button is no longer clickable when invisible&lt;/li&gt;
  &lt;li&gt;Removed outdated tip from NPC messages&lt;/li&gt;
  &lt;li&gt;Round faction reputation at hypergates&lt;/li&gt;
  &lt;li&gt;Hypergates no longer spoil system names for you&lt;/li&gt;
  &lt;li&gt;Fixed description of the Squadron Synchronizer Module&lt;/li&gt;
  &lt;li&gt;Deployed fighters are always aggressive (for now)&lt;/li&gt;
  &lt;li&gt;Player can’t make own escorts hostile with AoE weapons&lt;/li&gt;
  &lt;li&gt;Fuel usage is a negative is better stat&lt;/li&gt;
  &lt;li&gt;Added faction.areNeutral to get true neutral state of factions&lt;/li&gt;
  &lt;li&gt;Ammo can not become negative anymore&lt;/li&gt;
  &lt;li&gt;Made Za’lek drone weapons builtin&lt;/li&gt;
  &lt;li&gt;Be more restrictive on which factions give waste dump missions&lt;/li&gt;
  &lt;li&gt;Added the Admonisher ΩIIa for sale&lt;/li&gt;
  &lt;li&gt;Reputation can’t go above +100 or below -100&lt;/li&gt;
  &lt;li&gt;Made ship buying reputation requirements more lax, using maximum of local and global reputation&lt;/li&gt;
  &lt;li&gt;Fix overlay map not updating after obtaining map while open&lt;/li&gt;
  &lt;li&gt;Stealth Discovered Speed should be Stealth Discovered Rate&lt;/li&gt;
  &lt;li&gt;Fixed mass being displayed twice for outfits&lt;/li&gt;
  &lt;li&gt;Don’t have player.teleport break the game while the player is landing&lt;/li&gt;
  &lt;li&gt;Modified condition of many neutral missions so they don’t appear in the wrong places&lt;/li&gt;
  &lt;li&gt;Dvaered ships are now also sold in more accessible locations&lt;/li&gt;
  &lt;li&gt;FLF should not cause reputation chains making other factions hostile&lt;/li&gt;
  &lt;li&gt;Fixed the ship_buy hook referring to the ship sold when trading ships&lt;/li&gt;
  &lt;li&gt;Fixed captured ships having inconsistent load outs and not spawning near the pilot&lt;/li&gt;
  &lt;li&gt;Fixed zebra losing cylinders when thrusting&lt;/li&gt;
  &lt;li&gt;Don’t remove builtin weapons when spawning pilots naked&lt;/li&gt;
  &lt;li&gt;Fixed pilot.distress() not sending signals to spobs&lt;/li&gt;
  &lt;li&gt;lovebiz01: fixed condition allowing it to appear anywhere&lt;/li&gt;
  &lt;li&gt;dv_goddard: fixed spawning of Silent Death&lt;/li&gt;
  &lt;li&gt;harjas_vengeance: avoid certain system to make the mission easier to do.&lt;/li&gt;
  &lt;li&gt;minerva missions: fixed a ship not spawning correctly&lt;/li&gt;
  &lt;li&gt;Large cargo hulls now match the cargo difference of the small and medium hulls&lt;/li&gt;
  &lt;li&gt;Minor typo fixes and translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2024-12-27:/blarg/2024-12-27_0.12.1/</id>
    <title type="html">Naev 0.12.1</title>
    <published>2024-12-27T00:00:00Z</published>
    <updated>2024-12-27T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2024-12-27_0.12.1/" type="text/html"/>
    <content type="html">&lt;p&gt;With big releases, come big bugs. A bug that would potentially mark the entire
player’s map as known has crept into the release. It has been fixed along with
other minor fixes, in particular, a bug made the obelisk tests require
manual setting of weapon sets, and a persistent ship AI repeating to the player
over and over that they haven’t played in a while.&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.12.1"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The new version should be compatible with older save games, and will update
things as necessary.&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.12.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.12.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0120"&gt;Changes since 0.12.0&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fixed psychic orbs having trails&lt;/li&gt;
  &lt;li&gt;Crop selected spob name if it goes out of bounds in the GUI&lt;/li&gt;
  &lt;li&gt;Fix obelisk tests not setting properly the primary weapons of the player&lt;/li&gt;
  &lt;li&gt;Fleet members don’t try to investigate, only leaders do&lt;/li&gt;
  &lt;li&gt;More lenient update checks when updating saves&lt;/li&gt;
  &lt;li&gt;Pilots should no longer see through stealth when attacked from stealth&lt;/li&gt;
  &lt;li&gt;Fixed sometimes full map being partially displayed&lt;/li&gt;
  &lt;li&gt;Don’t show the “didn’t play in a while” message every time a save is loaded&lt;/li&gt;
  &lt;li&gt;Difficulty modifiers extend to the player’s escorts as well&lt;/li&gt;
  &lt;li&gt;Boarding bonus affects outfit / ship capture costs&lt;/li&gt;
  &lt;li&gt;Lowered the cost of capturing ships&lt;/li&gt;
  &lt;li&gt;Minor typo fixes and translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2024-12-23:/blarg/2024-12-23_0.12.0/</id>
    <title type="html">Naev 0.12.0</title>
    <published>2024-12-23T00:00:00Z</published>
    <updated>2024-12-23T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2024-12-23_0.12.0/" type="text/html"/>
    <content type="html">&lt;p&gt;After a whole month of beta testing and furious bug fixing, following the
tradition, we are once again doing our yearly release. This release includes
many engine improvements, such as 3D ships, an in-game wiki, reworked weapon
sets, notable performance increases, etc., but also a significant amount of new
content including a whole new area, more and reworked missions, and ship
variants among others things. We also have not forgotten significant quality of
life improvements; folding messages, more visual indications for things such as
important characters at the spaceport bar, filtering for the mission computer,
and more!&lt;/p&gt;

&lt;p&gt;We would like to thank all the contributors who participated and helped in the
making of this release that we hope will both surprise new players and veterans
alike!&lt;/p&gt;

&lt;p&gt;Most notable changes:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Nearly all the ships are now modeled in 3D with fancy lighting and tilting effects!&lt;/li&gt;
  &lt;li&gt;You can now capture ships!&lt;/li&gt;
  &lt;li&gt;New ships and ship variants!&lt;/li&gt;
  &lt;li&gt;Faction reputation is no longer a single global value, but more nuanced and local.&lt;/li&gt;
  &lt;li&gt;Simplified and more powerful weapon sets&lt;/li&gt;
  &lt;li&gt;New challenging area to access many secrets.&lt;/li&gt;
  &lt;li&gt;In-game Wiki full of mechanics and lore explanations!&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.12.0"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The new version should be compatible with older save games, and will update
things as necessary.&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.12.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.12.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Gameplay
    &lt;ul&gt;
      &lt;li&gt;Ability to capture disabled ships&lt;/li&gt;
      &lt;li&gt;Faction reputation is no longer universal, but varies on systems
        &lt;ul&gt;
          &lt;li&gt;Direct faction hit changes are shown as messages&lt;/li&gt;
          &lt;li&gt;Your actions will more directly affect ships in the system&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Significantly increase maximum potential fleet capacity&lt;/li&gt;
      &lt;li&gt;Excess energy to battery recharge efficiency is now flat instead of varying based on charge level&lt;/li&gt;
      &lt;li&gt;Gave the Za’lek Sting a slight detection buff &lt;!-- codespell:ignore sting --&gt;&lt;/li&gt;
      &lt;li&gt;Can only have a single patrol mission active at a given time&lt;/li&gt;
      &lt;li&gt;Pirates are less numerous during Chapter 0&lt;/li&gt;
      &lt;li&gt;Dvaered Arsenal has no fighter bays and fewer slots&lt;/li&gt;
      &lt;li&gt;Lowered CPU cost of some fighter bays&lt;/li&gt;
      &lt;li&gt;Decreased CPU and energy provided by large core slots&lt;/li&gt;
      &lt;li&gt;Pillaging ships affects reputation&lt;/li&gt;
      &lt;li&gt;Significantly increased the amount of fuel provided by outfits&lt;/li&gt;
      &lt;li&gt;Camouflage burster gives a speed bonus while active and disables when out of stealth&lt;/li&gt;
      &lt;li&gt;Can scan ships with ‘u’ key&lt;/li&gt;
      &lt;li&gt;Gave the Quicksilver another medium structural slot&lt;/li&gt;
      &lt;li&gt;Beam weapons have minimum delays instead of minimum durations&lt;/li&gt;
      &lt;li&gt;Can stealth when missiles are locked on&lt;/li&gt;
      &lt;li&gt;Deployed fighters take stress and damage over time when their mother ship is destroyed&lt;/li&gt;
      &lt;li&gt;Electron Burst Cannons and Za’lek Heavy Drones have had their damage per second lowered&lt;/li&gt;
      &lt;li&gt;Improved point defense
        &lt;ul&gt;
          &lt;li&gt;Spittle Tubuloid Cluster is now a utility and does more damage&lt;/li&gt;
          &lt;li&gt;Guardian Interception System does double damage&lt;/li&gt;
          &lt;li&gt;Missiles explode when intercepted&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Bounties have explicit time limits&lt;/li&gt;
      &lt;li&gt;Derelicts should appear in remote systems&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Quality of Life
    &lt;ul&gt;
      &lt;li&gt;Added colourblind correction mode&lt;/li&gt;
      &lt;li&gt;Exposed more colourblind options to the user&lt;/li&gt;
      &lt;li&gt;Can modify game speed directly instead of using a slow mode difficulty for accessibility&lt;/li&gt;
      &lt;li&gt;Messages get folded instead of repeating&lt;/li&gt;
      &lt;li&gt;Asteroids no longer fade out if close to or targeted by the player&lt;/li&gt;
      &lt;li&gt;Display fuel consumption for ships in the equipment overlay&lt;/li&gt;
      &lt;li&gt;Added option to match speed with the slowest ship in the fleet (on by default)&lt;/li&gt;
      &lt;li&gt;Made it so ships in the equipment screen do not change order based on value&lt;/li&gt;
      &lt;li&gt;Mark spaceport bar tab when there is an important NPC&lt;/li&gt;
      &lt;li&gt;Weapon set keybindings change window tabs&lt;/li&gt;
      &lt;li&gt;Use short outfit names when displaying groups of outfits&lt;/li&gt;
      &lt;li&gt;Shown more useful things you have when buying outfits with things other than credits&lt;/li&gt;
      &lt;li&gt;Can sort and filter the mission computer&lt;/li&gt;
      &lt;li&gt;Added small optional bounce to NPCs when they start talking&lt;/li&gt;
      &lt;li&gt;Inform the player when they don’t meet mission requirements for some important missions&lt;/li&gt;
      &lt;li&gt;Can add new plugins directly from the options menu&lt;/li&gt;
      &lt;li&gt;Can toggle whether autonav stops when missile lock-ons are detected&lt;/li&gt;
      &lt;li&gt;Added colour coded factional backgrounds in the shipyard&lt;/li&gt;
      &lt;li&gt;Can rotate shipyard image for ships with 3D graphics&lt;/li&gt;
      &lt;li&gt;Prompt when deleting notes&lt;/li&gt;
      &lt;li&gt;Added accessibility option that allows skipping story minigames&lt;/li&gt;
      &lt;li&gt;Can view and change all your ships in the equipment tab when there is refuelling&lt;/li&gt;
      &lt;li&gt;Reduced space dust size by 50%&lt;/li&gt;
      &lt;li&gt;Changed mouse click selection priority, it prefers spobs/jumps and will ignore clicks reselecting the same object&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Content
    &lt;ul&gt;
      &lt;li&gt;New in-game wiki with explanation on gameplay mechanics and lots of lore&lt;/li&gt;
      &lt;li&gt;8 new missions
        &lt;ul&gt;
          &lt;li&gt;The Onions call&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;4 new ships&lt;/li&gt;
      &lt;li&gt;13 new ship variants
        &lt;ul&gt;
          &lt;li&gt;Give a new twist to existing ships&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;6 new outfits&lt;/li&gt;
      &lt;li&gt;New area with unique challenges&lt;/li&gt;
      &lt;li&gt;New events
        &lt;ul&gt;
          &lt;li&gt;Get more Sirius abilities&lt;/li&gt;
          &lt;li&gt;Find the dark side of the Nebula&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;New NPC portraits&lt;/li&gt;
      &lt;li&gt;New generic NPC and News messages&lt;/li&gt;
      &lt;li&gt;Reworked trails to make ships feel more speedy&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Engine
    &lt;ul&gt;
      &lt;li&gt;Support for 3D models
        &lt;ul&gt;
          &lt;li&gt;Lighting is based on system stars&lt;/li&gt;
          &lt;li&gt;Fancy effects for special systems&lt;/li&gt;
          &lt;li&gt;Ships tilt slightly when rotating&lt;/li&gt;
          &lt;li&gt;Simple animations are supported and used when applicable&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Support for an in-game wiki
        &lt;ul&gt;
          &lt;li&gt;Can process YAML, Lua, and markdown&lt;/li&gt;
          &lt;li&gt;Cross-link support&lt;/li&gt;
          &lt;li&gt;Support for custom widgets&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Stats (except inverted stats) are now additive instead of multiplicative&lt;/li&gt;
      &lt;li&gt;Try to merge saves if multiple directories correspond to the same player&lt;/li&gt;
      &lt;li&gt;More robust weapon set support that can handle multiple overlapping weapon sets&lt;/li&gt;
      &lt;li&gt;Faster handling of asteroids with large exclusion areas&lt;/li&gt;
      &lt;li&gt;Added fuel_usage_mod ship stat&lt;/li&gt;
      &lt;li&gt;Fixed player losing navigation targets when unidiff is applied&lt;/li&gt;
      &lt;li&gt;Fixed ai.idir giving wrong answer by M_PI_2 in some cases&lt;/li&gt;
      &lt;li&gt;Threaded more loading components&lt;/li&gt;
      &lt;li&gt;Lua require now caches chunks&lt;/li&gt;
      &lt;li&gt;Dropped SDL_image fallback&lt;/li&gt;
      &lt;li&gt;Use higher internal timer for all platforms&lt;/li&gt;
      &lt;li&gt;Support for Tracy&lt;/li&gt;
      &lt;li&gt;Spobs that are not landable yet generate presence will be shown on the map&lt;/li&gt;
      &lt;li&gt;Warn the player if they try to use a name with all space characters&lt;/li&gt;
      &lt;li&gt;Decoupled the collision system from the rendering system&lt;/li&gt;
      &lt;li&gt;Added a low memory mode to use fewer and smaller textures with 3D&lt;/li&gt;
      &lt;li&gt;Lazy load ship and outfit graphics to reduce memory usage and decrease load time&lt;/li&gt;
      &lt;li&gt;Use clang-format to format all the C code&lt;/li&gt;
      &lt;li&gt;Use enums internally to represent keybindings instead of strings&lt;/li&gt;
      &lt;li&gt;Always use replaygain information when available when loading vorbis files&lt;/li&gt;
      &lt;li&gt;Stop repeating the same warning after a fixed amount of times&lt;/li&gt;
      &lt;li&gt;Support for outfits that don’t break stealth&lt;/li&gt;
      &lt;li&gt;Editor has partial support for universe diffs&lt;/li&gt;
      &lt;li&gt;Editor has separate configuration and file dialogues&lt;/li&gt;
      &lt;li&gt;New ship stats
        &lt;ul&gt;
          &lt;li&gt;Global weapon range, damage, fire-rate and energy usage&lt;/li&gt;
          &lt;li&gt;Range ship stat for all specific weapon types&lt;/li&gt;
          &lt;li&gt;Turn, speed, and accel for launchers&lt;/li&gt;
          &lt;li&gt;Shield downtime modifier&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Deprecated old faction API in favour of the new one for local / global standings&lt;/li&gt;
      &lt;li&gt;Added support for temporarily overriding faction standings&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Fixes
    &lt;ul&gt;
      &lt;li&gt;PSO and Mizar nebulas have trails again&lt;/li&gt;
      &lt;li&gt;Removed fancy background mode&lt;/li&gt;
      &lt;li&gt;Can remove fighter bays with deployed fighters&lt;/li&gt;
      &lt;li&gt;Sol is less friendly&lt;/li&gt;
      &lt;li&gt;Fixed rare cases where fighters would not be able to dock&lt;/li&gt;
      &lt;li&gt;Fixed hypergate and wormhole effects getting stuck&lt;/li&gt;
      &lt;li&gt;Obelisks tell if you have completed them already&lt;/li&gt;
      &lt;li&gt;Fixed space dust disappearing with certain jump abilities&lt;/li&gt;
      &lt;li&gt;Boarded pilots become permanently disabled if they lose space-worthiness&lt;/li&gt;
      &lt;li&gt;Double tap will activate feather drive like blink engines&lt;/li&gt;
      &lt;li&gt;Fixed camouflage burster not activating stealth&lt;/li&gt;
      &lt;li&gt;Fixed bug where beams were counted as giving energy in the equipment optimizer&lt;/li&gt;
      &lt;li&gt;shadowvigil: claim entire route&lt;/li&gt;
      &lt;li&gt;sh01_corvette: should be completable on easy difficulties now&lt;/li&gt;
      &lt;li&gt;patrol: fixed escorts and fighters becoming hostile if hostile to the mission giving faction&lt;/li&gt;
      &lt;li&gt;Fixed debugging paranoid builds under Windows&lt;/li&gt;
      &lt;li&gt;Fixed autonav not respecting shield thresholds&lt;/li&gt;
      &lt;li&gt;zbh10: Godheart and friends get at most 1 fighter bay per ship now&lt;/li&gt;
      &lt;li&gt;Fixed ESS Trinity being bribeable&lt;/li&gt;
      &lt;li&gt;Cargo on fleets with be displayed to make room for mission cargo when necessary&lt;/li&gt;
      &lt;li&gt;Made it so Shadow Vigil doesn’t try to go through Surano system for reasons&lt;/li&gt;
      &lt;li&gt;&lt;code&gt;blackhole/zbh09&lt;/code&gt;: fixed softlock during a cutscene under certain conditions&lt;/li&gt;
      &lt;li&gt;Don’t play wormhole sound on main menu&lt;/li&gt;
      &lt;li&gt;Don’t allow the player to sell unique ships&lt;/li&gt;
      &lt;li&gt;Fixed corner cases where destroyed player ships would not properly be updated&lt;/li&gt;
      &lt;li&gt;Fixed Sirius Providence flow absorption bonus&lt;/li&gt;
      &lt;li&gt;Fixed positioning of a certain blockade&lt;/li&gt;
      &lt;li&gt;Fixed some visual aberrations when forcing the player to land or jump&lt;/li&gt;
      &lt;li&gt;Prioritize pilots and other objects over uninhabited planets when clicking&lt;/li&gt;
      &lt;li&gt;Can always bribe your way to pirate’s clansworlds&lt;/li&gt;
      &lt;li&gt;Consistently colour the ShipAI messages in the tutorial&lt;/li&gt;
      &lt;li&gt;Made max_fps actually get respected&lt;/li&gt;
      &lt;li&gt;Fixed map decorators not shown in editor&lt;/li&gt;
      &lt;li&gt;Update the overlay scaling given the player’s position&lt;/li&gt;
      &lt;li&gt;Fixed population not being updated by universe diffs&lt;/li&gt;
      &lt;li&gt;Fixed date acquired being wrong on some platforms&lt;/li&gt;
      &lt;li&gt;Improved pilot facing corrections when jumping&lt;/li&gt;
      &lt;li&gt;Pirate ambush derelict events break stealth&lt;/li&gt;
      &lt;li&gt;Mining minigame result affects yield more&lt;/li&gt;
      &lt;li&gt;Absorption is no longer limited to the 0% to 100% range&lt;/li&gt;
      &lt;li&gt;derelict_rescue: only allow generic target space objects&lt;/li&gt;
      &lt;li&gt;Restored portable installs with the Windows installer&lt;/li&gt;
      &lt;li&gt;Show intrinsic outfits in the “Other” tab&lt;/li&gt;
      &lt;li&gt;Fixed plural form of 0 items in many cases&lt;/li&gt;
      &lt;li&gt;Ships significantly past the mass limit are no longer space worthy&lt;/li&gt;
      &lt;li&gt;Don’t allow ship shield/energy to go negative&lt;/li&gt;
      &lt;li&gt;Jumping through a one-way normal / hidden jump reveals the hidden side&lt;/li&gt;
      &lt;li&gt;Increased nebula visibility by 400 km&lt;/li&gt;
      &lt;li&gt;Fixed map thresholds for interference&lt;/li&gt;
      &lt;li&gt;Editor now shows dialogues on errors and allows user to choose directory to save data to&lt;/li&gt;
      &lt;li&gt;Escorts will try to respect player’s autonav rules by default&lt;/li&gt;
      &lt;li&gt;Don’t show stealth circles during cinematics&lt;/li&gt;
      &lt;li&gt;Made pilots in formation less prone to spinning&lt;/li&gt;
      &lt;li&gt;Workaround MESA driver bug that causes dark or invisible ships on AMD hardware&lt;/li&gt;
      &lt;li&gt;Can no longer abort missions during landing animation&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2024-12-11:/blarg/2024-12-11_0.12.0-beta.3/</id>
    <title type="html">Naev 0.12.0-beta.3</title>
    <published>2024-12-11T00:00:00Z</published>
    <updated>2024-12-11T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2024-12-11_0.12.0-beta.3/" type="text/html"/>
    <content type="html">&lt;p&gt;With the bug frenzy calming down, we are proud to announce version 0.12.0-beta.3.
This release contains a myriad of bug fixes and should be quite close to the final 0.12.0 version that is planned before the end of the year.
As always, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this tracker&lt;/a&gt;,
and feel free to join our Discord or Matrix chatrooms. Find out more about them &lt;a href="https://naev.org/contact/"&gt;here!&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can get the new version from any of the sources below:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.12.0-beta.3"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;
&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="As a new ship variant of the Llama, the Llama Voyager shares many features but has fundamental differences such as fuel regeneration." src="/imgs/screenshots_0.12.0/png/llama_voyager.png" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;As a new ship variant of the Llama, the Llama Voyager shares many features but has fundamental differences such as fuel regeneration.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0120-beta2"&gt;Changes since 0.12.0-beta.2&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fixed collisions for some ships at certain angles&lt;/li&gt;
  &lt;li&gt;Changed mouse click selection priority, it prefers spobs/jumps and will ignore clicks reselecting the same object&lt;/li&gt;
  &lt;li&gt;Fixed map decorators not shown in editor&lt;/li&gt;
  &lt;li&gt;Centered buttons at the top of the holo-archives&lt;/li&gt;
  &lt;li&gt;Show if a system has a bar in the map&lt;/li&gt;
  &lt;li&gt;Fixed conf.mouse_doubleclick not disabling when set to 0&lt;/li&gt;
  &lt;li&gt;Fixed crashes when a faction is assigned a non-existent colour&lt;/li&gt;
  &lt;li&gt;Update the overlay scaling given the player’s position&lt;/li&gt;
  &lt;li&gt;Fixed population not being updated by universe diffs&lt;/li&gt;
  &lt;li&gt;Fixed date acquired being wrong on some platforms&lt;/li&gt;
  &lt;li&gt;Round reputation values when displaying standing text for consistency&lt;/li&gt;
  &lt;li&gt;Display local standing in the information window&lt;/li&gt;
  &lt;li&gt;Fixed certain combination of opening menus locking up&lt;/li&gt;
  &lt;li&gt;Fixed fmt.number displaying wrong values when negative&lt;/li&gt;
  &lt;li&gt;Fixed spoiling of system names on the map&lt;/li&gt;
  &lt;li&gt;Improved pilot facing corrections when jumping&lt;/li&gt;
  &lt;li&gt;Can no longer abort missions during landing animation&lt;/li&gt;
  &lt;li&gt;Fixed editor crash with empty descriptions&lt;/li&gt;
  &lt;li&gt;Fixed editor crash when making links to systems with no presence&lt;/li&gt;
  &lt;li&gt;Fixed rehabilitation missions&lt;/li&gt;
  &lt;li&gt;Fixed escorts not using special outfits and abilities&lt;/li&gt;
  &lt;li&gt;Fixed escort fighters existing after undeploying escort&lt;/li&gt;
  &lt;li&gt;Fixed Certitude trails&lt;/li&gt;
  &lt;li&gt;Pirate ambush derelict events break stealth&lt;/li&gt;
  &lt;li&gt;Mining minigame result affects yield more&lt;/li&gt;
  &lt;li&gt;Absorption is no longer limited to the 0% to 100% range&lt;/li&gt;
  &lt;li&gt;derelict_rescue: only allow generic target space objects&lt;/li&gt;
  &lt;li&gt;onion04: don’t fail if something happens to the gawain after taking the cargo&lt;/li&gt;
  &lt;li&gt;traffic_01: don’t use hardcoded systems&lt;/li&gt;
  &lt;li&gt;bounty: fixed error with deadlines in certain cases&lt;/li&gt;
  &lt;li&gt;neburesearch04: don’t let the drones see through stealth and disable the player from relanding to skip stage&lt;/li&gt;
  &lt;li&gt;minerva/judugement: fixed error in VN flow&lt;/li&gt;
  &lt;li&gt;Minor typo fixes and translation updates&lt;/li&gt;
  &lt;li&gt;Increased maximum reputation for a certain hidden faction to 70&lt;/li&gt;
  &lt;li&gt;Restored portable installs with the Windows installer&lt;/li&gt;
  &lt;li&gt;Documentation fixes&lt;/li&gt;
  &lt;li&gt;Minor typo fixes and translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2024-11-28:/blarg/2024-11-28_0.12.0-beta.2/</id>
    <title type="html">Naev 0.12.0-beta.2</title>
    <published>2024-11-28T00:00:00Z</published>
    <updated>2024-11-28T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2024-11-28_0.12.0-beta.2/" type="text/html"/>
    <content type="html">&lt;p&gt;A lot of major and minor issues, in addition to some minor new features, have
been resolved calling for a 0.12.0-beta.2. In particular, support for lowering
the saturation of the nebula, and having escorts respect your autonav
preferences (you can disable it in the settings from the info menu) have been
added as new features. We don’t have any intention of adding any new features
before the final 0.12.0 version, and will keep on resolving bugs as they are
found.
As always, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this tracker&lt;/a&gt;,
and feel free to join our Discord or Matrix chatrooms. Find out more about them &lt;a href="https://naev.org/contact/"&gt;here!&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can get the new version from any of the sources below:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.12.0-beta.2"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;
&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="As a new ship variant of the Llama, the Llama Voyager shares many features but has fundamental differences such as fuel regeneration." src="/imgs/screenshots_0.12.0/png/llama_voyager.png" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;As a new ship variant of the Llama, the Llama Voyager shares many features but has fundamental differences such as fuel regeneration.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0120-beta1"&gt;Changes since 0.12.0-beta.1&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fallback for missing holo archives ship entries&lt;/li&gt;
  &lt;li&gt;Reset proteron reputation more aggressively&lt;/li&gt;
  &lt;li&gt;Fixed overlap in VN logs&lt;/li&gt;
  &lt;li&gt;Show intrinsic outfits in the “Other” tab&lt;/li&gt;
  &lt;li&gt;Shooting weapons no longer resets autonav speed up&lt;/li&gt;
  &lt;li&gt;Fixed plural form of 0 items in many cases&lt;/li&gt;
  &lt;li&gt;Made pilots in formation less prone to spinning&lt;/li&gt;
  &lt;li&gt;Ships significantly past the mass limit are no longer space worthy&lt;/li&gt;
  &lt;li&gt;Lowered the price of a certain map&lt;/li&gt;
  &lt;li&gt;Lowered presence of a certain faction&lt;/li&gt;
  &lt;li&gt;Prevent changing autonav target via Lua when jumping&lt;/li&gt;
  &lt;li&gt;Disable jettisoning cargo when landing&lt;/li&gt;
  &lt;li&gt;Removed overlap in the options menu&lt;/li&gt;
  &lt;li&gt;Don’t allow ship shield/energy to go negative&lt;/li&gt;
  &lt;li&gt;Don’t show stealth circles during cinematics&lt;/li&gt;
  &lt;li&gt;Jumping through a one-way normal / hidden jump reveals the hidden side&lt;/li&gt;
  &lt;li&gt;Escorts will try to respect player’s autonav rules by default&lt;/li&gt;
  &lt;li&gt;Increased nebula visibility by 400 km&lt;/li&gt;
  &lt;li&gt;Fixed text overlap in the holo-archives for certain languages&lt;/li&gt;
  &lt;li&gt;Fixed reputation changes not working on dynamic factions&lt;/li&gt;
  &lt;li&gt;Fixed text overlap if ship name is too long&lt;/li&gt;
  &lt;li&gt;Fixed automatic weapon sets behaving oddly with multiple ships&lt;/li&gt;
  &lt;li&gt;Fixed rare crash when setting hook on non-existent pilot&lt;/li&gt;
  &lt;li&gt;Fixed map thresholds for interference&lt;/li&gt;
  &lt;li&gt;Fixed some reputation values not being correctly rounded&lt;/li&gt;
  &lt;li&gt;Fixed OSD not advancing in a certain mission&lt;/li&gt;
  &lt;li&gt;Fixed Sirius Divinity collisions&lt;/li&gt;
  &lt;li&gt;Fixed beam weapons in “in range” mode not respecting range bonus&lt;/li&gt;
  &lt;li&gt;Fixed hiding mission OSDs and changing priority being reset on take off or jump&lt;/li&gt;
  &lt;li&gt;Fixed asking your ship AI for advice&lt;/li&gt;
  &lt;li&gt;Fixed point defense requiring toggling thrice to turn off in some cases&lt;/li&gt;
  &lt;li&gt;sensor anomaly: Nelly will no longer appear in too dangerous or risky systems&lt;/li&gt;
  &lt;li&gt;mephisto type v: lowered heat generation&lt;/li&gt;
  &lt;li&gt;seek_n_destroy: fixed hints breaking in certain cases&lt;/li&gt;
  &lt;li&gt;pir_hit_intro: fixed OSD being displayed wrong&lt;/li&gt;
  &lt;li&gt;taiomi04: update OSD after boarding ship&lt;/li&gt;
  &lt;li&gt;bounty: fixed OSD getting reset after killing/capturing target&lt;/li&gt;
  &lt;li&gt;ant_supplies: fixed hostility after jumping into system again&lt;/li&gt;
  &lt;li&gt;Editor now shows dialogues on errors and allows user to choose directory to save data to&lt;/li&gt;
  &lt;li&gt;Minor typo fixes and translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2024-11-16:/blarg/2024-11-16_0.12.0-beta.1/</id>
    <title type="html">Naev 0.12.0-beta.1</title>
    <published>2024-11-16T00:00:00Z</published>
    <updated>2024-11-16T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2024-11-16_0.12.0-beta.1/" type="text/html"/>
    <content type="html">&lt;p&gt;This year, we’re starting the betas a bit early given the large amount of
content modified and added. As always, this release contains a large amount of
changes done during the past year which likely have introduced a lot of bugs
and issues that we want to iron out before the final release of 0.12.0.&lt;/p&gt;

&lt;p&gt;Now, this release changes a lot of how the game currently plays, 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:&lt;/p&gt;

&lt;ol&gt;
  &lt;li&gt;Nearly all the ships are now modeled in 3D with fancy lighting and tilting effects!&lt;/li&gt;
  &lt;li&gt;You can now capture ships!&lt;/li&gt;
  &lt;li&gt;New ships and ship variants!&lt;/li&gt;
  &lt;li&gt;Faction reputation is no longer a single global value, but more nuanced and local.&lt;/li&gt;
  &lt;li&gt;New challenging area to access many secrets.&lt;/li&gt;
  &lt;li&gt;In-game Wiki full of mechanics and lore explanations!&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;If you try it and find any issues, please report them at &lt;a href="https://codeberg.org/naev/naev/issues"&gt;the issue
tracker&lt;/a&gt;. Discussion about the game can be
had on one of the various discussion forums and chatrooms we have. Check them
out &lt;a href="https://naev.org/contact/"&gt;here!&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can get the new version from any of the sources below:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.12.0-beta.1"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;
&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="As a new ship variant of the Llama, the Llama Voyager shares many features but has fundamental differences such as fuel regeneration." src="/imgs/screenshots_0.12.0/png/llama_voyager.png" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;As a new ship variant of the Llama, the Llama Voyager shares many features but has fundamental differences such as fuel regeneration.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Gameplay
    &lt;ul&gt;
      &lt;li&gt;Ability to capture disabled ships&lt;/li&gt;
      &lt;li&gt;Faction reputation is no longer universal, but varies on systems
        &lt;ul&gt;
          &lt;li&gt;Direct faction hit changes are shown as messages&lt;/li&gt;
          &lt;li&gt;Your actions will more directly affect ships in the system&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Significantly increase maximum potential fleet capacity&lt;/li&gt;
      &lt;li&gt;Excess energy to battery recharge efficiency is now a flat 50% instead of varying based on charge level&lt;/li&gt;
      &lt;li&gt;Gave the Za’lek sting a slight detection buff &lt;!-- codespell:ignore sting --&gt;&lt;/li&gt;
      &lt;li&gt;Can only have a single patrol mission active at a given time&lt;/li&gt;
      &lt;li&gt;Pirates are less numerous during Chapter 0&lt;/li&gt;
      &lt;li&gt;Dvaered Arsenal has no fighter bays and fewer slots&lt;/li&gt;
      &lt;li&gt;Lowered CPU cost of some fighter bays&lt;/li&gt;
      &lt;li&gt;Decreased CPU and energy provided by large core slots&lt;/li&gt;
      &lt;li&gt;Pillaging ships affects reputation&lt;/li&gt;
      &lt;li&gt;Significantly increased the amount of fuel provided by outfits&lt;/li&gt;
      &lt;li&gt;Camouflage burster gives a speed bonus while active and disables when out of stealth&lt;/li&gt;
      &lt;li&gt;Can scan ships with ‘u’ key&lt;/li&gt;
      &lt;li&gt;Gave the Quicksilver another medium structural slot&lt;/li&gt;
      &lt;li&gt;Beam weapons have minimum delays instead of minimum durations&lt;/li&gt;
      &lt;li&gt;Can stealth when missiles are locked on&lt;/li&gt;
      &lt;li&gt;Deployed fighters take stress and damage over time when their mother ship is destroyed&lt;/li&gt;
      &lt;li&gt;Electron Burst Cannons and Za’lek Heavy Drones have had their damage per second lowered&lt;/li&gt;
      &lt;li&gt;Improved point defense
        &lt;ul&gt;
          &lt;li&gt;Spittle Tubuloid Cluster is now a utility and does more damage&lt;/li&gt;
          &lt;li&gt;Guardian Interception System does double damage&lt;/li&gt;
          &lt;li&gt;Missiles explode when intercepted&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Bounties have explicit time limits&lt;/li&gt;
      &lt;li&gt;Derelicts should appear in remote systems&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Quality of Life
    &lt;ul&gt;
      &lt;li&gt;Added colourblind correction mode&lt;/li&gt;
      &lt;li&gt;Exposed more colourblind options to the user&lt;/li&gt;
      &lt;li&gt;Can modify game speed directly instead of using a slow mode difficulty for accessibility&lt;/li&gt;
      &lt;li&gt;Messages get folded instead of repeating&lt;/li&gt;
      &lt;li&gt;Asteroids no longer fade out if close to or targeted by the player&lt;/li&gt;
      &lt;li&gt;Display fuel consumption for ships in the equipment overlay&lt;/li&gt;
      &lt;li&gt;Added option to match speed with the slowest ship in the fleet (on by default)&lt;/li&gt;
      &lt;li&gt;Made it so ships in the equipment screen do not change order based on value&lt;/li&gt;
      &lt;li&gt;Mark spaceport bar tab when there is an important NPC&lt;/li&gt;
      &lt;li&gt;Weapon set keybindings change window tabs&lt;/li&gt;
      &lt;li&gt;Use short outfit names when displaying groups of outfits&lt;/li&gt;
      &lt;li&gt;Shown more useful things you have when buying outfits with things other than credits&lt;/li&gt;
      &lt;li&gt;Can sort and filter the mission computer&lt;/li&gt;
      &lt;li&gt;Added small optional bounce to NPCs when they start talking&lt;/li&gt;
      &lt;li&gt;Inform the player when they don’t meet mission requirements for some important missions&lt;/li&gt;
      &lt;li&gt;Can add new plugins directly from the options menu&lt;/li&gt;
      &lt;li&gt;Can toggle whether autonav stops when missile lock-ons are detected&lt;/li&gt;
      &lt;li&gt;Added colour coded factional backgrounds in the shipyard&lt;/li&gt;
      &lt;li&gt;Can rotate shipyard image for ships with 3D graphics&lt;/li&gt;
      &lt;li&gt;Prompt when deleting notes&lt;/li&gt;
      &lt;li&gt;Added accessibility option that allows skipping story minigames&lt;/li&gt;
      &lt;li&gt;Can view and change all your ships in the equipment tab when there is refuelling&lt;/li&gt;
      &lt;li&gt;Reduced space dust size by 50%&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Content
    &lt;ul&gt;
      &lt;li&gt;New in-game wiki with explanation on gameplay mechanics and lots of lore&lt;/li&gt;
      &lt;li&gt;8 new missions
        &lt;ul&gt;
          &lt;li&gt;The Onions call&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;4 new ships&lt;/li&gt;
      &lt;li&gt;13 new ship variants
        &lt;ul&gt;
          &lt;li&gt;Give a new twist to existing ships&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;6 new outfits&lt;/li&gt;
      &lt;li&gt;New area with unique challenges&lt;/li&gt;
      &lt;li&gt;New events
        &lt;ul&gt;
          &lt;li&gt;Get more Sirius abilities&lt;/li&gt;
          &lt;li&gt;Find the dark side of the Nebula&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;New NPC portraits&lt;/li&gt;
      &lt;li&gt;New generic NPC and News messages&lt;/li&gt;
      &lt;li&gt;Reworked trails to make ships feel more speedy&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Engine
    &lt;ul&gt;
      &lt;li&gt;Support for 3D models
        &lt;ul&gt;
          &lt;li&gt;Lighting is based on system stars&lt;/li&gt;
          &lt;li&gt;Fancy effects for special systems&lt;/li&gt;
          &lt;li&gt;Ships tilt slightly when rotating&lt;/li&gt;
          &lt;li&gt;Simple animations are supported and used when applicable&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Support for an in-game wiki
        &lt;ul&gt;
          &lt;li&gt;Can process YAML, Lua, and markdown&lt;/li&gt;
          &lt;li&gt;Cross-link support&lt;/li&gt;
          &lt;li&gt;Support for custom widgets&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Stats (except inverted stats) are now additive instead of multiplicative&lt;/li&gt;
      &lt;li&gt;Try to merge saves if multiple directories correspond to the same player&lt;/li&gt;
      &lt;li&gt;More robust weapon set support that can handle multiple overlapping weapon sets&lt;/li&gt;
      &lt;li&gt;Faster handling of asteroids with large exclusion areas&lt;/li&gt;
      &lt;li&gt;Added fuel_usage_mod ship stat&lt;/li&gt;
      &lt;li&gt;Fixed player losing navigation targets when unidiff is applied&lt;/li&gt;
      &lt;li&gt;Fixed ai.idir giving wrong answer by M_PI_2 in some cases&lt;/li&gt;
      &lt;li&gt;Threaded more loading components&lt;/li&gt;
      &lt;li&gt;Lua require now caches chunks&lt;/li&gt;
      &lt;li&gt;Dropped SDL_image fallback&lt;/li&gt;
      &lt;li&gt;Use higher internal timer for all platforms&lt;/li&gt;
      &lt;li&gt;Support for Tracy&lt;/li&gt;
      &lt;li&gt;Spobs that are not landable yet generate presence will be shown on the map&lt;/li&gt;
      &lt;li&gt;Warn the player if they try to use a name with all space characters&lt;/li&gt;
      &lt;li&gt;Decoupled the collision system from the rendering system&lt;/li&gt;
      &lt;li&gt;Added a low memory mode to use fewer and smaller textures with 3D&lt;/li&gt;
      &lt;li&gt;Lazy load ship and outfit graphics to reduce memory usage and decrease load time&lt;/li&gt;
      &lt;li&gt;Use clang-format to format all the C code&lt;/li&gt;
      &lt;li&gt;Use enums internally to represent keybindings instead of strings&lt;/li&gt;
      &lt;li&gt;Always use replaygain information when available when loading vorbis files&lt;/li&gt;
      &lt;li&gt;Stop repeating the same warning after a fixed amount of times&lt;/li&gt;
      &lt;li&gt;Support for outfits that don’t break stealth&lt;/li&gt;
      &lt;li&gt;Editor has partial support for universe diffs&lt;/li&gt;
      &lt;li&gt;Editor has separate configuration and file dialogues&lt;/li&gt;
      &lt;li&gt;New ship stats
        &lt;ul&gt;
          &lt;li&gt;Global weapon range, damage, fire-rate and energy usage&lt;/li&gt;
          &lt;li&gt;Range ship stat for all specific weapon types&lt;/li&gt;
          &lt;li&gt;Turn, speed, and accel for launchers&lt;/li&gt;
          &lt;li&gt;Shield downtime modifier&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Deprecated old faction API in favour of the new one for local / global standings&lt;/li&gt;
      &lt;li&gt;Added support for temporarily overriding faction standings&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Fixes
    &lt;ul&gt;
      &lt;li&gt;PSO and Mizar nebulas have trails again&lt;/li&gt;
      &lt;li&gt;Removed fancy background mode&lt;/li&gt;
      &lt;li&gt;Can remove fighter bays with deployed fighters&lt;/li&gt;
      &lt;li&gt;Sol is less friendly&lt;/li&gt;
      &lt;li&gt;Fixed rare cases where fighters would not be able to dock&lt;/li&gt;
      &lt;li&gt;Fixed hypergate and wormhole effects getting stuck&lt;/li&gt;
      &lt;li&gt;Obelisks tell if you have completed them already&lt;/li&gt;
      &lt;li&gt;Fixed space dust disappearing with certain jump abilities&lt;/li&gt;
      &lt;li&gt;Boarded pilots become permanently disabled if they lose space-worthiness&lt;/li&gt;
      &lt;li&gt;Double tap will activate feather drive like blink engines&lt;/li&gt;
      &lt;li&gt;Fixed camouflage burster not activating stealth&lt;/li&gt;
      &lt;li&gt;Fixed bug where beams were counted as giving energy in the equipment optimizer&lt;/li&gt;
      &lt;li&gt;shadowvigil: claim entire route&lt;/li&gt;
      &lt;li&gt;sh01_corvette: should be completable on easy difficulties now&lt;/li&gt;
      &lt;li&gt;patrol: fixed escorts and fighters becoming hostile if hostile to the mission giving faction&lt;/li&gt;
      &lt;li&gt;Fixed debugging paranoid builds under Windows&lt;/li&gt;
      &lt;li&gt;Fixed autonav not respecting shield thresholds&lt;/li&gt;
      &lt;li&gt;zbh10: Godheart and friends get at most 1 fighter bay per ship now&lt;/li&gt;
      &lt;li&gt;Fixed ESS Trinity being bribeable&lt;/li&gt;
      &lt;li&gt;Cargo on fleets with be displayed to make room for mission cargo when necessary&lt;/li&gt;
      &lt;li&gt;Made it so Shadow Vigil doesn’t try to go through Surano system for reasons&lt;/li&gt;
      &lt;li&gt;&lt;code&gt;blackhole/zbh09&lt;/code&gt;: fixed softlock during a cutscene under certain conditions&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2024-07-21:/blarg/2024-07-21_sporadic_naev_newsletter_vol_4/</id>
    <title type="html">Sporadic Naev Newsletter Vol. 4</title>
    <published>2024-07-21T00:00:00Z</published>
    <updated>2024-07-21T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2024-07-21_sporadic_naev_newsletter_vol_4/" type="text/html"/>
    <content type="html">&lt;p&gt;This year we’re having another edition of our Sporadic Naev Newsletter. We’ll be covering &lt;a href="https://codeberg.org/naev/naev/blob/main/Changelog.md"&gt;some of the improvements&lt;/a&gt; that will appear in the 0.12.0 release, and more importantly, discuss a feature almost 15 years in the making: Naev going 3D! Now, this doesn’t mean gameplay is going 3D - gameplay is fundamentally unchanged - however, the ship models are now in 3D, allowing us to do new fancy effects and lower memory consumption while at it!&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/2024/3dspin.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Nearly all ships are now in 3D!&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h4 id="less-pirates-in-the-early-game"&gt;Less Pirates in the Early Game&lt;/h4&gt;

&lt;p&gt;One of the major complaints that Naev always gets is how ruthless pirates are, especially in the early game, when the player has no proper defenses. Although the past several releases have tried to mitigate the issue by establishing a safe starting area with no pirates, and adding more introductory missions to help the player get started, for those players that strayed too far from the starting area, it was often fatal. Now, Chapter 0 will feature significantly less pirates, that will ramp up to normal when the player reaches Chapter 1. This should give the player time to get better ships and survive the pirate menace.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Universe diff support in the universe editor." src="/imgs/blarg/2024/uniedit_diff.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Universe diff support in the universe editor.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;In order to implement this feature, the in-game universe editor was significantly reworked (yet again!) to support universe diffs, that is, instead of saving the entire universe, only changes with the default are saved. While this has been used only for reducing pirates, for now, this is going to come very in hand when implementing the next stages of the major campaigns, where the universe will undergo many significant changes. It will definitely be a good investment for things to come.&lt;/p&gt;

&lt;h4 id="naev-now-in-3d"&gt;Naev, now in 3D!&lt;/h4&gt;

&lt;p&gt;So, while this is something that was proposed around 15 years ago, this is something that has been quite active in the works for almost 5 years now. During that time, it has been rewritten twice: first using object files and more traditional rendering, and now using gltf files with physically-based rendering. As we’re not using any sort of game engine, it was all written from the ground up, and includes some fancy things like variance shadow maps, FidelityFX filtering, high dynamic tone mapping, and super sampling. There’s still many things to do, but this finally lets us start to do fancier things that were infeasible using spritesheets. That said, spritesheets are still supported, however, 3D models are the recommended way of adding new ships.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="The system you are in will subtly change the lighting on all ships." src="/imgs/blarg/2024/3dlighting.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;The system you are in will subtly change the lighting on all ships.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;It has taken a lot of work, but all the ancient models have been updated to work with the newest blender, and many models have seen upgrades in different aspects like texturing, engine glows, broken geometry, and animations. Some ships have had to be nearly completely remade to work with current standards. There’s still a lot to do, but they look much better, and the same model can be used in the shipyard, communication window, and in-game.&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/2024/3dzebra.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;3D models support animations, such as the Zebra having rotating parts.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;With 3D, we finally can also have ships tilt slightly when turning. This makes flying feel much more natural, and the tilt shows off more highlights and details of the ships. While we were hoping to add blinking lights and more details, those have not yet been implemented, but there is a real possibility that they will come sooner and later, once some logistics are figured out.&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/2024/3dgoddard.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Ships tilt slightly when turning. Weapon mounts and trails adjust to the 3D models.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;For now, only ships have been reworked into 3D, but we hope to have planets, stations, and asteroids to join them in the near future. Some effects such as the backgrounds, wormholes, and the likes will still be kept in 2D, however, it will all work much better together. Oh, and last but not least, we’ve taken this opportunity to add 4 new ships to flesh out a bit more the Naev universe!&lt;/p&gt;

&lt;h4 id="linear-energy-regeneration"&gt;Linear Energy Regeneration&lt;/h4&gt;

&lt;p&gt;Although many players had not noticed, energy regeneration in Naev used an RC (Resistance-Capacitor) charge curve, which meant that energy would regenerate faster the less you had, and slowly taper out. This was not properly conveyed to the player and has now made linear. Now 100 GW of energy regeneration will always be 100 GJ of energy generated per second. While it is not possible to keep exactly the same behaviour as before, outfits and ships have been adjusted to try to be as similar as before the change.&lt;/p&gt;

&lt;h4 id="quality-of-life-for-all"&gt;Quality of Life for all!&lt;/h4&gt;

&lt;p&gt;A lot of Quality of Life has also made it into the nightly. Spaceport bar is marked with red exclamation points when there is an interesting NPC, there is support for sorting and filtering mission computer missions, repeated messages get folded in the GUI, asteroids won’t disappear when the player is nearby or actively targeting them, and much more! This should ensure a smoother experience for the players and get rid of lots of small friction.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="You can now sort missions and it is easier to tell when new missions are available at the spaceport bar." src="/imgs/blarg/2024/qol.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;You can now sort missions and it is easier to tell when new missions are available at the spaceport bar.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Additionally, the game uses lazy loading and threading to load much faster than before, starting up much faster and using less memory in general.&lt;/p&gt;

&lt;h4 id="concluding-remarks"&gt;Concluding Remarks&lt;/h4&gt;

&lt;p&gt;All the aforementioned fixes can be already tasted in the nightly branch which can be obtained through the steam beta, &lt;a href="https://codeberg.org/naev/naev/releases/tag/nightly"&gt;github&lt;/a&gt;, or &lt;a href="https://naev.itch.io/naev"&gt;itch.io&lt;/a&gt;. They will be included in the next 0.12.0 release which is scheduled for December if you’d rather wait for a more stable release instead of risking the bleeding edge. If you’re interested in seeing the full changelog, including things that have not been discussed here, it’s &lt;a href="https://codeberg.org/naev/naev/blob/main/Changelog.md"&gt;available on github&lt;/a&gt;.
With that, this concludes the Sporadic Naev Newsletter Vol. 4, and see you again in the next one!&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2024-06-13:/blarg/2024-06-13_0.11.5/</id>
    <title type="html">Naev 0.11.5</title>
    <published>2024-06-13T00:00:00Z</published>
    <updated>2024-06-13T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2024-06-13_0.11.5/" type="text/html"/>
    <content type="html">&lt;p&gt;This is a minor release, that mainly provides build support for BSD systems.
However, an important issue where the combat hologram projector could make
escorts hostile and some missing jumps in the FLF-Pirate map have also been
fixed.&lt;/p&gt;

&lt;p&gt;If you are interested on helping the Naev project, you can get in contact with
other players and developers from the &lt;a href="https://naev.org/contact/"&gt;contact page&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.11.5"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.11.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.11.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fixed FLF-Pirate map not providing jump information&lt;/li&gt;
  &lt;li&gt;Fixed the combat hologram projector making escorts hostile&lt;/li&gt;
  &lt;li&gt;Build system no longer libdl on platforms such as BSD&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2024-03-09:/blarg/2024-03-09_0.11.4/</id>
    <title type="html">Naev 0.11.4</title>
    <published>2024-03-09T00:00:00Z</published>
    <updated>2024-03-09T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2024-03-09_0.11.4/" type="text/html"/>
    <content type="html">&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;If you are interested on helping the Naev project, you can get in contact with
other players and developers from the &lt;a href="https://naev.org/contact/"&gt;contact page&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.11.4"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.11.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.11.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;

&lt;ul&gt;
  &lt;li&gt;More guards against divides by zero in autonav&lt;/li&gt;
  &lt;li&gt;Fixed warnings on certain OpenGL drivers&lt;/li&gt;
  &lt;li&gt;Fixed toolkit not rerendering when right-clicking on tabbed windows&lt;/li&gt;
  &lt;li&gt;Fixed Marius enclave description&lt;/li&gt;
  &lt;li&gt;Tweaked Za’lek Diablo and Mephisto stats so that they are better suited to their respective roles&lt;/li&gt;
  &lt;li&gt;Updated flicker drive, blink drive, and hyperbolic blink engine descriptions to be more complete and correct&lt;/li&gt;
  &lt;li&gt;Initialize outfit Lua scripts when added in the equipment view so that flicker drive signature gets properly computed&lt;/li&gt;
  &lt;li&gt;Flicker drive no longer displays -10% signature range bonus twice when equipped&lt;/li&gt;
  &lt;li&gt;Fixed crash when selling deployed ship&lt;/li&gt;
  &lt;li&gt;Gave the Dvaered warlord event better criteria so they don’t attack the hypergate&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;shark/sh01_corvette&lt;/code&gt;: have the pilot jump in from the same system as the player&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;minerva/kex03&lt;/code&gt;: have mission claim the crimson gauntlet to prevent unwanted spawns&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;dvaered/gauntlet&lt;/code&gt;: have mission claim the system if it can, but not fail if it can’t&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;trader/trader_escort&lt;/code&gt;: player can only escort one group of traders at a time&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;neburesearch/neburesearch_01&lt;/code&gt;: use the correct faction when complaining&lt;/li&gt;
  &lt;li&gt;Fixed some typos and revised writing&lt;/li&gt;
  &lt;li&gt;Translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2024-01-25:/blarg/2024-01-25_0.11.3/</id>
    <title type="html">Naev 0.11.3</title>
    <published>2024-01-25T00:00:00Z</published>
    <updated>2024-01-25T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2024-01-25_0.11.3/" type="text/html"/>
    <content type="html">&lt;p&gt;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!&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.11.3"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.11.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.11.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;

&lt;ul&gt;
  &lt;li&gt;Don’t run discovery event when in cinematic mode&lt;/li&gt;
  &lt;li&gt;Do a better job of updating old save autonav settings&lt;/li&gt;
  &lt;li&gt;Added more checks so tutorial messages don’t appear in claimed systems&lt;/li&gt;
  &lt;li&gt;Fixed blinking not breaking stealth&lt;/li&gt;
  &lt;li&gt;Fixed auto-hail message colouring&lt;/li&gt;
  &lt;li&gt;Only do updates with positive delta ticks&lt;/li&gt;
  &lt;li&gt;Fixed cargo disappearing when buying a ship when over the cargo limit&lt;/li&gt;
  &lt;li&gt;Don’t let the player trade ships when they have mission cargo&lt;/li&gt;
  &lt;li&gt;Fixed not being able to turn off point defense weapons&lt;/li&gt;
  &lt;li&gt;Fixed Za’lek drone bay being cheaper than the mini-bay&lt;/li&gt;
  &lt;li&gt;Flicker drives can not be stacked and are mutually exclusive with other blink drives&lt;/li&gt;
  &lt;li&gt;Decreased Nexus Drill Lance mining malus from -80% to -15%&lt;/li&gt;
  &lt;li&gt;Increased all mining yields by roughly 5 times&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;sciencegonewrong/02_sciwrong&lt;/code&gt;: make the drones not hostile to other factions&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;neutral/baron_comm&lt;/code&gt;: fixed trivial warning when trying to clean up baron comm event&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;neutral/wastedump&lt;/code&gt;: fixed getting rid of cargo while landed&lt;/li&gt;
  &lt;li&gt;Translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2024-01-15:/blarg/2024-01-15_0.11.2/</id>
    <title type="html">Naev 0.11.2</title>
    <published>2024-01-15T00:00:00Z</published>
    <updated>2024-01-15T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2024-01-15_0.11.2/" type="text/html"/>
    <content type="html">&lt;p&gt;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!&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.11.2"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.11.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.11.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;

&lt;ul&gt;
  &lt;li&gt;Stopped autonav from preventing wobble and overshooting by crashing the entire game&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2024-01-15:/blarg/2024-01-15_apple_silicon_builds_now_available/</id>
    <title type="html">Naev is now available as a Native Apple Silicon app!</title>
    <published>2024-01-15T00:00:00Z</published>
    <updated>2024-01-15T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2024-01-15_apple_silicon_builds_now_available/" type="text/html"/>
    <content type="html">&lt;p&gt;Naev is now available as a Native Apple Silicon app!&lt;/p&gt;

&lt;p&gt;Starting with 0.11.2, any versions of Naev released in the future will include
native support for Apple Silicon. Nightly releases are included. This should
benefit users that have an Apple device with Apple Silicon (M1, M2, etc.), with
significant speedups compared to running Naev with Rosetta. For running Apple
Silicon builds of Naev make sure you are running macOS 11.0 or higher. Users with
Intel Macs can still run Naev on macOS 10.13 or higher.&lt;/p&gt;

&lt;p&gt;Enjoy!&lt;/p&gt;

&lt;p&gt;You can get this new version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.11.2"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

</content>
  </entry>
  <entry>
    <id>tag:naev.org,2024-01-14:/blarg/2024-01-14_0.11.1/</id>
    <title type="html">Naev 0.11.1</title>
    <published>2024-01-14T00:00:00Z</published>
    <updated>2024-01-14T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2024-01-14_0.11.1/" type="text/html"/>
    <content type="html">&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.11.1"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.11.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.11.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;

&lt;ul&gt;
  &lt;li&gt;Give all ammo back to player after doing obelisk&lt;/li&gt;
  &lt;li&gt;Fixed player being invincible after completing an obelisk&lt;/li&gt;
  &lt;li&gt;Fixed a crash when loading games while a landing hook was running&lt;/li&gt;
  &lt;li&gt;Fixed race condition in threadpool&lt;/li&gt;
  &lt;li&gt;Fixed asteroids spawning in not proper shapes&lt;/li&gt;
  &lt;li&gt;Fixed autonav wobble and overshooting&lt;/li&gt;
  &lt;li&gt;Point defense won’t shoot at disabled pilots anymore&lt;/li&gt;
  &lt;li&gt;Fixed battery descriptions&lt;/li&gt;
  &lt;li&gt;Discovering a hidden jump will make both directions known&lt;/li&gt;
  &lt;li&gt;Fixed AI trying to scan hostile targets they lost track of&lt;/li&gt;
  &lt;li&gt;Properly save and load &lt;code&gt;reward_value&lt;/code&gt; to and from saves&lt;/li&gt;
  &lt;li&gt;Fixed events and missions being able to trigger in obelisk tests&lt;/li&gt;
  &lt;li&gt;Fixed beam weapons not hitting asteroids&lt;/li&gt;
  &lt;li&gt;Properly compute weapon range with &lt;code&gt;launch_range&lt;/code&gt; modifiers&lt;/li&gt;
  &lt;li&gt;Fixed some range checks with inrange weapon sets&lt;/li&gt;
  &lt;li&gt;Fixed Empire Pacifier mass being too low&lt;/li&gt;
  &lt;li&gt;Fixed warning when looking at internal flow amplifier descriptions&lt;/li&gt;
  &lt;li&gt;Removed Soromid Ira turret and forward weapon stats&lt;/li&gt;
  &lt;li&gt;Fixed reality rip and avatar of sirichana abilities giving errors when the AI tries to use them&lt;/li&gt;
  &lt;li&gt;Fixed issue on some systems with indexed images&lt;/li&gt;
  &lt;li&gt;Fixed pirates and pilots that don’t care being able to disable the fake transponder&lt;/li&gt;
  &lt;li&gt;Can now see and target allies that are stealthed&lt;/li&gt;
  &lt;li&gt;Pheromone emitter won’t do anything in exclusively claimed systems&lt;/li&gt;
  &lt;li&gt;Fixed some weapons such as beams not hitting targets other than selected one&lt;/li&gt;
  &lt;li&gt;Fixed rendering order making it so most effects were below the player&lt;/li&gt;
  &lt;li&gt;Fixed fallback switch weapon sets not being found properly&lt;/li&gt;
  &lt;li&gt;Fixed bioship “Wanderer” perk giving absolute accel bonus instead of relative&lt;/li&gt;
  &lt;li&gt;Increased Neural Accelerator Interface energy regen malus to -100%&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;zalek/blackhole/zbh09&lt;/code&gt;: don’t error out when a bioship ceases to exist&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;kidnapped/traffic_00&lt;/code&gt;: fixed formatting string telling the player what system to go to&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;kidnapped/traffic_01&lt;/code&gt;: ship should spawn if taking off in the same system, not just jumping in&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;tutorial/nelly01&lt;/code&gt;: fixed derelict message not appearing&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;minerva/pirate4&lt;/code&gt;: fixed save me spam only being print once&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;neutral/seek_n_destroy&lt;/code&gt;: fixed warnings when taking off in the same system&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;sirius/achack/achack01&lt;/code&gt;: fixed not being able to accept mission&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;dvaered/dv_diversion&lt;/code&gt;: fixed not being able to accept mission&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;dvaered/dv_bikers&lt;/code&gt;: don’t allow the player to use escorts and properly update mission TODO&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;sirius/achack03&lt;/code&gt;: fixed not being able to complete the mission&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;neutral/kidnapped&lt;/code&gt;: fixed inconsistency in the name of the system to go to&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;shadow/shadowrun&lt;/code&gt;: fixed VN issues not allowing mission completion&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;shadow/shadowrun&lt;/code&gt;: changed locations to make it possible to do in the allotted time-frame&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;shadow/shadowvigil&lt;/code&gt;: fixed Seiryuu not appearing&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;shiplover&lt;/code&gt;: don’t ask the player about ships they can’t obtain&lt;/li&gt;
  &lt;li&gt;Fixed many typos&lt;/li&gt;
  &lt;li&gt;Translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2023-12-23:/blarg/2023-12-23_0.11.0/</id>
    <title type="html">Naev 0.11.0</title>
    <published>2023-12-23T00:00:00Z</published>
    <updated>2023-12-23T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2023-12-23_0.11.0/" type="text/html"/>
    <content type="html">&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;We would like to thank all the contributors who have participated and helped in
the making of this release.&lt;/p&gt;

&lt;p&gt;Most notable changes:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Reworked universe map to fit existing lore&lt;/li&gt;
  &lt;li&gt;House Sirius completely reworked&lt;/li&gt;
  &lt;li&gt;Improved autonav that uses lanes and is configurable&lt;/li&gt;
  &lt;li&gt;Reworked structural outfits and number of ship slots&lt;/li&gt;
  &lt;li&gt;Weapon sets are more simple with no distinction between weapons and non-weapons&lt;/li&gt;
  &lt;li&gt;Possible to legally obtain all “standard” factional ships and outfits&lt;/li&gt;
  &lt;li&gt;Point defense weapons that automatically fire at fighters and missiles&lt;/li&gt;
  &lt;li&gt;A lot more content&lt;/li&gt;
  &lt;li&gt;Significant engine speed-ups&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.11.0"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The new version should be compatible with older save games, and will update
things as necessary. However, in this release, given the big changes done to
the universe, old saves will potentially have the their universe map in a bit
of a mess.&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.11.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.11.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Gameplay Changes
    &lt;ul&gt;
      &lt;li&gt;Universe significantly overworked to be more consistent with lore
        &lt;ul&gt;
          &lt;li&gt;More landable uninhabited spobs, unique locations, and things to discover&lt;/li&gt;
          &lt;li&gt;Reviewed and corrected many descriptions and placement of spobs and systems&lt;/li&gt;
          &lt;li&gt;More in-depth and fleshed out tag system for locations&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Ship slots and mass limits reworked such that smaller ships get more utility/structural slots to work with&lt;/li&gt;
      &lt;li&gt;Point defense systems that can shoot down missiles and torpedoes&lt;/li&gt;
      &lt;li&gt;Space object (planets, stations, etc.) properties affect quantity of missions available&lt;/li&gt;
      &lt;li&gt;Moved many missions and events to the vn system&lt;/li&gt;
      &lt;li&gt;Can sometimes find POI events with a pulse scanner equipped when entering systems&lt;/li&gt;
      &lt;li&gt;Changed the visuals for some of the nebulas (PSO, Mizar)&lt;/li&gt;
      &lt;li&gt;Pirate bribes cost more depending on your fleet and are based on points not mass&lt;/li&gt;
      &lt;li&gt;Missions are introduced less all at once to the player&lt;/li&gt;
      &lt;li&gt;Blink drives are more flexible but use energy and generate heat&lt;/li&gt;
      &lt;li&gt;Razor class weapons have been completely reworked&lt;/li&gt;
      &lt;li&gt;Can steal more than one outfit from a ship with high boarding bonus&lt;/li&gt;
      &lt;li&gt;Differentiated more significantly the energy / kinetic / plasma weapon types&lt;/li&gt;
      &lt;li&gt;diy-nerds: improved reward&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Quality of Life
    &lt;ul&gt;
      &lt;li&gt;Significantly improved autonav
        &lt;ul&gt;
          &lt;li&gt;Configurable and can use lanes&lt;/li&gt;
          &lt;li&gt;More efficient at reaching target locations&lt;/li&gt;
          &lt;li&gt;New option like follow pilots through jumps or brake when going to positions&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Make it explicit when all the escorts have jumped or landed&lt;/li&gt;
      &lt;li&gt;Escorts will keep their same loadout until the game restarts&lt;/li&gt;
      &lt;li&gt;Player ship is no longer translucent when in stealth as it is redundant with the stealth icon&lt;/li&gt;
      &lt;li&gt;Show enemy/ally factions in the faction standing info window&lt;/li&gt;
      &lt;li&gt;Space dust is properly anti-aliased&lt;/li&gt;
      &lt;li&gt;Minor speed ups to patrol lane computations&lt;/li&gt;
      &lt;li&gt;Try to enforce minimum number of articles in the news&lt;/li&gt;
      &lt;li&gt;Independent patrol and bounty missions can be completed on more planets and stations&lt;/li&gt;
      &lt;li&gt;Can hide or prioritize missions from the info menu&lt;/li&gt;
      &lt;li&gt;Manual aiming model aims at the mouse location when the mouse is visible&lt;/li&gt;
      &lt;li&gt;Travelling merchant tells you when new wares are available and should be easier to find&lt;/li&gt;
      &lt;li&gt;Lua Love API should be better at handling input and not apply keys held before started&lt;/li&gt;
      &lt;li&gt;Increase time compression when disabled&lt;/li&gt;
      &lt;li&gt;Inverted how hide, evasion, and stealth value percent bonuses work. Now lower is better&lt;/li&gt;
      &lt;li&gt;Hide locked slots without outfits as the player can’t do anything with them&lt;/li&gt;
      &lt;li&gt;Added volley mode to weapon sets that makes weapons fire as fast as possible, instead of staggered&lt;/li&gt;
      &lt;li&gt;Autonav options are now player-specific and accessible via the info menu settings button&lt;/li&gt;
      &lt;li&gt;Travelling merchant gives full details of the intrinsic outfits they provide&lt;/li&gt;
      &lt;li&gt;Selected slots in the equipment window will only show outfits that fit&lt;/li&gt;
      &lt;li&gt;Autonav routes consider distance travelled in-system&lt;/li&gt;
      &lt;li&gt;Made stress more visible in the slim GUI&lt;/li&gt;
      &lt;li&gt;Reworked how stats are displayed to be more visible and intuitive&lt;/li&gt;
      &lt;li&gt;Can show all known outfits or ships in with the map find functionality&lt;/li&gt;
      &lt;li&gt;Weapon sets much more flexible, verbose, and easy to use&lt;/li&gt;
      &lt;li&gt;Weapon sets remember slots, not outfits&lt;/li&gt;
      &lt;li&gt;Route is visible on all map modes now&lt;/li&gt;
      &lt;li&gt;Blink and flicker drives can use double tap arrow keys to move around&lt;/li&gt;
      &lt;li&gt;Toolkit is cached in a framebuffer for much faster rendering&lt;/li&gt;
      &lt;li&gt;Intrinsic outfit details now visible from the equipment menu&lt;/li&gt;
      &lt;li&gt;Visually indicate which pilots are scanning the player on the overlay and radars&lt;/li&gt;
      &lt;li&gt;Can sell all outfits on any spob with an outfitter&lt;/li&gt;
      &lt;li&gt;Enemies in patrol missions should not run away&lt;/li&gt;
      &lt;li&gt;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&lt;/li&gt;
      &lt;li&gt;Slot icons to make it more clear what special slots a ship has&lt;/li&gt;
      &lt;li&gt;System markers and autonav TARGET marker will try to not overlap with jumps and spob names&lt;/li&gt;
      &lt;li&gt;Slim GUI uses primary/secondary colours like the info menu&lt;/li&gt;
      &lt;li&gt;Slim GUI now shows activated outfits and all weapons all the time&lt;/li&gt;
      &lt;li&gt;Added short names to some outfits such that they are easier to distinguish in the GUI&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;New Content
    &lt;ul&gt;
      &lt;li&gt;New mechanic for House Sirius called flow to unlock psychic powers
        &lt;ul&gt;
          &lt;li&gt;Gives passive bonuses to Sirius ships&lt;/li&gt;
          &lt;li&gt;Outfits allow use on non-Sirius ships&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;8 new missions
        &lt;ul&gt;
          &lt;li&gt;Finish the Minerva campaign&lt;/li&gt;
          &lt;li&gt;Nebula refugees&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;24 new events
        &lt;ul&gt;
          &lt;li&gt;Abandoned stations with secrets&lt;/li&gt;
          &lt;li&gt;Greedy pirates looking for domination&lt;/li&gt;
          &lt;li&gt;Challenges of the mind&lt;/li&gt;
          &lt;li&gt;Mysterious signals&lt;/li&gt;
          &lt;li&gt;More points of interest&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;67 new star systems with 123 new space objects
        &lt;ul&gt;
          &lt;li&gt;More interesting and unusual locations&lt;/li&gt;
          &lt;li&gt;Many new unique graphics&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;37 new outfits
        &lt;ul&gt;
          &lt;li&gt;Sirius flow outfits&lt;/li&gt;
          &lt;li&gt;Completely reworked Sirius weapons too&lt;/li&gt;
          &lt;li&gt;Point defense systems&lt;/li&gt;
          &lt;li&gt;New accessories&lt;/li&gt;
          &lt;li&gt;Intrinsic outfits&lt;/li&gt;
          &lt;li&gt;and more!&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Many new outfit graphics&lt;/li&gt;
      &lt;li&gt;New NPC graphics&lt;/li&gt;
      &lt;li&gt;More NPC and news messages&lt;/li&gt;
      &lt;li&gt;Added the Space Trader Society faction&lt;/li&gt;
      &lt;li&gt;Custom death animations for many ships&lt;/li&gt;
      &lt;li&gt;More ways to increase fleet capacity&lt;/li&gt;
      &lt;li&gt;The pirate clans are now more differentiated in terms of AI behaviour and taunts&lt;/li&gt;
      &lt;li&gt;More factional landing messages&lt;/li&gt;
      &lt;li&gt;Rehabilitation missions have been made more factional and a new rehabilitation mission for the FLF is now available&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Engine
    &lt;ul&gt;
      &lt;li&gt;Map system viewer is more compact&lt;/li&gt;
      &lt;li&gt;Added hook.hail_spob&lt;/li&gt;
      &lt;li&gt;Events support tags&lt;/li&gt;
      &lt;li&gt;Editor supports tags&lt;/li&gt;
      &lt;li&gt;Library to handle conditionals for mission computer missions&lt;/li&gt;
      &lt;li&gt;Added support for disabling specific patrol lanes from being generated&lt;/li&gt;
      &lt;li&gt;Support for Lua scripting for ships&lt;/li&gt;
      &lt;li&gt;Changed api of evt.claim and misn.claim&lt;/li&gt;
      &lt;li&gt;Missions/events load Lua as chunks instead of compiling each time&lt;/li&gt;
      &lt;li&gt;Significant speed-ups in collision detection with quadtrees&lt;/li&gt;
      &lt;li&gt;Hooks “outfit_buy”, “outfit_sell”, “ship_sell”, and “ship_swap” pass Lua objects instead of strings&lt;/li&gt;
      &lt;li&gt;Ships can have extra descriptions that show up on mouse over&lt;/li&gt;
      &lt;li&gt;More Lua API added such as pilot.armour, pilot.shield, or naev.missionList&lt;/li&gt;
      &lt;li&gt;Soromid NPCs can have custom descriptions based on genetics&lt;/li&gt;
      &lt;li&gt;Improved VN API with vn.move, vn.musicVolume, etc.&lt;/li&gt;
      &lt;li&gt;Improved VN handling of non-ascii fonts&lt;/li&gt;
      &lt;li&gt;Support for generating munitions from outfits&lt;/li&gt;
      &lt;li&gt;Improved derelict script to handle custom derelicts better&lt;/li&gt;
      &lt;li&gt;Removed some custom environment and string handling functions for standard SDL ones (requires 2.0.18 now)&lt;/li&gt;
      &lt;li&gt;Better handling of user locales&lt;/li&gt;
      &lt;li&gt;Weaker effects shouldn’t overwrite stronger ones anymore&lt;/li&gt;
      &lt;li&gt;Spobs can use communication graphics&lt;/li&gt;
      &lt;li&gt;Require OpenGL 3.2 for geometry shaders now&lt;/li&gt;
      &lt;li&gt;Support for advanced collisions such as weapon on weapon, allowing for point defense weapons&lt;/li&gt;
      &lt;li&gt;Renamed thrust to accel for more consistency and simplifications&lt;/li&gt;
      &lt;li&gt;Support for buying intrinsic outfits&lt;/li&gt;
      &lt;li&gt;Ship distress moved to the message framework&lt;/li&gt;
      &lt;li&gt;Outfits have support for double tapping accel/left/right triggers&lt;/li&gt;
      &lt;li&gt;Removed toolkit fading effects&lt;/li&gt;
      &lt;li&gt;Support for rendering images as SDFs&lt;/li&gt;
      &lt;li&gt;Significant loading time speed-up with multithreading&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Fixes
    &lt;ul&gt;
      &lt;li&gt;Main menu more responsive when changing windows&lt;/li&gt;
      &lt;li&gt;Typo and wording fixes&lt;/li&gt;
      &lt;li&gt;Fixed many corner case crashes in the editor&lt;/li&gt;
      &lt;li&gt;Fixed cargo missions not being generated in some parts of the universe&lt;/li&gt;
      &lt;li&gt;Game no longer crashes when loading save with persisted Lua pointing to nonexistent systems/spobs&lt;/li&gt;
      &lt;li&gt;Minor improvements to many existing missions&lt;/li&gt;
      &lt;li&gt;Fixed crash when events trigger other events on creation&lt;/li&gt;
      &lt;li&gt;Fixed autonav sometimes having trouble landing with reverse thrusters&lt;/li&gt;
      &lt;li&gt;Qex races should be much less laggy now&lt;/li&gt;
      &lt;li&gt;Fixed some outfits using the wrong store images&lt;/li&gt;
      &lt;li&gt;Fixed system viewer not being consistent with map&lt;/li&gt;
      &lt;li&gt;Player’s escort damage is counted towards players damage&lt;/li&gt;
      &lt;li&gt;Avoid having missions duplicates for cases where they can significantly stack such as patrol missions&lt;/li&gt;
      &lt;li&gt;Fire rate and action speed should affect damage and disable of beam weapons&lt;/li&gt;
      &lt;li&gt;Fixed some outfits not having “Activated Outfit” in their description&lt;/li&gt;
      &lt;li&gt;Fixed ships offering 100 fuel refuels twice&lt;/li&gt;
      &lt;li&gt;Fixed some ships having trouble equipping because of stacking engine reroutes and such&lt;/li&gt;
      &lt;li&gt;Improved AI’s scanning behaviour to be more robust to stealth pulsing&lt;/li&gt;
      &lt;li&gt;Fixed POI generating in extremely volatile systems&lt;/li&gt;
      &lt;li&gt;Fixed tutorial running during cinematics&lt;/li&gt;
      &lt;li&gt;Fixed active outfits not showing “activated outfit” in their summary sometimes&lt;/li&gt;
      &lt;li&gt;FLF no longer become true allies of the Dreamer Clan to not limit the players actions&lt;/li&gt;
      &lt;li&gt;Made audio system more robust to running out of source errors&lt;/li&gt;
      &lt;li&gt;AI should be less prone to jump before their leader&lt;/li&gt;
      &lt;li&gt;AI will turn off weapons ionizer when going for a kill&lt;/li&gt;
      &lt;li&gt;Hardened physics engine a bit to overflow that happens in 49 days of straight game time&lt;/li&gt;
      &lt;li&gt;Don’t allow giving the player names that can’t be saved&lt;/li&gt;
      &lt;li&gt;Allied factions won’t help out the player against neutral targets&lt;/li&gt;
      &lt;li&gt;Fixed pilot.setSpeedLimit not working&lt;/li&gt;
      &lt;li&gt;Show tracking icons for non-turret bolt weapons too&lt;/li&gt;
      &lt;li&gt;Have ships be a little less spammy distressing&lt;/li&gt;
      &lt;li&gt;Gave unicorp storm launchers a rarity of 2 and made it more available&lt;/li&gt;
      &lt;li&gt;Fixed resizing not working on the background and toolkit in some cases&lt;/li&gt;
      &lt;li&gt;Turn off all weapon sets when entering stealth or changing type&lt;/li&gt;
      &lt;li&gt;Map’s discovery mode shows system features&lt;/li&gt;
      &lt;li&gt;Fixed rare hard crash when beams are being fired&lt;/li&gt;
      &lt;li&gt;Fixed crash when change tab triggers a takeoff&lt;/li&gt;
      &lt;li&gt;Buffed Scanning Combat AI to have an additional +15% tracking&lt;/li&gt;
      &lt;li&gt;Buffed weapon ionizer to only -50% damage from -70% damage&lt;/li&gt;
      &lt;li&gt;Soromid Arx now has one non-exclusive heavy non-bio slot&lt;/li&gt;
      &lt;li&gt;Can only start to afterburn with enough energy for 0.5 seconds of afterburning&lt;/li&gt;
      &lt;li&gt;Consider beam width when computing collisions&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2023-12-14:/blarg/2023-12-14_0.11.0-beta.3/</id>
    <title type="html">Naev 0.11.0-beta.3</title>
    <published>2023-12-14T00:00:00Z</published>
    <updated>2023-12-14T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2023-12-14_0.11.0-beta.3/" type="text/html"/>
    <content type="html">&lt;p&gt;During playtesting 0.11.0-beta.2, we’ve found even more issues that have been
fixed, including some hard crashes and some inconsistencies with weapon set
behaviours. Additionally, lots more quality of life usability such as in range
weapon sets only shooting when enemies are in arcs have also been added. We’re
hoping this to be the last beta before the official release which should hit in
a week or so. As always, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this
tracker&lt;/a&gt;, and feel free to join our
Discord or Matrix chatrooms. Find out more about them
&lt;a href="https://naev.org/contact/"&gt;here!&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can get the new version from any of the sources below:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.11.0-beta.3"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;
&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="The player in a Sirius Preacher using the Seeking Chakra ability." src="/imgs/screenshots_0.11.0/seeking_chakra.webp" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;The player in a Sirius Preacher using the Seeking Chakra ability.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0110-beta2"&gt;Changes since 0.11.0-beta.2&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Differentiated more significantly the energy / kinetic / plasma weapon types&lt;/li&gt;
  &lt;li&gt;Fixed hard crash when loading when approaching certain NPCs&lt;/li&gt;
  &lt;li&gt;Fixed crash when change tab triggers a takeoff&lt;/li&gt;
  &lt;li&gt;Fixed Naev not starting on Mac OS&lt;/li&gt;
  &lt;li&gt;Fixed beam collisions (again)&lt;/li&gt;
  &lt;li&gt;Fixed rare hard crash when beams are being fired&lt;/li&gt;
  &lt;li&gt;‘in range’ option for weapon sets now takes into account weapon arcs&lt;/li&gt;
  &lt;li&gt;Buffed Targeting Conduit&lt;/li&gt;
  &lt;li&gt;Renamed ‘Point of Interest’ to ‘Sensor Anomaly’&lt;/li&gt;
  &lt;li&gt;Double-tap activating outfits breaks stealth&lt;/li&gt;
  &lt;li&gt;Nerfed Sirius Fidelity so it can no longer get ludicrous levels of action speed&lt;/li&gt;
  &lt;li&gt;Map’s discovery mode shows system features&lt;/li&gt;
  &lt;li&gt;Removed enemies from a certain hidden faction so the player won’t have standing issues with them&lt;/li&gt;
  &lt;li&gt;Non-weapon outfits no longer show switch groups they are in as hot keys&lt;/li&gt;
  &lt;li&gt;Turn off weapon sets when changing type&lt;/li&gt;
  &lt;li&gt;Fixed toggle weapon sets not triggering outfits over and over as expected&lt;/li&gt;
  &lt;li&gt;Turn off all weapon sets when entering stealth&lt;/li&gt;
  &lt;li&gt;Fixed resizing not working on the background and toolkit in some cases&lt;/li&gt;
  &lt;li&gt;Added pilot.weapsetAddType and pilot.weapsetSetActive&lt;/li&gt;
  &lt;li&gt;Gave unicorp storm launchers a rarity of 2 and made it more available&lt;/li&gt;
  &lt;li&gt;Have ships be a little less spammy distressing&lt;/li&gt;
  &lt;li&gt;Centered tracking icon in slim GUI&lt;/li&gt;
  &lt;li&gt;Show tracking icons for non-turret bolt weapons too&lt;/li&gt;
  &lt;li&gt;More short names for weapon outfits&lt;/li&gt;
  &lt;li&gt;Fixed pilot.setSpeedLimit not working&lt;/li&gt;
  &lt;li&gt;Added tutorial message when player acquires first point defense weapon&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;test_of_renewal&lt;/code&gt;: fixed weapon set defaults being incorrect and increased enemy damage&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;seek_n_destroy&lt;/code&gt;: missions should work properly when boarding the target&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;flf_diversion&lt;/code&gt;, &lt;code&gt;flf_rogue&lt;/code&gt;: Missions should no longer be able to have ridiculously low credit rewards&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;ec00&lt;/code&gt;: changed it so you can’t hail the collective drone&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;escort&lt;/code&gt;: fixed pilots not flying in formation&lt;/li&gt;
  &lt;li&gt;Fixed many typos&lt;/li&gt;
  &lt;li&gt;Translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2023-12-09:/blarg/2023-12-09_0.11.0-beta.2/</id>
    <title type="html">Naev 0.11.0-beta.2</title>
    <published>2023-12-09T00:00:00Z</published>
    <updated>2023-12-09T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2023-12-09_0.11.0-beta.2/" type="text/html"/>
    <content type="html">&lt;p&gt;During playtesting 0.11.0-beta.1, we’ve found a bunch of bugs and issues that
we’ve addressed. In particular, some of the more important ones include having
the slim GUI show what outfits are being activated, which is particularly
useful for toggle weapon sets, and fixed some issues with collisions making it
hard for fast weapons to hit their targets.
As always, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this tracker&lt;/a&gt;,
and feel free to join our Discord or Matrix chatrooms. Find out more about them &lt;a href="https://naev.org/contact/"&gt;here!&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can get the new version from any of the sources below:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.11.0-beta.2"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;
&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="The player in a Sirius Preacher using the Seeking Chakra ability." src="/imgs/screenshots_0.11.0/seeking_chakra.webp" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;The player in a Sirius Preacher using the Seeking Chakra ability.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0110-beta1"&gt;Changes since 0.11.0-beta.1&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Slim GUI now shows activated outfits and all weapons all the time&lt;/li&gt;
  &lt;li&gt;Collision system reworked (again) to take into account fast moving particles&lt;/li&gt;
  &lt;li&gt;Fixed collision polygons not properly being used&lt;/li&gt;
  &lt;li&gt;Added short names to some outfits such that they are easier to distinguish in the GUI&lt;/li&gt;
  &lt;li&gt;Allied factions won’t help out the player against neutral targets&lt;/li&gt;
  &lt;li&gt;Added missing graphics for meditation chambers&lt;/li&gt;
  &lt;li&gt;Don’t allow giving the player names that can’t be saved&lt;/li&gt;
  &lt;li&gt;Updated love.filesystem to 0.11 spec renaming mkdir to createDirectory, enumerate to getDirectoryItems, and adding remove&lt;/li&gt;
  &lt;li&gt;Fixed toggle weapon sets not turning off with only bolt weapons&lt;/li&gt;
  &lt;li&gt;Hardened physics engine a bit to overflow that happens in 49 days of straight game time&lt;/li&gt;
  &lt;li&gt;Fixed trivial memory leak in vpool&lt;/li&gt;
  &lt;li&gt;Allow buying local maps where they are not sold&lt;/li&gt;
  &lt;li&gt;Buffed Hunting Combat AI to 15% bonus&lt;/li&gt;
  &lt;li&gt;Made Weakness Harmonizer AI not appear as an active outfit&lt;/li&gt;
  &lt;li&gt;Outfit Lua function onshoot has been renamed onshootany&lt;/li&gt;
  &lt;li&gt;Can toggle point defense weapons on and off&lt;/li&gt;
  &lt;li&gt;AI will turn off weapons ionizer when going for a kill&lt;/li&gt;
  &lt;li&gt;Player’s new ships should start will all the default outfits, which fixes the some Sirius psychic tests&lt;/li&gt;
  &lt;li&gt;pilot.weapsetAdd follows the same logic as the normal equipping functions&lt;/li&gt;
  &lt;li&gt;slim GUI uses primary/secondary colours like the info menu&lt;/li&gt;
  &lt;li&gt;AI should be less prone to jump before their leader&lt;/li&gt;
  &lt;li&gt;Fixed cargo being lost when swapping ships in missions and events&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;chapter1&lt;/code&gt;: event claims all the systems just in case&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;poi&lt;/code&gt;: renamed ‘Pristine Derelict’ to ‘Unusual Derelict’&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;poi_intro&lt;/code&gt;: fixed typo&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;achack03&lt;/code&gt;: fixed mission not being acceptable and harja spawning forever&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;achack04&lt;/code&gt;: fixed missing formatting string&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;dv_bikers&lt;/code&gt;: made missiles significantly more dodgeable and changed location&lt;/li&gt;
  &lt;li&gt;Translation updates&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2023-12-03:/blarg/2023-12-03_0.11.0-beta.1/</id>
    <title type="html">Naev 0.11.0-beta.1</title>
    <published>2023-12-03T00:00:00Z</published>
    <updated>2023-12-03T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2023-12-03_0.11.0-beta.1/" type="text/html"/>
    <content type="html">&lt;p&gt;It’s nearing the end of the year and that means time for a new Naev release!
This release is once again 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.&lt;/p&gt;

&lt;p&gt;Now, this release changes a lot of how the game currently plays, 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:&lt;/p&gt;

&lt;ol&gt;
  &lt;li&gt;Significantly reworked universe map to fit existing lore&lt;/li&gt;
  &lt;li&gt;House Sirius completely reworked&lt;/li&gt;
  &lt;li&gt;Significantly improved autonav that uses lanes and is configurable&lt;/li&gt;
  &lt;li&gt;Reworked structural outfits and number of ship slots&lt;/li&gt;
  &lt;li&gt;Weapon sets are more simple with no distinction between weapons and non-weapons&lt;/li&gt;
  &lt;li&gt;Possible to legally obtain all “standard” factional ships and outfits&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;If you try it and find any issues, please report them at &lt;a href="https://codeberg.org/naev/naev/issues"&gt;the issue
tracker&lt;/a&gt;. Discussion about the game can be
had on one of the various discussion forums and chatrooms we have. Check them
out &lt;a href="https://naev.org/contact/"&gt;here!&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can get the new version from any of the sources below:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.11.0-beta.1"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;
&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="The player in a Sirius Preacher using the Seeking Chakra ability." src="/imgs/screenshots_0.11.0/seeking_chakra.webp" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;The player in a Sirius Preacher using the Seeking Chakra ability.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Gameplay Changes
    &lt;ul&gt;
      &lt;li&gt;Universe significantly overworked to be more consistent with lore
        &lt;ul&gt;
          &lt;li&gt;More landable uninhabited spobs, unique locations, and things to discover&lt;/li&gt;
          &lt;li&gt;Reviewed and corrected many descriptions and placement of spobs and systems&lt;/li&gt;
          &lt;li&gt;More in-depth and fleshed out tag system for locations&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Ship slots and mass limits reworked such that smaller ships get more utility/structural slots to work with&lt;/li&gt;
      &lt;li&gt;Point defense systems that can shoot down missiles and torpedoes&lt;/li&gt;
      &lt;li&gt;Space object (planets, stations, etc.) properties affect quantity of missions available&lt;/li&gt;
      &lt;li&gt;Moved many missions and events to the vn system&lt;/li&gt;
      &lt;li&gt;Can sometimes find POI events with a pulse scanner equipped when entering systems&lt;/li&gt;
      &lt;li&gt;Changed the visuals for some of the nebulas (PSO, Mizar)&lt;/li&gt;
      &lt;li&gt;Pirate bribes cost more depending on your fleet and are based on points not mass&lt;/li&gt;
      &lt;li&gt;Missions are introduced less all at once to the player&lt;/li&gt;
      &lt;li&gt;Blink drives are more flexible but use energy and generate heat&lt;/li&gt;
      &lt;li&gt;Razor class weapons have been completely reworked&lt;/li&gt;
      &lt;li&gt;Can steal more than one outfit from a ship with high boarding bonus&lt;/li&gt;
      &lt;li&gt;diy-nerds: improved reward&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Quality of Life
    &lt;ul&gt;
      &lt;li&gt;Significantly improved autonav
        &lt;ul&gt;
          &lt;li&gt;Configurable and can use lanes&lt;/li&gt;
          &lt;li&gt;More efficient at reaching target locations&lt;/li&gt;
          &lt;li&gt;New option like follow pilots through jumps or brake when going to positions&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Make it explicit when all the escorts have jumped or landed&lt;/li&gt;
      &lt;li&gt;Escorts will keep their same loadout until the game restarts&lt;/li&gt;
      &lt;li&gt;Player ship is no longer translucent when in stealth as it is redundant with the stealth icon&lt;/li&gt;
      &lt;li&gt;Show enemy/ally factions in the faction standing info window&lt;/li&gt;
      &lt;li&gt;Space dust is properly anti-aliased&lt;/li&gt;
      &lt;li&gt;Minor speed ups to patrol lane computations&lt;/li&gt;
      &lt;li&gt;Try to enforce minimum number of articles in the news&lt;/li&gt;
      &lt;li&gt;Independent patrol and bounty missions can be completed on more planets and stations&lt;/li&gt;
      &lt;li&gt;Can hide or prioritize missions from the info menu&lt;/li&gt;
      &lt;li&gt;Manual aiming model aims at the mouse location when the mouse is visible&lt;/li&gt;
      &lt;li&gt;Travelling merchant tells you when new wares are available and should be easier to find&lt;/li&gt;
      &lt;li&gt;Lua Love API should be better at handling input and not apply keys held before started&lt;/li&gt;
      &lt;li&gt;Increase time compression when disabled&lt;/li&gt;
      &lt;li&gt;Inverted how hide, evasion, and stealth value percent bonuses work. Now lower is better&lt;/li&gt;
      &lt;li&gt;Hide locked slots without outfits as the player can’t do anything with them&lt;/li&gt;
      &lt;li&gt;Added volley mode to weapon sets that makes weapons fire as fast as possible, instead of staggered&lt;/li&gt;
      &lt;li&gt;Autonav options are now player-specific and accessible via the info menu settings button&lt;/li&gt;
      &lt;li&gt;Travelling merchant gives full details of the intrinsic outfits they provide&lt;/li&gt;
      &lt;li&gt;Selected slots in the equipment window will only show outfits that fit&lt;/li&gt;
      &lt;li&gt;Autonav routes consider distance travelled in-system&lt;/li&gt;
      &lt;li&gt;Made stress more visible in the slim GUI&lt;/li&gt;
      &lt;li&gt;Reworked how stats are displayed to be more visible and intuitive&lt;/li&gt;
      &lt;li&gt;Can show all known outfits or ships in with the map find functionality&lt;/li&gt;
      &lt;li&gt;Weapon sets much more flexible, verbose, and easy to use&lt;/li&gt;
      &lt;li&gt;Weapon sets remember slots, not outfits&lt;/li&gt;
      &lt;li&gt;Route is visible on all map modes now&lt;/li&gt;
      &lt;li&gt;Blink and flicker drives can use double tap arrow keys to move around&lt;/li&gt;
      &lt;li&gt;Toolkit is cached in a framebuffer for much faster rendering&lt;/li&gt;
      &lt;li&gt;Intrinsic outfit details now visible from the equipment menu&lt;/li&gt;
      &lt;li&gt;Visually indicate which pilots are scanning the player on the overlay and radars&lt;/li&gt;
      &lt;li&gt;Can sell all outfits on any spob with an outfitter&lt;/li&gt;
      &lt;li&gt;Enemies in patrol missions should not run away&lt;/li&gt;
      &lt;li&gt;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&lt;/li&gt;
      &lt;li&gt;Slot icons to make it more clear what special slots a ship has&lt;/li&gt;
      &lt;li&gt;System markers and autonav TARGET marker will try to not overlap with jumps and spob names&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;New Content
    &lt;ul&gt;
      &lt;li&gt;New mechanic for House Sirius called flow to unlock psychic powers
        &lt;ul&gt;
          &lt;li&gt;Gives passive bonuses to Sirius ships&lt;/li&gt;
          &lt;li&gt;Outfits allow use on non-Sirius ships&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;8 new missions
        &lt;ul&gt;
          &lt;li&gt;Finish the Minerva campaign&lt;/li&gt;
          &lt;li&gt;Nebula refugees&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Many new events
        &lt;ul&gt;
          &lt;li&gt;Abandoned stations with secrets&lt;/li&gt;
          &lt;li&gt;Greedy pirates looking for domination&lt;/li&gt;
          &lt;li&gt;Challenges of the mind&lt;/li&gt;
          &lt;li&gt;Mysterious signals&lt;/li&gt;
          &lt;li&gt;More points of interest&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Many, many new systems and space objects
        &lt;ul&gt;
          &lt;li&gt;67 new star systems with 123 new space objects&lt;/li&gt;
          &lt;li&gt;New graphics for space objects&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Tons of new outfits
        &lt;ul&gt;
          &lt;li&gt;Sirius flow outfits&lt;/li&gt;
          &lt;li&gt;Completely reworked Sirius weapons too&lt;/li&gt;
          &lt;li&gt;Point defense systems&lt;/li&gt;
          &lt;li&gt;New accessories&lt;/li&gt;
          &lt;li&gt;Intrinsic outfits&lt;/li&gt;
          &lt;li&gt;and more!&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Many new outfit graphics&lt;/li&gt;
      &lt;li&gt;New NPC graphics&lt;/li&gt;
      &lt;li&gt;More NPC and news messages&lt;/li&gt;
      &lt;li&gt;Added the Space Trader Society faction&lt;/li&gt;
      &lt;li&gt;Custom death animations for many ships&lt;/li&gt;
      &lt;li&gt;More ways to increase fleet capacity&lt;/li&gt;
      &lt;li&gt;The pirate clans are now more differentiated in terms of AI behaviour and taunts&lt;/li&gt;
      &lt;li&gt;More factional landing messages&lt;/li&gt;
      &lt;li&gt;Rehabilitation missions have been made more factional and a new rehabilitation mission for the FLF is now available&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Engine
    &lt;ul&gt;
      &lt;li&gt;Map system viewer is more compact&lt;/li&gt;
      &lt;li&gt;Added hook.hail_spob&lt;/li&gt;
      &lt;li&gt;Events support tags&lt;/li&gt;
      &lt;li&gt;Editor supports tags&lt;/li&gt;
      &lt;li&gt;Library to handle conditionals for mission computer missions&lt;/li&gt;
      &lt;li&gt;Added support for disabling specific patrol lanes from being generated&lt;/li&gt;
      &lt;li&gt;Support for Lua scripting for ships&lt;/li&gt;
      &lt;li&gt;Changed api of evt.claim and misn.claim&lt;/li&gt;
      &lt;li&gt;Missions/events load Lua as chunks instead of compiling each time&lt;/li&gt;
      &lt;li&gt;Significant speed-ups in collision detection with quadtrees&lt;/li&gt;
      &lt;li&gt;Hooks “outfit_buy”, “outfit_sell”, “ship_sell”, and “ship_swap” pass Lua objects instead of strings&lt;/li&gt;
      &lt;li&gt;Ships can have extra descriptions that show up on mouse over&lt;/li&gt;
      &lt;li&gt;More Lua API added such as pilot.armour, pilot.shield, or naev.missionList&lt;/li&gt;
      &lt;li&gt;Soromid NPCs can have custom descriptions based on genetics&lt;/li&gt;
      &lt;li&gt;Improved VN API with vn.move, vn.musicVolume, etc.&lt;/li&gt;
      &lt;li&gt;Improved VN handling of non-ascii fonts&lt;/li&gt;
      &lt;li&gt;Support for generating munitions from outfits&lt;/li&gt;
      &lt;li&gt;Improved derelict script to handle custom derelicts better&lt;/li&gt;
      &lt;li&gt;Removed some custom environment and string handling functions for standard SDL ones (requires 2.0.18 now)&lt;/li&gt;
      &lt;li&gt;Better handling of user locales&lt;/li&gt;
      &lt;li&gt;Weaker effects shouldn’t overwrite stronger ones anymore&lt;/li&gt;
      &lt;li&gt;Spobs can use communication graphics&lt;/li&gt;
      &lt;li&gt;Require OpenGL 3.2 for geometry shaders now&lt;/li&gt;
      &lt;li&gt;Support for advanced collisions such as weapon on weapon, allowing for point defense weapons&lt;/li&gt;
      &lt;li&gt;Renamed thrust to accel for more consistency and simplifications&lt;/li&gt;
      &lt;li&gt;Support for buying intrinsic outfits&lt;/li&gt;
      &lt;li&gt;Ship distress moved to the message framework&lt;/li&gt;
      &lt;li&gt;Outfits have support for double tapping accel/left/right triggers&lt;/li&gt;
      &lt;li&gt;Removed toolkit fading effects&lt;/li&gt;
      &lt;li&gt;Support for rendering images as SDFs&lt;/li&gt;
      &lt;li&gt;Significant loading time speed-up with multithreading&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Fixes
    &lt;ul&gt;
      &lt;li&gt;Main menu more responsive when changing windows&lt;/li&gt;
      &lt;li&gt;Typo and wording fixes&lt;/li&gt;
      &lt;li&gt;Fixed many corner case crashes in the editor&lt;/li&gt;
      &lt;li&gt;Fixed cargo missions not being generated in some parts of the universe&lt;/li&gt;
      &lt;li&gt;Game no longer crashes when loading save with persisted Lua pointing to nonexistent systems/spobs&lt;/li&gt;
      &lt;li&gt;Minor improvements to many existing missions&lt;/li&gt;
      &lt;li&gt;Fixed crash when events trigger other events on creation&lt;/li&gt;
      &lt;li&gt;Fixed autonav sometimes having trouble landing with reverse thrusters&lt;/li&gt;
      &lt;li&gt;Qex races should be much less laggy now&lt;/li&gt;
      &lt;li&gt;Fixed some outfits using the wrong store images&lt;/li&gt;
      &lt;li&gt;Fixed system viewer not being consistent with map&lt;/li&gt;
      &lt;li&gt;Player’s escort damage is counted towards players damage&lt;/li&gt;
      &lt;li&gt;Avoid having missions duplicates for cases where they can significantly stack such as patrol missions&lt;/li&gt;
      &lt;li&gt;Fire rate and action speed should affect damage and disable of beam weapons&lt;/li&gt;
      &lt;li&gt;Fixed some outfits not having “Activated Outfit” in their description&lt;/li&gt;
      &lt;li&gt;Fixed ships offering 100 fuel refuels twice&lt;/li&gt;
      &lt;li&gt;Fixed some ships having trouble equipping because of stacking engine reroutes and such&lt;/li&gt;
      &lt;li&gt;Improved AI’s scanning behaviour to be more robust to stealth pulsing&lt;/li&gt;
      &lt;li&gt;Fixed POI generating in extremely volatile systems&lt;/li&gt;
      &lt;li&gt;Fixed tutorial running during cinematics&lt;/li&gt;
      &lt;li&gt;Fixed active outfits not showing “activated outfit” in their summary sometimes&lt;/li&gt;
      &lt;li&gt;FLF no longer become true allies of the Dreamer Clan to not limit the players actions&lt;/li&gt;
      &lt;li&gt;Made audio system more robust to running out of source errors&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2023-09-05:/blarg/2023-09-05_sporadic_naev_newsletter_vol_3/</id>
    <title type="html">Sporadic Naev Newsletter Vol. 3</title>
    <published>2023-09-05T00:00:00Z</published>
    <updated>2023-09-05T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2023-09-05_sporadic_naev_newsletter_vol_3/" type="text/html"/>
    <content type="html">&lt;p&gt;Rather than waiting 10 years again from the previous edition of our &lt;a href="/blarg/2021-08-22_sporadic_naev_newsletter_vol_2/"&gt;sporadic
naev newsletter&lt;/a&gt;,
we’ve only let 2 years pass this time. In this edition, we’ll talk about some
improvements in 0.10.0 that may have gone under the radar, and the upcoming
0.11.0 release.&lt;/p&gt;

&lt;h4 id="state-of-0110"&gt;State of 0.11.0&lt;/h4&gt;

&lt;p&gt;With &lt;a href="https://codeberg.org/naev/naev/compare/0.10.x...main"&gt;a ton of commits and content since
0.10.0&lt;/a&gt;, things are
starting to shape up for 0.11.0. This release has focused greatly on reworking
and improving existing systems by bringing up to modern standards. In
particular, things such as how weapons are implemented, how ship stats are
dealt with, autonav internals, npc/news/derelict internals, reworking old
missions into the visual novel system, etc. have been mainly rewritten to
improve shortcomings. While this is not really visible in the end product
directly, it has enabled a lots of new features and improved the overall
robustness of the game.&lt;/p&gt;

&lt;p&gt;However, this release is much more than just elimination of technical debt, as
this release features a lot of new content in pretty much every area of the
game: more events, more missions, more lore, more outfits, and more locations.
The icing on the cake are new mechanics such as point defense systems, flow
mechanics, and trials. Overall this is shaping up to be quite a large release
and we are excited to share it with you.&lt;/p&gt;

&lt;h4 id="universe-revisited"&gt;Universe Revisited&lt;/h4&gt;

&lt;p&gt;As &lt;a href="/blarg/2023-02-12_universe_revisited/"&gt;mentioned before on the
blarg&lt;/a&gt;, the
universe has been completely rework for 0.11.0. The universe should have a much
more natural feel that matches the lore, with the Sol Nebula being more
omnipresent as you travel around. This has required significant changes to many
systems and system objects, so that many places you knew will probably seem
familiar but quite different at the same time. It may take a while to get used
to.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Stumbling upon a ruined space station in the Nebula." src="/imgs/blarg/2023/nebula_ruined_station.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Stumbling upon a ruined space station in the Nebula.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;In numbers, some 67 new systems and 123 new space objects have been added,
mainly around the Sol Nebula to give a more in-depth sensation of destruction
and the fragility of humankind. Besides the typical planets and stations, these
systems also contain many secrets that you can uncover.&lt;/p&gt;

&lt;h4 id="house-sirius-rework"&gt;House Sirius Rework&lt;/h4&gt;

&lt;p&gt;For 0.10.0, the Soromid got a major rework by getting true bioships that can
level up and learn different skills, now it’s only fair for the neglected House
Sirius to also get the same treatment. Instead of extreme biological
engineering, House Sirius relies on psychic abilities called flow. While
individuals don’t possess very strong powers by themselves, House Sirius
has designed their ships to be powerful amplifiers to be able to unleash potent
abilities on the battle field.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="The player unleashing an astral projection made of psychic energy to fight for them against pirates." src="/imgs/blarg/2023/sirius_astral_projection.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;The player unleashing an astral projection made of psychic energy to fight for them against pirates.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;The player will also be able to obtain similar psychic powers and unlock the
full potential through new tests that can be found throughout space. Each
test will require the player to overcome obstacles in order to unlock new
abilities and also increase their overall psychic powers.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Complete tests to unlock new psychic powers." src="/imgs/blarg/2023/sirius_test.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Complete tests to unlock new psychic powers.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;While Sirius ships have flow capability built-in, other ships can also use
structural outfits to enable flow capability, allowing for more customization.
That said, Sirius ships get unique bonuses from flow powers which are not
available to other ships.&lt;/p&gt;

&lt;h4 id="plugin-system"&gt;Plugin System&lt;/h4&gt;

&lt;p&gt;Although the &lt;a href="/blarg/2022-12-23_0.10.0/"&gt;plugin system was introduced in
0.10.0&lt;/a&gt;, it has gone largely
unnoticed. Currently, it is possible to replace and modify all parts of the
Naev that are implemented in Lua, which includes important parts such as
&lt;a href="/blarg/2023-07-30_new_autonav/"&gt;autonav&lt;/a&gt;, &lt;a href="/blarg/2021-06-06_lua_outfits/"&gt;many
outfits&lt;/a&gt;, &lt;a href="/blarg/2023-07-18_ships_go_boom/"&gt;ship
explosions&lt;/a&gt;, and more!
Not only that, Naev has option networking built in with
&lt;a href="http://enet.bespin.org/"&gt;enet&lt;/a&gt;, allowing for networking functionality. On this
line, there is a very much WIP &lt;a href="https://github.com/ThrosturX/naev-multiplayer"&gt;multiplayer
plugin&lt;/a&gt;, that allows for playing
with other people. To make development somewhat easier, a &lt;a href="https://naev.org/devmanual/"&gt;development
manual&lt;/a&gt; is being worked on, which covers things
like how to write content for Naev and how to structure plugins. Given the
advanced programming possibilities with the &lt;a href="https://naev.org/api/"&gt;Naev Lua
API&lt;/a&gt;, the only limit is your imagination!&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="The simple shader plugin can be useful for older hardware." src="/imgs/blarg/2023/plugins_menu.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;The simple shader plugin can be useful for older hardware.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Oh, there is &lt;a href="https://codeberg.org/naev/total_conversion_plugin_example"&gt;explicit support for total
conversions&lt;/a&gt; too!&lt;/p&gt;

&lt;h4 id="new-content"&gt;New Content&lt;/h4&gt;

&lt;p&gt;There’s also a bunch of new content being worked on. Not only have the NPCs and
news you can find at the spaceport bar been greatly reworked to me more
relevant to the context at hand, but many new missions, factions, and
mechanisms have been implemented. The new universe has also given opportunities
to diversify the different factions and make them feel more unique, from taunts
to landing messages.&lt;/p&gt;

&lt;p&gt;First of all, with optimizations done to the engine, it’s finally possible to
have efficient point defense systems, something that has been asked for by
players for a long time. Point defense systems will automatically target nearby
missiles, torpedoes, and even interceptors! Of course the exact specs will
depend on the outfit, Guardian Systems use powerful lasers to focus on
torpedoes or interceptors, while Soromid Spittle Clusters have been
bio-engineered to create screens of bubbles to block weaker, but faster
missiles.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="A Soromid Ira trying to stop incoming torpedoes with spittle." src="/imgs/blarg/2023/spittle.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;A Soromid Ira trying to stop incoming torpedoes with spittle.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;A new neutral faction has been created to replace the old Trader’s Guild. The
new Space Traders Society is an organization that spans different guilds and
has important subfactions such as the mercenary guild Astra Vigilis, the Mining
Vrata, and the Imperial Red Star. They have important presence in several
systems where new outfits are also available for trade.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="The Mining Vrata Guildhouse." src="/imgs/blarg/2023/mining_vrata.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;The Mining Vrata Guildhouse.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Finally, more events missions have been added throughout the universe, and although
not finished yet, we expect the conclusion to the Minerva campaign to make it
into 0.11.0.&lt;/p&gt;

&lt;h4 id="game-optimization"&gt;Game Optimization&lt;/h4&gt;

&lt;p&gt;One issue Naev has traditionally had with the large systems it features, is
slow downs when many pilots were fighting each other as a result of a primitive
collision system. Well, it is no longer an issue as the current system has been
reworked with &lt;a href="https://en.wikipedia.org/wiki/Quadtree"&gt;quadtrees&lt;/a&gt;. Testing
shows that it is much much faster in extreme cases, with the game easily
handling hundreds of ships fighting each other without slowing down.
Furthermore, many aspects of the game have been profiled and optimized such
that the game should run much more fluid than 0.10.0.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Naev running smoothly at 60 FPS despite 50 Dvaered Vendettas fighting with 50 FLF Lancelots." src="/imgs/blarg/2023/skirmish_benchmark.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Naev running smoothly at 60 FPS despite 50 Dvaered Vendettas fighting with 50 FLF Lancelots.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Tests show that where Naev 0.10.0 would choke and become a slide show, Naev
0.11.0 will be able to run without a hitch, such as 50 Dvaered Vendettas
fighting with 50 FLF Lancelots. That said, given the high levels of time
compressions capital ships can reach, it is likely in some extreme cases you
may experience some slow downs.&lt;/p&gt;

&lt;h4 id="concluding-remarks"&gt;Concluding Remarks&lt;/h4&gt;

&lt;p&gt;This concludes the Sporadic Naev Newsletter Vol. 3, and see you again in
the next one!&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2023-07-30:/blarg/2023-07-30_new_autonav/</id>
    <title type="html">New Autonav</title>
    <published>2023-07-30T00:00:00Z</published>
    <updated>2023-07-30T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2023-07-30_new_autonav/" type="text/html"/>
    <content type="html">&lt;p&gt;&lt;em&gt;This post is about development on Naev 0.11.0.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Pirates have always been an issue for the law-abiding player. They are
everywhere and relentless. However, with the
&lt;a href="/blarg/2021-08-22_sporadic_naev_newsletter_vol_2/"&gt;addition of patrol lanes in 0.9.0&lt;/a&gt;,
the universe has become a safer place, at least where the patrol lanes exist.
Although that made things much easier for the player, a gaping flaw was that
the autonav system did not understand how to use these lanes. For 0.11.0, we
implemented the long awaited feature that &lt;strong&gt;autonav will now use patrol lanes
if configured to!&lt;/strong&gt;.&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/2023_07_autonav_the_lanes.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;A Llama using the autonav system to stick to patrol lanes.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;So how does this work? By default, autonav will use patrol lanes of non-hostile
factions when jumping, and will not use them otherwise. You can configure it to
not use lanes for jump, and also to use lanes for landing on planets or
stations from the new settings option accessible in the info menu. The settings
button replaces and incorporates the “Set GUI” functionality.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="New player settings are accessible from the info window." src="/imgs/blarg/2023/autonav_settings.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;New player settings are accessible from the info window.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;To get this working the entire autonav system was scrapped and rewritten, this
also has the added effect of being much more accurate and efficient when
travelling around. Overall it’s a win-win situation! Hopefully this will ease
the early game and save many pilots from meeting their fate at the hands of the
hordes of marauders lurking in the darkness.&lt;/p&gt;

&lt;p&gt;As always, you can opt-in to the &lt;code&gt;nightly&lt;/code&gt; beta branch on steam, or download
the nightly from itch.io or github to get the latest and greatest of Naev
development. Due note that this can be unstable, and make sure to back up your
0.10 saves first!&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2023-07-18:/blarg/2023-07-18_ships_go_boom/</id>
    <title type="html">Ships Go Boom</title>
    <published>2023-07-18T00:00:00Z</published>
    <updated>2023-07-18T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2023-07-18_ships_go_boom/" type="text/html"/>
    <content type="html">&lt;p&gt;&lt;em&gt;This post is about development on Naev 0.11.0.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;At the 2nd anniversary of posting about implementing &lt;a href="/blarg/2021-07-18_future_goes_boom/"&gt;raymarched fancy explosions&lt;/a&gt;,
it’s time to talk about trying to use the system to its full potential. And by
full potential, I mean custom ship explosions!&lt;/p&gt;

&lt;p&gt;All of the factional ships have been given custom explosions, some slightly
different from the “standard” explosions, while others have much more radical
changes, including different explosion types, secondary effects, and radically
different colours. Time to explode and damage have also been changed, while
some explosions now do different damage types and/or apply disabling effects.
This should help have the different factions and ships feel more different.&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/2023_07_explosions.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Showcase of the different faction ship explosions.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;From the technical side of things, custom ship explosions are done by using Lua
scripting for ships, similar as what was &lt;a href="/blarg/2021-06-06_lua_outfits/"&gt;done for outfits&lt;/a&gt;. This opens up a whole new
possibility of what can be done with ships, I won’t cover other things being
done with this yet, but it has to do with the Great House Sirius rework which
brings about psychic powers. All these changes will be included in version
0.11.0 which should be released around December this year. Lots of exciting
development to look for for the rest of 2023!&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2023-07-07:/blarg/2023-07-07_0.10.6/</id>
    <title type="html">Naev 0.10.6</title>
    <published>2023-07-07T00:00:00Z</published>
    <updated>2023-07-07T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2023-07-07_0.10.6/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev DevTeam is proud to announce the release of Naev
version 0.10.6. This releases fixes some minor memory leaks and some
data inconsistencies. It is recommended to update to as soon as
possible. We hope this is the last 0.10 release before 0.11.0.&lt;/p&gt;

&lt;p&gt;Although it has been tested, there are almost certainly still bugs
around, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this
tracker&lt;/a&gt;, and feel free to join one of our
chatrooms or discussion boards (&lt;a href="https://naev.org/contact/"&gt;here&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.10.6"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.10.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.10.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0105"&gt;Changes since 0.10.5&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fixed potential segfault with invalid semver strings&lt;/li&gt;
  &lt;li&gt;Fixed sign error when buying artifacts in the Baron Prince mission (sorry)&lt;/li&gt;
  &lt;li&gt;Fixed behaviour of naev.trigger with parameters&lt;/li&gt;
  &lt;li&gt;Fixed Lua spfx volume changing with game speed&lt;/li&gt;
  &lt;li&gt;Fixed memory leak in luaspfx trails&lt;/li&gt;
  &lt;li&gt;Fixed missions doing things in systems they should not&lt;/li&gt;
  &lt;li&gt;Fixed Adrenal Gland III’s time speed up effect&lt;/li&gt;
  &lt;li&gt;Fixed Misi giving upgrades for free&lt;/li&gt;
  &lt;li&gt;Fixed minor planet check in frontier war missions&lt;/li&gt;
  &lt;li&gt;Fixed silent installs on windows&lt;/li&gt;
  &lt;li&gt;Fixed typos&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2023-04-23:/blarg/2023-04-23_0.10.5/</id>
    <title type="html">Naev 0.10.5</title>
    <published>2023-04-23T00:00:00Z</published>
    <updated>2023-04-23T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2023-04-23_0.10.5/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev DevTeam is proud to announce the release of Naev
version 0.10.5. This release fixes an important crash among other minor
fixes. It is highly recommended to update to as soon as possible.&lt;/p&gt;

&lt;p&gt;Although it has been tested, there are almost certainly still bugs
around, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this
tracker&lt;/a&gt;, and feel free to join one of our
chatrooms or discussion boards (&lt;a href="https://naev.org/contact/"&gt;here&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.10.5"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.10.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.10.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0104"&gt;Changes since 0.10.4&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Start counting effect stacks from 1 not 2&lt;/li&gt;
  &lt;li&gt;Fixed launcher weapons using outfit mass instead of ammo mass&lt;/li&gt;
  &lt;li&gt;Fixed some typos&lt;/li&gt;
  &lt;li&gt;Fixed equipment of Lancelot in “Sharkman Is Back” mission&lt;/li&gt;
  &lt;li&gt;Fixed clicking on jump points also selecting planets in some cases&lt;/li&gt;
  &lt;li&gt;Fixed some events not claiming systems that could interfere with other missions&lt;/li&gt;
  &lt;li&gt;Fixed some formatting in the alt text when hovering over outfits in the equipment window&lt;/li&gt;
  &lt;li&gt;Changed music.stop() API to stop music from continuing by default&lt;/li&gt;
  &lt;li&gt;Fixed potential memory issues on some platforms&lt;/li&gt;
  &lt;li&gt;Fixed crash when changing to Japanese language on Windows using Japanese locale&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;nelly02&lt;/code&gt;: Nelly now stops recommending stuff that only does a little disable&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;shadowvigil&lt;/code&gt;: Fixed mission not spawning escorts&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;flf_patrol&lt;/code&gt;: Missions should no longer be able to have ridiculously low credit rewards&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;hypergate_construction&lt;/code&gt;: should actually claim the system&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;ec06&lt;/code&gt;: refuel tanker should provide as much fuel as possible&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;taiomi&lt;/code&gt;: fixed claim check for last mission&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;taiomi09&lt;/code&gt;: fixed smugglers becoming hostile in some cases&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2023-02-12:/blarg/2023-02-12_universe_revisited/</id>
    <title type="html">Universe Revisited</title>
    <published>2023-02-12T00:00:00Z</published>
    <updated>2023-02-12T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2023-02-12_universe_revisited/" type="text/html"/>
    <content type="html">&lt;p&gt;&lt;em&gt;This post is about development on Naev 0.11.0.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Since 0.10.0 was released, those of you on nightly builds have probably noticed
that not much has been going on. Truth is, development has been going on in a
parallel &lt;code&gt;newmap&lt;/code&gt; branch that just got merged into main, and will appear in the
next nightly. Why the parallel development? Although Naev has seen many changes
during it’s development, the fundamental layout of the universe has remained
largely unchanged. However, this was sort of unmaintainable due to
inconsistencies with the lore of the Naev universe, and, after the release of
0.10.0, we thought it was a good idea to revisit and rethink about how the
universe itself is laid out to make it more consistent.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Wunomi&amp;#39;s World is a new world with a geostationary ring located in the reworked area near the Nebula." src="/imgs/blarg/2023/newmap.jpg" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Wunomi&amp;#39;s World is a new world with a geostationary ring located in the reworked area near the Nebula.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;What does this mean? Although an effort has been taken to try to keep most of
the underlying topology, that is, what systems are connected to what systems,
there were limits to what we could conserve and the result is that lots of
things have been changed. This is particularly pronounced near around the
Nebula with many new systems and interesting space objects being added. There
are also many new secrets you can find that can be quite useful to your player
character, we leave it up to you to find them.&lt;/p&gt;

&lt;p&gt;You can try the development version if you are brave (&lt;strong&gt;please back up your saves
first!&lt;/strong&gt;) by getting the images available from both
&lt;a href="https://codeberg.org/naev/naev/releases/tag/nightly"&gt;github&lt;/a&gt; and steam via the
opt-in beta.&lt;/p&gt;

&lt;p&gt;If you try it and find any issues, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this
tracker&lt;/a&gt;, and feel free to join one of our
chatrooms or discussion boards (&lt;a href="https://naev.org/contact/"&gt;here&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;Some other new changes brought with the merge:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;4 new missions&lt;/li&gt;
  &lt;li&gt;Space dust is properly antialiased&lt;/li&gt;
  &lt;li&gt;Planet properties affect quantity of missions available&lt;/li&gt;
  &lt;li&gt;Changed the visuals for some of the nebulas&lt;/li&gt;
  &lt;li&gt;Show enemy/ally factions in the faction standing info window&lt;/li&gt;
  &lt;li&gt;Can sometimes find POI events with a pulse scanner equipped when entering systems&lt;/li&gt;
  &lt;li&gt;Minor speed ups to patrol lane computations&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2023-02-04:/blarg/2023-02-04_0.10.4/</id>
    <title type="html">Naev 0.10.4</title>
    <published>2023-02-04T00:00:00Z</published>
    <updated>2023-02-04T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2023-02-04_0.10.4/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev DevTeam is proud to announce the release of Naev
version 0.10.4. This release fixes an important crash among other minor
fixes. It is highly recommended to update to as soon as possible.&lt;/p&gt;

&lt;p&gt;Although it has been tested, there are almost certainly still bugs
around, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this
tracker&lt;/a&gt;, and feel free to join one of our
chatrooms or discussion boards (&lt;a href="https://naev.org/contact/"&gt;here&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.10.4"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.10.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.10.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0103"&gt;Changes since 0.10.3&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fixed crashes related to multiple effects being active at once&lt;/li&gt;
  &lt;li&gt;Fixed multiple mission_done hooks not passing parameter correctly&lt;/li&gt;
  &lt;li&gt;Fixed plugin strings not being initialized with mismatched saves&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;ec06&lt;/code&gt;: made the final battle work much better&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2023-01-17:/blarg/2023-01-17_0.10.3/</id>
    <title type="html">Naev 0.10.3</title>
    <published>2023-01-17T00:00:00Z</published>
    <updated>2023-01-17T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2023-01-17_0.10.3/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev DevTeam is proud to announce the release of Naev
version 0.10.3. This release fixes several important crashes among other minor
fixes. It is highly recommended to update to as soon as possible.&lt;/p&gt;

&lt;p&gt;Although it has been tested, there are almost certainly still bugs
around, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this
tracker&lt;/a&gt;, and feel free to join one of our
chatrooms or discussion boards (&lt;a href="https://naev.org/contact/"&gt;here&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.10.3"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.10.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.10.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0102"&gt;Changes since 0.10.2&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fixed crash when using fits currently selected ship outfit filter&lt;/li&gt;
  &lt;li&gt;Fixed escorts always being set to aggressive when loading a save&lt;/li&gt;
  &lt;li&gt;Fixed Dvaered standing cap increase being lost after loading game&lt;/li&gt;
  &lt;li&gt;Made space dust a bit less bright when it starts turning into lines&lt;/li&gt;
  &lt;li&gt;&lt;code&gt;derelict_rescue&lt;/code&gt;: play money sound instead of victory sound on completion&lt;/li&gt;
  &lt;li&gt;Rehab: fixed crash when aborting rehabilitation missions&lt;/li&gt;
  &lt;li&gt;Foundation Station, Efferey: fixed not using pirate landing script&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2023-01-12:/blarg/2023-01-12_0.10.2/</id>
    <title type="html">Naev 0.10.2</title>
    <published>2023-01-12T00:00:00Z</published>
    <updated>2023-01-12T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2023-01-12_0.10.2/" type="text/html"/>
    <content type="html">&lt;p&gt;Happy New Year! The Naev DevTeam is proud to announce the release of Naev
version 0.10.2. This release fixes several important crashes among other minor
fixes. It is highly recommended to update to as soon as possible.&lt;/p&gt;

&lt;p&gt;Although it has been tested, there are almost certainly still bugs
around, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this
tracker&lt;/a&gt;, and feel free to join one of our
chatrooms or discussion boards (&lt;a href="https://naev.org/contact/"&gt;here&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.10.2"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.10.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.10.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0101"&gt;Changes since 0.10.1&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fixed escorts sometimes not following their leader and landing&lt;/li&gt;
  &lt;li&gt;Fixed autonav always wanting to go to the edge of jump points&lt;/li&gt;
  &lt;li&gt;Fixed crash when causing multiple dialogues to run in the background&lt;/li&gt;
  &lt;li&gt;Fixed outfit lua being called before initialization&lt;/li&gt;
  &lt;li&gt;Fixed not giving the AI a name when updating a save breaking the updater script&lt;/li&gt;
  &lt;li&gt;Fixed deleting last snapshot of a save switching to another pilot’s saves&lt;/li&gt;
  &lt;li&gt;Fixed saves and snapshots not displaying correct name with version mismatch&lt;/li&gt;
  &lt;li&gt;Fixed crash when deleting Lua-side fonts, should fix crash with POI&lt;/li&gt;
  &lt;li&gt;Fixed swapping ships with mission cargo sharing name with other cargo can lead to wrong cargo getting duplicated&lt;/li&gt;
  &lt;li&gt;Fixed original music at Research Post Sigma-13&lt;/li&gt;
  &lt;li&gt;Fixed music stopping after playing once in new games&lt;/li&gt;
  &lt;li&gt;Change music API to make it explicit you can temporarily disable the music engine&lt;/li&gt;
  &lt;li&gt;Set windows compatibility mode to Windows 7 when cross-compiling&lt;/li&gt;
  &lt;li&gt;legacy gui: fixed line artefacts near fuel / energy bars&lt;/li&gt;
  &lt;li&gt;pulse_scanner: fix potential error on init&lt;/li&gt;
  &lt;li&gt;patrol: don’t have an invisible time limit to reach the system anymore&lt;/li&gt;
  &lt;li&gt;taiomi: fixed some claims&lt;/li&gt;
  &lt;li&gt;zbh03: landing when hostiles spawned will fail the mission&lt;/li&gt;
  &lt;li&gt;bounties: mention there is a time limit to reach the system, not made explicit though&lt;/li&gt;
  &lt;li&gt;zpp01, zbh01: bumped chance to 30%&lt;/li&gt;
  &lt;li&gt;poi_intro: can’t board nelly again&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2022-12-29:/blarg/2022-12-29_0.10.1/</id>
    <title type="html">Naev 0.10.1</title>
    <published>2022-12-29T00:00:00Z</published>
    <updated>2022-12-29T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2022-12-29_0.10.1/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev DevTeam is proud to announce the release of Naev version 0.10.1. This
release addresses minor issues and bugs from the 0.10.0 release and does not add
any new content. It is highly recommended to update from 0.10.0 as soon as possible&lt;/p&gt;

&lt;p&gt;Although it has been tested, there are almost certainly still bugs
around, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this
tracker&lt;/a&gt;, and feel free to join one of our
chatrooms or discussion boards (&lt;a href="https://naev.org/contact/"&gt;here&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.10.1"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.10.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.10.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0100"&gt;Changes since 0.10.0&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fixed many stations not marked as stations&lt;/li&gt;
  &lt;li&gt;FLF combatants only appear on FLF spobs&lt;/li&gt;
  &lt;li&gt;Fixed cases where the player could be forced to take off when not spaceworthy&lt;/li&gt;
  &lt;li&gt;Show engine volume option same as other volume options&lt;/li&gt;
  &lt;li&gt;Use nearest neighbour interpolation for small resolution vn images&lt;/li&gt;
  &lt;li&gt;Fix engine sound being played at high time compression values&lt;/li&gt;
  &lt;li&gt;Try to fix issue where music stops playing&lt;/li&gt;
  &lt;li&gt;Statically link libenet on steam versions&lt;/li&gt;
  &lt;li&gt;diy-nerds: fixed reward and description not matching&lt;/li&gt;
  &lt;li&gt;deliverlove: fixed credit exploit&lt;/li&gt;
  &lt;li&gt;reynir: don’t add 0 tonnes of hotdogs&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2022-12-23:/blarg/2022-12-23_0.10.0/</id>
    <title type="html">Naev 0.10.0</title>
    <published>2022-12-23T00:00:00Z</published>
    <updated>2022-12-23T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2022-12-23_0.10.0/" type="text/html"/>
    <content type="html">&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;Most notable changes:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Plugin system implemented&lt;/li&gt;
  &lt;li&gt;Player fleets&lt;/li&gt;
  &lt;li&gt;Hypergates&lt;/li&gt;
  &lt;li&gt;Asteroids completely reworked&lt;/li&gt;
  &lt;li&gt;More space anomalies&lt;/li&gt;
  &lt;li&gt;True bioships&lt;/li&gt;
  &lt;li&gt;Tons of new content&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;p&gt;Although we have gone through 2 beta releases in this release cycle, please
report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this tracker&lt;/a&gt;, and
feel free to join our Discord chat
(&lt;a href="https://discord.com/invite/nd2M5BR"&gt;invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.10.0"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.10.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.10.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;New Mechanics
    &lt;ul&gt;
      &lt;li&gt;Support for setting ships as escorts and thus player fleets&lt;/li&gt;
      &lt;li&gt;Hypergates that allow for long distance travel&lt;/li&gt;
      &lt;li&gt;Asteroid rework
        &lt;ul&gt;
          &lt;li&gt;Asteroids no longer randomly explode&lt;/li&gt;
          &lt;li&gt;Asteroid scanning is no longer binary, but distance-based&lt;/li&gt;
          &lt;li&gt;New mini-game based mining&lt;/li&gt;
          &lt;li&gt;More diversity in types with different rarity&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Support for restrictions for outfits and ships, such as minimum faction standing&lt;/li&gt;
      &lt;li&gt;Significantly improved how faction reputation caps are handled&lt;/li&gt;
      &lt;li&gt;Pilots can have intrinsic outfits&lt;/li&gt;
      &lt;li&gt;Bioships go rawr (new skill system)&lt;/li&gt;
      &lt;li&gt;Weapons and outfits can cause effects on ships&lt;/li&gt;
      &lt;li&gt;More complex space objects (spob)&lt;/li&gt;
      &lt;li&gt;Support for different difficulty settings&lt;/li&gt;
      &lt;li&gt;New exploration mechanic with points of interest&lt;/li&gt;
      &lt;li&gt;Unique ships to be found throughout the universe (pers)&lt;/li&gt;
      &lt;li&gt;Manual aiming mode for weapon sets&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Gameplay Changes
    &lt;ul&gt;
      &lt;li&gt;Weapon types are more differentiated&lt;/li&gt;
      &lt;li&gt;Removed nearly redundant launchers&lt;/li&gt;
      &lt;li&gt;Nerfed beams&lt;/li&gt;
      &lt;li&gt;Factional ships are more widely sold&lt;/li&gt;
      &lt;li&gt;Schroedinger uses less fuel instead of getting a large bonus&lt;/li&gt;
      &lt;li&gt;Plasma has a burning effect&lt;/li&gt;
      &lt;li&gt;Changed spawning and behaviour of pirates to be less dangerous in populated systems&lt;/li&gt;
      &lt;li&gt;Fighters only attack enemies visible by their carrier&lt;/li&gt;
      &lt;li&gt;AI is better at choosing targets&lt;/li&gt;
      &lt;li&gt;More dump targets for waste dump mission and tweaked rewards&lt;/li&gt;
      &lt;li&gt;Removed escorts for hire in lieu of player fleets&lt;/li&gt;
      &lt;li&gt;Pirates should avoid attacking near safeish areas&lt;/li&gt;
      &lt;li&gt;Made slim the default GUI instead of brushed&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;New Content
    &lt;ul&gt;
      &lt;li&gt;Added a gigantic black hole&lt;/li&gt;
      &lt;li&gt;Added new space anomalies such as plasma storms&lt;/li&gt;
      &lt;li&gt;Lots of new asteroid types and commodities&lt;/li&gt;
      &lt;li&gt;More interesting places to visit and explore&lt;/li&gt;
      &lt;li&gt;More engine sounds&lt;/li&gt;
      &lt;li&gt;45 New missions
        &lt;ul&gt;
          &lt;li&gt;More terraforming&lt;/li&gt;
          &lt;li&gt;Continuation of the Za’lek story&lt;/li&gt;
          &lt;li&gt;Help the Dvaered do some tasks&lt;/li&gt;
          &lt;li&gt;Tutorial for new mechanics&lt;/li&gt;
          &lt;li&gt;Secret system!&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;14 New ships
        &lt;ul&gt;
          &lt;li&gt;Certain secret faction completely revamped&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;New spob graphics&lt;/li&gt;
      &lt;li&gt;Lots of new outfits and reworked old outfits
        &lt;ul&gt;
          &lt;li&gt;Use energy to avoid death&lt;/li&gt;
          &lt;li&gt;Create scanning pulses&lt;/li&gt;
          &lt;li&gt;Blinking has animations&lt;/li&gt;
          &lt;li&gt;Advanced mining techniques&lt;/li&gt;
          &lt;li&gt;Space mines&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;News revamped to be more flexible and relate more with current events&lt;/li&gt;
      &lt;li&gt;NPCs revamped to be more flexible with many new messages&lt;/li&gt;
      &lt;li&gt;New commodities that are only available from mining&lt;/li&gt;
      &lt;li&gt;Fancy racing mini-game that replaces old race missions&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Quality of Life
    &lt;ul&gt;
      &lt;li&gt;Support for save snapshots for each pilot&lt;/li&gt;
      &lt;li&gt;Can ask pilots to refuel you more than 100 units at a time&lt;/li&gt;
      &lt;li&gt;Engine sound volume is configurable&lt;/li&gt;
      &lt;li&gt;Revamped the star map to be large and more useful&lt;/li&gt;
      &lt;li&gt;Can add notes to the star map&lt;/li&gt;
      &lt;li&gt;Autoscroll is now an option in the VN&lt;/li&gt;
      &lt;li&gt;Spob communication window has been redone&lt;/li&gt;
      &lt;li&gt;Limit sound output volume when lots of sounds are playing jointly&lt;/li&gt;
      &lt;li&gt;Redid the music engine to be less prone to play combat music&lt;/li&gt;
      &lt;li&gt;Hide radar when overlay is open (with option to revert to old behaviour)&lt;/li&gt;
      &lt;li&gt;Duplicate effects get collapsed into stacks in the GUI&lt;/li&gt;
      &lt;li&gt;Allowing exiting and reloading while love framework is open (VN, etc.)&lt;/li&gt;
      &lt;li&gt;Autonav is more flexible with positioning on jump points&lt;/li&gt;
      &lt;li&gt;Can customize jump flash brightness&lt;/li&gt;
      &lt;li&gt;Player will not be scanned immediately on jumping in or taking off&lt;/li&gt;
      &lt;li&gt;Show health bars near pilots in combat (can be disabled in options)&lt;/li&gt;
      &lt;li&gt;Escort AI is customizable&lt;/li&gt;
      &lt;li&gt;Ship AI reminds player about things when they haven’t played in a while&lt;/li&gt;
      &lt;li&gt;Improved mission computer display details for many missions&lt;/li&gt;
      &lt;li&gt;Engine sounds smoothly transition on/off&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Engine changes
    &lt;ul&gt;
      &lt;li&gt;Work has begun on a development manual&lt;/li&gt;
      &lt;li&gt;Plugin support with explicit support for total conversions&lt;/li&gt;
      &lt;li&gt;All monolithic files have been split up&lt;/li&gt;
      &lt;li&gt;Simplified terminology with spob (space objects) replacing planet/asset&lt;/li&gt;
      &lt;li&gt;Support for tags in missions&lt;/li&gt;
      &lt;li&gt;Player ships can store their own variables now&lt;/li&gt;
      &lt;li&gt;Weapon outfits support some Lua scripting&lt;/li&gt;
      &lt;li&gt;Ammunition/fighters merged into launchers/fighter bays&lt;/li&gt;
      &lt;li&gt;Support for “shotgun”-type weapons&lt;/li&gt;
      &lt;li&gt;Backgrounds no longer use an orthographic projection&lt;/li&gt;
      &lt;li&gt;Minor transitions added to the toolkit&lt;/li&gt;
      &lt;li&gt;Asteroids redone to be more flexible and easy to add using groups&lt;/li&gt;
      &lt;li&gt;Asteroid field support in the editor&lt;/li&gt;
      &lt;li&gt;Allow for soft claims instead of only hard claims&lt;/li&gt;
      &lt;li&gt;Unified the event and mission headers&lt;/li&gt;
      &lt;li&gt;Implemented per-pilot variables&lt;/li&gt;
      &lt;li&gt;Lua scripting for spob&lt;/li&gt;
      &lt;li&gt;AI can use special outfits&lt;/li&gt;
      &lt;li&gt;Lots of engine rewriting and modernization that should bring some speed improvements and more flexibility when modding&lt;/li&gt;
      &lt;li&gt;Added lua-enet library to allow for networking in plugins (off by default, requires setting in configuration file)&lt;/li&gt;
      &lt;li&gt;Can animate loading screen&lt;/li&gt;
      &lt;li&gt;Lowered error in physics approximation (shouldn’t be noticeable though)&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Bug Fixes
    &lt;ul&gt;
      &lt;li&gt;Too many to list, but we’ll try&lt;/li&gt;
      &lt;li&gt;Fixed pilots not getting equipped at all in some cases&lt;/li&gt;
      &lt;li&gt;Fixed looting cargo when boarding giving less than expected&lt;/li&gt;
      &lt;li&gt;Fixed all asteroid graphics being used as debris&lt;/li&gt;
      &lt;li&gt;Fixed some hooks not properly passing arguments&lt;/li&gt;
      &lt;li&gt;Block certain inputs during cinematics&lt;/li&gt;
      &lt;li&gt;Fixed disabling saving and forcing the pilot to take off not working as expected&lt;/li&gt;
      &lt;li&gt;Fixed sounds getting stopped in many cases due to garbage collection&lt;/li&gt;
      &lt;li&gt;Made outfit descriptions fit in the landing window for all outfits&lt;/li&gt;
      &lt;li&gt;Many typo fixes&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2022-12-08:/blarg/2022-12-08_0.10.0-beta.2/</id>
    <title type="html">Naev 0.10.0-beta.2</title>
    <published>2022-12-08T00:00:00Z</published>
    <updated>2022-12-08T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2022-12-08_0.10.0-beta.2/" type="text/html"/>
    <content type="html">&lt;p&gt;During playtesting 0.10.0-beta.1, we’ve found and fixed a critical bug, with some other more minor ones also being addressed.
As always, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this tracker&lt;/a&gt;,
and feel free to join our Discord or Matrix chatrooms. Find out more about them &lt;a href="https://naev.org/contact/"&gt;here!&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can get the new version from any of the sources below:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.10.0-beta.2"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Defending merchants from a Pirate Phalanx." src="/imgs/screenshots_0.10.0/alteris_skirmish.webp" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Defending merchants from a Pirate Phalanx.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-0100-beta1"&gt;Changes since 0.10.0-beta.1&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Pirates should avoid attacking near safeish areas&lt;/li&gt;
  &lt;li&gt;Fixed crash on load when player has more than one ship.&lt;/li&gt;
  &lt;li&gt;Fixed player.setSpeed() not resetting speed as intended&lt;/li&gt;
  &lt;li&gt;Fixed pilot.comm not showing messages&lt;/li&gt;
  &lt;li&gt;Fixed typo/grammar in sightseeing and dvaered census introductory mission&lt;/li&gt;
  &lt;li&gt;Don’t display health bars with no player alive&lt;/li&gt;
  &lt;li&gt;Autonav doesn’t go only to the center of spobs&lt;/li&gt;
  &lt;li&gt;Mention escort AI settings when buying a fighter bay tutorial plays&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2022-12-01:/blarg/2022-12-01_0.10.0-beta.1/</id>
    <title type="html">Naev 0.10.0-beta.1</title>
    <published>2022-12-01T00:00:00Z</published>
    <updated>2022-12-01T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2022-12-01_0.10.0-beta.1/" type="text/html"/>
    <content type="html">&lt;p&gt;So it’s that time of year again. Although a lot of new features, content, and
mechanics have been added, there has also been significant effort in
modernizing and rewriting large parts of legacy code in an effort to improve
performance overall. As with all major releases, so much has changed that it is
nearly impossible for the release to be bug free and for this purpose we wish
to start doing a series of betas for public testing of the upcoming 0.10.0
release.&lt;/p&gt;

&lt;p&gt;If you try it and find any issues, please report them at &lt;a href="https://codeberg.org/naev/naev/issues"&gt;the issue
tracker&lt;/a&gt;. Discussion about the game can be had on one of the various discussion forums and chatrooms we have. Check them out &lt;a href="https://naev.org/contact/"&gt;here!&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can get the new version from any of the sources below:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.10.0-beta.1"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Attacking traders in a Pirate Hyena." src="/imgs/blarg/2021/screen1.png" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Attacking traders in a Pirate Hyena.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;New Mechanics
    &lt;ul&gt;
      &lt;li&gt;Support for setting ships as escorts and thus player fleets&lt;/li&gt;
      &lt;li&gt;Hypergates that allow for long distance travel&lt;/li&gt;
      &lt;li&gt;Asteroid rework
        &lt;ul&gt;
          &lt;li&gt;Asteroids no longer randomly explode&lt;/li&gt;
          &lt;li&gt;Asteroid scanning is no longer binary, but distance-based&lt;/li&gt;
          &lt;li&gt;New mini-game based mining&lt;/li&gt;
          &lt;li&gt;More diversity in types with different rarity&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;Support for restrictions for outfits and ships, such as minimum faction standing&lt;/li&gt;
      &lt;li&gt;Significantly improved how faction reputation caps are handled&lt;/li&gt;
      &lt;li&gt;Pilots can have intrinsic outfits&lt;/li&gt;
      &lt;li&gt;Bioships go rawr (new skill system)&lt;/li&gt;
      &lt;li&gt;Weapons and outfits can cause effects on ships&lt;/li&gt;
      &lt;li&gt;More complex space objects (spob)&lt;/li&gt;
      &lt;li&gt;Support for different difficulty settings&lt;/li&gt;
      &lt;li&gt;New exploration mechanic with points of interest&lt;/li&gt;
      &lt;li&gt;Unique ships to be found throughout the universe (pers)&lt;/li&gt;
      &lt;li&gt;Manual aiming mode for weapon sets&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Gameplay Changes
    &lt;ul&gt;
      &lt;li&gt;Weapon types are more differentiated&lt;/li&gt;
      &lt;li&gt;Removed nearly redundant launchers&lt;/li&gt;
      &lt;li&gt;Nerfed beams&lt;/li&gt;
      &lt;li&gt;Factional ships are more widely sold&lt;/li&gt;
      &lt;li&gt;Schroedinger uses less fuel instead of getting a large bonus&lt;/li&gt;
      &lt;li&gt;Plasma has a burning effect&lt;/li&gt;
      &lt;li&gt;Changed spawning and behaviour of pirates to be less dangerous in populated systems&lt;/li&gt;
      &lt;li&gt;Fighters only attack enemies visible by their carrier&lt;/li&gt;
      &lt;li&gt;AI is better at choosing targets&lt;/li&gt;
      &lt;li&gt;More dump targets for waste dump mission and tweaked rewards&lt;/li&gt;
      &lt;li&gt;Removed escorts for hire in lieu of player fleets&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;New Content
    &lt;ul&gt;
      &lt;li&gt;Added a gigantic black hole&lt;/li&gt;
      &lt;li&gt;Added new space anomalies such as plasma storms&lt;/li&gt;
      &lt;li&gt;Lots of new asteroid types and commodities&lt;/li&gt;
      &lt;li&gt;More interesting places to visit and explore&lt;/li&gt;
      &lt;li&gt;More engine sounds&lt;/li&gt;
      &lt;li&gt;45 New missions
        &lt;ul&gt;
          &lt;li&gt;More terraforming&lt;/li&gt;
          &lt;li&gt;Continuation of the Za’lek story&lt;/li&gt;
          &lt;li&gt;Help the Dvaered do some tasks&lt;/li&gt;
          &lt;li&gt;Tutorial for new mechanics&lt;/li&gt;
          &lt;li&gt;Secret system!&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;14 New ships
        &lt;ul&gt;
          &lt;li&gt;Certain secret faction completely revamped&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;New spob graphics&lt;/li&gt;
      &lt;li&gt;Lots of new outfits and reworked old outfits
        &lt;ul&gt;
          &lt;li&gt;Use energy to avoid death&lt;/li&gt;
          &lt;li&gt;Create scanning pulses&lt;/li&gt;
          &lt;li&gt;Blinking has animations&lt;/li&gt;
          &lt;li&gt;Advanced mining techniques&lt;/li&gt;
          &lt;li&gt;Space mines&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;News revamped to be more flexible and relate more with current events&lt;/li&gt;
      &lt;li&gt;NPCs revamped to be more flexible with many new messages&lt;/li&gt;
      &lt;li&gt;New commodities that are only available from mining&lt;/li&gt;
      &lt;li&gt;Fancy racing mini-game that replaces old race missions&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Quality of Life
    &lt;ul&gt;
      &lt;li&gt;Support for save snapshots for each pilot&lt;/li&gt;
      &lt;li&gt;Can ask pilots to refuel you more than 100 units at a time&lt;/li&gt;
      &lt;li&gt;Engine sound volume is configurable&lt;/li&gt;
      &lt;li&gt;Revamped the star map to be large and more useful&lt;/li&gt;
      &lt;li&gt;Can add notes to the star map&lt;/li&gt;
      &lt;li&gt;Autoscroll is now an option in the VN&lt;/li&gt;
      &lt;li&gt;Spob communication window has been redone&lt;/li&gt;
      &lt;li&gt;Limit sound output volume when lots of sounds are playing jointly&lt;/li&gt;
      &lt;li&gt;Redid the music engine to be less prone to play combat music&lt;/li&gt;
      &lt;li&gt;Hide radar when overlay is open (with option to revert to old behaviour)&lt;/li&gt;
      &lt;li&gt;Duplicate effects get collapsed into stacks in the GUI&lt;/li&gt;
      &lt;li&gt;Allowing exiting and reloading while love framework is open (VN, etc.)&lt;/li&gt;
      &lt;li&gt;Autonav is more flexible with positioning on jump points&lt;/li&gt;
      &lt;li&gt;Can customize jump flash brightness&lt;/li&gt;
      &lt;li&gt;Player will not be scanned immediately on jumping in or taking off&lt;/li&gt;
      &lt;li&gt;Show health bars near pilots in combat (can be disabled in options)&lt;/li&gt;
      &lt;li&gt;Escort AI is customizable&lt;/li&gt;
      &lt;li&gt;Ship AI reminds player about things when they haven’t played in a while&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Engine changes
    &lt;ul&gt;
      &lt;li&gt;Work has begun on a development manual&lt;/li&gt;
      &lt;li&gt;Plugin support with explicit support for total conversions&lt;/li&gt;
      &lt;li&gt;All monolithic files have been split up&lt;/li&gt;
      &lt;li&gt;Simplified terminology with spob (space objects) replacing planet/asset&lt;/li&gt;
      &lt;li&gt;Support for tags in missions&lt;/li&gt;
      &lt;li&gt;Player ships can store their own variables now&lt;/li&gt;
      &lt;li&gt;Weapon outfits support some Lua scripting&lt;/li&gt;
      &lt;li&gt;Ammunition/fighters merged into launchers/fighter bays&lt;/li&gt;
      &lt;li&gt;Support for “shotgun”-type weapons&lt;/li&gt;
      &lt;li&gt;Backgrounds no longer use an orthographic projection&lt;/li&gt;
      &lt;li&gt;Minor transitions added to the toolkit&lt;/li&gt;
      &lt;li&gt;Asteroids redone to be more flexible and easy to add using groups&lt;/li&gt;
      &lt;li&gt;Asteroid field support in the editor&lt;/li&gt;
      &lt;li&gt;Allow for soft claims instead of only hard claims&lt;/li&gt;
      &lt;li&gt;Unified the event and mission headers&lt;/li&gt;
      &lt;li&gt;Implemented per-pilot variables&lt;/li&gt;
      &lt;li&gt;Lua scripting for spob&lt;/li&gt;
      &lt;li&gt;AI can use special outfits&lt;/li&gt;
      &lt;li&gt;Lots of engine rewriting and modernization that should bring some speed improvements and more flexibility when modding&lt;/li&gt;
      &lt;li&gt;Added lua-enet library to allow for networking in plugins (off by default, requires setting in configuration file)&lt;/li&gt;
      &lt;li&gt;Can animate loading screen&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Bug Fixes
    &lt;ul&gt;
      &lt;li&gt;Too many to list, but we’ll try&lt;/li&gt;
      &lt;li&gt;Fixed pilots not getting equipped at all in some cases&lt;/li&gt;
      &lt;li&gt;Fixed looting cargo when boarding giving less than expected&lt;/li&gt;
      &lt;li&gt;Fixed all asteroid graphics being used as debris&lt;/li&gt;
      &lt;li&gt;Fixed some hooks not properly passing arguments&lt;/li&gt;
      &lt;li&gt;Block certain inputs during cinematics&lt;/li&gt;
      &lt;li&gt;Fixed disabling saving and forcing the pilot to take off not working as expected&lt;/li&gt;
      &lt;li&gt;Fixed sounds getting stopped in many cases due to garbage collection&lt;/li&gt;
      &lt;li&gt;Many typo fixes&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2022-07-20:/blarg/2022-07-20_0.9.4/</id>
    <title type="html">Naev 0.9.4</title>
    <published>2022-07-20T00:00:00Z</published>
    <updated>2022-07-20T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2022-07-20_0.9.4/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev DevTeam is pleased to announce the release of Naev version 0.9.4.
With this release, the Naev 0.9 branch is definitely maybe free of bugs.
In case you find one anyway, please report on &lt;a href="https://github.com/naev/naev/issues"&gt;this tracker&lt;/a&gt;,
and feel free to join our Discord or Matrix (&lt;a href="https://naev.org/contact/"&gt;chat rooms&lt;/a&gt;).
There’s no new content here, aside from stunning progress by the volunteer translators in the community.
The new content has instead gone into pre-releases of Naev 0.10, and our attention for the rest of 2022 will be on finishing that.&lt;/p&gt;

&lt;p&gt;You can get the latest release, and nightly 0.10-alpha builds, from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.9.4"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.9.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.9.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-093"&gt;Changes since 0.9.3&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fix “No error.” log spam with certain video card drivers&lt;/li&gt;
  &lt;li&gt;Fix Lua errors with tiny nebula such as Sarcophagus&lt;/li&gt;
  &lt;li&gt;Fix fake transponder cheesing rehabilitation missions&lt;/li&gt;
  &lt;li&gt;Fix errors in “Anxious Merchant”, “Dead Or Alive Bounty”, “Harja’s Vengeance”, and “The Lost Brother” missions&lt;/li&gt;
  &lt;li&gt;Fix the in-game screenshot feature, in case of odd window dimensions&lt;/li&gt;
  &lt;li&gt;Fix at least “Dvaered Diplomacy” glitching when the game is saved/reloaded (thanks to “Duke” on the Steam forums)&lt;/li&gt;
  &lt;li&gt;Update translations, including a new Spanish translation&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2022-04-03:/blarg/2022-04-03_0.9.3/</id>
    <title type="html">Naev 0.9.3</title>
    <published>2022-04-03T00:00:00Z</published>
    <updated>2022-04-03T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2022-04-03_0.9.3/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev DevTeam is satisfied to announce the release of Naev version 0.9.3. This
release addresses issues and bugs from the 0.9.2 release and does not add
any new content. It is highly recommended to update from 0.9.2 as soon as possible. In particular, two fairly important bugs involving game hanging sometimes when entering certain nebula systems and crashes have been fixed.&lt;/p&gt;

&lt;p&gt;Although it has been heavily tested, there are almost certainly still bugs
around, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this
tracker&lt;/a&gt;, and feel free to join our
Discord or Matrix (&lt;a href="https://naev.org/contact/"&gt;chat rooms&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.9.3"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.9.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.9.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-092"&gt;Changes since 0.9.2&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Bug fix: if the German translation was active, casino minigames’ explanation (Erklärung) didn’t work&lt;/li&gt;
  &lt;li&gt;Fix errors/slowdown in Diversion from (…) missions&lt;/li&gt;
  &lt;li&gt;Fix bug in “Waste Collector” mission&lt;/li&gt;
  &lt;li&gt;Fixed a bug that allowed the player to get infinite escorts&lt;/li&gt;
  &lt;li&gt;Work around bugs in at least one OpenGL driver&lt;/li&gt;
  &lt;li&gt;Fix crash when unidiff changes assets that the player has targeted&lt;/li&gt;
  &lt;li&gt;Player actually has to pay for stealing outfits&lt;/li&gt;
  &lt;li&gt;Fixed game hanging when entering some volatile nebula systems&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2022-02-08:/blarg/2022-02-08_naev_now_on_matrix/</id>
    <title type="html">Naev is now on Matrix!</title>
    <published>2022-02-08T00:00:00Z</published>
    <updated>2022-02-08T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2022-02-08_naev_now_on_matrix/" type="text/html"/>
    <content type="html">&lt;p&gt;Over the past few weeks we have been experimenting with bridging our Discord community to Matrix; an open network for secure, decentralized communication. Please note that Discord will continue working as normally.&lt;/p&gt;

&lt;h3 id="why-would-we-do-this"&gt;Why would we do this?&lt;/h3&gt;
&lt;p&gt;The answer to that is two-fold:&lt;/p&gt;

&lt;p&gt;Matrix, by design is decentralised, which means anyone can host their own server and have control over their data. For some people this may be the reason they refuse to use Discord entirely.&lt;/p&gt;

&lt;p&gt;If something bad happens to Discord we will have some record of the discussions that have been had since these two networks have been bridged, and have an alternative place to discuss Naev.&lt;/p&gt;

&lt;h3 id="what-do-you-mean-by-bridging"&gt;What do you mean by ‘bridging’?&lt;/h3&gt;
&lt;p&gt;To cater to individuals who dislike Discord and to increase our presence online we decided to create a Matrix community and bridge it to our Discord. This means that any messages sent on either platform will be synchronized between the two. This includes edits, mentions, and more.&lt;/p&gt;

&lt;h3 id="what-is-this-matrix-thingy"&gt;What is this Matrix thingy?&lt;/h3&gt;
&lt;p&gt;To learn more about Matrix, check out their handy &lt;a href="https://matrix.org/docs/guides/introduction/"&gt;Introduction guide&lt;/a&gt;.&lt;/p&gt;

&lt;h3 id="how-do-i-join"&gt;How do I join?&lt;/h3&gt;
&lt;p&gt;To join our Matrix Space, you can click on this badge: &lt;a href="https://matrix.to/#/#naev-community:matrix.org"&gt;&lt;img src="/imgs/badges/matrix.svg" alt="Join - Matrix" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can also get to a list of all our forum boards and chatrooms on the new &lt;a href="/contact/"&gt;Contact page&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Thanks for reading and happy chatting!&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2022-01-20:/blarg/2022-01-20_0.9.2/</id>
    <title type="html">Naev 0.9.2</title>
    <published>2022-01-20T00:00:00Z</published>
    <updated>2022-01-20T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2022-01-20_0.9.2/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev DevTeam is satisfied to announce the release of Naev version 0.9.2. This
release addresses minor issues and bugs from the 0.9.1 release and does not add
any new content. It is highly recommended to update from 0.9.1 as soon as possible.&lt;/p&gt;

&lt;p&gt;Although it has been heavily tested, there are almost certainly still bugs
around, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this
tracker&lt;/a&gt;, and feel free to join our
Discord or Matrix (&lt;a href="https://naev.org/contact/"&gt;chat rooms&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.9.2"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.9.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.9.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-091"&gt;Changes since 0.9.1&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fix reward messages in the Particle Physics campaign&lt;/li&gt;
  &lt;li&gt;Can no longer steal a certain Soromid ship&lt;/li&gt;
  &lt;li&gt;Enhanced the logic for deciding whether it’s safe to save the game after landing&lt;/li&gt;
  &lt;li&gt;Fix mission bugs: “Assault on Unicorn”, “Emergency of Immediate Inspiration”, “The Search for Cynthia”&lt;/li&gt;
  &lt;li&gt;Fix zombie autonav toward deselected targets&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2022-01-02:/blarg/2022-01-02_0.9.1/</id>
    <title type="html">Naev 0.9.1</title>
    <published>2022-01-02T00:00:00Z</published>
    <updated>2022-01-02T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2022-01-02_0.9.1/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev DevTeam is proud to announce the release of Naev version 0.9.1. This
release addresses minor issues and bugs from the 0.9.0 release and does not add
any new content. It is highly recommended to update from 0.9.0 as soon as possible&lt;/p&gt;

&lt;p&gt;Although it has been heavily tested, there are almost certainly still bugs
around, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this
tracker&lt;/a&gt;, and feel free to join our
Discord chat (&lt;a href="https://discord.com/invite/nd2M5BR"&gt;invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.9.1"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.9.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.9.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-090"&gt;Changes since 0.9.0&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Minor countermeasures for long player ship names&lt;/li&gt;
  &lt;li&gt;Fix mission breakage in “Minerva Pirates 4”, “Runaway Search”, “Particle Physics 3”, “Shadow Vigil”, “Baron Prince”, and “Dvaered Ballet”&lt;/li&gt;
  &lt;li&gt;Fix exploit in “Travelling Merchant” event (mission prize for sale that shouldn’t have been)&lt;/li&gt;
  &lt;li&gt;Fix many missions that explicitly attack the player overriding stealth and visibility mechanics&lt;/li&gt;
  &lt;li&gt;Fix some text labels that couldn’t be translated from English&lt;/li&gt;
  &lt;li&gt;Fix equipment slot information displaying over filter widget&lt;/li&gt;
  &lt;li&gt;Fix phantom acceleration after an auto-board and undock sequence&lt;/li&gt;
  &lt;li&gt;Darkened nebulas and lowered default background darkness&lt;/li&gt;
  &lt;li&gt;Improved upstream metainfo for packagers&lt;/li&gt;
  &lt;li&gt;Can no longer steal a certain Za’lek ship&lt;/li&gt;
  &lt;li&gt;Fix crash under certain conditions when using the console&lt;/li&gt;
  &lt;li&gt;Masochists and LTS distro packagers may build with Meson 0.54 (no subproject fallbacks) or 0.53 (also no “meson compile”, only “ninja”)&lt;/li&gt;
  &lt;li&gt;Slightly reduced rendered nebula quality to stop breakage on some intel GPUs&lt;/li&gt;
  &lt;li&gt;VN music uses logarithmic scale like internal music&lt;/li&gt;
  &lt;li&gt;Fixed some offset issues with the slim GUI&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-12-24:/blarg/2021-12-24_0.9.0_now_on_flathub/</id>
    <title type="html">Naev 0.9.0 is now available on FlatHub!</title>
    <published>2021-12-24T00:00:00Z</published>
    <updated>2021-12-24T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-12-24_0.9.0_now_on_flathub/" type="text/html"/>
    <content type="html">&lt;p&gt;With the holidays right around the corner here’s an early (or late) gift from the Naev DevTeam to
those who prefer using Flatpak as their mode of installing packages! We hope you enjoy playing!&lt;/p&gt;

&lt;p&gt;See &lt;a href="/blarg/2021-12-23_0.9.0/"&gt;full release details&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Most notable changes are:&lt;/p&gt;

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

&lt;p&gt;Please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this tracker&lt;/a&gt;, and
feel free to join our Discord chat
(&lt;a href="https://discord.com/invite/nd2M5BR"&gt;invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from FlatHub:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://flathub.org/apps/details/org.naev.Naev"&gt;&lt;img src="/imgs/badges/flathub.svg" alt="Get - Flathub" /&gt;&lt;/a&gt;&lt;/p&gt;

</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-12-23:/blarg/2021-12-23_0.9.0/</id>
    <title type="html">Naev 0.9.0</title>
    <published>2021-12-23T00:00:00Z</published>
    <updated>2021-12-23T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-12-23_0.9.0/" type="text/html"/>
    <content type="html">&lt;p&gt;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 mechanics have been
greatly overhauled. We would like to thank all the contributors who have
participated and helped in the making of this release.&lt;/p&gt;

&lt;p&gt;Most notable changes are:&lt;/p&gt;

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

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;p&gt;Although we have gone through 3 beta releases in this release cycle, please
report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this tracker&lt;/a&gt;, and
feel free to join our Discord chat
(&lt;a href="https://discord.com/invite/nd2M5BR"&gt;invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following three sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.9.0"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.9.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.9.0 official trailer.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;New mechanics
    &lt;ul&gt;
      &lt;li&gt;Added new utility outfits with complex effects&lt;/li&gt;
      &lt;li&gt;Changed ship classification, removing rare classes while adding Interceptor and Battleship classes&lt;/li&gt;
      &lt;li&gt;Illegal cargo and ship-to-ship detection&lt;/li&gt;
      &lt;li&gt;Pilots can now go into stealth mode&lt;/li&gt;
      &lt;li&gt;Systems have “patrol routes” patrolled by the governing faction&lt;/li&gt;
      &lt;li&gt;Electronic warfare parameters are simplified and visible&lt;/li&gt;
      &lt;li&gt;Added escorts for hire&lt;/li&gt;
      &lt;li&gt;Some simple minigames have been added&lt;/li&gt;
      &lt;li&gt;Scramblers and jammers have fixed chance to mess up missiles depending on their resistance&lt;/li&gt;
      &lt;li&gt;Restricted systems where dominant faction will attack on sight&lt;/li&gt;
      &lt;li&gt;Some bulk freighter-class ships added&lt;/li&gt;
      &lt;li&gt;Systems can have different effects on all ships in them&lt;/li&gt;
      &lt;li&gt;Fake transponder replaces fake id&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Visual improvements
    &lt;ul&gt;
      &lt;li&gt;New fancy system rendering effects&lt;/li&gt;
      &lt;li&gt;Ships and rockets now have engine trails&lt;/li&gt;
      &lt;li&gt;Beam visuals have been made more flexible and pretty&lt;/li&gt;
      &lt;li&gt;Jumping visuals improved&lt;/li&gt;
      &lt;li&gt;Redid the shake visuals and added a small damage visual&lt;/li&gt;
      &lt;li&gt;Most special effects implemented as shaders&lt;/li&gt;
      &lt;li&gt;Most small visuals redone to be more visible and clean&lt;/li&gt;
      &lt;li&gt;Similar presences are now merged in map&lt;/li&gt;
      &lt;li&gt;Overhauled all the backgrounds&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Gameplay changes
    &lt;ul&gt;
      &lt;li&gt;Pirates split into multiple clans and marauders&lt;/li&gt;
      &lt;li&gt;Added discovery messages as you explore the universe&lt;/li&gt;
      &lt;li&gt;Overhauled NPC AI&lt;/li&gt;
      &lt;li&gt;Overhaul and rebalance of most outfits&lt;/li&gt;
      &lt;li&gt;Wanted ships no longer aggro defense forces (bounties)&lt;/li&gt;
      &lt;li&gt;Bribed pilots don’t become hostile again unless attacked&lt;/li&gt;
      &lt;li&gt;Stress now decreases based on ship mass&lt;/li&gt;
      &lt;li&gt;Merged the Independent and Civilian factions&lt;/li&gt;
      &lt;li&gt;Game now tracks meta-data like ships destroyed and time played&lt;/li&gt;
      &lt;li&gt;Trade lane routes made explicit&lt;/li&gt;
      &lt;li&gt;More common and useful derelict ships&lt;/li&gt;
      &lt;li&gt;Missiles have lock-on reduced and in-flight calibration added&lt;/li&gt;
      &lt;li&gt;Tutorial redone with Ship AI that is also accessible from the info menu&lt;/li&gt;
      &lt;li&gt;New ships including the Starbridge&lt;/li&gt;
      &lt;li&gt;Tweaked outfit distribution&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Quality of Life
    &lt;ul&gt;
      &lt;li&gt;Autonav supports landing and boarding&lt;/li&gt;
      &lt;li&gt;Comm window reworked and you can bribe multiple pilots at once&lt;/li&gt;
      &lt;li&gt;Possible to change or unequip ships with deployed fighters&lt;/li&gt;
      &lt;li&gt;More fine-grained autonav reset control by setting enemy distance&lt;/li&gt;
      &lt;li&gt;Added autoequip functionality&lt;/li&gt;
      &lt;li&gt;Able to filter equipable outfits&lt;/li&gt;
      &lt;li&gt;Minimal view mode for the map&lt;/li&gt;
      &lt;li&gt;More visible map markers&lt;/li&gt;
      &lt;li&gt;More in-game tutorial-ish explanations for new mechanics as you encounter them&lt;/li&gt;
      &lt;li&gt;You can now favourite your ships to help with sorting&lt;/li&gt;
      &lt;li&gt;Redid boarding window to be more intuitive and easier to loot what you want&lt;/li&gt;
      &lt;li&gt;Paste support for input stuff&lt;/li&gt;
      &lt;li&gt;Translation completion status is shown in the options&lt;/li&gt;
      &lt;li&gt;Support for updating old saves&lt;/li&gt;
      &lt;li&gt;In-depth proof-reading&lt;/li&gt;
      &lt;li&gt;New outfit graphics&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;New locations
    &lt;ul&gt;
      &lt;li&gt;Added gambling resort “Minerva Station”&lt;/li&gt;
      &lt;li&gt;Revamped and improved some existing locations&lt;/li&gt;
      &lt;li&gt;Several new planets and systems&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;40 New missions
    &lt;ul&gt;
      &lt;li&gt;Challenge adversaries in the Crimson Gauntlet&lt;/li&gt;
      &lt;li&gt;Follow happenings on “Minerva Station”&lt;/li&gt;
      &lt;li&gt;Invade the frontier with the Dvaered&lt;/li&gt;
      &lt;li&gt;Ship enthusiast quiz&lt;/li&gt;
      &lt;li&gt;Deliver fancy contraband all over the universe&lt;/li&gt;
      &lt;li&gt;Raid trader convoys&lt;/li&gt;
      &lt;li&gt;Rescue derelict crew&lt;/li&gt;
      &lt;li&gt;Small early game tutorial-ish campaign&lt;/li&gt;
      &lt;li&gt;Neutral campaign to transform the universe&lt;/li&gt;
      &lt;li&gt;Help the Za’lek do particle physics&lt;/li&gt;
      &lt;li&gt;Meow&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;New translation(s) in progress: Czech, French, Korean, Portuguese, and Japanese&lt;/li&gt;
  &lt;li&gt;Engine Changes
    &lt;ul&gt;
      &lt;li&gt;Added an optimizer to improve automatic outfitting choices&lt;/li&gt;
      &lt;li&gt;A ton of new ship stat attributes have been added&lt;/li&gt;
      &lt;li&gt;Support for Lua-based hooks in Outfits for complex behaviours&lt;/li&gt;
      &lt;li&gt;Support for post-processing shaders&lt;/li&gt;
      &lt;li&gt;Added rendering and update hooks in the Lua API&lt;/li&gt;
      &lt;li&gt;Added image format support beyond PNG (notably WebP)&lt;/li&gt;
      &lt;li&gt;Support for arbitrary ship display classes&lt;/li&gt;
      &lt;li&gt;Game data now handled by PhysicsFS, allowing for multiple sources and easier modding&lt;/li&gt;
      &lt;li&gt;Meson is now the only build system, and development builds can integrate all assets/translations without being installed&lt;/li&gt;
      &lt;li&gt;Fonts now use distance fields and much better in many cases&lt;/li&gt;
      &lt;li&gt;Improved how Lua was being loaded&lt;/li&gt;
      &lt;li&gt;Added library that supports lots of Love2D API in Naev&lt;/li&gt;
      &lt;li&gt;Added Visual Novel library&lt;/li&gt;
      &lt;li&gt;Added card games&lt;/li&gt;
      &lt;li&gt;Added dynamic factions&lt;/li&gt;
      &lt;li&gt;Added dynamic commodities&lt;/li&gt;
      &lt;li&gt;Lua support for advanced sound effects&lt;/li&gt;
      &lt;li&gt;Most markers and indicators use signed distance functions now&lt;/li&gt;
      &lt;li&gt;Internally using linear colourspace&lt;/li&gt;
      &lt;li&gt;Faction presence computed with base and bonus values&lt;/li&gt;
      &lt;li&gt;Virtual assets have been redone and are more flexible than before&lt;/li&gt;
      &lt;li&gt;Point value system for ships to help with presence and other things&lt;/li&gt;
      &lt;li&gt;Support for shipstats at a system level&lt;/li&gt;
      &lt;li&gt;Initial support for 3D models&lt;/li&gt;
      &lt;li&gt;Proper support for line breaks in most languages&lt;/li&gt;
      &lt;li&gt;Most objects (ships, planets, etc.) have tags that can be used from Lua&lt;/li&gt;
      &lt;li&gt;Lots of optimization&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-12-12:/blarg/2021-12-12_0.9.0-beta.3/</id>
    <title type="html">Naev 0.9.0-beta.3</title>
    <published>2021-12-12T00:00:00Z</published>
    <updated>2021-12-12T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-12-12_0.9.0-beta.3/" type="text/html"/>
    <content type="html">&lt;p&gt;As the bugs start to settle down, it is time for a third 0.9.0 beta release.
This release fixes the issues listed below.
As always, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this tracker&lt;/a&gt;,
and feel free to join our Discord chat (&lt;a href="https://discord.com/invite/nd2M5BR"&gt;invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;To get the new version you can:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Opt-in to the &lt;code&gt;beta&lt;/code&gt; channel via steam&lt;/li&gt;
  &lt;li&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.9.0-beta.3"&gt;Download the new version from here&lt;/a&gt;.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Attacking traders in a Pirate Hyena." src="/imgs/blarg/2021/screen1.png" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Attacking traders in a Pirate Hyena.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-090-beta2"&gt;Changes since 0.9.0-beta.2&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Fixed warning about cargo rush deliveries when you don’t know the best route&lt;/li&gt;
  &lt;li&gt;Fixed another crash related to pilot removal&lt;/li&gt;
  &lt;li&gt;Fixed wonky backgrounds during death cutscenes, for the sake of &lt;em&gt;other&lt;/em&gt; players of course&lt;/li&gt;
  &lt;li&gt;Fixed crash when techs are first patched to planets through unidiff&lt;/li&gt;
  &lt;li&gt;Fixed potential spurious warnings about incomplete translations, even when running in English&lt;/li&gt;
  &lt;li&gt;Fixed failure to resolve regional translations (like &lt;code&gt;pt_BT&lt;/code&gt; or &lt;code&gt;pt_PT&lt;/code&gt;) from the locale&lt;/li&gt;
  &lt;li&gt;Fixed VN log text overlap issues&lt;/li&gt;
  &lt;li&gt;Fixed commodities not being added through unidiff&lt;/li&gt;
  &lt;li&gt;Fixed safe lane rendering alpha being wrong&lt;/li&gt;
  &lt;li&gt;Fixed misbehaviours with Maikki, Nelly 2, Shark 3, Shipwreck, Travelling Merchant, Warlords Battle, and Particle Physics 2&lt;/li&gt;
  &lt;li&gt;Fixed backgrounds accumulating when messing with options&lt;/li&gt;
  &lt;li&gt;Fixed issues with board scripts getting deferred with respect to boarding script&lt;/li&gt;
  &lt;li&gt;Fixed some instances of background text interfering with how foreground text was drawn&lt;/li&gt;
  &lt;li&gt;Fixed some missions causing trouble when saved/reloaded (due to dynamic factions)&lt;/li&gt;
  &lt;li&gt;Fixed minor Ship AI issues (rename at game start)&lt;/li&gt;
  &lt;li&gt;Fixed autonav via the map during a landing sequence&lt;/li&gt;
  &lt;li&gt;Fixed autonav giving away autofollowed pilots and unknown destination systems&lt;/li&gt;
  &lt;li&gt;Improved speed and accuracy of autonav stopping&lt;/li&gt;
  &lt;li&gt;Improved mission marker behavior (show planets more, always clean up at end of mission)&lt;/li&gt;
  &lt;li&gt;Kicked Empire patrols out of the Arandon system&lt;/li&gt;
  &lt;li&gt;Gave pirate ships dodgier outfits&lt;/li&gt;
  &lt;li&gt;Proofread too many parts of the game to mention&lt;/li&gt;
  &lt;li&gt;AI should only try to jump to systems with their faction presence&lt;/li&gt;
  &lt;li&gt;Wrap OSD titles as necessary&lt;/li&gt;
  &lt;li&gt;Don’t allow illegal characters in pilot name&lt;/li&gt;
  &lt;li&gt;Be kinder to old video drivers&lt;/li&gt;
  &lt;li&gt;More meow&lt;/li&gt;
  &lt;li&gt;More music&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-12-01:/blarg/2021-11-31_0.9.0-beta.1/</id>
    <title type="html">Naev 0.9.0-beta.1</title>
    <published>2021-12-01T00:00:00Z</published>
    <updated>2021-12-01T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-11-31_0.9.0-beta.1/" type="text/html"/>
    <content type="html">&lt;p&gt;It’s been a very productive year. With almost 8,500 commits from 0.8.2. For
reference, this is roughly one third of all the commits in the entire Naev
source code have been done this last year. As you can guess, with so many
changes altering fundamental things including most of the core gameplay
mechanics, there is a high chance that many things have been broken and things
lack polish. For this reason, like with the 0.8.x releases, we are going to do
several betas as we near the final 0.9.0 release, which we hope to be able to
get out this year. Of course, this will depend on how many bugs and issues are
found.&lt;/p&gt;

&lt;p&gt;If you try it and find any issues, please report them at &lt;a href="https://codeberg.org/naev/naev/issues"&gt;the issue
tracker&lt;/a&gt;. Discussion about the game can be
had on Discord (&lt;a href="https://discord.com/invite/nd2M5BR"&gt;discord invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;To get the new version you can:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Opt-in to the &lt;code&gt;beta&lt;/code&gt; channel via steam&lt;/li&gt;
  &lt;li&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.9.0-beta.1"&gt;Download the new version from here&lt;/a&gt;.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Attacking traders in a Pirate Hyena." src="/imgs/blarg/2021/screen1.png" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Attacking traders in a Pirate Hyena.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="full-changelog"&gt;Full Changelog&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;New mechanics
    &lt;ul&gt;
      &lt;li&gt;Added new utility outfits with complex effects&lt;/li&gt;
      &lt;li&gt;Changed ship classification, removing rare classes while adding Interceptor and Battleship classes&lt;/li&gt;
      &lt;li&gt;Illegal cargo and ship-to-ship detection&lt;/li&gt;
      &lt;li&gt;Pilots can now go into stealth mode&lt;/li&gt;
      &lt;li&gt;Systems have “safe lanes” patrolled by the governing faction&lt;/li&gt;
      &lt;li&gt;Electronic warfare parameters are simplified and visible&lt;/li&gt;
      &lt;li&gt;Added escorts for hire&lt;/li&gt;
      &lt;li&gt;Some simple minigames have been added&lt;/li&gt;
      &lt;li&gt;Scramblers and jammers have fixed chance to mess up missiles depending on their resistance&lt;/li&gt;
      &lt;li&gt;Restricted systems where dominant faction will attack on sight&lt;/li&gt;
      &lt;li&gt;Some bulk freighter-class ships added&lt;/li&gt;
      &lt;li&gt;Systems can have different effects on all ships in them&lt;/li&gt;
      &lt;li&gt;Fake transponder replaces fake id&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Visual improvements
    &lt;ul&gt;
      &lt;li&gt;New fancy system rendering effects&lt;/li&gt;
      &lt;li&gt;Ships and rockets now have engine trails&lt;/li&gt;
      &lt;li&gt;Beam visuals have been made more flexible and pretty&lt;/li&gt;
      &lt;li&gt;Jumping visuals improved&lt;/li&gt;
      &lt;li&gt;Redid the shake visuals and added a small damage visual&lt;/li&gt;
      &lt;li&gt;Most special effects implemented as shaders&lt;/li&gt;
      &lt;li&gt;Most small visuals redone to be more visible and clean&lt;/li&gt;
      &lt;li&gt;Similar presences are now merged in map&lt;/li&gt;
      &lt;li&gt;Overhauled all the backgrounds&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Gameplay changes
    &lt;ul&gt;
      &lt;li&gt;Pirates split into multiple clans and marauders&lt;/li&gt;
      &lt;li&gt;Added discovery messages as you explore the universe&lt;/li&gt;
      &lt;li&gt;Overhauled NPC AI&lt;/li&gt;
      &lt;li&gt;Overhaul and rebalance of most outfits&lt;/li&gt;
      &lt;li&gt;Wanted ships no longer aggro defense forces (bounties)&lt;/li&gt;
      &lt;li&gt;Bribed pilots don’t become hostile again unless attacked&lt;/li&gt;
      &lt;li&gt;Stress now decreases based on ship mass&lt;/li&gt;
      &lt;li&gt;Merged the Independent and Civilian factions&lt;/li&gt;
      &lt;li&gt;Game now tracks meta-data like ships destroyed and time played&lt;/li&gt;
      &lt;li&gt;Trade lane routes made explicit&lt;/li&gt;
      &lt;li&gt;More common and useful derelict ships&lt;/li&gt;
      &lt;li&gt;Missiles have lock-on reduced and in-flight calibration added&lt;/li&gt;
      &lt;li&gt;Tutorial redone with Ship AI that is also accessible from the info menu&lt;/li&gt;
      &lt;li&gt;New ships including the Starbridge&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Quality of Life
    &lt;ul&gt;
      &lt;li&gt;Autonav supports landing and boarding&lt;/li&gt;
      &lt;li&gt;Comm window reworked and you can bribe multiple pilots at once&lt;/li&gt;
      &lt;li&gt;Possible to change or unequip ships with deployed fighters&lt;/li&gt;
      &lt;li&gt;More fine-grained autonav reset control by setting enemy distance&lt;/li&gt;
      &lt;li&gt;Added autoequip functionality&lt;/li&gt;
      &lt;li&gt;Able to filter equipable outfits&lt;/li&gt;
      &lt;li&gt;Minimal view mode for the map&lt;/li&gt;
      &lt;li&gt;More visible map markers&lt;/li&gt;
      &lt;li&gt;More in-game tutorial-ish explanations for new mechanics as you encounter them&lt;/li&gt;
      &lt;li&gt;You can now favourite your ships to help with sorting&lt;/li&gt;
      &lt;li&gt;Redid boarding window to be more intuitive and easier to loot what you want&lt;/li&gt;
      &lt;li&gt;Paste support for input stuff&lt;/li&gt;
      &lt;li&gt;Translation completion status is shown in the options&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;New locations
    &lt;ul&gt;
      &lt;li&gt;Added gambling resort “Minerva Station”&lt;/li&gt;
      &lt;li&gt;Revamped and improved some existing locations&lt;/li&gt;
      &lt;li&gt;Several new planets and systems&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;40 New missions
    &lt;ul&gt;
      &lt;li&gt;Challenge adversaries in the Crimson Gauntlet&lt;/li&gt;
      &lt;li&gt;Follow happenings on “Minerva Station”&lt;/li&gt;
      &lt;li&gt;Invade the frontier with the Dvaered&lt;/li&gt;
      &lt;li&gt;Ship enthusiast quiz&lt;/li&gt;
      &lt;li&gt;Deliver fancy contraband all over the universe&lt;/li&gt;
      &lt;li&gt;Raid trader convoys&lt;/li&gt;
      &lt;li&gt;Rescue derelict crew&lt;/li&gt;
      &lt;li&gt;Small early game tutorial-ish campaign&lt;/li&gt;
      &lt;li&gt;Neutral campaign to transform the universe&lt;/li&gt;
      &lt;li&gt;Help the Za’lek do particle physics&lt;/li&gt;
      &lt;li&gt;Meow&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;New translation(s) in progress: Czech, French, Korean, Portuguese, and Japanese&lt;/li&gt;
  &lt;li&gt;Engine Changes
    &lt;ul&gt;
      &lt;li&gt;Added an optimizer to improve automatic outfitting choices&lt;/li&gt;
      &lt;li&gt;A ton of new ship stat attributes have been added&lt;/li&gt;
      &lt;li&gt;Support for Lua-based hooks in Outfits for complex behaviours&lt;/li&gt;
      &lt;li&gt;Support for post-processing shaders&lt;/li&gt;
      &lt;li&gt;Added rendering and update hooks in the Lua API&lt;/li&gt;
      &lt;li&gt;Added image format support beyond PNG (notably WebP)&lt;/li&gt;
      &lt;li&gt;Support for arbitrary ship display classes&lt;/li&gt;
      &lt;li&gt;Game data now handled by PhysicsFS, allowing for multiple sources and easier modding&lt;/li&gt;
      &lt;li&gt;Meson is now the only build system, and development builds can integrate all assets/translations without being installed&lt;/li&gt;
      &lt;li&gt;Fonts now use distance fields and much better in many cases&lt;/li&gt;
      &lt;li&gt;Improved how Lua was being loaded&lt;/li&gt;
      &lt;li&gt;Added library that supports lots of Love2D API in Naev&lt;/li&gt;
      &lt;li&gt;Added Visual Novel library&lt;/li&gt;
      &lt;li&gt;Added card games&lt;/li&gt;
      &lt;li&gt;Added dynamic factions&lt;/li&gt;
      &lt;li&gt;Added dynamic commodities&lt;/li&gt;
      &lt;li&gt;Lua support for advanced sound effects&lt;/li&gt;
      &lt;li&gt;Most markers and indicators use signed distance functions now&lt;/li&gt;
      &lt;li&gt;Internally using linear colourspace&lt;/li&gt;
      &lt;li&gt;Faction presence computed with base and bonus values&lt;/li&gt;
      &lt;li&gt;Virtual assets have been redone and are more flexible than before&lt;/li&gt;
      &lt;li&gt;Point value system for ships to help with presence and other things&lt;/li&gt;
      &lt;li&gt;Support for shipstats at a system level&lt;/li&gt;
      &lt;li&gt;Initial support for 3D models&lt;/li&gt;
      &lt;li&gt;Proper support for line breaks in most languages&lt;/li&gt;
      &lt;li&gt;Most objects (ships, planets, etc.) have tags that can be used from Lua&lt;/li&gt;
      &lt;li&gt;Lots of optimization&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-12-01:/blarg/2021-12-01_0.9.0-beta.2/</id>
    <title type="html">Naev 0.9.0-beta.2</title>
    <published>2021-12-01T00:00:00Z</published>
    <updated>2021-12-01T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-12-01_0.9.0-beta.2/" type="text/html"/>
    <content type="html">&lt;p&gt;There’s nothing like a release announcement to lure the bugs into the open.
Our second 0.9.0 beta release fixes the ones listed below.
As always, please report any issues on &lt;a href="https://codeberg.org/naev/naev/issues"&gt;this tracker&lt;/a&gt;,
and feel free to join our Discord chat (&lt;a href="https://discord.com/invite/nd2M5BR"&gt;invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;To get the new version you can:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Opt-in to the &lt;code&gt;beta&lt;/code&gt; channel via steam&lt;/li&gt;
  &lt;li&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.9.0-beta.2"&gt;Download the new version from here&lt;/a&gt;.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;br /&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Attacking traders in a Pirate Hyena." src="/imgs/blarg/2021/screen1.png" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Attacking traders in a Pirate Hyena.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h3 id="changes-since-090-beta1"&gt;Changes since 0.9.0-beta.1&lt;/h3&gt;
&lt;ul&gt;
  &lt;li&gt;Prevented Naev from losing the player’s (pre-0.9.0-beta) licenses on first load&lt;/li&gt;
  &lt;li&gt;Fixed missing credits and translation coverage data&lt;/li&gt;
  &lt;li&gt;Prevented players from getting stranded without access to fuel&lt;/li&gt;
  &lt;li&gt;Mission script fixes for “Helping Nelly” and “The one with the Visit”&lt;/li&gt;
  &lt;li&gt;Outfit script fix for “Weapons Ionizer”&lt;/li&gt;
  &lt;li&gt;Fixed issues impacting at least some Windows / Intel graphics combinations&lt;/li&gt;
  &lt;li&gt;Hulls are more widely available&lt;/li&gt;
  &lt;li&gt;Improved some of the map outfits&lt;/li&gt;
  &lt;li&gt;Do not render systems with unknown assets as restricted&lt;/li&gt;
  &lt;li&gt;Added gamma correction to Options&lt;/li&gt;
  &lt;li&gt;Fixed reproducible crash when boarded pilots get removed&lt;/li&gt;
  &lt;li&gt;Added counterfeit licenses to pirate worlds&lt;/li&gt;
  &lt;li&gt;Remove minor energy malus from sensor array and jump detector&lt;/li&gt;
  &lt;li&gt;Electron burst cannon is no longer widely available&lt;/li&gt;
  &lt;li&gt;Improved phrasing&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-08-22:/blarg/2021-08-22_sporadic_naev_newsletter_vol_2/</id>
    <title type="html">Sporadic Naev Newsletter Vol. 2</title>
    <published>2021-08-22T00:00:00Z</published>
    <updated>2021-08-22T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-08-22_sporadic_naev_newsletter_vol_2/" type="text/html"/>
    <content type="html">&lt;p&gt;So it’s been over 10 years from the first edition of our &lt;a href="/blarg/2010-07-16_sporadic_naev_newsletter_vol_1/"&gt;sporadic naev
newsletter&lt;/a&gt;,
so it seems like it might be a good time to have the second edition. In the
previous edition, we talked about the state of 0.5.0 and the introduction of
big systems and electronic warfare. In this edition, we’ll talk about the state
of 0.9.0 and new features like stealth and safe lanes.&lt;/p&gt;

&lt;h4 id="state-of-090"&gt;State of 0.9.0&lt;/h4&gt;

&lt;p&gt;We’ve passed 5,500 commits from 0.8.2. This is going to be the largest amount of
content and changes from any release ever with tons of graphical improvements,
new mechanics, and new content added all over. It is already all live in the
nightly images which are available from both
&lt;a href="https://codeberg.org/naev/naev/releases/tag/nightly"&gt;github&lt;/a&gt; and steam via the
opt-in beta. That said, it is recommended for you to back up your save or use a
new one if you attempt to do this. At the current moment, you will lose many
outfits and experience hiccups trying to use an old save game. Unlike the
official releases, the nightly is still rather unpolished.&lt;/p&gt;

&lt;p&gt;Currently there is no hard ETA for the release, but we hope to release it
within the year and follow a more timely release cycle. We hope that we’ll be
able to do a feature freeze in a couple of months and focus exclusively on
polish until the release. As always, we will release one or more betas before
the official release to try to debug potential issues.&lt;/p&gt;

&lt;h4 id="electronic-warfare-overhaul"&gt;Electronic Warfare Overhaul&lt;/h4&gt;

&lt;p&gt;Electronic warfare was originally introduced in 0.5.0. With the move to big
systems, it no longer made sense for all ships to be visible at all times.
Furthermore, we wanted to differentiate the roles between smaller and larger
ships, while aiding survivability of small ships by making it harder for the
largest of turrets to track them and hit them. While this worked well to some
extent, it was never transparent to the player. We’ve revamped it this time
around to be fully visible to the player. Each ship, depending on its mass and
bonuses, will have three separate values: detection, evasion, and stealth, that
control when the ship is first detected, when the ship details are shown and
scanning is possible, and finally how well the ship can stealth.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Electronic Warfare Redux - this time with understandable values!" src="/imgs/blarg/2021/SNN2/ewredux.png" width="500" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Electronic Warfare Redux - this time with understandable values!&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Hiding is the most important attribute that controls when ships are detected at
and affects both evasion and stealth. Evasion is usually 75% of detected at
value, and controls how well turrets and missiles track a ship. Furthermore, it
controls the distance at which a ship is scanned at. Scanning a ship allows you
to see the details of cargo and outfits. Furthermore, patrol ships will scan
your ship and make sure you don’t have illegal cargo.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Player being scanned by a fleet led by an Empire Admonisher." src="/imgs/blarg/2021/SNN2/scanning.png" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Player being scanned by a fleet led by an Empire Admonisher.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;That leads us to the final mechanic: stealth! Stealth allows ships to become
completely invisible if no ships are within their stealth distance. When
stealthed, ships get a -50% penalty to all movement: max speed, thrust, and
turning. However, they cease to appear on all system sensors. This allows ships
to sneak past systems or ships, opening lots of opportunities for contraband,
piracy, and survival.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Looking at nearby ships in stealth mode." src="/imgs/blarg/2021/SNN2/stealth.png" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Looking at nearby ships in stealth mode.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h4 id="safe-lanes"&gt;Safe lanes&lt;/h4&gt;

&lt;p&gt;One of the last major gameplay changing features is safe lanes, which have been
recently incorporated into the main branch. Safe lanes consist of routes in
space that are more regularly patrolled. Most traders and factional systems
will use these routes, while areas away from space lanes will naturally lead to
more pirate activities. Core systems with many planets and stations will
naturally lead to more safe lanes, while systems far away from core systems
will end up having sparser lanes, or none at all.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Safe lanes that look like Pacman." src="/imgs/blarg/2021/SNN2/safelanes.png" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Safe lanes that look like Pacman.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h4 id="ship-classification-redux"&gt;Ship Classification Redux&lt;/h4&gt;

&lt;p&gt;This is a more minor change, but rare ship classes, such as cruiser ships, or
motherships have been removed. Other similar classes have been merged, such as
heavy drones and fighters, which retain the name of fighters. Furthermore,
fighters have been split into fighters and interceptors (light fighters), and
cruisers have been split into cruisers and battleships (heavy cruisers). This
changes are mainly there for the equipment algorithm and AI to exploit.&lt;/p&gt;

&lt;h4 id="rebalance"&gt;Rebalance&lt;/h4&gt;

&lt;p&gt;Nearly all the outfits in the game have been modified or completely revamped.
Core outfits and weapons have been designed to be based around 6 tiers:
interceptor, fighter, corvette, destroyer, cruiser, and battleship. Utility
outfits have been made to be based on conditional behaviour such as being below
a certain armour threshold, or temporary behaviours. Finally, structural
outfits have been made be stronger and play a more significant role in
outfitting and not being left as an afterthought. Many new outfits have been
added to fill in missing slots and roles, with many left to come.&lt;/p&gt;

&lt;h4 id="visual-novel-framework"&gt;Visual Novel Framework&lt;/h4&gt;

&lt;p&gt;Another fairly large change is a Lua based visual novel framework that has been
written from scratch. It allows to show images and special effects while having
text progressively appear. This greatly enhances some of the storytelling
ability of the game and allows creating more complex conditional branching
behaviours.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="A friendly Minerva Station Terminal informing the player about their tokens." src="/imgs/blarg/2021/SNN2/vn1.png" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;A friendly Minerva Station Terminal informing the player about their tokens.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Furthermore, the entire system is based on the &lt;a href="https://love2d.org/"&gt;LÖVE
framework&lt;/a&gt; which we recently started to partially support
by mimicking the API in Naev, and allows for nearly infinite customizations.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="The Visual Novel Framework has infinite flexibility." src="/imgs/blarg/2021/SNN2/vn2.png" width="720" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;The Visual Novel Framework has infinite flexibility.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h4 id="future-steps"&gt;Future Steps&lt;/h4&gt;

&lt;p&gt;There are lots of other improvements we have not mentioned in this newsletter:
linear programming-based equipment optimization, discoveries, new missions, new
ship attributes, more shader support, etc. We might go deeper into new features
in future blarg posts as we refine and polish the mechanics.&lt;/p&gt;

&lt;p&gt;With regard to what is coming up, there are no too major things left to do.
Besides overall polish, which will take most of the time, some new missions
have to be written, in-system objects implemented, jamming rework, pricing
rebalance, and a few odd ends here and there. We’re hoping for a release within
this year, but given the ambition and scope of 0.9.0, we’d rather delay and
have a better release, than rush it and have it be unplayable.&lt;/p&gt;

&lt;p&gt;If you wish to contribute to Naev, we have lots of things that can be done,
even without programming experience! From &lt;a href="https://codeberg.org/naev/naev/issues/1835"&gt;making cooler beauty shops for comm
and shipyard window&lt;/a&gt;, &lt;a href="https://codeberg.org/naev/naev/issues/1866"&gt;adding an
uninhabited frontier&lt;/a&gt;, &lt;a href="https://codeberg.org/naev/naev/issues/1814"&gt;more loading
screens&lt;/a&gt;, &lt;a href="https://codeberg.org/naev/naev/wiki/Needed-Artwork%3A-Characters"&gt;new character
artwork&lt;/a&gt;, &lt;a href="https://codeberg.org/naev/naev/wiki/Needed-Artwork%3A-Outfits"&gt;new
outfit artwork&lt;/a&gt;,
&lt;a href="https://codeberg.org/naev/naev/wiki/Mission-Scripting"&gt;more missions&lt;/a&gt;, gameplay
testing, etc.  Tasks to be done can be found on the &lt;a href="https://codeberg.org/naev/naev/issues"&gt;issue
tracker&lt;/a&gt;, and discussion can be had on
&lt;a href="https://discord.com/invite/nd2M5BR"&gt;Discord&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;This concludes the Sporadic Naev Newsletter Vol. 2, and hopefully the next will
be sooner than 10 years from now.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-07-18:/blarg/2021-07-18_future_goes_boom/</id>
    <title type="html">Future Goes Boom</title>
    <published>2021-07-18T00:00:00Z</published>
    <updated>2021-07-18T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-07-18_future_goes_boom/" type="text/html"/>
    <content type="html">&lt;p&gt;&lt;em&gt;This post is about development on Naev 0.9.0.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Even though explosions in space games generally defy the laws of physics, they
are some of the better and necessary eye-candy. However, explosions in Naev
remained unchanged since about 13 years ago. While not necessarily awful, they
have always left a bit more to be desired. One idea that has been around for
ages has been to try to redo them in procedural shaders to look better and more
variable. With the
&lt;a href="/blarg/2021-04-09_trails/"&gt;recent&lt;/a&gt;
&lt;a href="/blarg/2021-05-02_jumping/"&gt;shader&lt;/a&gt;
&lt;a href="/blarg/2021-07-02_beam_me_up/"&gt;improvements&lt;/a&gt;, it has
never been a better time to revamp the other special effects.&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/boom/asteroids.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Mace rocket mining is the best way to mine.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;The explosions have been redone with &lt;a href="https://en.wikipedia.org/wiki/Volume_ray_casting"&gt;ray
marching&lt;/a&gt; and are completely
procedural: each explosion should be completely unique. Furthermore, the
explosion parameters can be tweaked to create plasma clouds or other special
effects, replacing a large amount of image-based animations we were using.
Images speak louder than words, so see for yourself the new explosions in
action!&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/boom/goddard.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Goddard-class cruisers bites the dust.&lt;/figcaption&gt;
&lt;/figure&gt;

</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-07-02:/blarg/2021-07-02_beam_me_up/</id>
    <title type="html">Beam Me Up</title>
    <published>2021-07-02T00:00:00Z</published>
    <updated>2021-07-02T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-07-02_beam_me_up/" type="text/html"/>
    <content type="html">&lt;p&gt;&lt;em&gt;This post is about development on Naev 0.9.0.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;So fact is, beams are cool. They can hit multiple targets and do a lot of damage while being accurate. Sure they have short range and bad tracking, but they more than make up for that in coolness factor. We thought about it and decided the only way to make beams cooler is to sprinkle some shader goodness on top. Not only will this make beams look great at any resolution, but it will also allow creating new beams easily, as there is no longer a need to muck around with graphic images.&lt;/p&gt;

&lt;p&gt;In the &lt;a href="/blarg/2021-06-06_lua_outfits/"&gt;blarg post about Lua outfits&lt;/a&gt;, some of the new beams were already shown:&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/lua_outfits/combat_hologram_projector.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;The Combat Hologram Projector used to distract a Pirate Kestrel while the beams do their job.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;There are also a lot of new beam graphics, some of which are not used yet, but open up a lot of exciting new possibilities. Look forward to more and fancier beams in the future.&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/beams/overview.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Overview of the different beam animations.&lt;/figcaption&gt;
&lt;/figure&gt;

</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-06-21:/blarg/2021-06-21_naev_history/</id>
    <title type="html">Naev History</title>
    <published>2021-06-21T00:00:00Z</published>
    <updated>2021-06-21T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-06-21_naev_history/" type="text/html"/>
    <content type="html">&lt;p&gt;Howdy!&lt;/p&gt;

&lt;p&gt;This post coincides with the 11th year this blog has been up in some form.&lt;/p&gt;

&lt;p&gt;In early 2020, the new incarnation of naev.org was born, and with the new site came an unfortunate lack of the older historical posts from the old WordPress Naev site. With Naev being one of the older open source game projects out there (and one my my personal early forays into FOSS games) I realized that the history of this project is a good record to keep.&lt;/p&gt;

&lt;p&gt;With more than 10 years of history here it would be a crime not to attempt to restore as much of the old content as possible. With recent updates to the Blarg you can now browse through almost all of the posts from years past; be it &lt;a href="/blarg/2012-08-19_slots_branch_merged/"&gt;explanations of ‘new’ mechanics&lt;/a&gt;, &lt;a href="/blarg/2011-06-03_0.5.0/"&gt;past releases&lt;/a&gt;, or some extra &lt;a href="/blarg/2011-01-14_naev_etymology/"&gt;fun posts&lt;/a&gt;. As important as viewing the past is it also lets us see how far this project has come and how far we can continue to expand this awesome game.&lt;/p&gt;

&lt;p&gt;On top of all this restored Blarg content, we will be attempting to bring older releases of Naev to modern Linux and Windows systems, on &lt;a href="https://store.steampowered.com/app/598530/Naev/"&gt;Steam&lt;/a&gt;, &lt;a href="https://naev.itch.io/naev"&gt;Itch.io&lt;/a&gt; and on our Github &lt;a href="https://codeberg.org/naev/naev/releases/"&gt;Releases&lt;/a&gt; page. This will give any brave souls the chance to see where Naev was at various points in time. Be it for nostalgia’s sake or to see how things were 5 years ago.&lt;/p&gt;

&lt;p&gt;Present day sees a lot of cool new things brewing in the development builds of Naev, but I’ll leave that for future Blarg posts :)&lt;/p&gt;

&lt;p&gt;As always, feel free to join our &lt;a href="https://discord.com/invite/nd2M5BR"&gt;Discord&lt;/a&gt; and say hi.&lt;/p&gt;

&lt;p&gt;Happy Reading!&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-06-06:/blarg/2021-06-06_lua_outfits/</id>
    <title type="html">Utility Outfits</title>
    <published>2021-06-06T00:00:00Z</published>
    <updated>2021-06-06T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-06-06_lua_outfits/" type="text/html"/>
    <content type="html">&lt;p&gt;&lt;em&gt;This post is about development on Naev 0.9.0.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Most non-weapon outfits in Naev have consisted of simple modifications, with some notable exceptions like afterburners. This has always meant that most of the game is built around setting up outfits, without non-weapon outfits playing an active role in combat. In order to allow much more flexible outfit design, we have incorporated Lua, the widely used scripting language in Naev and other projects, into the outfits.&lt;/p&gt;

&lt;p&gt;The result? Now outfits can react to environmental conditions or trigger in certain instances. Furthermore, the behaviours don’t have to be fixed, but can be dynamically set during runtime. This allows doing simple things like having outfits give you bonuses above certain shield levels, or depending on nearby ships. Below are some examples of what can be done with this.&lt;/p&gt;

&lt;p&gt;The &lt;strong&gt;Emergency Stasis Inducer&lt;/strong&gt; will automatically trigger when your ship takes armour damage. Not only will it slow down time around you, it will also speed up your ship for a great bullet time effect!&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/lua_outfits/emergency_stasis_inducer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;The Emergency Stasis Inducer in action!&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Do you like holograms? Would you like to project a fully equipped model of your ship into space to distract your enemies while you blast them into smithereens? The revolutionary &lt;strong&gt;Combat Hologram Projector&lt;/strong&gt; does just that!&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/lua_outfits/combat_hologram_projector.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;The Combat Hologram Projector in action!&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Have you ever felt so angry that you wanted to slow down time and get a large bonus to damage while you damage yourself? Think no further, the &lt;strong&gt;Berserk Chip&lt;/strong&gt; does just that, without making you turn green and rip out of your shirt!&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/lua_outfits/berserk_chip.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;The Berserk Chip in action!&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Of course, it would only be right to pay homage to the original &lt;strong&gt;Cloaking Device&lt;/strong&gt; by implementing it in Naev. While active, nobody will see you, and you will be able to do what you please freely.&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/lua_outfits/cloaking_device.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;The Cloaking Device in action!&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Other than these showcased outfits, there are many more to explore, however, we leave that up to you to look forward to in-game!&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-05-02:/blarg/2021-05-02_jumping/</id>
    <title type="html">Fancy Jumping</title>
    <published>2021-05-02T00:00:00Z</published>
    <updated>2021-05-02T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-05-02_jumping/" type="text/html"/>
    <content type="html">&lt;p&gt;&lt;em&gt;This post is about development on Naev 0.9.0.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Given that the old jump animation was a bit bland, fading in and out from
white, we decided to give it a new spin with GLSL shaders. Furthermore, it is
now possible to use multiple different jump animations. Currently only two are
used in-game, but this might be extended in the future.&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/jump/jump.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;A quicksilver jumping into a new system.&lt;/figcaption&gt;
&lt;/figure&gt;

</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-04-09:/blarg/2021-04-09_trails/</id>
    <title type="html">Trails for EVERYTHING!</title>
    <published>2021-04-09T00:00:00Z</published>
    <updated>2021-04-09T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-04-09_trails/" type="text/html"/>
    <content type="html">&lt;p&gt;&lt;em&gt;This post is about development on Naev 0.9.0.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;By moving to newer versions of OpenGL in version 0.8, we have modernized the
rendering pipeline of Naev, however, we have not been making full use of that
power. Well, at least not up until now. We are proud to present trails for
ships and missiles! These are generated procedurally using GLSL shaders, and are
capable of having complex animations. There are currently a total of 7
different trails depending on the ship and missile, ranging from cool to very
cool.&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/trails/llama.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;A llama crossing paths with some other ships.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/trails/zalek.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;A quicksilver crossing paths with the Za'lek.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/trails/nebula.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Ships can have special trails in the nebula.&lt;/figcaption&gt;
&lt;/figure&gt;

</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-03-14:/blarg/2021-03-14_love2d/</id>
    <title type="html">Naev LÖVE</title>
    <published>2021-03-14T00:00:00Z</published>
    <updated>2021-03-14T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-03-14_love2d/" type="text/html"/>
    <content type="html">&lt;p&gt;&lt;em&gt;This post is about development on Naev 0.9.0.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src="/imgs/blarg/love2d.png" alt="LÖVE Logo" /&gt;.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Disclaimer: the LÖVE project has nothing to do with Naev. We just thought
their API was cool and decided to implement it.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;As you may know, the Naev scripting engine is written in Lua. Since the
original releases of Naev, the Lua ecosystem has seen an incredible growth,
being using in notable games and software. One of these great frameworks is
&lt;a href="https://love2d.org/"&gt;LÖVE&lt;/a&gt;, which is a 2D game API. While we haven’t rewritten
Naev in LÖVE, what we have done is implement a subset of the LÖVE API in Naev.
In combination with the dialogue systems we had already implemented in Naev, we
were able to extend it such that LÖVE games could be launched inside of Naev
using the Naev engine. Since a picture says a thousand words, let us see some
examples taken from
&lt;a href="https://simplegametutorials.github.io/love/"&gt;simplegametutorials&lt;/a&gt;.&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/love2d/flowers.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Flowers demo running in Naev&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;We can see the game is being run inside a dialogue window inside of Naev. Mouse
input is passed and it reacts to user input.&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/love2d/snake.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Snake demo running in Naev&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;An independent game loop can also be run inside of Naev, along with keyboard
input to create a snake game.&lt;/p&gt;

&lt;p&gt;Of course what game is complete without a Sokoban minigame?&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/love2d/sokoban.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Sokoban demo running in Naev&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Since Naev itself has asteroids, it seems like the next logical steps is to run
an asteroids clone inside of Naev.&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/love2d/asteroids.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Asteroids demo running in Naev&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Although we haven’t shown any original mini-games. The LÖVE API has a nearly
infinite potential for creation. In future posts we will show some of the
different ways it is being used in Naev.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-02-12:/blarg/2021-02-12_0.8.2/</id>
    <title type="html">Naev 0.8.2 Release!</title>
    <published>2021-02-12T00:00:00Z</published>
    <updated>2021-02-12T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-02-12_0.8.2/" type="text/html"/>
    <content type="html">&lt;p&gt;We are proud to announce the 0.8.2 release of Naev. This fixes some issues
found in 0.8.1.  We don’t expect there to be many remaining issues, but if you
do find any, please report them at &lt;a href="https://codeberg.org/naev/naev/issues"&gt;the issue tracker&lt;/a&gt;. Discussion about the game can
also be had on Discord (&lt;a href="https://discord.com/invite/nd2M5BR"&gt;discord invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following three sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.8.2"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Changelog:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Gameplay
    &lt;ul&gt;
      &lt;li&gt;Fixed duplicate rewards from pirate ship-stealing missions. (Sorry.)&lt;/li&gt;
      &lt;li&gt;Fixed the Advanced Nebula Research mission’s failure condition in case you don’t stick with the transport ship. (Sorry.)&lt;/li&gt;
      &lt;li&gt;Fixed the “The one with the Runaway” mission so the captured drone doesn’t appear back in space.&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Engine
    &lt;ul&gt;
      &lt;li&gt;Fixed a bug loading games with short (1-character) names.&lt;/li&gt;
      &lt;li&gt;Tweaked chances of seeing Spaceport Bar missions.&lt;/li&gt;
      &lt;li&gt;Updated German translation.&lt;/li&gt;
      &lt;li&gt;Fixed “configure” script when the system has a “cxsparse” library and no “csparse”.&lt;/li&gt;
      &lt;li&gt;Fixed source .tar.gz so ./configure is immediately usable again. (Note: 0.9.x will use Meson for builds.)&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2021-01-09:/blarg/2021-01-09_0.8.1/</id>
    <title type="html">Naev 0.8.1 Release!</title>
    <published>2021-01-09T00:00:00Z</published>
    <updated>2021-01-09T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2021-01-09_0.8.1/" type="text/html"/>
    <content type="html">&lt;p&gt;We are proud to announce the 0.8.1 release of Naev. This fixes some important
issues found in 0.8.0. Due to popular demand, time constant (previously known
as time dilation) has been reduced significantly.  We don’t expect there to be
many remaining issues, but if you do find any, please report them at &lt;a href="https://codeberg.org/naev/naev/issues"&gt;the issue
tracker&lt;/a&gt;. Discussion about the game can
also be had on Discord (&lt;a href="https://discord.com/invite/nd2M5BR"&gt;discord invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following three sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.8.1"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Changelog:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Gameplay
    &lt;ul&gt;
      &lt;li&gt;Lowered large ships’ time constant (renamed from time dilation) by 50% of the deviation from 100%.&lt;/li&gt;
      &lt;li&gt;Tweaked Za’lek ships’ stats and outfit slot behavior to match expectations.&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Engine
    &lt;ul&gt;
      &lt;li&gt;Restored macOS support. (Catalina users will have to bypass Gatekeeper: See https://codeberg.org/naev/naev/wiki/FAQ for details.)&lt;/li&gt;
      &lt;li&gt;Fixed a crash-loop when the “saves” folder gets populated by Steam data (or other files) and no Naev save files.&lt;/li&gt;
      &lt;li&gt;Fixed intermittent error messages about the “Lua Spawn script for faction ‘Trader’”.&lt;/li&gt;
      &lt;li&gt;Fixed rare/potential bugs in font and save-file code.&lt;/li&gt;
      &lt;li&gt;Fixed crash when navigating landing screens with the tab key.&lt;/li&gt;
      &lt;li&gt;Updated German translation.&lt;/li&gt;
      &lt;li&gt;Improved text in minor ways.&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2020-12-17:/blarg/2020-12-17_0.8.0/</id>
    <title type="html">Naev 0.8.0 Release!</title>
    <published>2020-12-17T00:00:00Z</published>
    <updated>2020-12-17T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2020-12-17_0.8.0/" type="text/html"/>
    <content type="html">&lt;p&gt;We are proud to present the 0.8.0 release of Naev! This has over 4,000 commits
from 0.7.0 and has been under development for the past 3.5 years. The backend
and interface has been revamped to be modern with lots of improvements all over
the board. Some examples include unicode and internationalization support. We
would like to thank all the contributors who have participated in this release.&lt;/p&gt;

&lt;p&gt;Some of the more notable gameplay changes include making missiles and fighter
bays not require ammunition, changed how some pilots spawn, time passes faster
in larger ships, and a revamped commodity/economy system.&lt;/p&gt;

&lt;p&gt;We don’t expect there to be many issues, but if you do find any, please report
them at &lt;a href="https://codeberg.org/naev/naev/issues"&gt;the issue tracker&lt;/a&gt;. Discussion
about the game can also be had on Discord (&lt;a href="https://discord.com/invite/nd2M5BR"&gt;discord
invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;You can get the latest version from any of the following three sources:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.8.0"&gt;&lt;img src="/imgs/badges/codeberg.svg" alt="Get - Codeberg" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://store.steampowered.com/app/598530/Naev"&gt;&lt;img src="/imgs/badges/steam.svg" alt="Get - Steam" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://naev.itch.io/naev"&gt;&lt;img src="/imgs/badges/itchio.svg" alt="Get - Itch.io" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Full changelog:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Gameplay
    &lt;ul&gt;
      &lt;li&gt;Overhaul of the interface to be more sleek and functional
        &lt;ul&gt;
          &lt;li&gt;Interface is much more slick&lt;/li&gt;
          &lt;li&gt;Dark theme to be more consistent with space&lt;/li&gt;
          &lt;li&gt;Font uses outlines to be more readable&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
      &lt;li&gt;New map overlay with adjustable opacity&lt;/li&gt;
      &lt;li&gt;Added rarity indicator to ships and outfits&lt;/li&gt;
      &lt;li&gt;Changed fonts&lt;/li&gt;
      &lt;li&gt;Indicate non-common NPC with exclamation marks&lt;/li&gt;
      &lt;li&gt;Added accessory slot and unique accessory outfits as mission rewards&lt;/li&gt;
      &lt;li&gt;Simple economy model implemented with map visualizations&lt;/li&gt;
      &lt;li&gt;Added travelling merchant who sells unique items&lt;/li&gt;
      &lt;li&gt;Made missiles and fighter bays reload while in space&lt;/li&gt;
      &lt;li&gt;Modified the balancing of missiles&lt;/li&gt;
      &lt;li&gt;Added asteroids and mining&lt;/li&gt;
      &lt;li&gt;Improved player GUI&lt;/li&gt;
      &lt;li&gt;Brushed GUI is now the default&lt;/li&gt;
      &lt;li&gt;Improved and fixed escort system&lt;/li&gt;
      &lt;li&gt;Made Pirates and FLF spawn in a fairer way&lt;/li&gt;
      &lt;li&gt;Made time pass at different rates for different ships (“Time Dilation”)&lt;/li&gt;
      &lt;li&gt;Made piracy missions available from any Independent or black market planet&lt;/li&gt;
      &lt;li&gt;Substantially increased pay for unique missions (10x in most cases)&lt;/li&gt;
      &lt;li&gt;Made references to the player gender-neutral&lt;/li&gt;
      &lt;li&gt;Made combat music vary from faction to faction&lt;/li&gt;
      &lt;li&gt;Made it so AI ships spawn with cargo&lt;/li&gt;
      &lt;li&gt;Improved AI behaviours&lt;/li&gt;
      &lt;li&gt;Nerfed Quicksilver&lt;/li&gt;
      &lt;li&gt;Added the ability to buy “fake IDs” from pirate strongholds&lt;/li&gt;
      &lt;li&gt;Made jammers into activated outfits that increase cloaking&lt;/li&gt;
      &lt;li&gt;Added Soromid organic ships that level up organs&lt;/li&gt;
      &lt;li&gt;Improved and expanded NPC portraits&lt;/li&gt;
      &lt;li&gt;Commodities can be sold/bought everywhere&lt;/li&gt;
      &lt;li&gt;Added a “slow mode”, which runs the game at half speed (like an easy mode)&lt;/li&gt;
      &lt;li&gt;Added a ship log which records events&lt;/li&gt;
      &lt;li&gt;Added a “system map” which displays information about known remote planets&lt;/li&gt;
      &lt;li&gt;Added support for giving commands to individual escorts&lt;/li&gt;
      &lt;li&gt;New intro images replacing old placeholders&lt;/li&gt;
      &lt;li&gt;Increased pirate name variety for bounty missions&lt;/li&gt;
      &lt;li&gt;Ships now travel with you automatically for free, as with outfits&lt;/li&gt;
      &lt;li&gt;Added map decorators showing locations of factions and the Nebula&lt;/li&gt;
      &lt;li&gt;Added a dogfight aiming helper&lt;/li&gt;
      &lt;li&gt;More music&lt;/li&gt;
      &lt;li&gt;New and/or improved missions
        &lt;ul&gt;
          &lt;li&gt;New Za’lek mini-campaign&lt;/li&gt;
          &lt;li&gt;Completed the FLF campaign&lt;/li&gt;
          &lt;li&gt;Fixed up the Collective campaign&lt;/li&gt;
          &lt;li&gt;Improved the Shark (Nexus Shipyards) campaign&lt;/li&gt;
          &lt;li&gt;Improved the Dvaered anti-FLF campaign&lt;/li&gt;
          &lt;li&gt;Added and improved piracy missions&lt;/li&gt;
          &lt;li&gt;New minor Soromid campaign, “Coming Out”&lt;/li&gt;
          &lt;li&gt;New tutorial mission at the start of a new game&lt;/li&gt;
          &lt;li&gt;Various newly added and improved generic missions&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Engine
    &lt;ul&gt;
      &lt;li&gt;Support for compilation with Meson&lt;/li&gt;
      &lt;li&gt;HiDPI-awareness&lt;/li&gt;
      &lt;li&gt;Support for translations&lt;/li&gt;
      &lt;li&gt;Added shaders to speed up and improve graphics&lt;/li&gt;
      &lt;li&gt;Added support for non-ascii direct character input&lt;/li&gt;
      &lt;li&gt;Added support for map decorators&lt;/li&gt;
      &lt;li&gt;Removed support for Lua 5.0&lt;/li&gt;
      &lt;li&gt;Removed support for SDL 1, only SDL 2 is supported&lt;/li&gt;
      &lt;li&gt;Added support for translating&lt;/li&gt;
      &lt;li&gt;Made the OSD compact itself to avoid showing redundant information&lt;/li&gt;
      &lt;li&gt;Made Autonav able to follow ships&lt;/li&gt;
      &lt;li&gt;Consolidated the effects of cloaking and jammers under cloaking&lt;/li&gt;
      &lt;li&gt;Added workaround for ALSOFT buggy version that crashes&lt;/li&gt;
      &lt;li&gt;Added a polygon-based collision algorithm&lt;/li&gt;
      &lt;li&gt;Added some symbols for partial colorblind accessibility&lt;/li&gt;
      &lt;li&gt;Support #include in shaders&lt;/li&gt;
      &lt;li&gt;Multiple font support&lt;/li&gt;
      &lt;li&gt;Many bugfixes&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2020-11-30:/blarg/2020-11-30_0.8.0-beta.4/</id>
    <title type="html">Naev 0.8.0-beta.4</title>
    <published>2020-11-30T00:00:00Z</published>
    <updated>2020-11-30T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2020-11-30_0.8.0-beta.4/" type="text/html"/>
    <content type="html">&lt;p&gt;It so happens that instead of having things cool down and prepare for the
release, development has instead accelerated with 1473 commits from the
previous beta. For this reason, we are going to do a final beta for 0.8.0,
aiming to release full 0.8.0 by the end of this year. We would like to say that
we don’t anticipate too many issues with this beta, but given the amount of
code changed anything can happen. For this reason, please try it and find any
issues, please report them at &lt;a href="https://codeberg.org/naev/naev/issues"&gt;the issue
tracker&lt;/a&gt;. Discussion about the game can
also be had on Discord (&lt;a href="https://discord.com/invite/nd2M5BR"&gt;discord invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.8.0-beta.4"&gt;Download the new version from here&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Some changes from 0.8.0-beta.3:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Overhaul of the interface to be more sleek and functional&lt;/li&gt;
  &lt;li&gt;Interface is much more slick
    &lt;ul&gt;
      &lt;li&gt;Dark theme to be more consistent with space&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;New map overlay with adjustable opacity&lt;/li&gt;
  &lt;li&gt;Improved AI behaviours&lt;/li&gt;
  &lt;li&gt;Nerfed Quicksilver&lt;/li&gt;
  &lt;li&gt;New Za’lek mini-campaign&lt;/li&gt;
  &lt;li&gt;HiDPI-awareness&lt;/li&gt;
  &lt;li&gt;Support for translation&lt;/li&gt;
  &lt;li&gt;Support for compilation with Meson&lt;/li&gt;
  &lt;li&gt;Many bugfixes&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2020-09-10:/blarg/2020-09-10_steam_soundtrack/</id>
    <title type="html">Steam Branches and Soundtrack</title>
    <published>2020-09-10T00:00:00Z</published>
    <updated>2020-09-10T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2020-09-10_steam_soundtrack/" type="text/html"/>
    <content type="html">&lt;p&gt;We have added support for the latest beta and nightly automated builds on
Steam. You can opt-in by right-clicking in the library and selecting the branch
you want from the opt-in beta. The generation of these branches is all
automated and there are no differences with using the downloads available on
&lt;a href="https://codeberg.org/naev/naev/releases"&gt;github&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;We have also added support to generate a soundtrack using all 54 tracks from
the game. This can be created by using the &lt;code&gt;make soundtrack&lt;/code&gt; command from the
source code. This has also been added to steam, and we are working to make this
available on other sites such as soundcloud.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2020-09-02:/blarg/2020-09-02_0.8.0-beta.3/</id>
    <title type="html">Naev 0.8.0-beta.3</title>
    <published>2020-09-02T00:00:00Z</published>
    <updated>2020-09-02T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2020-09-02_0.8.0-beta.3/" type="text/html"/>
    <content type="html">&lt;p&gt;Since a lot of fairly important stuff in the engine has changed, we have
decided to do yet another beta. From this release on we have also moved to
&lt;a href="https://semver.org/"&gt;semver&lt;/a&gt; version notation. For this reason all the version
tags on &lt;a href="https://codeberg.org/naev/naev/"&gt;github&lt;/a&gt; have been regenerated. We don’t
anticipate many issues from now on and expect to release the full version of
0.8.0 shortly.  We don’t anticipate too many issues with this beta, but if you
try it and find any issues, please report them at &lt;a href="https://codeberg.org/naev/naev/issues"&gt;the issue
tracker&lt;/a&gt;. Discussion about the game can
also be had on IRC (#naev on irc.freenode.net) or Discord (&lt;a href="https://discord.com/invite/nd2M5BR"&gt;discord
invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.8.0-beta.3"&gt;Download the new version from here&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Some changes from 0.8.0-beta.2:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Added rarity indicator to ships and outfits&lt;/li&gt;
  &lt;li&gt;Changed fonts&lt;/li&gt;
  &lt;li&gt;Indicate non-common NPC with exclamation marks&lt;/li&gt;
  &lt;li&gt;Added accessory slot and unique accessory outfits as mission rewards&lt;/li&gt;
  &lt;li&gt;Added travelling merchant who sells unique items&lt;/li&gt;
  &lt;li&gt;Many bugfixes&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2020-08-14:/blarg/2020-08-14_0.8.0-beta2/</id>
    <title type="html">Naev 0.8.0-beta2</title>
    <published>2020-08-14T00:00:00Z</published>
    <updated>2020-08-14T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2020-08-14_0.8.0-beta2/" type="text/html"/>
    <content type="html">&lt;p&gt;Given significant changes since 0.8.0-beta1 we have decided to do another beta
before the final release (last one hopefully.) We don’t anticipate too many
issues with this beta, but if you try it and find any issues, please report
them at &lt;a href="https://codeberg.org/naev/naev/issues"&gt;the issue tracker&lt;/a&gt;. Discussion
about the game can also be had on IRC (#naev on irc.freenode.net) or Discord
(&lt;a href="https://discord.com/invite/nd2M5BR"&gt;discord invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.8.0-beta.2"&gt;Download the new version from here&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Some changes from 0.8.0-beta1:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Improved and simplified the look of the interface
    &lt;ul&gt;
      &lt;li&gt;Interface is much more slick&lt;/li&gt;
      &lt;li&gt;Font uses outlines to be more readable&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Simple economy model implemented with map visualizations&lt;/li&gt;
  &lt;li&gt;Improved and expanded NPC portraits&lt;/li&gt;
  &lt;li&gt;Commodities can be sold/bought everywhere&lt;/li&gt;
  &lt;li&gt;Added a “slow mode”, which runs the game at half speed (like an easy mode)&lt;/li&gt;
  &lt;li&gt;Added a ship log which records events&lt;/li&gt;
  &lt;li&gt;Added a “system map” which displays information about known remote planets&lt;/li&gt;
  &lt;li&gt;Added support for giving commands to individual escorts&lt;/li&gt;
  &lt;li&gt;New intro images replacing old placeholders&lt;/li&gt;
  &lt;li&gt;Increased pirate name variety for bounty missions&lt;/li&gt;
  &lt;li&gt;Ships now travel with you automatically for free, as with outfits&lt;/li&gt;
  &lt;li&gt;Added map decorators showing locations of factions and the Nebula&lt;/li&gt;
  &lt;li&gt;Added a dogfight aiming helper&lt;/li&gt;
  &lt;li&gt;More music&lt;/li&gt;
  &lt;li&gt;Added some symbols for partial colorblind accessibility&lt;/li&gt;
  &lt;li&gt;Many bugfixes&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2020-06-11:/blarg/2020-06-11_0.8.0-beta1/</id>
    <title type="html">Naev 0.8.0-beta1</title>
    <published>2020-06-11T00:00:00Z</published>
    <updated>2020-06-11T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2020-06-11_0.8.0-beta1/" type="text/html"/>
    <content type="html">&lt;p&gt;With 3 years since the last release we are happy to announce the first (and
likely last with no hiccups) of version 0.8.0. This version contains a ton of
fixes and new contents, including major gameplay mechanic changes. We don’t
anticipate too many issues with this beta, but if you try it and find any
issues, please report them at &lt;a href="https://codeberg.org/naev/naev/issues"&gt;the issue
tracker&lt;/a&gt;. Discussion about the game can
also be had on IRC (#naev on irc.freenode.net) or Discord (&lt;a href="https://discord.com/invite/nd2M5BR"&gt;discord
invite&lt;/a&gt;).&lt;/p&gt;

&lt;p&gt;&lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.8.0-beta.1"&gt;Download the new version from here&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;The changelog is as follows:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Gameplay
    &lt;ul&gt;
      &lt;li&gt;Simple economy model implemented&lt;/li&gt;
      &lt;li&gt;Made missiles and fighter bays reload while in space&lt;/li&gt;
      &lt;li&gt;Modified the balancing of missiles&lt;/li&gt;
      &lt;li&gt;Added asteroids and mining&lt;/li&gt;
      &lt;li&gt;Improved player GUI&lt;/li&gt;
      &lt;li&gt;Brushed GUI is now the default&lt;/li&gt;
      &lt;li&gt;Improved and fixed escort system&lt;/li&gt;
      &lt;li&gt;Made Pirates and FLF spawn in a fairer way&lt;/li&gt;
      &lt;li&gt;Made time pass at different rates for different ships (“Time Dilation”)&lt;/li&gt;
      &lt;li&gt;Made piracy missions available from any Independent or black market planet&lt;/li&gt;
      &lt;li&gt;Substantially increased pay for unique missions (10x in most cases)&lt;/li&gt;
      &lt;li&gt;Made references to the player gender-neutral&lt;/li&gt;
      &lt;li&gt;Made combat music vary from faction to faction&lt;/li&gt;
      &lt;li&gt;Made it so AI ships spawn with cargo&lt;/li&gt;
      &lt;li&gt;Added the ability to buy “fake IDs” from pirate strongholds&lt;/li&gt;
      &lt;li&gt;Made jammers into activated outfits that increase cloaking&lt;/li&gt;
      &lt;li&gt;Added Soromid organic ships that level up organs&lt;/li&gt;
      &lt;li&gt;New and/or improved missions
        &lt;ul&gt;
          &lt;li&gt;Completed the FLF campaign&lt;/li&gt;
          &lt;li&gt;Fixed up the Collective campaign&lt;/li&gt;
          &lt;li&gt;Improved the Shark (Nexus Shipyards) campaign&lt;/li&gt;
          &lt;li&gt;Improved the Dvaered anti-FLF campaign&lt;/li&gt;
          &lt;li&gt;Added and improved piracy missions&lt;/li&gt;
          &lt;li&gt;New minor Soromid campaign, “Coming Out”&lt;/li&gt;
          &lt;li&gt;New tutorial mission at the start of a new game&lt;/li&gt;
          &lt;li&gt;Various newly added and improved generic missions&lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Engine
    &lt;ul&gt;
      &lt;li&gt;Added shaders to speed up and improve graphics&lt;/li&gt;
      &lt;li&gt;Added support for non-ascii direct character input&lt;/li&gt;
      &lt;li&gt;Added support for map decorators&lt;/li&gt;
      &lt;li&gt;Removed support for Lua 5.0&lt;/li&gt;
      &lt;li&gt;Removed support for SDL 1, only SDL 2 is supported&lt;/li&gt;
      &lt;li&gt;Added support for translating&lt;/li&gt;
      &lt;li&gt;Made the OSD compact itself to avoid showing redundant information&lt;/li&gt;
      &lt;li&gt;Made Autonav able to follow ships&lt;/li&gt;
      &lt;li&gt;Consolidated the effects of cloaking and jammers under cloaking&lt;/li&gt;
      &lt;li&gt;Added workaround for ALSOFT buggy version that crashes&lt;/li&gt;
      &lt;li&gt;Added a polygon-based collision algorithm&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2020-01-01:/blarg/2020-01-01_hello_world/</id>
    <title type="html">Hello World!</title>
    <published>2020-01-01T00:00:00Z</published>
    <updated>2020-01-01T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2020-01-01_hello_world/" type="text/html"/>
    <content type="html">&lt;p&gt;After a longer than expected hiatus, the Naev website is back! It has been completely redone and is also hosted on &lt;a href="https://codeberg.org/naev/naev-website"&gt;github&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;While development has slowed down, it has not completely stalled. Besides many different bug fixes and code tweaks, some new missions have been added.&lt;/p&gt;

&lt;p&gt;Furthermore, although the IRC channel (#naev on irc.freenode.net) still exists, we have also created a discord for the Naev project. You can join it with this &lt;a href="https://discord.com/invite/nd2M5BR"&gt;discord invite&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Hopefully 2020 will bring more developments in the Naev project. Happy new year to all!&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2017-07-17:/blarg/2017-07-17_naev_is_on_steam/</id>
    <title type="html">Naev is on steam!</title>
    <published>2017-07-17T00:00:00Z</published>
    <updated>2017-07-17T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2017-07-17_naev_is_on_steam/" type="text/html"/>
    <content type="html">&lt;p&gt;After a long road, Naev 0.7.0 is now &lt;a href="https://store.steampowered.com/app/598530/Naev/"&gt;available on steam&lt;/a&gt;! At the current time Windows and Linux (64 bits) are supported.&lt;/p&gt;

&lt;p&gt;We note that Naev will still remain an open source project, and no steam-specific changes have been done, i.e., Naev on steam is the same as on github. Finally, Naev will remain free on the steam store and updated with releases.&lt;/p&gt;

&lt;p&gt;Steam page: &lt;a href="https://store.steampowered.com/app/598530/Naev/"&gt;https://store.steampowered.com/app/598530/Naev/&lt;/a&gt;&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-16by9 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.7.0_trailer.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev Steam Trailer&lt;/figcaption&gt;
&lt;/figure&gt;

</content>
  </entry>
  <entry>
    <id>tag:naev.org,2017-07-08:/blarg/2017-07-08_0.7.0/</id>
    <title type="html">Naev 0.7.0 Release</title>
    <published>2017-07-08T00:00:00Z</published>
    <updated>2017-07-08T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2017-07-08_0.7.0/" type="text/html"/>
    <content type="html">&lt;p&gt;We are proud to release Naev 0.7.0, which will also be the first release included on Steam (thanks again for the Greenlight and sorry for the delay!). This version includes new missions and a swathe of improvements and fixes overall and contains patches from 25 different contributors.&lt;/p&gt;

&lt;p&gt;At the current time, we are not providing Mac OS binaries, but when someone gets around to that will we include those too.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Download:&lt;/strong&gt; &lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.7.0"&gt;https://github.com/naev/naev/releases/tag/v0.7.0&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Blog:&lt;/strong&gt; &lt;a href="https://naev.org/"&gt;https://naev.org/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Forums:&lt;/strong&gt; http://forum.naev.org/ (Forums are lost.)&lt;/p&gt;

&lt;h4 id="changes-since-061"&gt;Changes since 0.6.1:&lt;/h4&gt;

&lt;ul&gt;
  &lt;li&gt;New missions&lt;/li&gt;
  &lt;li&gt;Initial asteroids support&lt;/li&gt;
  &lt;li&gt;Initial fleet formation support&lt;/li&gt;
  &lt;li&gt;Fixed screen scaling&lt;/li&gt;
  &lt;li&gt;Mission fixes&lt;/li&gt;
  &lt;li&gt;Lua backend unified&lt;/li&gt;
  &lt;li&gt;Lua console tab completion&lt;/li&gt;
  &lt;li&gt;Generalized claim system&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2015-11-15:/blarg/2015-11-15_0.6.1/</id>
    <title type="html">Naev 0.6.1 Release</title>
    <published>2015-11-15T00:00:00Z</published>
    <updated>2015-11-15T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2015-11-15_0.6.1/" type="text/html"/>
    <content type="html">&lt;p&gt;It’s been a while, but we’re proud to announce Naev 0.6.1. This is a minor release that has a slew of fixes, improvements and missions. It fixes some important issues that cropped up in the previous release and thus we highly encourage everyone to update to 0.6.1.&lt;/p&gt;

&lt;p&gt;This release would have not been possible without the help of both &lt;a href="https://github.com/onpon4"&gt;onpon4&lt;/a&gt;, &lt;a href="https://github.com/nenau"&gt;nenau&lt;/a&gt;, and &lt;a href="https://github.com/ids1024"&gt;Ian D. Scott&lt;/a&gt; who have been very active of late. We would like to once again thank all contributors for making this release possible.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Download:&lt;/strong&gt; &lt;a href="https://codeberg.org/naev/naev/releases/tag/v0.6.1"&gt;https://github.com/naev/naev/releases/tag/v0.6.1&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Blog:&lt;/strong&gt; &lt;a href="https://naev.org/"&gt;https://naev.org/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Forums:&lt;/strong&gt; http://forum.naev.org/ (Forums are lost.)&lt;/p&gt;

&lt;h4 id="changes-since-060"&gt;Changes since 0.6.0:&lt;/h4&gt;

&lt;ul&gt;
  &lt;li&gt;Improved AI (&lt;a href="https://github.com/nenau"&gt;nenau&lt;/a&gt;)&lt;/li&gt;
  &lt;li&gt;New Missions (&lt;a href="https://github.com/onpon4"&gt;onpon4&lt;/a&gt;, &lt;a href="https://github.com/nenau"&gt;nenau&lt;/a&gt;)&lt;/li&gt;
  &lt;li&gt;Changed how action loss is handled (&lt;a href="https://github.com/onpon4"&gt;onpon4&lt;/a&gt;)&lt;/li&gt;
  &lt;li&gt;Lua AI rewrite (&lt;a href="https://github.com/ids1024"&gt;Ian D. Scott&lt;/a&gt;)&lt;/li&gt;
  &lt;li&gt;Misc fixes and improvements.&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2015-03-17:/blarg/2015-03-17_0.6.0/</id>
    <title type="html">Naev 0.6.0 Release</title>
    <published>2015-03-17T00:00:00Z</published>
    <updated>2015-03-17T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2015-03-17_0.6.0/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev development team is proud to announce the release of Naev 0.6.0, our first stable release in nearly three years.&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Download:&lt;/strong&gt; &lt;a href="https://sourceforge.net/projects/naev/files/naev-0.6.0/"&gt;https://sourceforge.net/projects/naev/files/naev-0.6.0/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Blog:&lt;/strong&gt; &lt;a href="https://naev.org/"&gt;https://naev.org/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Forums:&lt;/strong&gt; http://forum.naev.org/ (Forums are lost.)&lt;/p&gt;

&lt;h4 id="changes-since-053"&gt;Changes since 0.5.3:&lt;/h4&gt;

&lt;p&gt;&lt;strong&gt;Features:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href="/blarg/2012-08-19_slots_branch_merged/"&gt;Core slots system&lt;/a&gt;.
    &lt;ul&gt;
      &lt;li&gt;Ships must have a core system, engine, and hull equipped to take off&lt;/li&gt;
      &lt;li&gt;Ships’ attributes are mostly defined by their cores&lt;/li&gt;
      &lt;li&gt;Total of 95 core outfits&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;&lt;a href="/blarg/2014-05-29_ndata_is_dead_long_live_ndata/"&gt;Naev’s data is now stored in a zip file, making contributing easier than ever&lt;/a&gt;.&lt;/li&gt;
  &lt;li&gt;Greatly improved SDL2 support (now default)
    &lt;ul&gt;
      &lt;li&gt;Support for window resizing and toggling fullscreen without restarting&lt;/li&gt;
      &lt;li&gt;Drag-and-drop ndata loading when ndata can’t be found&lt;/li&gt;
      &lt;li&gt;Fake fullscreen is used by default to avoid turning off other monitors&lt;/li&gt;
      &lt;li&gt;Fullscreen toggling via keybind (F11 by default)&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Improved keyboard-and-mouse gameplay, with an optional WASD layout&lt;/li&gt;
  &lt;li&gt;Autonav improvements
    &lt;ul&gt;
      &lt;li&gt;Autonav resets time accel instead of aborting (&lt;a href="https://github.com/onpon4"&gt;onpon4&lt;/a&gt;)&lt;/li&gt;
      &lt;li&gt;Improved autonav behaviour when pushed off of jump points&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Activated outfits get hotkeys by default&lt;/li&gt;
  &lt;li&gt;Fuel is now provided for free at spaceports&lt;/li&gt;
  &lt;li&gt;Auto-braking (Ctrl-S by default) in lieu of a dedicated Active Cooldown key&lt;/li&gt;
  &lt;li&gt;Ships only need to be spaceworthy when taking off (&lt;a href="https://github.com/Avihay"&gt;Avihay&lt;/a&gt;)&lt;/li&gt;
  &lt;li&gt;Added on-screen “PAUSED” indicator (can be disabled in conf.lua)&lt;/li&gt;
  &lt;li&gt;Local system maps can be bought from the landing screen&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Content:&lt;/strong&gt;&lt;/p&gt;

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

&lt;p&gt;Technical:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Error logs are now stored to help with issue reporting
    &lt;ul&gt;
      &lt;li&gt;Windows: &lt;code&gt;%APPDATA\naev\logs\&lt;/code&gt;&lt;/li&gt;
      &lt;li&gt;OS X: &lt;code&gt;~/Library/Application Support/naev/logs/&lt;/code&gt;&lt;/li&gt;
      &lt;li&gt;Linux: &lt;code&gt;~/.local/share/naev/logs/&lt;/code&gt;&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Fixed save corruption issues on Windows&lt;/li&gt;
  &lt;li&gt;Dynamic news support for missions and events &lt;strong&gt;BariumBlue&lt;/strong&gt;&lt;/li&gt;
  &lt;li&gt;See the &lt;a href="https://naev.org/api/modules/news.html"&gt;news Lua API module&lt;/a&gt; for more information&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2015-03-14:/blarg/2015-03-14_github_issue_tracker_changes/</id>
    <title type="html">GitHub &amp; Issue Tracker Changes</title>
    <published>2015-03-14T00:00:00Z</published>
    <updated>2015-03-14T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2015-03-14_github_issue_tracker_changes/" type="text/html"/>
    <content type="html">&lt;p&gt;We’ve been gradually migrating away from Google Code for a long time now — First we switched to Git and migrated our repositories to GitHub, then we moved the wiki to &lt;a href="https://codeberg.org/naev/naev/wiki"&gt;wiki.naev.org&lt;/a&gt;, and lastly downloads moved to SourceForge due to ndata’s size growing.&lt;/p&gt;

&lt;p&gt;The only Google Code service we’ve been making use of these past few years has been the issue tracker, and with the recently-announced &lt;a href="https://opensource.googleblog.com/2015/03/farewell-to-google-code.html"&gt;impending shutdown of Google Code&lt;/a&gt;, now seems as good a time as any to finish our migration.&lt;/p&gt;

&lt;p&gt;We’ve also decided to shuffle our repositories around a bit to make Naev’s GitHub presence more cohesive. To that end, Naev’s main repository is now &lt;a href="https://codeberg.org/naev/naev"&gt;github.com/naev/naev&lt;/a&gt; instead of bobbens/naev. If you’re a contributor or have a fork of Naev, don’t worry — bobbens/naev remains as a redirect to naev/naev, so you don’t need to update your Git configuration.&lt;/p&gt;

&lt;p&gt;Secondly, all issues have been migrated to &lt;a href="https://codeberg.org/naev/naev/issues"&gt;github.com/naev/naev/issues&lt;/a&gt;, and that’s where new issues should be submitted. All issues and their comments have been preserved, but if you have an open bug and want to be notified when it’s updated, please subscribe to it on GitHub.&lt;/p&gt;

&lt;p&gt;As we were only using Google Code for issue tracking and it was otherwise chock full of outdated information, we’ve shuttered the site and it now redirects to the blog.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2015-03-05:/blarg/2015-03-05_0.6.0-beta2/</id>
    <title type="html">0.6.0-beta2 Release</title>
    <published>2015-03-05T00:00:00Z</published>
    <updated>2015-03-05T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2015-03-05_0.6.0-beta2/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev development team is proud to announce the release of Naev 0.6.0-beta2, which will hopefully be the final beta release before 0.6.0 stable. This release brings a few minor features, a slew of bugfixes, and improved SDL2 support.&lt;/p&gt;

&lt;p&gt;The most notable features mostly relate to the SDL2 improvements: Naev’s resolution can now be changed on the fly, and it can be made fullscreen or windowed without restarting. It also uses “fake” fullscreen by default (as many modern games do) to avoid turning off other screens.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Download:&lt;/strong&gt; &lt;a href="https://sourceforge.net/projects/naev/files/naev-0.6.0/"&gt;https://sourceforge.net/projects/naev/files/naev-0.6.0/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Blog:&lt;/strong&gt; &lt;a href="https://naev.org/"&gt;https://naev.org/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Forums:&lt;/strong&gt; http://forum.naev.org/ (Forums are lost.)&lt;/p&gt;

&lt;p&gt;This release’s highlights include:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Greatly improved SDL2 support (now default)
    &lt;ul&gt;
      &lt;li&gt;Support for window resizing and toggling fullscreen without restarting&lt;/li&gt;
      &lt;li&gt;Drag-and-drop ndata loading when ndata can’t be found&lt;/li&gt;
      &lt;li&gt;Fake fullscreen is used by default to avoid turning off other monitors&lt;/li&gt;
      &lt;li&gt;Fullscreen toggling via keybind (F11 by default)&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Error logs are now stored to help with issue reporting
    &lt;ul&gt;
      &lt;li&gt;Windows: &lt;code&gt;%APPDATA\naev\logs\&lt;/code&gt;&lt;/li&gt;
      &lt;li&gt;OS X: &lt;code&gt;~/Library/Application Support/naev/logs/&lt;/code&gt;&lt;/li&gt;
      &lt;li&gt;Linux: &lt;code&gt;~/.local/share/naev/logs/&lt;/code&gt;&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Added on-screen “PAUSED” indicator (can be disabled in conf.lua)&lt;/li&gt;
  &lt;li&gt;Local system maps can be bought from the landing screen&lt;/li&gt;
  &lt;li&gt;Fixed save corruption issues on Windows&lt;/li&gt;
  &lt;li&gt;Fixed emergency shield booster energy consumption&lt;/li&gt;
  &lt;li&gt;Improved autonav behaviour when pushed off of jump points&lt;/li&gt;
  &lt;li&gt;Various mission bug and typo fixes&lt;/li&gt;
  &lt;li&gt;Cargo missions are longer-range (up to 6 jumps)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;As this is a beta release, we’re hoping to iron out any remaining issues, particularly with missions and other scripted content. If you run into any issues while playing, please report bugs and issues at our &lt;a href="https://codeberg.org/naev/naev/issues"&gt;issue tracker&lt;/a&gt; or drop by our IRC channel (RIP Freenode).&lt;/p&gt;

&lt;p&gt;One small note regarding the change to SDL 2: A number of key names have changed, mostly on the numpad. Any controls with unrecognized keys will be reset to their defaults on first run.&lt;/p&gt;

&lt;p&gt;Right now we have Windows, Mac OS X, and Linux binaries available, both 32-bit and 64-bit.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2015-02-20:/blarg/2015-02-20_0.6.0-beta1_hotfix_for_windows/</id>
    <title type="html">0.6.0-beta1 Hotfix for Windows</title>
    <published>2015-02-20T00:00:00Z</published>
    <updated>2015-02-20T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2015-02-20_0.6.0-beta1_hotfix_for_windows/" type="text/html"/>
    <content type="html">&lt;p&gt;We’ve just released updated Windows installers to remedy save corruption and a related crash.&lt;/p&gt;

&lt;p&gt;Simply download and re-run the installer. It’s fine to run over top of the existing install, and you do not need to re-download ndata.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://sourceforge.net/projects/naev/files/naev-0.6.0/naev-0.6.0-beta1-win32.exe/download"&gt;Windows (32-bit)&lt;/a&gt;
&lt;a href="https://sourceforge.net/projects/naev/files/naev-0.6.0/naev-0.6.0-beta1-win64.exe/download"&gt;Windows (64-bit)&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The issue affects all versions of Windows, as long as save compression is enabled (which is the default). You may also want to delete all backup saves, located in %APPDATA\naev\saves\ with the extension .ns.backup, though this isn’t required.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2015-02-17:/blarg/2015-02-17_0.6.0-beta1/</id>
    <title type="html">0.6.0-beta1 Release</title>
    <published>2015-02-17T00:00:00Z</published>
    <updated>2015-02-17T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2015-02-17_0.6.0-beta1/" type="text/html"/>
    <content type="html">&lt;p&gt;Our last release was 0.5.3, way back in April 2012. Two years, ten months and some 1400 commits later, we’ve finally prepared another release.&lt;/p&gt;

&lt;p&gt;We are proud to announce the 0.6.0-beta1 release today, and with any luck the final 0.6.0 stable version will be released before March.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Download:&lt;/strong&gt; &lt;a href="https://sourceforge.net/projects/naev/files/naev-0.6.0/"&gt;https://sourceforge.net/projects/naev/files/naev-0.6.0/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Blog:&lt;/strong&gt; &lt;a href="https://naev.org/"&gt;https://naev.org/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Forums:&lt;/strong&gt; http://forum.naev.org/ (Forums are lost.)&lt;/p&gt;

&lt;p&gt;A full changelog will accompany the stable release, but a few of the highlights include:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href="/blarg/2012-08-19_slots_branch_merged/"&gt;Core slots system&lt;/a&gt;.&lt;/li&gt;
  &lt;li&gt;&lt;a href="/blarg/2014-05-29_ndata_is_dead_long_live_ndata/"&gt;Naev’s data is now stored in a zip file, making contributing easier than ever&lt;/a&gt;.&lt;/li&gt;
  &lt;li&gt;Greatly expanded galaxy, including a new faction, Za’lek&lt;/li&gt;
  &lt;li&gt;Activated outfits get hotkeys by default&lt;/li&gt;
  &lt;li&gt;Fuel is now provided for free at spaceports&lt;/li&gt;
  &lt;li&gt;Improved keyboard-and-mouse gameplay, with an optional WASD layout&lt;/li&gt;
  &lt;li&gt;Auto-braking (Ctrl-S by default) in lieu of a dedicated Active Cooldown key&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Additionally there’s a slew of minor improvements, tweaks, new missions and the like for your enjoyment. As this is a beta release, we’re hoping to iron out any remaining issues, particularly with missions and other scripted content. If you run into any issues while playing, please report bugs and issues at our &lt;a href="https://codeberg.org/naev/naev/issues"&gt;issue tracker&lt;/a&gt; or drop by our IRC channel (RIP Freenode).&lt;/p&gt;

&lt;p&gt;Right now, we have builds available for Windows, Mac OS X and Linux, both 32-bit and 64-bit.&lt;/p&gt;

&lt;p&gt;Lastly, one small note for those compiling from source: While Naev nominally supports SDL 2, several important things don’t function properly, like modifier keys and the mouse wheel, and error logging on Windows. We’re aiming to sort this out before 0.6.0 stable, but we advise players to stick with SDL 1.2 for the time being.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2014-05-29:/blarg/2014-05-29_ndata_is_dead_long_live_ndata/</id>
    <title type="html">ndata is dead, long live ndata</title>
    <published>2014-05-29T00:00:00Z</published>
    <updated>2014-05-29T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2014-05-29_ndata_is_dead_long_live_ndata/" type="text/html"/>
    <content type="html">&lt;p&gt;So here’s a recent development that may interest some of you out there. As you may know, Naev’s game data (sounds, images, script files, etc) comes packaged in an archive called ndata when you download a stable version. It’s a simple thing, little more than a concatenation of the files, but the trouble with it was that we were using our own format. This made it rather annoying to do anything with it other than just play the game.&lt;/p&gt;

&lt;p&gt;As of today, ndata’s format has changed, thanks to nloewen. It is now an uncompressed zip archive. This format is ubiquitous and supported by everything and its uncle, so it is now much easier to get at the data files themselves when downloading a stable release. The main upside to this is that people who are interested in how the game works, or in changing parts of the game can directly start tinkering without the need to re-download the data files from git.&lt;/p&gt;

&lt;p&gt;It’s a small change that doesn’t affect the game itself, but I’m happy to see the switch finally made.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2014-05-20:/blarg/2014-05-20_helloooo/</id>
    <title type="html">Helloooo</title>
    <published>2014-05-20T00:00:00Z</published>
    <updated>2014-05-20T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2014-05-20_helloooo/" type="text/html"/>
    <content type="html">&lt;p&gt;Hello everyone, here’s an update about the state of affairs surrounding Naev. I know, right? Yes, it’s been almost two years since our last post. You might think that that means little or nothing has been happening with the project, and mostly this is true, but not entirely.&lt;/p&gt;

&lt;p&gt;Let’s start with the thing that prompted this post in the first place. A great man once said:&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="“One does not simply get greenlit on Steam.”" src="/imgs/blarg/2014/05/boromir-One-does-not-simply-walk-into-Mordor.jpg" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;“One does not simply get greenlit on Steam.”&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;But, as we all know, Sean tends to be wrong about these things. As a matter of fact, &lt;strong&gt;Naev has been officially greenlit&lt;/strong&gt;. This came as something as a surprise, since although people did occasionally comment and vote on the &lt;a href="https://steamcommunity.com/sharedfiles/filedetails/?id=93971156&amp;amp;tscn=1400016324"&gt;Greenlight page&lt;/a&gt; it was by no means a hive of activity. But there you have it. Needless to say this is good news indeed.&lt;/p&gt;

&lt;p&gt;In other news, work has been going into the core slots system that currently only exists in the development version. The system is described in earlier posts, and Deiz has been improving the core outfit definitions. You can view &lt;a href="https://web.archive.org/web/20170730021511/http://wiki.naev.org/wiki/Core_slots_balancing_2"&gt;his notes&lt;/a&gt; on the wiki. Once that is finished we’re hoping to get the game ready for a new release numbered 0.6.0. We may yet run into issues that have to be resolved first, but we’d really like to get a new release out the door in hopes of rekindling interest in the project. Fingers crossed!&lt;/p&gt;

&lt;p&gt;There has also been some discussion recently about the relationship between armour and shields within the game. There is some &lt;a href="https://web.archive.org/web/20170730021150/http://wiki.naev.org/wiki/Armour_Revamp"&gt;writing about that&lt;/a&gt; on the wiki as well. It should be noted that this is not a proposal or anything we plan to do, at this point we haven’t decided on any course of action and the floor remains open for debate.&lt;/p&gt;

&lt;p&gt;Other than that a whole slew of minor corrections and content has also been constantly creeping in from a lot of different people. We hope this will make the experience smoother and more enjoyable for everyone.&lt;/p&gt;

&lt;p&gt;That’s it for now. Let’s hope there won’t be too much time until the next blog post.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2012-09-05:/blarg/2012-09-05_naev_on_steam_greenlight/</id>
    <title type="html">Naev on Steam Greenlight</title>
    <published>2012-09-05T00:00:00Z</published>
    <updated>2012-09-05T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2012-09-05_naev_on_steam_greenlight/" type="text/html"/>
    <content type="html">&lt;p&gt;We have &lt;a href="https://steamcommunity.com/sharedfiles/filedetails/?id=93971156"&gt;added an entry&lt;/a&gt; on Steam Greenlight for Naev, in hopes of reaching a larger audience for the game. Whether the game accrues enough upvotes to be published on Steam is of secondary importance – every extra pair of eyes that sees our entry is good for us.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2012-08-19:/blarg/2012-08-19_slots_branch_merged/</id>
    <title type="html">Slots branch merged</title>
    <published>2012-08-19T00:00:00Z</published>
    <updated>2012-08-19T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2012-08-19_slots_branch_merged/" type="text/html"/>
    <content type="html">&lt;p&gt;Hello readers, it’s been a long time since our last post. I hope you’re both doing well.&lt;/p&gt;

&lt;p&gt;Development has been pretty slow in the last months. It hasn’t entirely ceased though, and today I can tell you that a pretty major change to the game has been finalized and is now in the master git branch. The way ships work has been changed, and that’s what most of this post is going to be about. There have also been some other changes I’ll briefly mention at the end. Hang tight, it’s going to be a long one.&lt;/p&gt;

&lt;h4 id="slots-refinement"&gt;Slots refinement&lt;/h4&gt;

&lt;p&gt;The basis of the new system is a refinement of the ship slots. Up until now, ships had three types of slots: utility, structure and weapons. This is true even now, but it is now also possible for slots to be specialized. We can demand an outfit be installed in a certain specialized slot, and we can enforce that specialized slots can only take certain outfits. This allows us to gear certain ships to certain roles, and that will be important later when we deal with fleets.&lt;/p&gt;

&lt;p&gt;For example, imagine a Carrier class ship. This ship might have a number of specialized slots that will only take fighter bays. We can also create special fighter bay outfits to go in these slots that are better (lighter, higher capacity, less CPU, etc) than the fighter bays you can install in any slot. This means that a Carrier has much greater potential for carrying fighters than a Cruiser of equivalent size.&lt;/p&gt;

&lt;p&gt;One size will no longer fit all, in the future.&lt;/p&gt;

&lt;h4 id="ship-core-equipment"&gt;Ship core equipment&lt;/h4&gt;

&lt;p&gt;Currently our most important (in fact only) use of the new slot system is found in every ship in the game.&lt;/p&gt;

&lt;p&gt;Up until now, you’ve known your ships by their abilities. Some ships were faster, some slower, some had more energy in the tank, some had more CPU to spend. With this new mechanic, that has changed completely. With a few exceptions, ships have been stripped of all their numbers. Instead, these numbers are granted by certain special equipment installed on the ship. This special equipment we call “core outfits”, or more briefly, cores.&lt;/p&gt;

&lt;p&gt;Each ship has three “core slots”: one for its engines, one for its core systems, and one for its hull mod. Every ship can only equip one single outfit of each kind, and each ship MUST have one of each kind installed, or the ship will not fly! The interpretation of each core outfit type is as follows:&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="A ship with its core slots installed. The orange text in the tool tip indicates the slot specialization." src="/imgs/blarg/2012/08/coreslots.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;A ship with its core slots installed. The orange text in the tool tip indicates the slot specialization.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;strong&gt;Engine&lt;/strong&gt; core slots are just that, the ship’s engines. Engines determine how fast a ship can accelerate, the ship’s maximum speed, the base fuel capacity, and the mass limit (more on this one below).&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;System&lt;/strong&gt; core slots can be thought of as the heart of the ship. Systems determine energy generation and capacity, shield generation and capacity, as well as CPU capacity.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Hull&lt;/strong&gt; core slots represent the structural configuration of the entire ship. Most importantly hull cores affect armour, damage absorption and cargo space, but some hulls can do other things as well, such as make a ship more stealthy or increase energy regeneration. Hull mods also greatly contribute to a ship’s mass.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Of course, there is a healthy variety of all core types available. When you buy a ship it will come with very low end cores, so you’ll have to invest to increase your ship’s performance!&lt;/p&gt;

&lt;h4 id="ship-stats"&gt;Ship stats&lt;/h4&gt;

&lt;p&gt;Hang on, I hear you saying. If all ships now take their performance values from cores, doesn’t that mean all ships are the same if you install the same cores in them? Why yes, that would be the case if we just kept it at this. But no, there’s more.&lt;/p&gt;

&lt;p&gt;Where every ship was the sum of its values before, it now is (mostly) the sum of its ship stats. Ship stats are modifiers specific to that ship. For example, a ship might have a 15% bonus to energy generation. This means that whatever energy regeneration is granted by its outfits will be multiplied by 1.15. This makes it attractive to install a good system core, and maybe extra energy generators as well. On the other hand, a ship might have a penalty to its maximum speed. This means that engines you mount on the ship will have reduced performance. So, even if you use the same core outfits, two different ships might well behave very differently.&lt;/p&gt;

&lt;p&gt;Ship stats are usually scalars like that, but they can do other things as well. For example, there is a ship stat that enables a ship to jump through a jump point without having to brake and charge up its hyperdrive first! A ship with this ship stat will make hyperjumps a lot easier.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="A ship with its core slots installed. The orange text in the tool tip indicates the slot specialization." src="/imgs/blarg/2012/08/shipstats.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;A ship with its core slots installed. The orange text in the tool tip indicates the slot specialization.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Now, perhaps confusingly, it is possible for outfits to grant ship stats to a ship. This seems illogical (they are called SHIP stats, after all), but it is very useful because it allows us to make outfits that grant ships special abilities, while ALSO allowing ships to come with those special abilities out of the box. For example, there is a “Reverse Thrusters” ship stat that allows ships to thrust backwards – when you press the reverse key, the ship will slow down instead of turning around, and eventually fly backwards. This ability might be standard on a certain class of fighters, but it’s also possible for pilots to mount an outfit on their ship that gives them the same thing, if they’re willing to spend a slot on it.&lt;/p&gt;

&lt;h4 id="mass-limit"&gt;Mass limit&lt;/h4&gt;

&lt;p&gt;I’ve written up the basics of the new slots system now, but this is one thing I want to explain in more detail.&lt;/p&gt;

&lt;p&gt;First, let’s examine this “mass limit” that I mentioned earlier in this post. It’s a new concept that didn’t exist in the game before. Every engine has a mass limit value, for example 100. This value determines the maximum mass the engine can support at maximum efficiency. If the ship becomes heavier than this limit, the engine isn’t capable of pulling all that weight anymore and the ship will become slower and more sluggish. The mass acts as a divisor for the engine’s efficiency, such that when the ship is twice as heavy as the mass limit, the engine will only function half as well.&lt;/p&gt;

&lt;p&gt;Now, you might feel that this mass limit thing is an arbitrary limitation, and it is. Let me explain why it exists. You see, it leads back to the issue of ships behaving the same if the same outfits are installed. It is entirely possible for capital ships to install fighter engines, because the slot system allows you to install outfits into any slot that is at least big enough. Obviously, we don’t want capital ships to race around like fighters though! So we need to make sure that capital ships benefit most from capital ship engines. The way to do it is, of course, by adding mass to the equation. At the same time, we want to make sure that the BIG engines are capable of pushing the big ships around, which raises the question of how to balance that. You can just give big engines a lot of output to compensate for the ship’s mass, but that would mean the engine is always a lot worse than it says on the tin, and that’s not fun for the player. So instead, I chose to arbitrarily define a maximum mass at which the engine is guaranteed to perform optimally. This is easier to work with on the balancing side of things.&lt;/p&gt;

&lt;h4 id="other-changes"&gt;Other changes&lt;/h4&gt;

&lt;p&gt;The following is a list of changes made that don’t directly relate to the slots system. I probably forgot a few things, though.&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Fuel consumption has been changed so small ships use 100 fuel per jump, medium ships use 200, and large ships use 400. This is done to counteract the fact that larger ships have more slots, and can therefore equip more fuel tanks. This gave large ships a much greater operational range than small ones. The flipside of this is that buying fuel off NPC ships is going to be more tedious, but we have some ideas about easing that.&lt;/li&gt;
  &lt;li&gt;The Auxiliary Processing Unit outfits no longer exist. Sorry! The only way to increase your CPU capacity is by upgrading your core system.&lt;/li&gt;
  &lt;li&gt;The galaxy now contains secret shortcut jumps. You can’t find these jumps unless you have a special scanner, and even then you probably need some hints to find them. Note that the scanner isn’t sold anywhere yet, and there are also no hints to be had yet. But this is a work-in-progress.&lt;/li&gt;
&lt;/ul&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="A ship with its core slots installed. The orange text in the tool tip indicates the slot specialization." src="/imgs/blarg/2012/08/outfittabs.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;A ship with its core slots installed. The orange text in the tool tip indicates the slot specialization.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;ul&gt;
  &lt;li&gt;Some work has gone into the equipment screen. The outfit list is now tabbed, each tab corresponding to a class of outfits. The tab letters, as seen on the right, stand for &lt;strong&gt;W&lt;/strong&gt;eapons, &lt;strong&gt;U&lt;/strong&gt;tility, &lt;strong&gt;S&lt;/strong&gt;tructure, &lt;strong&gt;C&lt;/strong&gt;ore and &lt;strong&gt;X&lt;/strong&gt;everything. Hopefully, this can be further improved and applied to the outfitter screen as well. &lt;!-- codespell:ignore ore,tructure --&gt;&lt;/li&gt;
  &lt;li&gt;For developers: All game data is now found under the dat/ subdirectory. This was done to make the relationship between the game data and the ndata file more apparent.&lt;/li&gt;
  &lt;li&gt;For developers: Lua scripts from the dat/scripts/ subdirectory can now be included into other scripts by only their name. The game will look in this directory for includes.&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2012-04-15:/blarg/2012-04-15_0.5.3/</id>
    <title type="html">Naev 0.5.3 Release</title>
    <published>2012-04-15T00:00:00Z</published>
    <updated>2012-04-15T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2012-04-15_0.5.3/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev development team is proud to announce the release of Naev 0.5.3. This release fixes several bugs and introduces a few minor features. We aim for this to be the final release in the 0.5.x series, with 0.6.0 following in the not-so-distant future and bringing significant changes to ship equipping.&lt;/p&gt;

&lt;p&gt;Perhaps most importantly, we’ve introduced a non-gameplay feature, portable mode. On launch, Naev will now look for a file named &lt;a href="https://codeberg.org/naev/naev/blob/v0.5.3/extras/win_installer/datapath.lua"&gt;datapath.lua&lt;/a&gt; in the same directory as the Naev binary. The Windows installer provides this as an option, making it easy to install and run Naev from removable media.&lt;/p&gt;

&lt;p&gt;Note that if you want to use portable mode with your existing saves, you’ll need to migrate your files manually. For Windows users, this means moving &lt;code&gt;%APPDATA%\naev\&lt;/code&gt; to &lt;code&gt;naev-data\&lt;/code&gt; within the directory Naev is installed to.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Download:&lt;/strong&gt; &lt;a href="https://sourceforge.net/projects/naev/files/naev-0.5.3/"&gt;https://sourceforge.net/projects/naev/files/naev-0.5.3/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Blog:&lt;/strong&gt; &lt;a href="https://naev.org/"&gt;https://naev.org/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Forums:&lt;/strong&gt; http://forum.naev.org/ (Forums are lost.)&lt;/p&gt;

&lt;h4 id="changes-since-052"&gt;Changes since 0.5.2:&lt;/h4&gt;

&lt;ul&gt;
  &lt;li&gt;Portable mode, allowing for Naev’s user data files (saves, screenshots, etc.) to be placed in arbitrary locations.&lt;/li&gt;
  &lt;li&gt;Afterburners now gradually overheat and have no fixed duration.&lt;/li&gt;
  &lt;li&gt;Active cooldown allows for rapid ship cooling.&lt;/li&gt;
  &lt;li&gt;Many typo fixes in missions and lore.&lt;/li&gt;
  &lt;li&gt;Fixed several rare crashes.&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2012-04-07:/blarg/2012-04-07_end-of-the-0-5-release-cycle/</id>
    <title type="html">End of the 0.5 Release Cycle</title>
    <published>2012-04-07T00:00:00Z</published>
    <updated>2012-04-07T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2012-04-07_end-of-the-0-5-release-cycle/" type="text/html"/>
    <content type="html">&lt;p&gt;Since 0.5.2′s release two weeks ago, a number of bugs have been caught and fixed, and several minor features have been implemented. We’ve decided to do another release in the short-term (0.5.3) which will hopefully be the last of the 0.5 series.&lt;/p&gt;

&lt;p&gt;Following 0.5.3, our major focus will be implementing and polishing the slots proposal (essentially, making a ship’s core systems separately upgradable). This and a number of smaller features will be incorporated into 0.6.0.&lt;/p&gt;

&lt;p&gt;Therefore, in order to make sure the last of the 0.5 releases is as bug-free as possible, we urge everyone to report any and all issues. Testing with a Git master build is preferred, as several issues have been fixed since 0.5.2, but bug reports from 0.5.2 are welcome. Check the &lt;a href="https://codeberg.org/naev/naev/issues"&gt;issue tracker&lt;/a&gt; to make sure it’s not a duplicate. Safe flying!&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2012-04-02:/blarg/2012-04-02_so_afterburners/</id>
    <title type="html">So, afterburners</title>
    <published>2012-04-02T00:00:00Z</published>
    <updated>2012-04-02T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2012-04-02_so_afterburners/" type="text/html"/>
    <content type="html">&lt;p&gt;As some of you may have noticed, the last few releases have introduced changes to the afterburner outfit. Where you could run it continuously so long as your ship had energy before, now it can only be on for a certain about of time, after which it needs to recharge. Also, in 0.5.2, activating the afterburner will abort the autonav.&lt;/p&gt;

&lt;p&gt;The reasoning behind this is that the afterburner is a combat-oriented outfit, whereas most people were using it to speed up their ship during travel, particularly during rush missions. Effectively, an afterburner would speed up a ship – a lot – for no appreciable cost. This we wanted to discourage. Speed at long ranges should come from speccing for speed by going light on weapons and using passive outfits, not from abusing the afterburner.&lt;/p&gt;

&lt;p&gt;However, some people raised some legitimate complaints about the changes we made. For instance, making the afterburner recharge over the same time period irrespective of how long it was on is unpleasant and counter to what you might expect. Aborting the autonav was just an added irritation, not an incentive not to use the afterburner. After all, afterburning in 1x time would still get you to your destination in less in-game time than not using it in time compression would. Finally, limiting the afterburner’s time wasn’t really making the afterburner ineffective at speeding up the ship over long distances, it was only making it a bit LESS effective.&lt;/p&gt;

&lt;p&gt;Reason for us to tackle the problem from a different angle. The afterburner should not be made annoying to use. Instead, it should simply be made unfit for the purposes it wasn’t intended for. To do this, we picked up an idea we discussed early in the afterburner overhaul: making afterburners generate heat.&lt;/p&gt;

&lt;h4 id="heat-based-afterburners"&gt;Heat based afterburners&lt;/h4&gt;

&lt;p&gt;In their latest incarnation, afterburners generate heat when active, in the same way weapons generate heat when being fired. And, like weapons, afterburners get less effective when they heat up. When the afterburner starts to overheat, the speed and thrust bonuses it provides decrease, until afterburning is no faster than regular thrusting.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &amp;lt;img class='img-fluid' alt='An afterburner that's heating up' src="/imgs/blarg/2012/04/screenshot000.png"  /&amp;gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;An afterburner that's heating up&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Because heat drains into the ship much slower than it builds up when afterburning, the afterburner can’t be on all the time even if energy permits. In fact, for the player it’s best to use the afterburner only occasionally and in short bursts. This naturally makes it more suitable for use in combat than for speed boosts across large distances.&lt;/p&gt;

&lt;p&gt;The heat based afterburners behave just like the original ones otherwise. They don’t have an enforced recharge cycle and can be used at any time, with the sole exception that it will shut off automatically when completely overheated, and can only be turned on if it’s cooler than 70% of its maximum heat.&lt;/p&gt;

&lt;h4 id="getting-rid-of-heat"&gt;Getting rid of heat&lt;/h4&gt;

&lt;p&gt;Afterburners using heat is nice, but it adds another source of heat to a ship that is already having to deal with heat from other sources. When a ship’s hull heats up, the outfits installed in it won’t cool as fast, or not at all. Especially in combat, this can be a big problem – both for the player and the AI. In fact, a fight can degenerate in what I call “heat deadlock”, where all parties have heated up so much that their weapons aren’t shooting much anymore, so shield regeneration outpaces damage done across the board.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="A Lancelot in Active Cooldown mode. When the bar has completely emptied, the cycle is complete." src="/imgs/blarg/2012/04/screenshot001.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;A Lancelot in Active Cooldown mode. When the bar has completely emptied, the cycle is complete.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;To combat this, we have introduced a new mechanic to the game, called Active Cooldown. When in Active Cooldown, a ship very rapidly loses its heat until both hull and outfits hit the baseline temperature. The process depends largely on the ship, with small ships taking less than 10 seconds to cool and big ships taking around 30. When you consider that under normal circumstances, it can literally take hours and hours (real time!) to lose heat, Active Cooldown is a very, very fast way to lose heat.&lt;/p&gt;

&lt;p&gt;So, you wonder aloud to nonexistent auditory organs, what’s the catch? There are two catches, as it turns out. The first catch is that to enter Active Cooldown, a ship must be stationary, and while it is cooling, it can’t take any other action. So in a combat situation, Active Cooldown makes you very vulnerable. The second catch is that heat is lost at an exponential rate – the longer you wait, the faster heat is lost. This means that it is highly desirable to wait until the end of the Active Cooldown cycle, as opposed to waiting only a portion of the time and then getting back into action. Active Cooldown can’t effectively be “pulsed” to quickly lose some heat in the middle of a fight.&lt;/p&gt;

&lt;p&gt;Hopefully, these two changes to gameplay will go a long way in making afterburners the tools they’re meant to be without being disruptive to gameplay, as well as making heat much less of a problem to prolonged trips through the galaxy.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2012-03-29:/blarg/2012-03-29_lua_api_docs_added_to_naev_org/</id>
    <title type="html">Lua API Docs Added to Naev.org</title>
    <published>2012-03-29T00:00:00Z</published>
    <updated>2012-03-29T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2012-03-29_lua_api_docs_added_to_naev_org/" type="text/html"/>
    <content type="html">&lt;p&gt;Naev’s Lua API documentation has finally been integrated as a part of &lt;a href="https://naev.org"&gt;naev.org&lt;/a&gt;, under its very own subdomain: &lt;a href="https://naev.org/api/"&gt;api.naev.org&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Some may note that the documentation has been around for some time, and that’s true. In fact, the effort dates to 2008, and has been kept in sync with the code ever since. It’s historically been hosted on a small VPS by bobbens, with a handful of links to it peppered throughout the &lt;a href="https://codeberg.org/naev/naev/wiki"&gt;Wiki&lt;/a&gt;, as well as a mention in the IRC channel’s topic (RIP Freenode) (though I suspect 95% of IRC users never read channel topics).&lt;/p&gt;

&lt;p&gt;With any luck, making the API documentation more easily accessible will spur on some mission developers. I’d be remiss if I didn’t reiterate a bit of the API documentation’s preamble: Naev includes an in-game Lua console, accessible via &lt;strong&gt;F2&lt;/strong&gt;, by default. It provides access to the majority of the Lua API (excepting a few things that are tied to missions and events, such as the hook module) and is a useful tool for ~~cheating~~ testing code snippets for use in missions.&lt;/p&gt;

&lt;p&gt;So, venture forth to Alteris and try something like:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;for k,v in ipairs(pilot.get( faction.get("Pirate") )) do v:setHealth(0, 0) end&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;… because as everybody knows, you’re not having fun until you’re surrounded by spontaneously-exploding pirates.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2012-03-25:/blarg/2012-03-25_0.5.2/</id>
    <title type="html">Naev 0.5.2 Release</title>
    <published>2012-03-25T00:00:00Z</published>
    <updated>2012-03-25T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2012-03-25_0.5.2/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev development team is proud to announce the release of Naev 0.5.2. This is mainly a bugfix release, though it also introduces a small amount of content in the form of missions and outfits.&lt;/p&gt;

&lt;p&gt;The new asset discovery mechanics have bothered quite a few people, so we’ve introduced a jump scanner outfit that greatly increases jump detection range, as well as local maps which behave similarly to the traditional star maps found in 0.5.0 and earlier releases.&lt;/p&gt;

&lt;p&gt;Now, as per usual it’s time for some statistics, from 0.5.1 to 0.5.2:&lt;/p&gt;

&lt;p&gt;83 files changed, 2408 insertions(+), 574 deletions(-)&lt;/p&gt;

&lt;p&gt;More than half of the added lines come from the dat/ directory tree, thanks in large part to a new event and a repeatable mission for the Sirius faction.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Download:&lt;/strong&gt; &lt;a href="https://sourceforge.net/projects/naev/files/naev-0.5.1/"&gt;https://sourceforge.net/projects/naev/files/naev-0.5.1/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Blog:&lt;/strong&gt; &lt;a href="https://naev.org/"&gt;https://naev.org/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Forums:&lt;/strong&gt; http://forum.naev.org/ (Forums are lost.)&lt;/p&gt;

&lt;h4 id="changes-since-051"&gt;Changes since 0.5.1:&lt;/h4&gt;

&lt;ul&gt;
  &lt;li&gt;New events and missions&lt;/li&gt;
  &lt;li&gt;New outfits&lt;/li&gt;
  &lt;li&gt;House Soromid now has a logo&lt;/li&gt;
  &lt;li&gt;More ways of mapping the universe&lt;/li&gt;
  &lt;li&gt;Disabling damage leaks through shields&lt;/li&gt;
  &lt;li&gt;conf.lua-tweakable font sizes for accessibility&lt;/li&gt;
  &lt;li&gt;Bug fixes&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2012-03-01:/blarg/2012-03-01_0.5.1/</id>
    <title type="html">Naev 0.5.1 Release</title>
    <published>2012-03-01T00:00:00Z</published>
    <updated>2012-03-01T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2012-03-01_0.5.1/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev development team is proud to announce the release of Naev 0.5.1. It’s been nearly nine months since the release of 0.5.0, but we hope the release is worth the wait. With contributions by some twenty people, it’s one of our larger releases.&lt;/p&gt;

&lt;p&gt;0.5.1 was originally intended to be a small feature release, released soon after 0.5.0. Needless to say, that didn’t happen. However, in the time since, 0.5.1 has ballooned into a sizeable release unto itself. We’ve implemented a number of proposals that bring us a few steps closer to our goal for the far-off version 1.0, developed a fair bit of new content, and polished up innumerable things.&lt;/p&gt;

&lt;p&gt;As per usual, we encourage players to start new pilots in 0.5.1 for an optimal experience. Of course, older saves can still be loaded, but there are some caveats. Specifically, due to asset and jump discovery, a 0.5.0 (or earlier) save will have its map appear as a series of unlinked systems, as the jumps must be discovered. A number of older missions have also been heavily tweaked, so in-progress missions in older saves may need to be manually aborted.&lt;/p&gt;

&lt;p&gt;And now, for some slightly-misleading statistics, from 0.5.0 up to a few days ago:&lt;/p&gt;

&lt;p&gt;804 files changed, 48017 insertions(+), 35760 deletions(-)&lt;/p&gt;

&lt;p&gt;As well as some less-misleading ones, from the src/ directory:&lt;/p&gt;

&lt;p&gt;346 files changed, 14799 insertions(+), 8806 deletions(-)&lt;/p&gt;

&lt;p&gt;Since 0.5.0, Naev’s core code has grown by almost 6,000 lines, and we’ve gained more than 12,000 lines, in total.&lt;/p&gt;

&lt;p&gt;Download: &lt;a href="https://sourceforge.net/projects/naev/files/naev-0.5.1/"&gt;https://sourceforge.net/projects/naev/files/naev-0.5.1/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Blog: &lt;a href="https://naev.org/"&gt;https://naev.org/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Forums: http://forum.naev.org/ (Forums are lost.)&lt;/p&gt;

&lt;h4 id="list-of-changes-since-050"&gt;List of changes since 0.5.0:&lt;/h4&gt;
&lt;p&gt;&lt;strong&gt;For Players:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Many new missions, and improvements for older ones.&lt;/li&gt;
  &lt;li&gt;Soromid faction added.
    &lt;ul&gt;
      &lt;li&gt;Full array of ships for the faction.&lt;/li&gt;
      &lt;li&gt;Populated northern area of the galaxy.&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;New disable mechanic
    &lt;ul&gt;
      &lt;li&gt;Disabling damage is separate from regular damage.&lt;/li&gt;
      &lt;li&gt;Player ships can now be disabled, boarded and looted!&lt;/li&gt;
      &lt;li&gt;Disabled ships will recover automatically over time.&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Jump points, planets and stations must now be discovered through exploration.&lt;/li&gt;
  &lt;li&gt;Maps now reveal fixed routes, mostly between major factions’ space.&lt;/li&gt;
  &lt;li&gt;Fancier map search shows details about found items.&lt;/li&gt;
  &lt;li&gt;New planet and station graphics.&lt;/li&gt;
  &lt;li&gt;Large AI ships now have greater weapons diversity.&lt;/li&gt;
  &lt;li&gt;General usability improvements for low resolutions.&lt;/li&gt;
  &lt;li&gt;Missiles lock on gradually, depending on electronic warfare values.&lt;/li&gt;
  &lt;li&gt;The tutorial has been substantially expanded and reworked.&lt;/li&gt;
  &lt;li&gt;Active outfits allow for powerful, temporary abilities to be toggled.&lt;/li&gt;
  &lt;li&gt;New key bindings make the it possible to use the keyboard most of the time.
    &lt;ul&gt;
      &lt;li&gt;Autonav is now more flexible and can travel to planets in addition to systems.&lt;/li&gt;
      &lt;li&gt;Navigate the spaceport with keytips.&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Improved faction reputation logic.
    &lt;ul&gt;
      &lt;li&gt;Factions now have ceilings for reputation gained through killing.&lt;/li&gt;
      &lt;li&gt;Missions are necessary to elevate your standing beyond this.&lt;/li&gt;
      &lt;li&gt;Completing major missions can increase the reputation ceilings.&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Landing permissions enhanced beyond the simple boolean (hostile or friendly) model.
    &lt;ul&gt;
      &lt;li&gt;Landing at military and other special assets typically requires high reputation with a faction.&lt;/li&gt;
      &lt;li&gt;When you don’t meet the required standing but aren’t hostile, assets are marked ‘restricted’.&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Overhaul of spaceport bar NPCs. NPCs will now often say meaningful things and can even help the player out by hinting at missions or updating his galaxy map.&lt;/li&gt;
  &lt;li&gt;Complete ship health rebalancing.&lt;/li&gt;
  &lt;li&gt;Store user data in XDG-compliant locations (*nix-only)&lt;/li&gt;
  &lt;li&gt;Misc. bug fixes&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;For Developers:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Faction standing and land permission code moved to Lua.
    &lt;ul&gt;
      &lt;li&gt;Reputation is now handled with per-faction scripts.&lt;/li&gt;
      &lt;li&gt;Special assets can have unique landing code (e.g. requiring a particular mission to be done)&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Large amount of Lua API additions and changes.&lt;/li&gt;
  &lt;li&gt;Greatly enhanced the in-game universe editor.&lt;/li&gt;
  &lt;li&gt;XML data (ships, planets, etc.) has been split into individual files to allow greater modularity.&lt;/li&gt;
  &lt;li&gt;Various faction specific scripts have been reorganized to be in a more logical location, and these script have been tied closer to the master faction definition.&lt;/li&gt;
  &lt;li&gt;Generally less crash-prone when loading corrupt data.&lt;/li&gt;
  &lt;li&gt;Misc. bug fixes&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2012-02-20:/blarg/2012-02-20_xdg_part_deux/</id>
    <title type="html">XDG Part Deux</title>
    <published>2012-02-20T00:00:00Z</published>
    <updated>2012-02-20T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2012-02-20_xdg_part_deux/" type="text/html"/>
    <content type="html">&lt;p&gt;As with the previous post, this pertains solely to &lt;strong&gt;*nix&lt;/strong&gt; (primarily Linux and Mac OS X) users. Windows users are warned to avert their eyes to avoid irreversible Unixification.&lt;/p&gt;

&lt;p&gt;I’m not a fan of pushing maintenance duty onto end-users, so I’ve done some work to automate the XDG configuration update process bobbens mentioned.&lt;/p&gt;

&lt;p&gt;When first running the next release, if old configuration files exist (in ye olde ~/.naev) a prompt will show up, offering to automatically invoke the update script. This will hopefully reduce the process down to simply clicking “Yes” for most users.&lt;/p&gt;

&lt;p&gt;Of course, you’re welcome to click “No”, as well. To hopefully handle all distribution cases (whether Naev is run from loose files in a Git checkout, installed via a package manager or grabbed directly from SourceForge) the script is both included in the single-file ndata and available as a standalone file.&lt;/p&gt;

&lt;p&gt;With any luck, the configuration update will be smooth and painless. It should also make the coming release less painful for bobbens, because I think if we’d gone the full-manual route and asked package maintainers to correctly run the script for each user, they’d be demanding his head on a pike.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2012-02-19:/blarg/2012-02-19_unix_gets_xdg_compliancy/</id>
    <title type="html">UNIX gets XDG Compliancy</title>
    <published>2012-02-19T00:00:00Z</published>
    <updated>2012-02-19T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2012-02-19_unix_gets_xdg_compliancy/" type="text/html"/>
    <content type="html">&lt;p&gt;This change only affects &lt;strong&gt;UNIX&lt;/strong&gt; platforms (that includes linux and mac os x). Now in git master we have recently merged changes that should bring Naev up to the &lt;a href="https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html"&gt;XDG Base Directory specification&lt;/a&gt;. What does this mean? First off it means that no longer will Naev’s per user stuff sit in “~/.naev” but instead it will be split up so that:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;config is in $XDG_CONFIG_HOME or “~/.config/naev”&lt;/li&gt;
  &lt;li&gt;saves and screenshots are in $XDG_DATA_HOME or “~/.local/share/naev”&lt;/li&gt;
  &lt;li&gt;nebula and misc cache stuff are in $XDG_CACHE_HOME or “~/.cache/naev”&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The bad news, this means that you will have to run our script to move stuff over or it won’t recognize your old config or saves. We should be detecting that and displaying a warning. To update to the new paths all you have to do is run:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;$ ./naev-confupdate.sh&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;However, we do believe this will be better in the long run. Package maintainers should look into incorporating that script for users in post-install hooks or the likes to avoid trouble. Sorry for any inconveniences this may cause.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2012-02-11:/blarg/2012-02-11_activated_outfits/</id>
    <title type="html">Activated outfits</title>
    <published>2012-02-11T00:00:00Z</published>
    <updated>2012-02-11T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2012-02-11_activated_outfits/" type="text/html"/>
    <content type="html">&lt;p&gt;Okay, so, on those activated outfits, they’re now up and running in the Git version. For those of you who are curious about how it works, I’ll explain it briefly.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Running a jammer while the afterburner cools down." src="/imgs/blarg/2012/02/active-300x225.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Running a jammer while the afterburner cools down.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;An activated outfit is a piece of equipment that does something when manually activated in space. While it’s off it does nothing, but it also doesn’t use any energy. On the other hand, once an activated outfit is turned on the benefit it gives is usually quite noticeable, and can make a big difference if used right.&lt;/p&gt;

&lt;p&gt;This means that the abilities activated outfits give you are highly situational and give you more things to worry about than just fly, point and shoot. In some ways, we are moving a little closer to the common skill bar you find in many action RPGs. Like those skills, our activated outfits can have a cooldown period too, which means you need to wait a certain time before you can use that same outfit again.&lt;/p&gt;

&lt;p&gt;At the moment, we only have two activated outfits, those being the Missile Jammer (which slows down missiles close to you) and the Afterburner. But we have plans for quite a few other outfits. For example, how about an outfit that instantaneously transports your ship to another part of the system, or an outfit that lets you quickly recharge your shield at the cost of a big chunk of energy? The possibilities are many.&lt;/p&gt;

&lt;p&gt;Activated outfits will be in the next release.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2012-02-03:/blarg/2012-02-03_naev_is_on_desura/</id>
    <title type="html">Naev is on Desura!</title>
    <published>2012-02-03T00:00:00Z</published>
    <updated>2012-02-03T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2012-02-03_naev_is_on_desura/" type="text/html"/>
    <content type="html">&lt;p&gt;~~I suppose I should qualify that with an almost.~~ Thanks to the efforts of #naev IRC regular oldtopman, we’re all set up ~~and awaiting final approval~~. ~~Once we go live,~~ Naev ~~will be~~ &lt;em&gt;is&lt;/em&gt; available via Desura on all of our usual supported platforms (32 and 64-bit Linux, Windows and Mac OS X). The Desura client is presently exclusive to Windows and Linux, but Naev will still be downloadable on OS X through Desura’s site.&lt;/p&gt;

&lt;p&gt;For those unaware of Desura, it’s a digital distribution platform. I’ll let Desura’s own &lt;a href="https://web.archive.org/web/20120314232311/http://www.desura.com/about"&gt;about page&lt;/a&gt; do the rest of the talking.&lt;/p&gt;

&lt;p&gt;Without further ado, here’s a link to Naev’s Desura page:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://web.archive.org/web/20120314232311/http://www.desura.com/games/naev"&gt;&lt;img src="/imgs/blarg/2012/02/desura.png" alt="Desura Digital Distribution" /&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Update:&lt;/strong&gt; As of now, Naev is live on Desura!&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2012-01-23:/blarg/2012-01-23_more_happenings/</id>
    <title type="html">More happenings</title>
    <published>2012-01-23T00:00:00Z</published>
    <updated>2012-01-23T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2012-01-23_more_happenings/" type="text/html"/>
    <content type="html">&lt;p&gt;Hello everyone, and a belated happy 2012. It’s been rather quiet here on the blog, but I assure you that’s only because nobody has been posting on it. Elsewhere we’re all still tinkering away on the project, and we’re hoping to build toward a new release in the near future. Before we can do that though, we need to put the finishing touches on the active outfit system. You see, we plan to add outfits you can install on your ship and activate once in space for all sorts of effects… Oh, but I can see you’re not very interested in that. So, let’s move on to something else that’s been happening:&lt;/p&gt;

&lt;h4 id="asset-and-jump-discovery"&gt;Asset and jump discovery&lt;/h4&gt;

&lt;p&gt;Discovering assets (that’s planets and stations) and jump points used to be easy. Jump into a system, glance at the system map, voila, they’re all there. But that is changing. Just as ships become undetectable if they’re far away from you, so can assets and jump points be invisible to you, using much the same mechanics. For an easy example, look at the following screencaps:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt; These screenshots have been lost to time :(&lt;/p&gt;

&lt;p&gt;As you can see, it’s now possible for assets to not be shown on the map until the player discovers them. Now, I should point out that most planets tend to be fairly hard to miss in a star system, so when you jump into a new system you will usually discover all of them immediately, just like it’s always been. The example above isn’t representative in that respect – I simply modified the hide values for the purpose of showing how it works. However, if the system has high sensor interference (inside the nebula, for example), it may be more difficult to find the planets within.&lt;/p&gt;

&lt;p&gt;Space stations tend to be a fair bit smaller than celestial bodies however (yes yes, except THAT one). You may have to scout around a system a bit before they appear on the map, and if the station actually makes an effort of being inconspicuous (think hidden military or pirate bases), you won’t easily find them.&lt;/p&gt;

&lt;p&gt;Jump points, too, are more difficult to detect than your average planet. You usually won’t spot any jump points other than the one you entered from when jumping in, which means you can’t plot a course to the next unknown system before first finding the way there. So how will you know where the jump points are then? Well, you could fly around and look for them yourself, but there are a number of things you can do to find them more reliably:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Follow other pilots. Especially traders often travel to other systems, and they know all the major routes. If you see a trader fly away from a planet, try following it. Chances are it will lead you to a jump point.&lt;/li&gt;
  &lt;li&gt;Talk to NPCs in the spaceport bars. Not only do NPCs offer you missions sometimes, they will also give you helpful information. Some may even offer to update your map with locations of assets or jump points if you don’t know them already.&lt;/li&gt;
  &lt;li&gt;Buy maps. As of the next version of Naev, the Star Map outfit has been replaced by a collection of pre-defined maps. Each map reveals one or more star systems, and may or may not reveal jumps and assets belonging to them. Buying a map for the Empire Core, for example, will immediately update your map with systems in Empire space, as well as the jumps leading from one to the other.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;There are also rumors of new, exotic types of jump points, such as hidden jump points that can’t be detected without special equipment, known only to a selected few. There also seems to be a kind of jump point that can’t be detected at all, and that only be used from the other side…&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-10-16:/blarg/2011-10-16_disabling_revamp/</id>
    <title type="html">Disabling Revamp</title>
    <published>2011-10-16T00:00:00Z</published>
    <updated>2011-10-16T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-10-16_disabling_revamp/" type="text/html"/>
    <content type="html">&lt;p&gt;So, this was done a while back; finally getting around to posting about it. Briefly, we’ve changed how disabling works: Instead of auto-disabling when a ship reaches 30% base armour, you can now take disabling damage. As for how this works, weapons can now deal two types of damage: normal and disabling. Disabling damage is only applied when your armour is hit, and this increases your disable damage. If the amount of disabling damage taken exceeds your current armour, your ship is disabled. This applies to all ships and will make it so now you have to outfit to safely disable ships. However, specialized new missiles come to the rescue and provide disabling damage so that you don’t have to sacrifice shield piercing abilities for your cannons/turrets.&lt;/p&gt;

&lt;p&gt;As a side note, this now means the player’s ship can be disabled. If your ship is disabled, you can be boarded, so prepare to see pirates boarding your poor, sad ship and looting your hard-earned funds. As a side mechanic, disabled ships do automatically recover after a while, so this means clumps of disabled ships won’t accumulate around dangerous jump points. There are limits to what they can steal, so don’t worry about losing all your credits to a lone pirate. We believe that this will make the game more interesting, especially as we introduce more complex mechanics that will interact with this.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt; This screenshot has been lost to time :(&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-07-24:/blarg/2011-07-24_recent_developments/</id>
    <title type="html">Recent developments</title>
    <published>2011-07-24T00:00:00Z</published>
    <updated>2011-07-24T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-07-24_recent_developments/" type="text/html"/>
    <content type="html">&lt;p&gt;It has been some time since you’ve heard from us, so I’m taking it upon myself to give you all an idea of what’s going on with Naev.&lt;/p&gt;

&lt;p&gt;The first thing I should mention is that is is summer for Naev, and summer usually means a lull in activity. It has to do with lots of other things happening in summer, many of them outdoor ones. I think you get the idea.&lt;/p&gt;

&lt;p&gt;That said, things have been happening since the 0.5.0 release. The original plan for the next version, 0.5.1, was, and I &lt;a href="https://colabti.org/irclogger/irclogger_log/naev?date=2011-06-16#l296"&gt;quote&lt;/a&gt;:&lt;/p&gt;

&lt;p&gt;14:16 bobbens we can do safe lanes&lt;/p&gt;

&lt;p&gt;14:16 bobbens for starters&lt;/p&gt;

&lt;p&gt;14:16 bobbens although I’m not sure on the safe lane stuff how to procede &lt;!-- codespell:ignore procede --&gt;&lt;/p&gt;

&lt;p&gt;14:16 bobbens we can either go safe lane “simple implementation” first&lt;/p&gt;

&lt;p&gt;14:16 bobbens for quick release&lt;/p&gt;

&lt;p&gt;14:16 bobbens or go quadtrees and asteroids first&lt;/p&gt;

&lt;p&gt;14:16 bobbens for a slower crazy release&lt;/p&gt;

&lt;p&gt;Once this discussion was over, we promptly started working on completely different things. One of those things is the revised faction standing mechanic, described in a &lt;a href="/blarg/2011-06-20_expanding_on_faction_standing_and_landing/"&gt;previous blarg post&lt;/a&gt;. But there is more.&lt;/p&gt;

&lt;h4 id="disabling"&gt;Disabling&lt;/h4&gt;

&lt;p&gt;For instance, work is ongoing on a revised disabling system. Up until 0.5.0, ships would become disabled once they sustained enough damage (to be precise, once armour fell below 20%), and that was the end of it. However, one of our team members (it was me) felt that this was undesirable, and designed something different. Rather than always being disabled through damage directly, ships now accrue “stress” damage, which builds up as weapons do damage, and falls naturally over time. Once stress damage equals the amount of armour the ship still has left, the ship becomes disabled. Assuming the ship is not destroyed afterward, it will come back online after a certain amount of time.&lt;/p&gt;

&lt;p&gt;The important part in the above is that stress damage needs to reach the amount of armour health left on the ship. The direct implication of this is that ships with low health are more easily disabled than ships with high health, without tying the concepts of “low” and “high” to the ship’s maximum amount of health. This means that a small ship can be reliably disabled without running the risk of destroying it, for example.&lt;/p&gt;

&lt;p&gt;The introduction of stress damage in itself also gives us the opportunity to differentiate weapons further. In practice, this means that most weapons will do minimal amounts of disable damage, much less than their actual physical damage, so that it’s almost impossible to disable a ship before killing it. On the other hand, certain other weapons will deal a lot of stress damage and limited amounts of physical damage, so that stress damage easily builds up toward the critical level.&lt;/p&gt;

&lt;h4 id="missiles"&gt;Missiles&lt;/h4&gt;

&lt;p&gt;One of our current efforts is to make missiles more meaningful while at the same time not placing too much emphasis on them. In 0.5.0, most missiles are mostly useless, for various reasons. For instance, damage was low and the likelihood of missiles hitting fast targets or targets with jammers was rather low. One of our team members (it was me again) came up with an alternative missile system that would allow missiles to be more useful while hopefully not be too dominating.&lt;/p&gt;

&lt;p&gt;In the new system, a missile weapon must acquire a lock on the target before it can fire. To acquire this lock, the target must be kept within the missile lockon area, which is an arc in front of the ship for normal launchers and everywhere for turreted launchers. The time the launcher takes to lock on depends on the lockon time defined for that launcher, and on the level of stealth of the target. As a general rule, small targets are more stealthy than bigger ones. So while an interceptor missile might lock on to a capital ship very quickly, a heavy torpedo would take a very long time to lock on to a fighter. Stealth is further affected by electronic warfare outfits such as passive scramblers and, to be implemented, jammers that must be activated and provide a short-term boost.&lt;/p&gt;

&lt;p&gt;Once fired, missiles are quite good at finding their targets. Unlike most of the old missiles, all missiles now predict where their target is going to be, so unless the target can actually outmaneuver the missile, the missile will usually hit. The new missiles also do considerably more damage, so being hit by one can be quite painful. The aim is that most missiles are optimally suited to a certain class of ship, however, dealing too little damage to seriously hurt targets bigger than that and being too slow and sluggish to catch faster ones.&lt;/p&gt;

&lt;h4 id="ship-health"&gt;Ship health&lt;/h4&gt;

&lt;p&gt;A somewhat minor change, but perhaps worth mentioning here is the overhaul of ship health. Where ship armour and shields more or less linearly increased as the ships got bigger and heavier, one of our team members (it was me, sorry) felt a different philosophy should be followed.&lt;/p&gt;

&lt;p&gt;Small ships  now rely mainly on their maneuverability and their shields, as before. Their hulls are made out of bread, relatively speaking, so only a few hits will be enough to destroy them. Avoiding fire in an engagement is key to survival.&lt;/p&gt;

&lt;p&gt;Big ships have received substantial cuts to their shielding. While they still have more shielding in absolute terms than smaller ships, the increase becomes less and less as ships get bigger. On the other hand, armour has been drastically increased. The idea here is that big ships, as big and lumbering as they are, will run out of shields in most serious encounters, but survive on armour for a considerable time after that. When combat is over shields will come back up but armour will not. In this manner, capital ships will get worn down between engagements, and will eventually have to return to a friendly planet or station to make repairs. Of course, this assumes combat will be sporadic and intense, as opposed to constant and niggling (as is currently the case!). All in good time.&lt;/p&gt;

&lt;p&gt;I should also mention that shield regeneration has been boosted across the board, hopefully enough to make the regeneration actually matter in the middle of combat. I’m sure we’ll be tweaking that more in the future.&lt;/p&gt;

&lt;h4 id="soromid"&gt;Soromid&lt;/h4&gt;

&lt;p&gt;Following contributions of some great ship models by &lt;a href="https://web.archive.org/web/20160820095618/http://forum.naev.org/memberlist.php?mode=viewprofile&amp;amp;u=174"&gt;Viruk&lt;/a&gt;, a new faction has been added to the Naev galaxy. The Soromid already existed as a &lt;a href="https://codeberg.org/naev/naev/wiki/The-Soromid"&gt;lore writeup&lt;/a&gt; previously, but now they also own ships, stations and planets. In the future, they will also receive their own weapon specialization, and of course their own missions.&lt;/p&gt;

&lt;p&gt;You can see a map of their territory to the right. It is located in the north of the galaxy, where previously there were only empty systems. Not anymore!&lt;/p&gt;

&lt;h4 id="also"&gt;Also&lt;/h4&gt;

&lt;p&gt;Our team leader bobbens is working on a personal project as well. You can see the result here.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt; Unfortunately the above mentioned screenshot is lost, and there is some mention of bobbens’ toe. I wish I could tell you what that was all about - Synchro&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-06-20:/blarg/2011-06-20_expanding_on_faction_standing_and_landing/</id>
    <title type="html">Expanding on faction standing and landing</title>
    <published>2011-06-20T00:00:00Z</published>
    <updated>2011-06-20T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-06-20_expanding_on_faction_standing_and_landing/" type="text/html"/>
    <content type="html">&lt;p&gt;To provide a brief overview: In 0.5.1, the landing and faction standing mechanics will be changing in a big way. They’re both no longer hard-coded in C, having been moved to flexible Lua scripts that can operate differently for each faction.&lt;/p&gt;

&lt;p&gt;Important military outposts and such will now be restricted to factional allies, seldom (if ever) accepting bribes, and attaining standing with a faction will require campaign missions rather than just killing the faction’s enemies.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &amp;lt;img class='img-fluid' alt='They don't take kindly to outsiders at Dvaered High Command.' src="/imgs/blarg/2011/06/noland-300x225.png"  /&amp;gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;They don't take kindly to outsiders at Dvaered High Command.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h4 id="landing"&gt;Landing&lt;/h4&gt;

&lt;p&gt;Landing has long been a rather simple mechanic in Naev. Plainly, being neutral or friendly with a faction means you can land on any of their assets — up to, and including, their primary military and political headquarters. Likewise, if you’re hostile with a faction, you can simply bribe your way into the spaceport.&lt;/p&gt;

&lt;p&gt;Yet somehow, it seems that high-ranking bureaucrats and military officers might frown on enemies of the state traipsing around their headquarters after throwing a few credits at the landing control officer. As such, it’s become a priority to do away with the overly-simplistic permission system.&lt;/p&gt;

&lt;p&gt;Our new mechanic for this is rather more nuanced. As we’ve done with many things, landing is now handled through Lua — the behaviour is no longer hard-coded in C. The simplistic landable-if-not-hostile model has been replaced with a ternary system that can operate differently per-faction: while civilian worlds will let neutral strangers land, important factional outposts will typically be restricted to allies. Correspondingly, a backwater civilian settlement that you’re hostile with is likely to turn a blind eye if you pay them off, while officers at a military outpost will tend to be far less lenient.&lt;/p&gt;

&lt;p&gt;The restricted assets are also divided into tiers. While an outsider will be able to land at most of a faction’s military assets after doing a number of missions for them, key assets such as faction home worlds will remain off-limits to all but close allies.&lt;/p&gt;

&lt;h4 id="standing"&gt;Standing&lt;/h4&gt;

&lt;p&gt;A second, closely-related mechanic is faction standing. Like landing, it’s also far from optimal in 0.5.0 and earlier — you can become a faction’s trusted ally simply by going on a brief rampage and killing off a number of their enemies’ ships.&lt;/p&gt;

&lt;p&gt;This may even happen inadvertently through normal gameplay. It’s a given that players are attacked by pirates in many areas of the galaxy, and since pirates are a common enemy among many of the lawful factions, simply fighting off pirates ingratiates players with all of these factions.&lt;/p&gt;

&lt;p&gt;For 0.5.1, it’s undergoing a substantial revamp. Like landing, the previously hard-coded behaviour has been replaced with a flexible Lua solution. Generally, killing alone won’t take you terribly far. To become an ally of a faction, it will be necessary to do missions for them.&lt;/p&gt;

&lt;p&gt;Grunt-work such as cargo ferrying and patrol missions won’t go all the way, either. Each faction has two ceilings on standing. The first is the point at which killing stops increasing your standing, and the other is the limit on how far normal missions can raise it.&lt;/p&gt;

&lt;p&gt;To become a faction’s ally, you’ll need to do campaign missions for them. The reputation limit that regular missions can reach will be increased by the campaign missions, essentially representing an increased willingness for the faction to trust you.&lt;/p&gt;

&lt;p&gt;The way reputation is gained through killing is also changing. The 0.5.0 reputation system is essentially omniscient. If you kill a pirate out in the middle of nowhere with no witnesses, your standing will still go up with all pirate enemies.&lt;/p&gt;

&lt;p&gt;The new system operates on two levels. Killing a faction’s enemies in systems that the faction inhabits will trigger a normal standing increase, because you’re directly defending them and their populace. The other case is where you’re fighting a faction’s enemies outside of the faction’s space. In this instance, killing a faction’s enemies only increases your standing if the faction has a ship that’s within sensor range.&lt;/p&gt;

&lt;p&gt;Plainly put, a faction should only take notice if your actions affect them in a direct manner. The Empire shouldn’t care if you kill a pirate deep within Sirius space, nor vice versa.&lt;/p&gt;

&lt;p&gt;We hope that these mechanics will make general faction relationships more compelling, and ideally they will serve to distinguish factions from each other, rather than faction standing polarizing into lawful versus lawless, with one group of factions at 100% and the other at -100%.&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-06-03:/blarg/2011-06-03_0.5.0/</id>
    <title type="html">Naev 0.5.0 Release</title>
    <published>2011-06-03T00:00:00Z</published>
    <updated>2011-06-03T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-06-03_0.5.0/" type="text/html"/>
    <content type="html">&lt;p&gt;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.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Screenshot of Naev 0.5.0." src="/imgs/blarg/2011/06/naev-0.5.0.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Screenshot of Naev 0.5.0.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;Some statistics of the release to give an idea of the magnitude:
961 files changed, 91734 insertions(+), 25431 deletions(-)&lt;/p&gt;

&lt;p&gt;Download: &lt;a href="https://sourceforge.net/projects/naev/files/naev-0.5.0/"&gt;https://sourceforge.net/projects/naev/files/naev-0.5.0/&lt;/a&gt;
Blog: &lt;a href="https://naev.org/"&gt;https://naev.org/&lt;/a&gt;
Forums: http://forum.naev.org/ (Forums are lost.)&lt;/p&gt;

&lt;p&gt;List of changes since 0.4.2:&lt;/p&gt;

&lt;p&gt;For Players&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Larger universe
    &lt;ul&gt;
      &lt;li&gt;Expanded Dvaered, Frontier, Empire and Pirate territories&lt;/li&gt;
      &lt;li&gt;All-new Sirius and Soromid territory&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Big systems
    &lt;ul&gt;
      &lt;li&gt;More planets per system&lt;/li&gt;
      &lt;li&gt;Much larger planets, many new planet and station graphics&lt;/li&gt;
      &lt;li&gt;Players must fly to jump points before jumping to another system&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Overlay map for in-system navigation&lt;/li&gt;
  &lt;li&gt;Mouse interactivity
    &lt;ul&gt;
      &lt;li&gt;Planet, ship and jump point targeting&lt;/li&gt;
      &lt;li&gt;Contextual click actions (board, hail, land, etc.)&lt;/li&gt;
      &lt;li&gt;Optional mouse-controlled flying&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Electronic warfare
    &lt;ul&gt;
      &lt;li&gt;Ships have cloaking and detection abilities&lt;/li&gt;
      &lt;li&gt;Sensor range depends on cloak vs detection&lt;/li&gt;
      &lt;li&gt;Turrets no longer track all ships equally&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Time model changes
    &lt;ul&gt;
      &lt;li&gt;In-game time progresses in real-time&lt;/li&gt;
      &lt;li&gt;Dynamic time compression speeds up long journeys&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;On-map security rating abandoned in favour of faction presence indicators&lt;/li&gt;
  &lt;li&gt;System backgrounds (nebulae, stars and more!)&lt;/li&gt;
  &lt;li&gt;Fancier new GUI&lt;/li&gt;
  &lt;li&gt;Brand-new tutorial that is independent from the main game&lt;/li&gt;
  &lt;li&gt;Outfit slots now have sizes&lt;/li&gt;
  &lt;li&gt;Weapon sets allow easy configuration of different weapon combinations for each ship&lt;/li&gt;
  &lt;li&gt;Ship and weapon heat system
    &lt;ul&gt;
      &lt;li&gt;Weapons start with perfect accuracy, and become inaccurate as they overheat&lt;/li&gt;
      &lt;li&gt;Severe overheating causes rate of fire to drop&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Damage absorption and penetration system&lt;/li&gt;
  &lt;li&gt;More diverse planetary inventories (see the tech system below)&lt;/li&gt;
  &lt;li&gt;Random bar NPCs&lt;/li&gt;
  &lt;li&gt;Sound system improvements&lt;/li&gt;
  &lt;li&gt;Smarter autonav behaviour&lt;/li&gt;
  &lt;li&gt;… and plenty more (new missions, ships, outfits, portraits, etc.)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;For Developers (Missions and likewise)&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Faction presence
    &lt;ul&gt;
      &lt;li&gt;Replaces security and simple fleet spawning&lt;/li&gt;
      &lt;li&gt;Fleet spawning is now controlled through Lua on a per-faction basis&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Universe and system editor
    &lt;ul&gt;
      &lt;li&gt;Allows easy and quick modification of the universe&lt;/li&gt;
      &lt;li&gt;Can create and manipulate planets, systems and jumps&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;New tech system
    &lt;ul&gt;
      &lt;li&gt;Techs are groups containing outfits, ships or other techs.&lt;/li&gt;
      &lt;li&gt;Assets (formerly planets) sell whatever is in their assigned techs.&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Hook improvements
    &lt;ul&gt;
      &lt;li&gt;Pilot hooks pass arguments by default&lt;/li&gt;
      &lt;li&gt;You can now pass custom arguments to hooks&lt;/li&gt;
      &lt;li&gt;Many new hooks&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Replaced old timer system with new hook-based timer system&lt;/li&gt;
  &lt;li&gt;Improvements to the in-game Lua console&lt;/li&gt;
  &lt;li&gt;Missions can now use more than a single mission marker&lt;/li&gt;
  &lt;li&gt;ndata-locating code is much-improved&lt;/li&gt;
  &lt;li&gt;Lua/Luajit and CSparse system libraries can be used instead of internal ones&lt;/li&gt;
  &lt;li&gt;SDL_image is no longer a dependency&lt;/li&gt;
  &lt;li&gt;Events can now be saved&lt;/li&gt;
  &lt;li&gt;GUIs can be written in Lua&lt;/li&gt;
  &lt;li&gt;Camera API allows much greater camera flexibility&lt;/li&gt;
  &lt;li&gt;Vast amounts of other Lua API additions and enhancements&lt;/li&gt;
&lt;/ul&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-05-18:/blarg/2011-05-18_openal_showcase/</id>
    <title type="html">OpenAL showcase</title>
    <published>2011-05-18T00:00:00Z</published>
    <updated>2011-05-18T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-05-18_openal_showcase/" type="text/html"/>
    <content type="html">&lt;p&gt;With 0.5.0-beta2 out the door I decided to work on more videos to show off missions and fancy things we do in Naev. I first decided to record the OpenAL effects (EFX) we do in the nebula. For this I decided to show off the “Destroy the FLF base” mission. If you do not want to be partially spoiled I recommend you do not watch the video. Although it is really cool.&lt;/p&gt;

&lt;p&gt;Effects to notice:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Positional sound (basic for OpenAL)&lt;/li&gt;
  &lt;li&gt;Doppler Effect (depends on velocity)&lt;/li&gt;
  &lt;li&gt;Air absorption factor (sounds like you’re under water)&lt;/li&gt;
  &lt;li&gt;Reverb (also helps make it sound like you’re underwater)&lt;/li&gt;
  &lt;li&gt;Speed of sound changes (depends on nebula density – also for sounding underwater)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;For the implementation I’m using the &lt;a href="https://openal-soft.org/"&gt;SW OpenAL implementation by KittyCat&lt;/a&gt;. Which should work on all systems that support Naev, so I highly recommend it. With the SDL_Mixer backend you do not get all these fancy effects. Some of these effects are also active when not in the nebula and especially notable is the pitch shift with time compression. So I highly recommend you all use the OpenAL backend.&lt;/p&gt;

&lt;p&gt;Now without further ado here is the showcase video of the mission:&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-4by3 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/blarg/2011/05/0.5.0_flfbase.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;FLF Base showcase video&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;I’m not an OpenAL expert, so if anybody has any advice or recommendations, I’d love to hear them. This isn’t final so it may sound different in the 0.5.0 release. Of course I haven’t touched this part of the sound code in 2 years or so. We’ll see.&lt;/p&gt;

&lt;p&gt;(Sorry for the 4:3 resolution also, I promise I won’t do it again)&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-05-14:/blarg/2011-05-14_0.5.0-beta2/</id>
    <title type="html">Naev 0.5.0-beta2 is here!</title>
    <published>2011-05-14T00:00:00Z</published>
    <updated>2011-05-14T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-05-14_0.5.0-beta2/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev devteam is proud to announce the release of Naev 0.5.0-beta2. This is the second beta and is closer to a release candidate than a beta. We do not anticipate any major issues unlike with 0.5.0-beta1. We prefer to have another beta so the 0.5.0 release is rock solid.&lt;/p&gt;

&lt;p&gt;Links are available on the &lt;a href="/downloads/"&gt;downloads page&lt;/a&gt;.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Screenshot of Naev 0.5.0-beta2." src="/imgs/blarg/2011/05/screenshot001-300x225.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Screenshot of Naev 0.5.0-beta2.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;The changelog is as follows:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Features
    &lt;ul&gt;
      &lt;li&gt;All &lt;a href="https://web.archive.org/web/20150924152448/http://wiki.naev.org/wiki/Mission_reviews"&gt;missions reviewed&lt;/a&gt; for playability, many fixed and otherwise improved&lt;/li&gt;
      &lt;li&gt;New mission and other minor content additions&lt;/li&gt;
      &lt;li&gt;Timed cargo missions are less punishingly difficult&lt;/li&gt;
      &lt;li&gt;Weapon cycling account for heat – coolest fires first&lt;/li&gt;
      &lt;li&gt;GUI improvements
        &lt;ul&gt;
          &lt;li&gt;Ship heat is represented by a bar&lt;/li&gt;
          &lt;li&gt;Turrets have an indicator for how well they can track the current target&lt;/li&gt;
          &lt;li&gt;Better-optimized for narrower screens&lt;/li&gt;
          &lt;li&gt;New graphics
            &lt;ul&gt;
              &lt;li&gt;New background nebula images&lt;/li&gt;
              &lt;li&gt;Several new portraits&lt;/li&gt;
              &lt;li&gt;New planets and systems&lt;/li&gt;
              &lt;li&gt;Autonav exit condition can be set to anywhere between missile lock and 100% armour&lt;/li&gt;
              &lt;li&gt;Time acceleration multiplier can be limited to avoid lagging on slower computers&lt;/li&gt;
              &lt;li&gt;Minor improvements to ship and outfit availability&lt;/li&gt;
              &lt;li&gt;Sound system improvements&lt;/li&gt;
              &lt;li&gt;Support for using system Lua/Luajit/Csparse libraries&lt;/li&gt;
            &lt;/ul&gt;
          &lt;/li&gt;
        &lt;/ul&gt;
      &lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Bugs
    &lt;ul&gt;
      &lt;li&gt;Credit modification glitches fixed&lt;/li&gt;
      &lt;li&gt;Remedied a variety of minor compiler issues&lt;/li&gt;
      &lt;li&gt;Typo fixes in missions, planet and outfit descriptions&lt;/li&gt;
      &lt;li&gt;Ships will no longer jitter when taking damage while getting ready to jump&lt;/li&gt;
      &lt;li&gt;Many graphical elements (player messages, target indicators, etc.) now ignore time accel&lt;/li&gt;
      &lt;li&gt;Camera no longer jitters when flying away from targets rapidly or in the nebula&lt;/li&gt;
      &lt;li&gt;Camera fixes for afterburner rumble in conjunction with the Sol nebula&lt;/li&gt;
      &lt;li&gt;OSD text can never overflow past the translucent background.&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;We hope you enjoy this release!&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-04-02:/blarg/2011-04-02_0.5.0-beta1/</id>
    <title type="html">Naev 0.5.0-beta1 released!</title>
    <published>2011-04-02T00:00:00Z</published>
    <updated>2011-04-02T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-04-02_0.5.0-beta1/" type="text/html"/>
    <content type="html">&lt;p&gt;The Naev team is proud to announce the long-awaited 0.5.0-beta1 release. This is a beta release and therefore isn’t quite ready for the general public. While it’s highly unlikely that it will set your cat on fire and send threatening messages to your family, there are no guarantees.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="The Naev 0.5.0-beta1 release." src="/imgs/blarg/2011/04/screenshot015.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;The Naev 0.5.0-beta1 release.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;It’s been over a year since 0.4.2, but this is a major step forward in maturity. The original intent for 0.5.0 was to work out many of the important low-level features and gameplay mechanics to avoid jarring shifts in gameplay in future releases. Feature creep being what it is, 0.5.0 has perpetually grown more ambitious over time. We hope to do a better job of “release early, release often” after this beta.&lt;/p&gt;

&lt;p&gt;Compared to 0.4.2, Naev 0.5.0 is essentially a new game. While older saves can be loaded in 0.5.0-beta1, we highly recommend that players start new games. Many things have changed: The galaxy looks quite different, some older missions are absent or have been wholly rewritten, and there’s a wealth of new ships and equipment. For the best experience, start fresh.&lt;/p&gt;

&lt;p&gt;On a side note, a number of songs in this release are encoded at a lower quality than in Git, for size reasons. Google Code has a “technical limitation” of 200 MB per file and our current Git ndata size is 214 MB (and growing). We may have to distribute the final 0.5.0 release through BitTorrent or another hosting service for this reason.&lt;/p&gt;

&lt;p&gt;We don’t expect this release to be perfect (it’s a beta after all), and what we need most right now are testers to run through the many 0.4.2-era missions and other content. The more testing the beta gets, the better the final release can be. So please, report any issues to us via the &lt;a href="https://web.archive.org/web/20170210202130/http://code.google.com/p/naev/issues/list"&gt;Google Code bug tracker&lt;/a&gt; or on IRC.&lt;/p&gt;

&lt;p&gt;Changelog (long, but still likely missing some things):&lt;/p&gt;

&lt;p&gt;For Players&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Bigger universe
    &lt;ul&gt;
      &lt;li&gt;Expanded Dvaered, Frontier, Empire territories&lt;/li&gt;
      &lt;li&gt;All new Sirius territory&lt;/li&gt;
      &lt;li&gt;Preliminary Soromid area (Not inhabited yet)&lt;/li&gt;
      &lt;li&gt;New Pirate system&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Big systems
    &lt;ul&gt;
      &lt;li&gt;More planets in systems&lt;/li&gt;
      &lt;li&gt;Bigger planets in systems, more planet graphics&lt;/li&gt;
      &lt;li&gt;Players must fly to jump points before jumping to another system&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Electronic warfare
    &lt;ul&gt;
      &lt;li&gt;Ships have cloaking and detection abilities&lt;/li&gt;
      &lt;li&gt;Sensor range depends on cloak vs detection&lt;/li&gt;
      &lt;li&gt;Turrets no longer track all ships equally&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Fancier targeting method&lt;/li&gt;
  &lt;li&gt;Random bar NPCs&lt;/li&gt;
  &lt;li&gt;On-map security rating abandoned in favour of faction presence indicators&lt;/li&gt;
  &lt;li&gt;More diverse planetary inventories (see the tech system)&lt;/li&gt;
  &lt;li&gt;Outfit slots now have sizes&lt;/li&gt;
  &lt;li&gt;System backgrounds (nebulae, stars and more!).&lt;/li&gt;
  &lt;li&gt;Fancier new GUI.&lt;/li&gt;
  &lt;li&gt;Weapon sets allow to easily configure different weapon configurations for each ship.&lt;/li&gt;
  &lt;li&gt;Heat system replaces accuracy making ships more accurate at first.&lt;/li&gt;
  &lt;li&gt;Overlay map helps navigate and visualize the environment.&lt;/li&gt;
  &lt;li&gt;Mouse targeting.&lt;/li&gt;
  &lt;li&gt;Damage absorption and penetration system.&lt;/li&gt;
  &lt;li&gt;Continuous time model.&lt;/li&gt;
  &lt;li&gt;New tutorial that is independent from the main game.&lt;/li&gt;
  &lt;li&gt;Mouse flying.&lt;/li&gt;
  &lt;li&gt;Images in intro.&lt;/li&gt;
  &lt;li&gt;Lots more content!&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;For Developers (mission and likewise)&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Faction presence
    &lt;ul&gt;
      &lt;li&gt;Replaces security and simple fleet spawning&lt;/li&gt;
      &lt;li&gt;Fleet spawning is now controlled through lua on a per-faction basis&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Universe and System editor
    &lt;ul&gt;
      &lt;li&gt;Allows easy and quick modification of the universe&lt;/li&gt;
      &lt;li&gt;Allows creation and manipulation of planets, systems and jumps&lt;/li&gt;
      &lt;li&gt;Allows selection of planet graphics&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;New tech system
    &lt;ul&gt;
      &lt;li&gt;Techs are groups containing outfits, ships or other techs.&lt;/li&gt;
      &lt;li&gt;Assets (formerly planets) sell whatever is in their assigned techs.&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Hook improvements
    &lt;ul&gt;
      &lt;li&gt;Pilot hooks pass arguments by default&lt;/li&gt;
      &lt;li&gt;You can now pass custom arguments to hooks&lt;/li&gt;
      &lt;li&gt;Many new hooks.&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Removed old timer system to new hook-based timer system&lt;/li&gt;
  &lt;li&gt;Improvements to the in-game console&lt;/li&gt;
  &lt;li&gt;Missions can now use more than a single mission marker&lt;/li&gt;
  &lt;li&gt;SDL_image is no longer a dependency.&lt;/li&gt;
  &lt;li&gt;Events can now be saved.&lt;/li&gt;
  &lt;li&gt;GUI can be written in Lua.&lt;/li&gt;
  &lt;li&gt;Camera can be modified.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;That’s all for now, good luck and good flying!&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-03-17:/blarg/2011-03-17_what_if_naev_had_cheat_codes/</id>
    <title type="html">What if Naev had cheat codes?</title>
    <published>2011-03-17T00:00:00Z</published>
    <updated>2011-03-17T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-03-17_what_if_naev_had_cheat_codes/" type="text/html"/>
    <content type="html">&lt;p&gt;Many of you will have used the in-game Lua console to cheat, or at least know how to. But I was thinking, what if cheating was a feature? So I came up with this for the on-start event:&lt;/p&gt;

&lt;p&gt;```
godsequence = {“left”, “right”, “left”, “right”,
               “target_clear”, “target_clear”, “target_clear”, “hail”}&lt;/p&gt;

&lt;p&gt;function create ()
   player.pilot():addOutfit( “Laser Cannon MK1”, 2 )
   hook.input(“input”)
   isgod = false
   godcode = 0
end
```&lt;/p&gt;

&lt;p&gt;&lt;code&gt;
function input(key, pressed)
    if pressed and key == godsequence[godcode + 1] then
        godcode = godcode + 1
        if godcode == #godsequence then
            togglegod()
            godcode = 0
        end
    elseif pressed and godcode &amp;gt; 0 then
        godcode = 0
        input(key, pressed)
    end
end
&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;
function togglegod()
    isgod = not isgod
    player.pilot():setInvincible(isgod)
    if isgod then
        player.msg("God mode!")
    else
        player.msg("God mode off.")
    end
end
&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;As you can see (or not), it adds a cheat code to the game much like the codes for old console games. The only way it would be better is if it responded to “IDDQD”, but that can’t work for a variety of reasons.&lt;/p&gt;

&lt;p&gt;Note, this isn’t actually ingame. You’re going to have to keep using the console to get your mad cheats.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-03-16:/blarg/2011-03-16_new_tutorial/</id>
    <title type="html">New tutorial</title>
    <published>2011-03-16T00:00:00Z</published>
    <updated>2011-03-16T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-03-16_new_tutorial/" type="text/html"/>
    <content type="html">&lt;p&gt;You’ve all seen it. The message asking you if you wanted to play a tutorial whenever you created a new pilot. Well, I’m pleased to say that message won’t be bothering you anymore, because the tutorial has a new face.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Main menu with tutorial button" src="/imgs/blarg/2011/03/mainmenudunndunndunn.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Main menu with tutorial button&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;So, a new tutorial. What is different? Well, first of all the tutorial isn’t based in the regular game anymore. Where the old tutorial desperately tried to give you a quick crash course on how to play right at the start of the game, this tutorial is accessed right from the main menu, taking its time in a special training environment, teaching the basic concepts without worrying about the player flying off somewhere because, well, he can’t. So, hopefully, the new tutorial will make the learning process smoother for new players.&lt;/p&gt;

&lt;p&gt;Another thing that is different is that the new tutorial is split up into several distinct modules, each module focusing on a limited selection of concepts and ignoring all the rest. This is good, because it means that our fledgling, ignorant player-in-training can revisit specific parts of the tutorial without having to sit through the whole thing again.&lt;/p&gt;

&lt;p&gt;At present, six tutorial modules are coded up. These are: &lt;em&gt;Basic operation, Interstellar Flight, Communications, Basic Combat, The planetary screen, and Missions and events&lt;/em&gt;. A further two, &lt;em&gt;Advanced combat and Trade&lt;/em&gt;, will eventually be added. I say eventually, because both combat and trade are parts of the game that are in for a serious overhaul. Writing tutorials about them now would be pointless.&lt;/p&gt;

&lt;p&gt;Most of you will already know how to play the game, so a new tutorial won’t help you much, but hopefully this step has made Naev that much more accessible to new players.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-03-12:/blarg/2011-03-12_merge_into_master/</id>
    <title type="html">Merge into Master</title>
    <published>2011-03-12T00:00:00Z</published>
    <updated>2011-03-12T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-03-12_merge_into_master/" type="text/html"/>
    <content type="html">&lt;p&gt;As a good sign of what’s going on, all changes have been merged into master and development is now going to be done there. Some stats on the change:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;
naev: Edgar Simo master * rc7d316d / (9 files in 3 dirs): Merge branch 'balance' of git://github.com/Deiz/naev into tutorial (+1161 more commits...) - http://bit.ly/fmcrdB
&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;code&gt;
[bobbens@ghanima (~/usr/prj/naev)] $ git diff origin | wc -l
133349
&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;As you can see it’s a pretty big change. I’d consider it a new game. Anyway, on the 0.5.0 beta we’re waiting on finishing the new tutorial and then we’ll do some quick check ups and code analysis before the release. This won’t be the official release, just a beta as it’s still buggy and such. However it does give a change to get some mass testing done to get a nice polished 0.5.0 release. So after over 1000 commits and 100k line diff we are finally nearing the awaited 0.5.0 release, albeit with like a 3 month delay of the original goals, however  this release is so ambitious I believe it’s totally worth it.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-03-07:/blarg/2011-03-07_manual_zoom_and_dizzyness/</id>
    <title type="html">Manual Zoom and Dizzyness</title>
    <published>2011-03-07T00:00:00Z</published>
    <updated>2011-03-07T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-03-07_manual_zoom_and_dizzyness/" type="text/html"/>
    <content type="html">&lt;p&gt;It has come to my attention that numerous people become dizzy while playing Naev. As it is to my interest that no physical discomfort happen while playing Naev I’ve dealt with probably the first cause which is the zoom. While the zoom is nice to have automatic (and you can tweak it’s behaviour), it seems like it can make people dizzy. So Naev now has an option to enable manual zoom. It is controlled by mouse wheel, however I’ll probably add key bindings in the near future.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Location of the checkbox to enable manual zoom." src="/imgs/blarg/2011/03/screenshot001-300x249.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Location of the checkbox to enable manual zoom.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;This is a start. If anybody experiences dizziness still with Naev 0.5.0 I’d be very interested in feedback and investigation into what exactly triggers it to try to solve the issue.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-01-21:/blarg/2011-01-21_wikinaev/</id>
    <title type="html">Wikinaev</title>
    <published>2011-01-21T00:00:00Z</published>
    <updated>2011-01-21T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-01-21_wikinaev/" type="text/html"/>
    <content type="html">&lt;p&gt;As part of our move to become more independent from Google’s services, which should allow us more flexibility and comfort, we have decided to host &lt;a href="https://codeberg.org/naev/naev/wiki"&gt;our own&lt;/a&gt; wiki. This wiki will allow us to organize proposals, todo and overall design considerations by centralizing them. This does not make either the forums or the mailing list obsolete, but complements them. It’s not fully fleshed out yet, but it is already far superior to the old one. If you are interested in Naev and would like to contribute to &lt;a href="https://codeberg.org/naev/naev/wiki"&gt;the wiki&lt;/a&gt;, feel free.&lt;/p&gt;

&lt;p&gt;One decision we have taken on &lt;a href="https://codeberg.org/naev/naev/wiki"&gt;the wiki&lt;/a&gt; is that we do not want every planet to have it’s own article. The wiki should focus on general information for both developers and players, without recording individual details. So, while the &lt;a href="https://codeberg.org/naev/naev/wiki/The-Empire"&gt;Empire faction&lt;/a&gt; gets it’s own page, the planet Em 5 does not. As with all wikis, we ask that you please do not add stuff you would like to see in game directly without getting the approval of a devteam member. However, you are completely free to write a proposal and submit that for review. You are all welcome to use &lt;a href="https://codeberg.org/naev/naev/wiki"&gt;the Naev wiki&lt;/a&gt;, let the editing begin!&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-01-14:/blarg/2011-01-14_naev_etymology/</id>
    <title type="html">Naev Etymology</title>
    <published>2011-01-14T00:00:00Z</published>
    <updated>2011-01-14T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-01-14_naev_etymology/" type="text/html"/>
    <content type="html">&lt;p&gt;Today we’ll talk about the name of this game: it’s history, pronunciation and how to write it. First off a bit of history, as you probably do know, NAEV originally stood for “&lt;em&gt;Neutron Accelerated Extreme Velocity&lt;/em&gt;” although “&lt;em&gt;Not Another Escape Velocity&lt;/em&gt;” was also widely accepted. The original idea was to sort of create an improved clone of the &lt;a href="https://en.wikipedia.org/wiki/Escape_Velocity_%28video_game%29"&gt;original Escape Velocity game&lt;/a&gt;. However with the 0.5.0 release we will transcend that. Naev is no longer a clone and therefore no longer an acronym, it is now a proper noun. So from now on no more NAEV, only Naev! You may notice I have been changing that, this unification of criteria will make it easier to handle and no longer cause confusion.&lt;/p&gt;

&lt;p&gt;Now onto pronunciation, how is it pronounced? In case someday we hold a Naev meet or the likes we should all know how to pronounce it so we don’t make a mess and fools of ourselves (we probably will anyway). The proper way to pronounce Naev is &lt;strong&gt;/nɑ.ɛv/&lt;/strong&gt; if I got right my symbols (would need confirmation). I know most of you pronounce it more like knave, but trust me, that is wrong.&lt;/p&gt;

&lt;p&gt;For those who still have doubts on how to pronounce: Naev Pronunciation&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Naev /nɑ.ɛv/&lt;/strong&gt; An open source action/RPG space video game.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt; Unfortunately it looks like we will have to rely on phonetic spelling due to a missing sound clip.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2011-01-08:/blarg/2011-01-08_0.5.0_alpha_gameplay/</id>
    <title type="html">0.5.0 Alpha Gameplay</title>
    <published>2011-01-08T00:00:00Z</published>
    <updated>2011-01-08T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2011-01-08_0.5.0_alpha_gameplay/" type="text/html"/>
    <content type="html">&lt;p&gt;Recently the new x.org brought me frustration. My open source driver broke down and I was left without being able to run Naev. After realizing I needed a kernel upgrade I found out the biggest benefit of gallium3d: I can make videos! So kudos to the open source ati driver team. Here’s a video showing off preliminary 0.5.0 alpha gameplay in the balance branch.&lt;/p&gt;

&lt;p&gt;Things to note:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;I’m using forward cannons, swivel for the win!&lt;/li&gt;
  &lt;li&gt;Using HatlessAtlas’ new AI, it’s harder to follow and track them&lt;/li&gt;
  &lt;li&gt;Pretty backgrounds (for those who haven’t seen 0.5.0 in action)&lt;/li&gt;
  &lt;li&gt;Smooth camera and dynamic zoom (zoom will be revised a bit more probably)&lt;/li&gt;
  &lt;li&gt;New rumble (it’s preliminary, but much smoother)&lt;/li&gt;
  &lt;li&gt;Penetration model (I barely get hurt – maybe more balancing needed)&lt;/li&gt;
  &lt;li&gt;New weapons&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;This is not meant to be a really serious video, just me fooling off and showing my awesome ship build and mad skills.&lt;/p&gt;

&lt;figure class="figure embed-responsive video720p" style="text-align: center;"&gt;
 &lt;div class="embed-responsive embed-responsive-4by3 figure-img" style="display: inline-block;"&gt;
  &lt;video controls="" class="embed-responsive-item"&gt;
   &lt;source src="/videos/0.5.0_skirmish.webm" type="video/webm;codecs=&amp;quot;vp9, opus&amp;quot;" /&gt;
  &lt;/video&gt;
 &lt;/div&gt;
 &lt;figcaption class="figure-caption"&gt;Naev 0.5.0 Skirmish&lt;/figcaption&gt;
&lt;/figure&gt;

</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-12-31:/blarg/2010-12-31_pew_pew_pew/</id>
    <title type="html">0.5.0 Status Update</title>
    <published>2010-12-31T00:00:00Z</published>
    <updated>2010-12-31T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-12-31_pew_pew_pew/" type="text/html"/>
    <content type="html">&lt;p&gt;Lots of you have complained about accuracy in Naev and hitting stuff with forward mounts. As part of the increased range and weapon rants it was unbearable in the sense you never hit anything unless you went point blank. I am proud to announce the implementation of swivel forward mounts. That means all weapons have a tendency to correct minor errors in accuracy. The longer the range generally the more they compensate. This also works similar to turrets with electronic warfare, but generally the accuracy is much higher with forward mounts than with turrets. Hopefully this will make forward mounted weapons actually usable.&lt;/p&gt;

&lt;p&gt;You can check out the changes in the every unstable balance branch on github.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt; This screenshot has been lost to time :(&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-12-21:/blarg/2010-12-21_0.5.0_status_update/</id>
    <title type="html">0.5.0 Status Update</title>
    <published>2010-12-21T00:00:00Z</published>
    <updated>2010-12-21T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-12-21_0.5.0_status_update/" type="text/html"/>
    <content type="html">&lt;p&gt;We haven’t posted in a while, so I decided to update even though we don’t have anything spectacular done (depending on your definition of spectacular). So what is going on? As you may know the current development and broken branch is the balance branch (This branch is now long dead, unsure of the commit sha). This branch is active and &lt;strong&gt;will mangle your saves&lt;/strong&gt; if you load it. Why? It’s caused by the implementation of &lt;a href="https://groups.google.com/d/topic/naev/NAofWIqhsQ4"&gt;the weapon rant&lt;/a&gt;, which makes it so all the weapon are changed. Some retain their name, but most get lost in the transition. This is unavoidable and will happen to everyone once it’s merged back, but it shouldn’t happen again then.&lt;/p&gt;

&lt;p&gt;Other things, ewarfare has more or less been balanced. We’ve introduced another parameter for heat. So the more your ship heats up, the more visible it is. The equations are also tweaked in such a way they make more sense and are cooler overall. Also turrets finally use it, so you can’t track a fighter with a long range anti-capship turret. This all may still need fine tuning but it is working quite well.&lt;/p&gt;

&lt;p&gt;Another major change which has broken a lot of missions is the fact we’ve changed the time model. Previously time only changed when you landed or jumped. Now time will change while flying too. That means that slower ships will waste more time in system while jump times will be very similar. This sort of makes everything more interesting and realistic which is quite cool. However it means we have to revamp all our cargo missions which we want to rethink anyway when we do economics. For now we’ll probably keep them similar to how they’ve always been, but in the future we’ll change it.&lt;/p&gt;

&lt;p&gt;Finally mentioning some changes we want to do. With google being more and more evil, we’ve been thinking of completely foregoing both google code and google groups. We’re working on having our own wiki which shouldn’t take too long to be available. If someone is really interested in helping out we can sort of speed it up and spread the half-finishedness. It still needs lots of love. Secondly we’re considering the possibility of also hosting our own mailing list, but we’ll see about that. That hasn’t even been started.&lt;/p&gt;

&lt;p&gt;Closing words on the release. The original intention was to release end of 2010, however we believe it is much more important to have a good solid release than a half-finished rushed release that will need a dozen bugfixes to be playable. We would like to still release at the end of 2010, but chances are we’ll just do a beta at the start of 2011. There’s still much to do, need to finish some stuff and then fix everything we broke. To speed up the release we are trying to delay changes that aren’t fundamental, however we also want this release to sort of establish the maturity of Naev, but chances are 0.6.0 will be the true maturity once we get there.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;tl;dr&lt;/strong&gt; We’ll release when it’s ready :)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt; This screenshot has been lost to time :(&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-11-23:/blarg/2010-11-23_correct_physics/</id>
    <title type="html">Correct Physics</title>
    <published>2010-11-23T00:00:00Z</published>
    <updated>2010-11-23T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-11-23_correct_physics/" type="text/html"/>
    <content type="html">&lt;p&gt;&lt;strong&gt;WARNING: TECHNICAL POST&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;After much insistence on Deiz that something was wrong since we needed a hack to get ships to properly display 100% speed, we’ve finally found the culprit. Some old code of mine that what it did was:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;c
void limit_speed( Vector2d* vel, const double speed, const double dt )
{
   double vmod;
   vmod = VMOD(*vel);
   if (vmod &amp;gt; speed) /* shouldn't go faster */
      vect_pset( vel, (vmod-speed)*(1. - dt*3.) +  speed, VANGLE(*vel) );
}
&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;What does this mean? It may seem like a good idea to limit the speed by modulating the velocity directly. There is also a dt in there to try to make it not frame dependent. However let’s analyze the consequences.&lt;/p&gt;

&lt;p&gt;The important question is: what is the maximum velocity? The way stuff is done we’re cascading the limit_speed with the physics model. We can simplify it to an euler integration (it’s actually runge-kutta but I’ll talk about that a bit latter):&lt;/p&gt;

&lt;p&gt;&lt;code&gt;v_1 = v_0 + a dt&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Everyone should be familiar with that. I won’t go into details from where that comes from. Basically it means that the current velocity is the last velocity plus the acceleration times the time that passed from the last instant. This is then chained to the limit_speed which does:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;v = (v_1 - v_{max})(1 - 3dt)&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;So we can write the composite form as:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;v = (v_0 + a dt - v_{max})(1 - 3dt) = v_0 + a dt - v_{max} - 3 dt v_0 - 3 a dt^2 + 3 dt v_{max}&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Now we can see the problem. What should be linearly dependent on the dt to cancel out the dependency on the frame rate is now quadratically dependent (notice &lt;code&gt;3 a dt^2&lt;/code&gt;). This means that the velocity now does indeed depend on the frame rate. That’s bad. The physics model shouldn’t depend on the frame rate. How can we fix that?&lt;/p&gt;

&lt;p&gt;The most logical and simple solution would be instead of hardcoding a limit_speed function outside of the physics engine to integrate it. What does the physics engine work with? Forces. What should we do? Create a virtual force dependent on velocity.&lt;/p&gt;

&lt;p&gt;A bit on our physics engine. The physics in NAEV is modelled as &lt;a href="https://en.wikipedia.org/wiki/Differential_equation"&gt;differential equations&lt;/a&gt; and is solved generally with &lt;a href="https://en.wikipedia.org/wiki/Runge-kutta"&gt;Runge-Kutta&lt;/a&gt;. It all sounds really complicated but it isn’t too much. If you want to go into detail take a look at &lt;a href="https://codeberg.org/naev/naev/blob/main/src/physics.c"&gt;src/physics.c&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;First the philosophical meaning of this force. What does it represent? Why do ships have speed limits? This limit represents the ship’s stabilization systems. To allow the ships to have artificial gravity (the ones that do) and fly around so well with turning, they need complex stabilization systems. So what we’re modelling is some sort of drag force.&lt;/p&gt;

&lt;p&gt;Now onto the force itself. After much discussion ranting and throwing of equations we finally managed to model it. The current model is:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;f_{stabilization} = k (v - v_{max})&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;It’s much more simple, behaves really well and allows really simple max speed calculations. Your max speed is when the forces acting on your ship are 0. When does this happen? Easy, &lt;code&gt;v_{realmax} = speed + \frac{thrust}{k}&lt;/code&gt;. We’ve found that a good value is &lt;code&gt;k = 3&lt;/code&gt; .&lt;/p&gt;

&lt;p&gt;Other notes, while doing this revamp I improved the current engine. Thrust is relative to the ship, that means that rotations are smoothed out really nicely by the Runge-Kutta algorithm. Same happens with the new stabilization force. This means the physics are smoother than ever. The system was also improved to handle fast ships and jump ins without instability. What we saw originally was that when your ship was moving really fast, the stabilization force caused instability in the physics engine. This meant your ship would end up at infinity about a second after jumping in. However the new improved engine can handle any speed by chopping up the simulation more finely when the ship is going fast.&lt;/p&gt;

&lt;p&gt;Other notes we also have a hybrid physics engine now, in the sense it can do both &lt;a href="https://en.wikipedia.org/wiki/Runge-kutta"&gt;Runge-Kutta&lt;/a&gt; and &lt;a href="https://en.wikipedia.org/wiki/Euler_method"&gt;Euler&lt;/a&gt; for different objects at the same time. I’m quite proud of it. The player may be asking what to make of all this? Well you probably won’t feel a thing, but let me assure you it’s much more awesome.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;EDIT:&lt;/strong&gt; It’s been pointed out that if you go back to the equation originally you could have looked at how the units did mismatch. We all learn from our mistakes, how stupid they may be :) .&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-11-16:/blarg/2010-11-16_fancy_new_menu/</id>
    <title type="html">Fancy new menu</title>
    <published>2010-11-16T00:00:00Z</published>
    <updated>2010-11-16T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-11-16_fancy_new_menu/" type="text/html"/>
    <content type="html">&lt;p&gt;After lots of nagging and harassing of developers we finally have it! The great epic new fancy main menu background, and what could be fancier than naev itself? Yes the background is a system (specifically it’s the start system for now). It’ll be a bit fancier in the future but you can now enjoy the awesomeness. No more boring backgrounds! Check it out!&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt; The screenshot has been lost to time :(&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-11-12:/blarg/2010-11-12_naev_0.4.2_is_now_available_in_opensuse/</id>
    <title type="html">NAEV 0.4.2 is now available in openSUSE</title>
    <published>2010-11-12T00:00:00Z</published>
    <updated>2010-11-12T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-11-12_naev_0.4.2_is_now_available_in_opensuse/" type="text/html"/>
    <content type="html">&lt;p&gt;While development continues towards 0.5.0, increased availability of the current stable release is always a good thing. NAEV can now be found in the openSUSE Games repository.&lt;/p&gt;

&lt;p&gt;See here (this link is dead :() for downloadable packages for openSUSE 11.3. There are also packages built for a number of other RPM-based distributions, including Mandriva and Fedora listed by the build servicehere (this link is dead :(), downloadable from here (this link is dead :(). It appears that you’ll need the naev and naev-data packages; after installing both, NAEV should be ready to play.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-11-10:/blarg/2010-11-10_big_big_systems/</id>
    <title type="html">Big Big Systems</title>
    <published>2010-11-10T00:00:00Z</published>
    <updated>2010-11-10T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-11-10_big_big_systems/" type="text/html"/>
    <content type="html">&lt;p&gt;So what happens when you take big systems and inject them with pure essence of big? You get Big Big Systems. How big are we talking? If an old system maybe had an effective radius of 3.75 kpx or so, now we have radius of 25 kpx. That’s a pretty big increase. How long does it take to fly across it? It’s likely faster than before thanks to dynamic time compression.&lt;/p&gt;

&lt;p&gt;A brief overview of how this is handled; There are currently two ways to trigger dynamic time compression:&lt;/p&gt;

&lt;ol&gt;
  &lt;li&gt;Activate autonav&lt;/li&gt;
  &lt;li&gt;Right click on the overlay map&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;What it does, essentially, is increase the time compression until your ship reaches an “effective” speed of 2500 m/s. That means all ships behave nearly identically, be it capital ship or light fighter. This means that capital ships are much more playable now.&lt;/p&gt;

&lt;p&gt;Can’t leave you without a pretty screenshot, so this is what a big big system looks like. As you can see there’s a YOU and GOTO on the map and dynamic time compression is at 27.1x. My Empire Hawking is flying from YOU to the GOTO. On the map overlay you can also see friendlies flying nearby.&lt;/p&gt;

&lt;p&gt;So what’s next? Balance. Balance? Balance! It’s going to still take a while, but it’ll be damn well worth it. For those following Git, big big systems are still in the balance branch and haven’t been merged into bigsys yet.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt; The screenshot has been lost to time :(&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-10-24:/blarg/2010-10-24_mouse_targetting/</id>
    <title type="html">Mouse Targeting</title>
    <published>2010-10-24T00:00:00Z</published>
    <updated>2010-10-24T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-10-24_mouse_targetting/" type="text/html"/>
    <content type="html">&lt;p&gt;Possibly what could be considered the last of the large planned features has been implemented. This is mouse targeting. Well what  does mouse targeting mean. It has two implications, the first is that in the regular game screen while flying around you can now target ships. However you can also target jump points, planets and ships with the overlay map. This means that you do not necessarily have to go through long boring cycles to try to select a ship to board, or a ship on the map.&lt;/p&gt;

&lt;p&gt;Hopefully the feature will be cool and enjoyable for all. If someone doesn’t exactly like the implementation or think it could be better (or more natural) don’t hesitate to get in touch with us.&lt;/p&gt;

&lt;p&gt;Finally, what is next? Well now we have the long complicated task of balancing and implementing new outfits. This daunting task will be done in the “balance” branch as it will most likely mess up everything. We’ve already integrate some of the ideas from the forums like the &lt;a href="https://web.archive.org/web/20110321021726/http://forum.naev.org/viewtopic.php?f=6&amp;amp;t=105"&gt;damage rejection&lt;/a&gt;. It seems like we may be ahead of schedule for 0.5.0, but I make no promises.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-08-23:/blarg/2010-08-23_next_steps_to_0.5.0/</id>
    <title type="html">Next steps to 0.5.0</title>
    <published>2010-08-23T00:00:00Z</published>
    <updated>2010-08-23T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-08-23_next_steps_to_0.5.0/" type="text/html"/>
    <content type="html">&lt;p&gt;I’ve been asked multiple times what the ETA for 0.5.0 is. For now, the answer is “when it’s done”, but going over the TODO, it seems like it’ll be around New Years. Many of our original goals are done, but the list seems to grow faster than features are finished; here’s what’s left:&lt;/p&gt;

&lt;ol&gt;
  &lt;li&gt;&lt;strong&gt;Weapon Revamp&lt;/strong&gt; – Removes secondary weapons in favour of dynamic player-defined weapon groups (WIP).&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Tech Editor&lt;/strong&gt; – Incorporate a technology editor to allow balancing technology and the likes much faster.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Finish GUI&lt;/strong&gt; – With the weapon revamp we should be finally able to get a new awesome epic GUI done. This builds upon the Lua infrastructure we now have for GUI development.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Finish Electronic Warfare&lt;/strong&gt; – One of the major 0.5.0 objectives.  It’s more or less implemented, but needs to actually have the outfits and ships use it. The major issue is balancing, which is complex to say the least. This is when we merge ewarfare into bigsys.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Advanced Time Compression&lt;/strong&gt; – Sick of flying around slow in your big capital ship? Dynamic time compression will make travel fast and fluid when out of combat. When you enter combat you’ll revert to your ship’s normal handling characteristics. This is mainly to allow large slow ships to be less tedious to fly, especially in big systems.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Overlay Map&lt;/strong&gt; – We want a Diablo 2-style map overlay in the big systems, the current infrastructure isn’t cutting it. With big systems there’s so many things in each system it’s hard to keep track of things in the minimap. An overlay will allow you to see whole systems, more or less, without sacrificing the minimap’s usefulness in combat. You’ll be able to toggle it on command.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Finish Big Systems&lt;/strong&gt; – With the overlay and electronic warfare done we want to finally complete big systems. This means systems will be even larger and you’ll have intra-system travel and combat. Time compression will make it all painless and the overlay will make it so you don’t get lost. This is when everything gets merged into master.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Beam Rewrite&lt;/strong&gt; – Beam weapons are due for a makeover. They’re currently an awful hack. They shall be moved into their own infrastructure and be upgraded to comply with OpenGL ES specification. The AI will also start using them efficiently.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Mouse Usage&lt;/strong&gt; – Target cycling is cute, but when each system has 30+ ships in visible range, selecting a specific ship is tedious. This will allow mouse targeting and limited mouse flying (have the ship face the mouse, etc.) among other things.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Heavy Testing&lt;/strong&gt; – This is a &lt;em&gt;huge&lt;/em&gt; release, so a beta will likely be released. NAEV is typically quite stable and bug-free, but we’d like to avoid pure-maintenance releases in 0.5.*. We’ve had our share of embarrassing bugs during past releases and we don’t want that to happen again.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;As you can see there’s a lot of stuff left. That’s a lot of work not to mention all the new content we’re getting done in parallel. You might think that 0.5.0 is the end of the line but we have many many more ideas which will most likely be for 0.6.0. So as you can see we aren’t being lazy nor inefficient, we’re just overly-ambitious. The end goal is to have 0.5.0 be a mature and stable platform for which all you modders and content developers will be able to mess with. Anyway, bear with us, this release is going to be epic. Most of you who only played up to 0.4.2 will have to relearn the entire game as it’s much more advanced. However don’t fear the change, it’s for the better and has been all heavily discussed and analyzed before being implemented. If you still worry, feel free to grab a copy of the ‘ewarfare’ branch on git and drop us some a line on IRC, the forum or the mailing list.&lt;/p&gt;

&lt;p&gt;Some stats to give you an indication of the magnitude of the change:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;
bobbens@ghanima (~/usr/prj/naev)] $ git diff NAEV-0.4.2 | wc -l
78621
&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;Yes, that’s nearly 80k line changes in the diff from the latest version and that’s with the gigantic TODO we have left. Scary, huh?&lt;/p&gt;

&lt;p&gt;Bobbens out.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-08-16:/blarg/2010-08-16_background_effects_improving_screenshots_since_2010/</id>
    <title type="html">Background effects: Improving screenshots since 2010.</title>
    <published>2010-08-16T00:00:00Z</published>
    <updated>2010-08-16T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-08-16_background_effects_improving_screenshots_since_2010/" type="text/html"/>
    <content type="html">&lt;p&gt;Space is an immense, largely vacuous void. The ratio of nothingness to interesting phenomena is pitifully high. Among even those rare phenomena, the amount perceptible by the human eye pales in comparison to wider-wavelength recording combined with false colours.&lt;/p&gt;

&lt;p&gt;Fortunately, however, NAEV is a game, not a simulator. It’s a bit boring to fly over endless blackness with nothing but stars to keep you company. Ships and large planets, while pretty, come and go with alarming rapidity.&lt;/p&gt;

&lt;p&gt;To that end, we’ve endeavoured to make NAEV more visually enticing by implementing support for background graphics. In all, there are more than 30 backgrounds, with more to come, hopefully. I suppose it’s time to let the pictures do the talking (Note: They’re much larger in-game):&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;NOTE&lt;/strong&gt; The screenshots have been lost to time :(&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-08-12:/blarg/2010-08-12_save_the_events/</id>
    <title type="html">Save the Events!</title>
    <published>2010-08-12T00:00:00Z</published>
    <updated>2010-08-12T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-08-12_save_the_events/" type="text/html"/>
    <content type="html">&lt;p&gt;After a post in the forum reminded me that it’s stupid that events can’t save themselves. I have decided to correct that. So finally after ages of having events sort of naturally die we have persistent events. Events work different from missions and in this aspect too. For an event to be saved you must explicitly tell it to be saved with &lt;a href="https://naev.org/api/modules/evt.html#save"&gt;evt.save()&lt;/a&gt;. This will make it save itself. Also added sanity checks, but there is always the danger (unlike with missions) that an event goes crazy and can’t complete. The player since he has no control over this won’t be able to eliminate it and over time we may have an issue with event bloat in save games. Hopefully this won’t happen since I’ve added checks for the common cause of events becoming inert, which is not having any hooks.&lt;/p&gt;

&lt;p&gt;Either way I hope having events can lead to a more dynamic universe in the sense that some small scripted actions can appear randomly. Something like scientists screaming in falling elevators but in outer space. So keep your eyes open for scripted coolness in development version (or 0.5.0 when it’s released).&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-07-29:/blarg/2010-07-29_arch_linux_naev_now_included_in_community_repository/</id>
    <title type="html">Arch Linux: NAEV now included in Community repository.</title>
    <published>2010-07-29T00:00:00Z</published>
    <updated>2010-07-29T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-07-29_arch_linux_naev_now_included_in_community_repository/" type="text/html"/>
    <content type="html">&lt;p&gt;The packages (&lt;a href="https://archlinux.org/packages/?q=naev"&gt;naev and naev-data&lt;/a&gt;) are still quite new, so some mirrors may not have synced yet.&lt;/p&gt;

&lt;p&gt;Special thanks to cleanrock, who created and maintained the Arch User Repository PKGBUILD, and to those who voted for NAEV’s inclusion in the official repositories, without which we’d likely not be packaged.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-07-24:/blarg/2010-07-24_naev_fourm_added/</id>
    <title type="html">NAEV forum added.</title>
    <published>2010-07-24T00:00:00Z</published>
    <updated>2010-07-24T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-07-24_naev_fourm_added/" type="text/html"/>
    <content type="html">&lt;p&gt;To complement this blog, we’ve now added &lt;a href="https://github.com/naev/naev/discussions"&gt;a forum&lt;/a&gt; to the site.&lt;/p&gt;

&lt;p&gt;It’s somewhat bare at the moment, but it should provide a good venue for feedback, and it’s certainly a more familiar format for many users who aren’t used to mailing lists and IRC channels.&lt;/p&gt;

&lt;p&gt;The observant NAEV players among you may have noticed that the blog and forum logos differ from what’s in-game (as of 0.4.2). That’s thanks to Scaatis, and there’s a forum thread on the art he’s contributed here: (&lt;strong&gt;NOTE&lt;/strong&gt; This linked to the lost forums). Typographical geeks may notice that the new logo is in fact an &lt;a href="https://en.wikipedia.org/wiki/Ambigram"&gt;ambigram&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;In time we’ll also roll out a proper (non-Google Code) Wiki here on naev.org and integrate it with the forum.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-07-16:/blarg/2010-07-16_its_shiny_and_new/</id>
    <title type="html">It’s shiny and new.</title>
    <published>2010-07-16T00:00:00Z</published>
    <updated>2010-07-16T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-07-16_its_shiny_and_new/" type="text/html"/>
    <content type="html">&lt;p&gt;I’ve griped numerous times that between releases, NAEV is a very quiet project.&lt;/p&gt;

&lt;p&gt;The vast majority of our discussions occur on our IRC channel (Freenode), which typically has around 30 users. Each of our releases sees thousands of downloads, yet even the mailing list has less than a hundred subscribers.&lt;/p&gt;

&lt;p&gt;That is to say, our discussions never reach more than 5% of our user base, and that’s being &lt;em&gt;very&lt;/em&gt; generous.&lt;/p&gt;

&lt;p&gt;So, in the hope of alleviating that and keeping interest in the project between releases, we’re going to be posting status updates here. Hopefully it’ll also provide a good venue for questions and answers, for the less IRC-inclined.&lt;/p&gt;
</content>
  </entry>
  <entry>
    <id>tag:naev.org,2010-07-16:/blarg/2010-07-16_sporadic_naev_newsletter_vol_1/</id>
    <title type="html">Sporadic NAEV Newsletter Vol. 1</title>
    <published>2010-07-16T00:00:00Z</published>
    <updated>2010-07-16T00:00:00Z</updated>
    <link rel="alternate" href="https://naev.org/blarg/2010-07-16_sporadic_naev_newsletter_vol_1/" type="text/html"/>
    <content type="html">&lt;p&gt;Hello,&lt;/p&gt;

&lt;p&gt;As I’m aware, much of our community isn’t on IRC, so I’ve decided to start a Sporadic NAEV Newsletter to try to show off what is going on and what we’re doing these days with NAEV. This could be the last and I don’t know when the next will be done, hence “sporadic”. Off we go!&lt;/p&gt;

&lt;h4 id="state-of-050"&gt;State of 0.5.0&lt;/h4&gt;

&lt;p&gt;As the &lt;a href="https://web.archive.org/web/20111105054741/http://code.google.com/p/naev/wiki/Changelog"&gt;changelog&lt;/a&gt; indicates, we’ve been working on two of the major features of 0.5.0. Namely, the all-famous big systems and electronic warfare. Currently development is being done off of master to keep that “playable” while we develop separately. There are two branches you can check out:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://groups.google.com/d/topic/naev/fLRwFQf8D_g"&gt;bigsys&lt;/a&gt; (Has big systems – Last updated in May.)&lt;/p&gt;

&lt;p&gt;&lt;a href="https://groups.google.com/d/topic/naev/OtCAr_ArbEM"&gt;ewarfare&lt;/a&gt; (Has big systems and electronic warfare – Cutting edge.)&lt;/p&gt;

&lt;p&gt;The idea is to try to finish electronic warfare and merge ewarfare into bigsys. Then merge bigsys into master leaving most of the release done. Afterwards polish and content would be added to get a well-rounded epic release.&lt;/p&gt;

&lt;p&gt;Currently there is no ETA for release, but it should be out before the end of this year, potentially much sooner depending on available time and volunteers. As with 0.4.0 there will be one or more beta releases when we’re nearing release completion. The first will probably appear when bigsys is merged into master.&lt;/p&gt;

&lt;h4 id="big-systems"&gt;Big Systems&lt;/h4&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Flying over a large planet." src="/imgs/blarg/2010/07/bigplanet.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Flying over a large planet.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;So what are these famous &lt;a href="https://groups.google.com/d/topic/naev/fLRwFQf8D_g"&gt;big systems&lt;/a&gt;? Well as the name states, it consists of making the current systems much larger. Not just in terms of system size, either – Planet and station graphics are now much larger, too. To be able to balance the gameplay with larger systems and to add more interesting missions, jump points have been added. You can no longer jump in or out from arbitrary points – Interstellar travel is done through fixed points. This removes the ability to simply outrun your enemies – They’ll sit on the jump point and wait you out. Missions can also make use of this, requiring players to bypass blockades, or set up their own.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="Getting ready to jump." src="/imgs/blarg/2010/07/jumppoint.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;Getting ready to jump.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;Another major feature is that now ships really land. They shrink and then disappear into the planet’s atmosphere (or station landing bay). This means you can no longer gank NPCs while they sit over planets, which adds more realism. Needless to say, NPC pilots are also able to take off from planets.&lt;/p&gt;

&lt;p&gt;As big systems is a really big update, a whole bunch of new features have been added to round it out. First the universe has been expanded and many more planets have been added – Most systems now have several planets. This is now done via the in-game editor that appears when developer mode is enabled (–devmode in the console).&lt;/p&gt;

&lt;p&gt;Secondly, the entire spawn system has been overhauled. There is now a governing spawn AI for each “presence” of a faction in a system. You define assets that create “presence” that bleeds over the map and that will automatically spawn the ships. It is much more robust and sane, although until it’s better balanced (and electronic warfare is finished) it leads to perpetual, chaotic battles in contested systems.&lt;/p&gt;

&lt;p&gt;Lastly, the entire tech system has been overhauled using labels and groups instead of a 0-10 “sophistication” level, which allows for increased diversity among planets.&lt;/p&gt;

&lt;h4 id="outfit-sizes"&gt;Outfit Sizes&lt;/h4&gt;

&lt;p&gt;One of the newest features (recently merged into the electronic warfare branch) is the concept of &lt;a href="https://groups.google.com/d/topic/naev/LGrumu1RvvY"&gt;slot sizes&lt;/a&gt;. All low, medium and high slots now have a secondary attribute, size. Sizes can be light, standard or heavy and indicates how large of an outfit you can mount in a slot. This is added as a hard limit because with CPU power being the only true limiter, it was quite easy to put fighter bays and huge batteries on small ships, making them nearly impossible to fly.&lt;/p&gt;

&lt;figure class="figure embed-responsive" style="text-align:center;"&gt;
  &lt;div class="embed-responsive figure-img"&gt;
    &lt;img class="img-fluid" alt="A Pacifier with a mixture of heavy and standard slots." src="/imgs/blarg/2010/07/slotsizes.png" /&gt;
  &lt;/div&gt;
  &lt;figcaption class="figure-caption"&gt;A Pacifier with a mixture of heavy and standard slots.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;p&gt;The slot sizes also allow better differentiation among ships. Which is to say, a fighter with six light high slots can’t come close to matching the firepower of a cruiser with six heavy high slots.&lt;/p&gt;

&lt;p&gt;In the future we’ll also have unique slots – Used for very large weapons (i.e. spinal mount) that only fit on purpose-built ships.&lt;/p&gt;

&lt;h4 id="new-house-sirius"&gt;New House: Sirius&lt;/h4&gt;

&lt;p&gt;The &lt;a href="https://codeberg.org/naev/naev/wiki/House-Sirius"&gt;Sirius House&lt;/a&gt; has been implemented with custom graphics by enigmatic. It is not done yet, but you can fly around their systems and check out their ships. We hope to have missions and more content for them before the next release.&lt;/p&gt;

&lt;h4 id="future-steps"&gt;Future Steps&lt;/h4&gt;

&lt;p&gt;The current plan is to try to actually balance the electronic warfare branch while creating all the weapons discussed on the &lt;a href="https://groups.google.com/d/topic/naev/NAofWIqhsQ4"&gt;Weapon Trees Rant&lt;/a&gt;. The idea is to first implement as many of the weapons that do not need more advanced functionality and then balance them as discussed in the &lt;a href="https://groups.google.com/d/topic/naev/OtCAr_ArbEM"&gt;electronic warfare thread&lt;/a&gt; so that the evasion, cloaking and detection parameters make sense.&lt;/p&gt;

&lt;p&gt;Afterwards it will be merged into bigsys branch and work will be done to better integrate the two. Basically, we’ll consider whether systems should become larger, and what sort of time compression scheme should be implemented for intra-system travel. Most likely at this time we’ll try to implement the Lua GUI scripting so that the user interface can be more advanced and players can even customize it themselves.&lt;/p&gt;

&lt;p&gt;Finally, bigsys will merge into master and the first beta will be released soon after. During this time we will concentrate on polish and content to try to make an epic 0.5.0 release.&lt;/p&gt;

&lt;p&gt;And so concludes Volume 1 of the Sporadic NAEV Newsletter (SNN).&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Edgar&lt;/em&gt;&lt;/p&gt;
</content>
  </entry>
</feed>

