Naev 0.5.0 Release

Screenshot of Naev 0.5.0.

The Naev devteam is proud to announce the release of Naev 0.5.0! This release is the result of over a year of hard work done by nearly 30 committers. This release is just a step in the path for ultimate greatness and a major step forward in the maturity of Naev. It has many major gameplay changes and signifies the coming of age of Naev, which has now exceeded the tag of Escape Velocity clone.

Due to the size of the 0.5.0 ndata, downloads shall from now on be hosted at Sourceforge instead of Google Code due to the latter’s arbitrary size limits.The rest of the project infrastructure will remain unchanged.

In the future, a shorter release cycle will be used, with focus on the remaining features left before content can be the main focus which include asteroids, dynamic economy and fleet AI, among others.

Some statistics of the release to give an idea of the magnitude:
961 files changed, 91734 insertions(+), 25431 deletions(-)

Download: https://sourceforge.net/projects/naev/files/naev-0.5.0/
Blog: http://blog.naev.org/
Forums: http://forum.naev.org/

List of changes since 0.4.2:

For Players

  • Larger universe
    • Expanded Dvaered, Frontier, Empire and Pirate territories
    • All-new Sirius and Soromid territory
  • Big systems
    • More planets per system
    • Much larger planets, many new planet and station graphics
    • Players must fly to jump points before jumping to another system
  • Overlay map for in-system navigation
  • Mouse interactivity
    • Planet, ship and jump point targeting
    • Contextual click actions (board, hail, land, etc.)
    • Optional mouse-controlled flying
  • Electronic warfare
    • Ships have cloaking and detection abilities
    • Sensor range depends on cloak vs detection
    • Turrets no longer track all ships equally
  • Time model changes
    • In-game time progresses in real-time
    • Dynamic time compression speeds up long journeys
  • On-map security rating abandoned in favour of faction presence indicators
  • System backgrounds (nebulae, stars and more!)
  • Fancier new GUI
  • Brand-new tutorial that is independent from the main game
  • Outfit slots now have sizes
  • Weapon sets allow easy configuration of different weapon combinations for each ship
  • Ship and weapon heat system
    • Weapons start with perfect accuracy, and become inaccurate as they overheat
    • Severe overheating causes rate of fire to drop
  • Damage absorption and penetration system
  • More diverse planetary inventories (see the tech system below)
  • Random bar NPCs
  • Sound system improvements
  • Smarter autonav behaviour
  • … and plenty more (new missions, ships, outfits, portraits, etc.)

For Developers (Missions and likewise)

  • Faction presence
    • Replaces security and simple fleet spawning
    • Fleet spawning is now controlled through Lua on a per-faction basis
  • Universe and system editor
    • Allows easy and quick modification of the universe
    • Can create and manipulate planets, systems and jumps
  • New tech system
    • Techs are groups containing outfits, ships or other techs.
    • Assets (formerly planets) sell whatever is in their assigned techs.
  • Hook improvements
    • Pilot hooks pass arguments by default
    • You can now pass custom arguments to hooks
    • Many new hooks
  • Replaced old timer system with new hook-based timer system
  • Improvements to the in-game Lua console
  • Missions can now use more than a single mission marker
  • ndata-locating code is much-improved
  • Lua/Luajit and CSparse system libraries can be used instead of internal ones
  • SDL_image is no longer a dependency
  • Events can now be saved
  • GUIs can be written in Lua
  • Camera API allows much greater camera flexibility
  • Vast amounts of other Lua API additions and enhancements
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10 comments to Naev 0.5.0 Release

  • anon

    Great work.

    Strangely, I get an error with the Linux 32 bit binary while the beta2 release worked fine for me:

    ./naev-0.5.0-linux-x86-32: error while loading shared libraries: libpng14.so.14: cannot open shared object file: No such file or directory

    ~/naev$ ldd ./naev-0.5.0-linux-x86-32 | grep libpng
    libpng14.so.14 => not found

  • Deiz

    Whoops, my bad. Because many distros still package outdated libpng we usually statically link a modern version, but I forgot to do so for the 32-bit binary this time.

    Just uploaded a new binary with static libpng, thanks for letting us know.

  • anon

    That did the trick! Starts up without error now. Thank you.

  • Sven-Hendrik Haase

    Why don’t you just host everything on github? It would make a lot of sense to have everything in one place, I think.

  • Deiz

    Wasn’t aware you could upload arbitrary files as downloads to Github. That said, not sure it’s viable. The base limit is 300 MB per account, and while they say it’s a soft cap, I imagine they’d balk if we asked them for 10 times that.

    If we relied on laid-out files instead of the ndata binary format, we probably could use Github without issue – A given release’s data would just be a tarball from the release’s Git tag.

  • Sven-Hendrik Haase

    Yes, not only that, but I don’t think the downloads count towards your allowance, only the git repo does. I’m currently well beyond 300MiB and I think as long as you don’t abuse the git repo itself for pure file hosting, you should be fine.

    That said, if you used the extracted files, you could indeed use the tag’s automatic tarball as its md5sums don’t seem to change even though it’s done on the fly. I, for one, would prefer that.

    — Your friendly Arch packager

  • […] Aquí encontraréis el anuncio oficial. Aquí, la zona de descarga. […]

  • packager

    The OBS (recently renamed to ‘Open Build Service’) has been updated to 0.5.0:


    This includes packages for openSUSE (11.3, 11.4, Factory); Fedora (12, 13, 14); and Mandriva (2009.1, 2010.0, 2010.1) on x86 and x86_64 architectures.

    So far it runs fine on my openSUSE 11.4 x86_64 system.

    Great work!

  • NIc


    I’m really enjoying Naev.

    Piece of feedback: “Players must fly to jump points before jumping to another system” – this makes travelling exceptionally slow – is there any real reason to keep this in?

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