Update log
Full Naev update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Compatibility
- Gameplay
- Performance
- Balance
This cycle, the beta arrives with some massive underlying technology changes and a lot 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.
You should be able to continue old 0.10.0+ saves, 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.
You have to opt-in to the beta from the game options menu on steam to try it out!
What’s new?
Engine migration begins: Rust + SDL3: 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.
Integrated Plugin Manager: Naev now includes a native plugin browser, installer, and updater, all with access to the online plugin repository built right in.
Major content additions:
28 new missions and events
New intertwined Imperial minor houses
New systems, anomalies, portraits, objects, and more
20+ new songs
New and reworked outfits
11 new ship variants
- Significant gameplay tweaksHeat 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.
- Lots of fixes, balance work, and internal cleanupFrom physics touch-ups to mission fixes, weapon tweaks, save robustness, and API consistency, a lot has been improved in this release.
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 tell us what happened so we can fix it before the 0.13.0 final release.
Full Changelog
Gameplay
Removed heat mechanic (to be readded as a new mechanic in the future)
Made pirates less dangerous to new players
Marauders are now intrinsically weaker than other pirates, especially with low pirate presence
Made pirates less aggressive
Change pirate spawning to be mainly marauders in low presence areas
Fuel from outfits has been tweaked a bit
NPCs now have skill levels that can affect their targeting and fighting ability
Bioships have had their skills and modifiers slightly reworked to be better balanced
Light, medium-heavy and ultraheavy ship now have two core hull/systems/engine slots, one main and one secondary
Effects of heavier cores can be obtained by stacking smaller ones
Engines have been reworked to be more coherent and consistent
Tricon engines have much higher acceleration to max speed ratio
Melendez engines have higher speed, but low acceleration and turn
More consistency across lines
Gauntlet intrinsics are stronger and now mutually exclusive
Intrinsics from a certain trader are now stronger
Ships now disabled below a certain armour threshold regardless of stress
AI is less susceptible to stealth bomber cheese
Point defence now shoots at all ships prioritizing smaller ones after missiles
Cargo delivery missions have increased cargo amounts
Minimum stealth range also affects detection and signature
Ships can have a minimum cargo-less mass of 50% of the ship base mass
Damage over time effects now can cause faction loss and other effects
New harder difficulty
Gauntlet negative bonuses are now multiplicative
Stealthing will temporarily jam locked on munitions
Changed forward weapon aiming algorithm for the player so it is easier to shoot small ships with skill
Reflective shell now shoots thorns
Quality of Life
Plugin manager built directly into Naev
Access to the online plugin repository
Can easily add or
Source
