Naikari 0.10.0 Release Candidate Testing #15
Replies: 3 comments
-
We were kept from working on anything for the last few days by a long power outage, but before the power outage, we found and fixed a couple small issues in the first release candidate:
I've just pushed out a second release candidate which contains these fixes. 🦇 |
Beta Was this translation helpful? Give feedback.
-
Just pushed another RC since we found a whole lot of bugs yesterday in testing. Changes to RC3 compared to RC2:
|
Beta Was this translation helpful? Give feedback.
-
Just pushing Release Candidate 4 after spending quite a lot of time today testing and fixing some issues. Changes compared to RC3:
|
Beta Was this translation helpful? Give feedback.
-
We're changing things up a bit for this release in terms of how we announce them. Previously, we baked the announcement for each version in the actual release page. This time, we're going to use the Discussions section. We plan on continuing to do this in the future.
We're not yet ready to actually push out the Naikari 0.10.0 release yet, but we're ready to begin the final testing phase before its release. We've done this with every release, but never bothered to announce release candidates for previous release cycles. We're going to do so this time and for future releases.
Download the current release candidate for Naikari 0.10.0 here:
https://github.com/naikari/naikari/releases/tag/v0.10.0-rc.4
If you have the inclination to do so, please consider giving the release candidate a run and seeing if you run into any problems. If you do encounter a bug or something else that requires attention, let us know either as a reply to this thread or by opening an issue on the issue tracker.
In the event that more release candidates are needed, we will note this in replies to this thread and then update this post as needed.
Changelog
Major Changes
you need to go to are now hilighted (similar to the way Naev does it,
but a little better).
ship's weapons into turrets.
placed stationary pilots, you now pass thru a random set of planets
and/or jump points for a certain number of laps.
player can answer by hailing them.
Other Gameplay Changes
a hub system), since they don't really seem to be all that useful in
gameplay and don't make much sense lore-wise.
standard Dvaered faction (which means you don't risk e.g. reputation
loss if you find yourself on the losing side).
could lead to needing to make as many as nine stops. The total number
of stops (including the correct one) is now fixed at exactly four
(three wrong ones plus the correct one).
rather than instantly facing their target.
large forward-facing weapons, now that forward-facing weapons can be
easily converted into turrets.
rewards.
gradually introduce planetary services to new players.
with their faction, but at a very high bribe cost.
it's more visible.
(since the nebula would destroy them, which would be a bit weird).
non-factional derelicts.
Other Changes
patrol missions) with a shader based on the one Naev uses for the
autonav go-to position indicator. This makes these markers much easier
to see especially when they happen to be on top of planets (as is the
case for patrol missions).
position indicator.
on "ao", "ei", "eu", or "ea". This also means that the subtitle is now
"Eye of Chaos" instead of "Eye of Chaös".
in the load screen.
an option in the Options menu) does so even less aggressively by
ignoring passive (not actively hostile) enemies entirely.
process of auto-landing / auto-hyperspacing.
you click on a mission in the list.
interacted with just like on the Mission Computer.
(weapon, utility, stucture) again, instead of size.
second press (as in Naev).
explains credits conversion instead of the second Ian Structure
mission doing so.
spawned from (i.e. they always have full fuel when taking off, and
they always have no more than their max fuel minus their fuel
consumption when jumping in).
just hilighting the leaders.
based on velocity and didn't really follow the Zoom Near setting in
practice; now, the near zoom level is static).
entirely necessary before, but the options menu told you that it was
and changing the settings messed up the stars in the background
temporarily).
instead of a negative "CPU" value.
storyline).
fits better with boarding derelicts).
Bugfixes
with planet/jump overlay text.
overlay boundaries.
not escape jump as intended.
stuck flying around in circles.
when it shouldn't.
as intended (which is meant to slow it down and make it easier to
catch).
kilotonnes.
mission if a Shark was acquired via trade-in.
the game while landed at the destination planet.
and attacking the player.
limbo state when changing systems (which would continue until the
clear orders command was given).
than tonnes.
Beta Was this translation helpful? Give feedback.
All reactions