Naikari: Eye of Chaos 0.12.0 Release Candidate Testing #22
Replies: 3 comments
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Sorry for the slow release this time around. Lots of factors have sort of conspired leading to us not testing the release candidate as much as we like to. We'll try to do the necessary testing this week. In any case, we're currently pushing a second release candidate. Changes compared to RC1:
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I'm pushing another release candidate with some further fixes and adjustments. These fixes are all of bugs that exist in the previous release, which is generally a good sign of moving forward with the release being ok (since it means it's probably less buggy than the previous release). I think we'll be all set to push the release if we don't find any additional problems. Changes to RC3 compared to RC2:
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I'm pushing the release now, with just two changes since RC3:
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While we haven't done as much work for it as we'd like, it's about time for us to push out another update to Naikari, so we've begun the release candidate testing phase for Naikari 0.12.0.
Download the current Naikari 0.12.0 release candidate:
https://github.com/naikari/naikari/releases/tag/v0.12.0-rc.3
If you're interested in helping us test the release, please consider giving the release candidate a try and letting us know if you encounter any bugs, either by replying to this thread or by opening an issue on the issue tracker.
Further release candidates will be noted in replies to this thread.
Changelog
variant of the Mule.
and better unify the coloring schemes.
indicate something "good" with blue, something "bad" with yellow
and an asterisk, and something "dangerous" or "critical" with red
and a pair of exclamation points.
irrelevant slots, dark red for relevant but unused slots, and blue
at two separate brightness levels for used slots.
exclusive, or has a special type (like core slots, fighter bay
slots, and bio-weapon slots) are different colors, and the slot
indicators in the shipyard are now drawn in the same way rather than
with colored triangles. The color for required outfits is unchanged,
but for otherwise exclusive or special-typed slots, the coloring is
a 2-color blue gradient. (With full color vision, they just look
like brighter shades of blue or cyan.)
outline, rather than replacing the color of the entire slot.
bar is now blue with a black background.
orange instead of red.
of blue and a shade of orange, rather than the previous green,
yellow, and red coloring.
points are a slightly yellow-shifted red color.
Cooldown: the Llama's stats have been modified so that its forward
weapons heat up much faster than most ships, and the asteroids in
Hakoi have been given much more health, pretty much guaranteeing that
the player's weapons overheat during the mission. When they do, Ian
Structure gently suggests engaging Active Cooldown to get your weapons
to start working better again.
Other Changes
classes.
them more widely usable).
from playing on any beam at all which uses the same sound effect.
Options menu rather than having to edit the shader file.
doubling of time passage rate is displayed as "+100%" instead of
"200%" as it was previously).
fuel regeneration, which also brings it in-line with the way energy
costs of weapons and activated outfits work.
large rewards.
bit stronger.
when navigating to the tabs they're in.
credits.
now displayed in the escorts' credentials.
to linear energy regeneration.)
you fulfill its condition (i.e. Lieutenant Chesc now follows you
around everywhere you go in Empire territory).
scolds you for going off on your own.
starmap as if they were one-way jumps.
circle which is used for hilighted planets and jumps.
or extremely close to planets or jump points.
determined. (The way it was previously determined was a leftover from
Naev's very early days, where systems were small and centered around
singular planets.)
"Presets".
Bugfixes
to get cut off.
names to display as "nil".
while landed on a planet without commodities.
on the radar and overlay.
or "TC -0%".
the Commodity Run mission.
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