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This is Vendetta version 1.2.5.3.

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Aug 22, 2005 KixKizzle link
Checking update program...
Patching version vendetta-1.2.5.2 to vendetta-1.2.5.3...
Update program is up to date. Checking Vendetta...
This is Vendetta version 1.2.5.3.

Changes from 1.2.5.2:
- Reduced in-system jump energy requirement to 25
- Balancing changes to Iceflares, Starflares, Sunflares
- New users join channel 100 by default
- Actually removed XP penalty
Aug 22, 2005 who? me? link
nice timing kixkizzle
Aug 22, 2005 Tyrdium link
Correction...
- Reduced in-system jump energy requirement to 25%
Aug 22, 2005 icbm1987 link
Woot!
Aug 22, 2005 Space man 3 link
yay an improvement with the batt (energy crisis)
Aug 22, 2005 simondearsley link
They better have made my sunflares more powerful!!!
Aug 22, 2005 Space man 3 link
http://www.vendetta-online.com/x/msgboard/3/11006#130878 this might help but i dont kno how they changed these suggestions
Aug 22, 2005 roguelazer link
Flare changes:

Iceflare ammo increased to 16 (from 8)
Starflare ammo increased to 14 (from 12)
Sunflare ammo decreased to 12 (from 16)

Iceflare damage increased to 800 (from 700, I think)
Starflare damage increased to 1000 (from 900)
Sunflare damage stays the same (1500)

Iceflare damage/tube increased to 12800 (from 5600)
Starflare damage/tube increased to 14000 (from 10800)
Sunflare damage/tube decreased to 18000 (from 24000)

Iceflare mass stays the same (400kg)
Starflare mass stays the same (600kg)
Sunflare mass stays the same (1000kg)

Refire rates (all 1.0s), proximity ranges, and safety fuse distances are all the same.

The wiki already has all the new data. :P
Aug 22, 2005 KixKizzle link
That's how it was the first time Tyrdium.
Therefore I leave it that a-way.

[edit]
My opinion on flares

Iceflare:
800 damage
16 rockets
95 m/s
Detonation radius: 20m
12800 damage max

Starflare:
1000 damage
14 rockets
85 m/s
Detonation radius: 25m
14000 damage max

Sunflare:
1400 damage
12 rockets
75 m/s
Detonation radius: 30m
14400 damage max
[/edit]

[edit again]
I put the sunnies damage up to 1400 which means it only loses 200 since the mass is so much higher. Also I lowered the proxies all by 5. I mean its still too uber!
[/edit again]
Aug 22, 2005 roguelazer link
This is Vendetta version 1.2.5.4.

Changes from 1.2.5.3:
- Fixed the Jump button in the Nav menu
Aug 22, 2005 incarnate link
Yup, made a newspost about it.
Aug 23, 2005 bojansplash link
Flare changes are OK but ice and star would be used more if you tweak them like kix suggested.
Aug 23, 2005 jexkerome link
Nice nice nice. Now I don't have to go running around looking for non-Corvus sunflares, and those cringing at the jump delays will cringe 75% less!
Aug 23, 2005 terjekv link
adding speed to stars and iceies will kill off the sunnies methinks. 20m/s extra is over 20% speed boost, with the same proxy, that's not really a low-level weapon. :-)
Aug 23, 2005 xava link
well i think the starflares are surposed to be a bit better, we don't have to have all weapons equal, i like these changes they will let the other flares be used a lot more and be quite a valid option in combat.
Aug 23, 2005 yodaofborg link
Hmmm, putting n00bs on 100 before they finish the tutorial? BAD idea, they should start on 1, and maybe get joined to 100 (with a nice message saying *Hi, now you have finished the tutorial, you have been joined to the general channel* or something) when they finish the tutorial.

The drain levels for insystem jumps shouldnt be a percentage, they should be a fixed value, ie, you need 200 energy to initiate the jump.

Just my two cents of course.
Aug 23, 2005 Beolach link
Regarding the in-system jump requirements, I'm with yoda, it shouldn't be a percentage, it should be a fixed value (possibly a variable value, based off the length of the jump and/or the mass of the ship). The big thing I like about this is that it would introduce more variety into what batteries people use. Currently, almost everyone who has access to it uses the FC battery. Having a percentage requirement just makes the FC more attractive compared to the medium and heavy batteries, because the percentage will equal a smaller drain for jumping. If the jump drains a fixed amount, then it makes the medium and heavy batteries more attractive (or at least, less unattractive), because they would be capable of more (or longer, if length of jump changes the drain) jumps.
Aug 23, 2005 Phaserlight link
*boggles*

Don't know if this was intentional, but they actually implemented my flare suggestion down to the letter!
http://www.vendetta-online.com/x/msgboard/3/11006

/me hugs Incarnate
Aug 23, 2005 ThanatosTree link
Argh. Rather than mess up existing, well established ships and systems, how about working on *new* stuff?

I'd far rather see new ships / weapons that have the old, established ones change from day to day.

Just my $0.02
Aug 23, 2005 KixKizzle link
"adding speed to stars and iceies will kill off the sunnies methinks. 20m/s extra is over 20% speed boost, with the same proxy, that's not really a low-level weapon. :-)"

That's why I changed the detonation radius.