Forums » General

Vendetta Online 1.7.42

Sep 20, 2007 slime73 link
Changelog:

- Fixed frequent client crashes.
- Strike-force bot group behaviour is different now.
- errors.log file is line-buffered again.
- lua event UNLOAD_INTERFACE is raised when the interface is reloaded.
- lua 5.1 vararg compatibility mode has been removed. You
must use ... and the implicit arg table no longer exists. You can do this: local arg={...}
- drag-n-drop support but not implemented in current UI
- Support for Logitech G15 'G' macro keys in Linux version with this: https://help.ubuntu.com/community/LogitechG15
- Force OpenGL shaders to off for 915GM and 945G drivers in Linux.
Sep 20, 2007 Yuutuu1 link
yay!
Sep 20, 2007 roguelazer link
So, what's the new strike-bot behavior, for those of us unable to login atm?
Sep 20, 2007 incarnate link
The strike force now responds with waves of bots, with pauses in between. The waves become progressively more difficult. The configuration of the strike force waves, and the time between launches is still being tweaked.
Sep 20, 2007 look... no hands link
so theres just more bots not ones with more uber ecquippment, so i can still run convoys through the entirety of itani space. last time i had over 20 aernas in tow and more vultures than i could count, it was starting to lag the sectors.
Sep 21, 2007 incarnate link
Actually, it isn't even more bots, it's just handling how they launch differently. This change is not intended to fix any problems, it is meant to be a part of a larger general set of fixes and improvements that we're working towards (part of Faction/FF changes).
Sep 21, 2007 Syylk link
Yay, I can finally do something with VO!!!

Namely, update it...
Sep 22, 2007 yodaofborg link
I'm kind of loving the new strike forces, its kind of given me a reason to kill them without the need of a bounty, now when I see a strikeforce, I fire up my Gauss, not my Turbo ;)

A couple of suggestions, if I may.

1) Keep respawn in capitol systems short (2 mins, max).
2) Give the *Observer* a damn gun, even if its like a low damage rail gun, there just is no reason to kill one, and if you do not, well, the next wave just like... (oops, did I say too much?)
Sep 22, 2007 look... no hands link
umm if you dont kill the observer, cant they see where you jump to?
Sep 22, 2007 break19 link
What i think he is saying.. kill the whole strike force, EXCEPT the observer, then you never get bothered again.. except for an observer that chases you. but since it has no weapon...

A better way to do this would be for the system to always be sure that there are at least X number of bots in a spawned strikeforce, if not, spawn another bot (or bots) instead of awaiting for the entire force to be destroyed.
Sep 23, 2007 JestatisBess link
Well this makes it a lot harder to harvest laws :( don't you know i have a business to run here :(
Sep 23, 2007 incarnate link
There aren't ever supposed to be any Observers (why would there be strike force observers?). Weird. Might be a bug, will look into it.

[EDIT] Come to think of it, if a Seeker fails to blow itself up on you, it basically can become an observer. Is that maybe what's happening here? Or are they really called observers when you select them?
Sep 23, 2007 yodaofborg link
When a strikeforce launches, it used to consist of 3 Vultures (not 4) 1 Observer (this is called a Robot on the +toplist, but Observer when targetted, it is also named the same as the rest of the srikeforce bots). I dunno about all the new waves, but in wave 1, there are 2 Vults, 1 of these SF robots, and 2 Aerna seekers. Wave 2 there are 4 Vults, 4 Seekers, and 1 SF robot, wave 3 is kinda hectic at first, so I didnt count, but there are 2 of these SF robots.

Come on, its been like this since Strikeforces first hit the skys!

[edit]

Seems the New UI identifies it as a Robot, but it is an observer, heres one I didn't kill earler :P


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