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Vendetta Online 1.8.3
Changelog:
*** Vendetta 1.8.3
- Casualties HUD element in Hive Skirmish missions
- Group-leaving on mission end/abort fixed
- Better emulation of skirmishes in non-running sectors
- Tuning of Hive and NPC numbers in Skirmishes for more
appropriate difficulty levels
- Initial re-tuning of shield settings following the removal
of the turret-multiplier-effect
- More stats being kept for Border Skirmish
- IUP change to better handle detaching z/h/vboxes (plugin
authors see Community projects forum)
*** Vendetta 1.8.3
- Casualties HUD element in Hive Skirmish missions
- Group-leaving on mission end/abort fixed
- Better emulation of skirmishes in non-running sectors
- Tuning of Hive and NPC numbers in Skirmishes for more
appropriate difficulty levels
- Initial re-tuning of shield settings following the removal
of the turret-multiplier-effect
- More stats being kept for Border Skirmish
- IUP change to better handle detaching z/h/vboxes (plugin
authors see Community projects forum)
It's crashing every time I try to log in after the update.
I think everyone is getting that.
I'm on an aluminum 2.4 GHz Intel iMac running 10.5.1.
yes with ls in the plugin file I was getting a crash msg now it just shows connection cancelled by server
It's the fault of targetls, it's almost certain.
DRAZED!!!
DRAZED!!!
fix posted to the targetls page.
Ed
Ed
link? please?
Nice wee update , I like the ships remaining indicator for HS missions . Tried a few today and they seem well balanced.
One very minor thing. If the Npcs/players win the HS the indicator is removed from screen , but if the hive wins the indicator stays on screen until such time as the player takes a winning HS.
Ecka
One very minor thing. If the Npcs/players win the HS the indicator is removed from screen , but if the hive wins the indicator stays on screen until such time as the player takes a winning HS.
Ecka
*** Vendetta 1.8.3.1
- Fix for the crash that TargetLS and the IUP child-detachment change induced
- Linux clients will now hog the cpu much less when not in focus
- Fix for the crash that TargetLS and the IUP child-detachment change induced
- Linux clients will now hog the cpu much less when not in focus
Doh- thanks Ecka. That's now fixed on oolon and will go into production soon.
What's "Better emulation of skirmishes in non-running sectors"?
When a sector has had no players in it for 5 minutes, it gets shut off. All activity in it (convoys, hive, Border Skirmish etc.) isn't actually happening, it's simulated. I assume "Better emulation of skirmishes in non-running sectors" means it's more lifelike in Skirmish sectors when nobody's there.
As slime says, essentially. The improvement is that, instead of a percentage of the npcs chosen at random to be killed regardless of their faction, it now kills more of the bots on the smaller side when there is one (ganging up), bringing it closer to the casualty numbers that would happen if the sector were running. Also, instead of getting messages about these npcs "issuing", you'll now get "*foo was killed by *bar" when on a mission with a non-running skirmish sector.