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Vendetta Online 1.8.3

Feb 01, 2008 Eonis Jannar link
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)
Feb 01, 2008 FatStrat85 link
It's crashing every time I try to log in after the update.
Feb 01, 2008 slime73 link
I think everyone is getting that.
Feb 01, 2008 FatStrat85 link
I'm on an aluminum 2.4 GHz Intel iMac running 10.5.1.
Feb 01, 2008 hangroy link
yes with ls in the plugin file I was getting a crash msg now it just shows connection cancelled by server
Feb 01, 2008 Eonis Jannar link
It's the fault of targetls, it's almost certain.

DRAZED!!!
Feb 02, 2008 blacknet link
fix posted to the targetls page.

Ed
Feb 02, 2008 Azumi link
link? please?
Feb 02, 2008 davejohn link
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
Feb 02, 2008 slime73 link
*** 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
Feb 02, 2008 momerath42 link
Doh- thanks Ecka. That's now fixed on oolon and will go into production soon.
Feb 02, 2008 smittens link
What's "Better emulation of skirmishes in non-running sectors"?
Feb 02, 2008 slime73 link
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.
Feb 03, 2008 momerath42 link
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.