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*** Vendetta 1.8.127
- Significant adjustments to most of the trade items in the game, in
specific regions. Many new lucrative routes opened up, both grayspace
and between major Nations. Some historically worthless items may now
command high values in certain locations. Route bounceback times also
drastically shorter in some regions, and price drop per item
significantly reduced in many cases. Changes will be ongoing, and some
routes may require a little time before they become apparent.
- Certain Bot processor cores (Orun, Dentek, Artemis, Guardian) are now
valued at Research stations.
- Removed ability to set ship acceleration from Lua (plugins, aliases).
Turbo triggering should still work (turbo-lock, etc). This change
occurred due to extensive forum complaints over a recent community-
created plugin. Depending on feedback, we may be able to come up with
an improved solution next week, but this appeared to be the best
option on short notice.
- Significant adjustments to most of the trade items in the game, in
specific regions. Many new lucrative routes opened up, both grayspace
and between major Nations. Some historically worthless items may now
command high values in certain locations. Route bounceback times also
drastically shorter in some regions, and price drop per item
significantly reduced in many cases. Changes will be ongoing, and some
routes may require a little time before they become apparent.
- Certain Bot processor cores (Orun, Dentek, Artemis, Guardian) are now
valued at Research stations.
- Removed ability to set ship acceleration from Lua (plugins, aliases).
Turbo triggering should still work (turbo-lock, etc). This change
occurred due to extensive forum complaints over a recent community-
created plugin. Depending on feedback, we may be able to come up with
an improved solution next week, but this appeared to be the best
option on short notice.
Nahin Lor is not quite the same pilot he was yesterday ;)
Funny... today I fought peytros in my neut3/sunnie corvult and payed only a 30k rep bill.
Back to the purpose of the thread: +bunches to the devs for this one.
Back to the purpose of the thread: +bunches to the devs for this one.
very cool. nice one devs :)
Best update I've seen in a year or two.
oh so this means that massive multi XC pile of dentek cores I have is now worth something? cool.
Nice updates, good job devs!
lurve!
I may be missing something but /accel still works for me.
As does anything else i could think of.
As does anything else i could think of.
It said from Lua, not pre-bound commands.
gkinterface.GKProcessCommand'arbitrary command'
Works same using this.
And it said "(plugins, aliases)".
Either way i could, as is, use a distance control or whatever plugin/alias.
Works same using this.
And it said "(plugins, aliases)".
Either way i could, as is, use a distance control or whatever plugin/alias.
Hmm, you are correct, so yeah.
maq, I don't understand what you said.
Ah, now I do. I used strcmp instead of strcasecmp. oops.
Since the update a number of low value trade goods which gave good trade xp /cu now give much lower xp when sold.
If this is an intentional change to slow the rate of trade level progress whilst trading in nation space then is the game moving towards variable rather than fixed trade xp ?
A system whereby the the trade xp/cu varied according to the station at which the goods are sold would be interesting.
If this is an intentional change to slow the rate of trade level progress whilst trading in nation space then is the game moving towards variable rather than fixed trade xp ?
A system whereby the the trade xp/cu varied according to the station at which the goods are sold would be interesting.
Just to throw it out there, I'd really like xp/cu based on profit when it comes to commodities.
I have touched absolutely nothing relating to XP on trade goods (at least, not intentionally). Honestly, I don't even know how that works at present. We'll have to check into it.
If it's a static ramp and they give XP based on how close they are to peak value, and I drastically increased their peak values at some locations.. that could be an issue. But I don't remember how it works. Anyway, we'll find out.
If it's a static ramp and they give XP based on how close they are to peak value, and I drastically increased their peak values at some locations.. that could be an issue. But I don't remember how it works. Anyway, we'll find out.
Inc: Currently (or before the most recent update, at least) each item has a static xp value associated with it. 1 unit of commodity x is worth y xp when you sell it, always.
By the way, you should play vendetta sometime. Despite some interesting bugs and design flaws, it really is a fun game. You can download it here
By the way, you should play vendetta sometime. Despite some interesting bugs and design flaws, it really is a fun game. You can download it here
lmao
ladron: when I said "how it works" I didn't mean user-facing, smartass.
I haven't seen any editable values for the merchandise regarding static XP, so I think it may actually be generated on the fly from some other algorithm (the result may seem static to the end user, but that isn't the bit that's important to me).
Anyway, like I said, we'll look into it.
I haven't seen any editable values for the merchandise regarding static XP, so I think it may actually be generated on the fly from some other algorithm (the result may seem static to the end user, but that isn't the bit that's important to me).
Anyway, like I said, we'll look into it.