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*** Vendetta 1.8.407

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Jan 27, 2017 meridian link
*** Vendetta 1.8.407
- Teller-Ulam mine ammo now no longer free in capships.
- Added a 'Local' option to the Mission Category filter that shows all missions that are local to the sector.
- New gamepad configuration menu in Options -> Advanced -> Controls -> Gamepad for Android when a gamepad is detected.
- Added an 'Insufficient Energy' warninig message when using weapons that require 400 energy or more and the power cell doesn't have enough available.

*** Vendetta 1.8.407.1
- Fixed a lua error when selecting the Gamepad tab in the Controls settings menu on Android when no gamepad is found.

Newspost
Jan 27, 2017 Ore link
Does the ship's captain get paid for reloads of the new carebear mines?
Jan 27, 2017 incarnate link
No, because a full inventory system for capship reloads is too complex to implement right now. It's just the same cost being passed across if you bought them from a station. I limited it only to the TU to minimize impact on other use-cases of capships for the moment.

Some items, like the TU, were implemented with reload-cost priced in as a "brake" on usage. That people could use them, but most likely there would be downward pressure by the cost of reloading.

Eliminating that, with capships, was not really intended. Capships date from another era, when they were only support vessels for military conflicts. Eventually, capships should have a full managed inventory for reloads and repair-related content. But, not right now.

This is an interim workaround on something that was not intended.
Jan 27, 2017 bojansplash link
Faille said it pretty directly:
[100] <Faille Corvelle> but this strikes me as a half-arsed hot-fix to a not-problem

This "half-assed fix" now caused all ships repairs on capships to cost money as well as reloading any type of ammo.
Jan 27, 2017 incarnate link
This "half-assed fix" now caused all ships repairs on capships to cost money as well as reloading any type of ammo.

Right, but that's going to be fixed in the next few minutes. As the MOTD states, that was not intended
behaviour. [EDIT: Fixed. Only TU-mine reloads cost credits on capships now]

As for half-assed, this still allows people to put up large numbers of mines however they want to.. they just have to pay for them. I'm not limiting them otherwise. On balance, I think that's reasonable.
Jan 27, 2017 Hoban-Wash-Washburne link
No its not fucking reasonable.

you can't have capship fights, now you have to pay to reload mines. Whats the fucking point of having a capship now. Might as well jsut do away with them altogether so people don;t waste months building one to find out how utterly fucking useless they are.
Jan 27, 2017 bojansplash link
On balance.... how about you disable mounting TU mines on capships for balance - everyone wins.
Whiners don't die to TUs anymore but they also don't get to score TU kills from the safety of their capships.
Jan 27, 2017 incarnate link
You have to pay to reload one mine, which is practically the only hideously-expensive item in the game.

The flipside of it being stupidly powerful was that it required some other mechanic to be a limiting factor. It was never intended to be associated with "capships", as free-to-reload.
Jan 27, 2017 PaKettle link
Everyone wants everything for free....sigh.

Nice update guys

BUT

You appear to have changed the node ids for the radar. - I assume this is in preparation to make mines stealth?

Some roid scanning routines used the node number to help filter out non - roid targets.
You dont have to fix it - just wish we had a bit of warning
Jan 27, 2017 incarnate link
PaKettle: We.. haven't done anything that would impact that, that we're aware of.. since the mines became unselectable?
Jan 27, 2017 PaKettle link
VO is a lot of code and minor changes have a way of cascading into other areas....
Its not a serious issue - Just wanted to warn the other roid plug owners about it more then bitch.

They are good changes inspite of the whining.
Jan 27, 2017 raybondo link
Node ids for asteroids have never been predictable. How does the plugin work?
Jan 27, 2017 meridian link
PaK, I've noticed that happen occasionally since player-owned capships were introduced.

The sector will fix itself once it restarts.

https://www.vendetta-online.com/x/msgboard/1/31445

The plugin saves the node id and object id for roids scanned in a sector.
Jan 28, 2017 Mi5 link
Jan 28, 2017 PaKettle link
Objectids are generally very predictable and consistant. I assumed they were determined from the roids order in thier description.

I havent seen the issue before - looks like they do get a bit scrambled after a while...
thanks for the link meridian.

nodeids have been thought to determine the type of object. ie 2 for roids and so on.

Anyhow - I just used the name field instead to determine the type of object. - no biggie
Jan 28, 2017 Ore link
This game's development process is a series of niche fixes for niche problems.
Jan 28, 2017 Sieger link
This update is hilarious.
Jan 28, 2017 CrazySpence link
glad i didn't restock from Xena, that's useless now lol

Oh well back to massive regular mine fields it is
Jan 28, 2017 incarnate link
This game's development process is a series of niche fixes for niche problems.

In fairness, these are only small updates, being pushed out while we're mainly developing larger ones.

The new gamepad config menu isn't a trivial improvement. It's intended to be cross platform, but PC support is delayed due to platform API complexities (remaining compatible with DirectInput flightsticks on Windows, etc).

The last two Fridays were supposed to also debut the Capella (in convoys only, not for manufacture or purchase, yet), but in both cases had to be pushed back due to artist training issues, that made it too time consuming to fix on release night.

So, there's a lot going on, but as always: between significant releases, there are a lot of less-significant updates.
Jan 28, 2017 Inevitable link
lol another weapon that will never be used.