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VO 1.8.633-641
Cross-posting from News..
A recap of all the updates since late-February, with some context at the bottom:
Vendetta 1.8.641
- Four new custom-made missions, available in various trees.
- Fixed incorrect mission failure warning when attacking a convoy you're not escorting.
- Fixed issue with gkini.ReadString returning random data if no default value is specified and the requested value doesn't exist.
Vendetta 1.8.640
- Ten new custom-made missions, available in various trees.
- Taking an Escort mission and doing substantial damage to your own convoy, or draining significant energy with a PCB, will result in the Escort mission Failing and the convoy treating the player as an enemy.
- Fixed issue with RadarPrevNearestPowerup command not working properly.
- Fixed issue with mission-based NPCs not joining the group when they launch from the station.
Vendetta 1.8.639
- Fixed issue with invulnerable NPC capship turrets on Windows, Linux, Mac platforms.
- Fixed issue with player given a blank screen instead of a station menu after exploding under very high latency conditions.
- Experimental release of forcing the Windows client's minimum network MTU size to 400 bytes instead of 128.
Vendetta 1.8.638
- Six new custom-made missions, available in various trees.
- Fixed issue with missing lead-off indicator when an empty weapon group is active and entering a turret.
- Fixed issue with a player-owned capship becoming disabled instead of exploding when damaged by another exploding capship.
Vendetta 1.8.637
- Fixed issue with inactive access keys text description not being displayed.
- Fixed crash when the capship pilot is controlling a turret when they disable it.
- Fixed issue with the background not updating properly on Quest VR devices.
- Prototype of new game-client Lua runtime environment with enhanced performance, now available on the Quest VR platform.
- Added further analytics to help detect problems seen by players on higher latency connections.
Vendetta 1.8.636
- Four new custom-made missions, available in various trees.
- Added ability for in-station ship preset purchases to choose stored addons instead of purchasing them.
- Fixed issue with not being able to equip power cells to fighter ships if they have addons attached, while piloting a capship.
- Fixed issue with FOV resetting to default when viewing the ship config UI while in space.
- Prototype of new game-client Lua runtime environment with enhanced performance, now available on the macOS platform.
- Fixed occasional problem with excessive station information being displayed while jumping into a station sector.
- Fixed occasional issue with sound effects from other ships being heard while jumping into another sector.
- Added further analytics to help detect problems seen by players on higher latency connections.
- Fixed issue with spickle not working with certain data tables in plugins.
Vendetta 1.8.635
- Four new custom-made missions, available in various trees.
- The /ViewToggle command now accepts an optional view mode parameter. 1 is first-person, 2 is third-person.
- Added a ViewToggle(mode) lua command to switch view modes.
- Remote capship health is now updated when being repaired.
- Fixed issue with remote capships disappearing if the owner's connection times out.
- The clearscene() and loadscene() functions no longer do anything while the player is logged in.
- Additional robustness improvements for the Lua plugin sandbox.
- Added new aggregated analytics to help us examine the player-perceived "lag" of docking, jump and similar problems.
- Improved analytics for sector and server performance analysis.
Vendetta 1.8.634
- Improving client stability through version convergence.
Vendetta 1.8.633
- Eight new custom-made missions, in various trees.
- Added /enableturret <turret> and /disableturret <turret> commands. The <turret> value can be the turret ID, turret name in double quotes such as "Lower Aft", "all", or "missiles". The commands can also accept a list of turrets separated by spaces. Disabling a turret prevents players and /+ActivateTurrets from using it.
- Fixed issue with Enduring Content not displaying the current owner and your own name in the history of owners.
- Fixed issue with dynamic economy stations refusing to accept certain ship engines when selling the ship to the station.
- Fixed issue with remote capships following their target out of the sector after being told to mine.
- Hive skirmishes should no longer appear in racetrack or conquerable station sectors.
- Experimental performance enhancements to sectors, for conditions involving large battles or extreme NPC counts.
- Giving/taking access keys now always report the same thing whether or not the character exists, to eliminate a potential player-information leak.
- Added further analytics around network performance and configurations, to help further optimize the game.
Thirty-six new custom made missions, along with a LOT of fixes, and some improvements.
We made some fairly significant game-architecture changes early this year, and with any project of this complexity, that means there are unforeseen bugs and challenges that will crop up and require fixing. So, there has been a great deal of bug-reduction going on, along with a few larger projects that are not yet released.
With luck, we're hopefully coming back around to doing some more player-facing development work in the not-too-distant future. Stay tuned!
A recap of all the updates since late-February, with some context at the bottom:
Vendetta 1.8.641
- Four new custom-made missions, available in various trees.
- Fixed incorrect mission failure warning when attacking a convoy you're not escorting.
- Fixed issue with gkini.ReadString returning random data if no default value is specified and the requested value doesn't exist.
Vendetta 1.8.640
- Ten new custom-made missions, available in various trees.
- Taking an Escort mission and doing substantial damage to your own convoy, or draining significant energy with a PCB, will result in the Escort mission Failing and the convoy treating the player as an enemy.
- Fixed issue with RadarPrevNearestPowerup command not working properly.
- Fixed issue with mission-based NPCs not joining the group when they launch from the station.
Vendetta 1.8.639
- Fixed issue with invulnerable NPC capship turrets on Windows, Linux, Mac platforms.
- Fixed issue with player given a blank screen instead of a station menu after exploding under very high latency conditions.
- Experimental release of forcing the Windows client's minimum network MTU size to 400 bytes instead of 128.
Vendetta 1.8.638
- Six new custom-made missions, available in various trees.
- Fixed issue with missing lead-off indicator when an empty weapon group is active and entering a turret.
- Fixed issue with a player-owned capship becoming disabled instead of exploding when damaged by another exploding capship.
Vendetta 1.8.637
- Fixed issue with inactive access keys text description not being displayed.
- Fixed crash when the capship pilot is controlling a turret when they disable it.
- Fixed issue with the background not updating properly on Quest VR devices.
- Prototype of new game-client Lua runtime environment with enhanced performance, now available on the Quest VR platform.
- Added further analytics to help detect problems seen by players on higher latency connections.
Vendetta 1.8.636
- Four new custom-made missions, available in various trees.
- Added ability for in-station ship preset purchases to choose stored addons instead of purchasing them.
- Fixed issue with not being able to equip power cells to fighter ships if they have addons attached, while piloting a capship.
- Fixed issue with FOV resetting to default when viewing the ship config UI while in space.
- Prototype of new game-client Lua runtime environment with enhanced performance, now available on the macOS platform.
- Fixed occasional problem with excessive station information being displayed while jumping into a station sector.
- Fixed occasional issue with sound effects from other ships being heard while jumping into another sector.
- Added further analytics to help detect problems seen by players on higher latency connections.
- Fixed issue with spickle not working with certain data tables in plugins.
Vendetta 1.8.635
- Four new custom-made missions, available in various trees.
- The /ViewToggle command now accepts an optional view mode parameter. 1 is first-person, 2 is third-person.
- Added a ViewToggle(mode) lua command to switch view modes.
- Remote capship health is now updated when being repaired.
- Fixed issue with remote capships disappearing if the owner's connection times out.
- The clearscene() and loadscene() functions no longer do anything while the player is logged in.
- Additional robustness improvements for the Lua plugin sandbox.
- Added new aggregated analytics to help us examine the player-perceived "lag" of docking, jump and similar problems.
- Improved analytics for sector and server performance analysis.
Vendetta 1.8.634
- Improving client stability through version convergence.
Vendetta 1.8.633
- Eight new custom-made missions, in various trees.
- Added /enableturret <turret> and /disableturret <turret> commands. The <turret> value can be the turret ID, turret name in double quotes such as "Lower Aft", "all", or "missiles". The commands can also accept a list of turrets separated by spaces. Disabling a turret prevents players and /+ActivateTurrets from using it.
- Fixed issue with Enduring Content not displaying the current owner and your own name in the history of owners.
- Fixed issue with dynamic economy stations refusing to accept certain ship engines when selling the ship to the station.
- Fixed issue with remote capships following their target out of the sector after being told to mine.
- Hive skirmishes should no longer appear in racetrack or conquerable station sectors.
- Experimental performance enhancements to sectors, for conditions involving large battles or extreme NPC counts.
- Giving/taking access keys now always report the same thing whether or not the character exists, to eliminate a potential player-information leak.
- Added further analytics around network performance and configurations, to help further optimize the game.
Thirty-six new custom made missions, along with a LOT of fixes, and some improvements.
We made some fairly significant game-architecture changes early this year, and with any project of this complexity, that means there are unforeseen bugs and challenges that will crop up and require fixing. So, there has been a great deal of bug-reduction going on, along with a few larger projects that are not yet released.
With luck, we're hopefully coming back around to doing some more player-facing development work in the not-too-distant future. Stay tuned!