News

May
24

Vendetta Online 1.8.693-694

VO 1.8.694 included:
- Fixed crash when giving or revoking Access Keys.
- Fixed client lua error when using the Jettison menu.

VO 1.8.693 included (last week):
- Four new custom-made missions available in various trees.
- Fixed lua error with auto-repair/reload when the interface is reloaded.
- Prototype improvements to the Mission Editor to allow new unrat-style "Persistent Event" missions to automatically spawn around the galaxy. More detail on this will appear once the system is stabilized and proven out.

VO 1.8.692.1
- Fixed lua error when turning on/off Condensed UI mode on mobile devices.

A lot of other server-side changes and fixes to the new "Persistent Event" missions have been released over the past week. For those who are members of the Vendetta Online PCC or "Player Contribution Corps", more information on the changes to the editor will become available on the Suggestions Forum in the near future.

Further releases have been deferred for the long-weekend, to preserve game stability and give people some sanity during time-off. A bunch of technical changes are intended to ship next week.
May
11

Vendetta Online 1.8.692

VO 1.8.692 includes:

- Seven new custom-made missions available in various trees.
- Fixed issue with keychain access info menu being too large on mobile devices.
- Fixed Lua error when ReloadInterface() is called during a pending purchase.
- Fixed issue with server-side collision detection problem causing the sector to lag.
- Removed the string.dump() Lua function from the metatable of string objects.
- Improvements to server-side prioritization and processor usage.
- Fixed issue with player-owned capships not recording damage when attacked by a strikeforce in non-running sectors.

Mainly a bugfix release, but there may be some different content updates in the near future. Have a great weekend, everyone!
Apr
20

Vendetta Online 1.8.690-691, Server-Side

Recent Server-Side Updates:
- Further improvements in game synchronization and timing stability.
- Enhanced monitoring of network related issues.

VO 1.8.691 included:
- Added options to enable Auto-Repair and Auto-Reload on docking with stations or capships, with options for only capships. The options are located in Options -> Advanced -> Interface "Auto-repair on docking" and "Auto-reload on docking". The options are disabled by default.
- Added analytics to help improve network performance and timing synchronization.
- Added other analytics to further flag help monitor data processing and throughput capacity across multiple threads.
- Adjusted how timing is processed by the phase locked loop, server-side on the sector, to improve accuracy.

VO 1.8.690 included:
- Network changes to further improve compatibility and stability for players.
- Experimental improvements to networking within the server processes.
- Game client is now more reactive to player synchronization problems.
- Additional analytics to monitor specific network synchronization issues.

A lot of recent development has been "player-invisible", so you'll have to take our word for it that it's been quite helpful to the game. We've uncovered and addressed a lot of "transient" issues that only impact certain players under certain circumstances, or combinations of conditions. These are difficult problems to solve, they require a lot of examination to figure out what is happening, and then careful algorithm design to be adaptive to changing conditions (like, say, player packet-loss or service-provider challenges).

All of this makes the game work better for everyone, and also makes server-side validation systems more accurate.

The issues we found were unexpected (less of "problems with VO" and more like "problems with modern networks"), and delayed our plans, but the game impact has definitely been worth the development effort. We expect to get back to more visible game changes after this is wrapped up.
Apr
20

"Report" based response bug.

A bug impacted some Reports from earlier in the year, up until the end of March. This led to a backlog of responses going out to players, which were then manually pushed through all at once, around early April, resulting in some player confusion.

This was a specific bug in the system, and not any kind of "human" lapse in administrative monitoring.

The bug was player-reported via the Bugs forum. After fixing the bug, further mechanisms were added to trigger internal alarms if anything like this should happen again, so we'll become aware more quickly.
Apr
06

Vendetta Online 1.8.688-689

VO 1.8.689 included:
- Eight new custom-made missions available in various trees.
- Adjustments to User access key history, available to Owner Key holders.
- Fixed client lua errors.
- Additional telemetry to improve player network connection quality.

VO 1.8.688 included:
- Further improvements to player network synchronization.

We've been doing a lot of really complex debugging lately, but things seem to be working pretty well, and we're likely to get back to making forward changes next week. Have a great weekend, everyone!
Mar
08

Vendetta Online 1.8.687

VO 1.8.687 includes:
- Unoccupied capship homing missile turrets now fire in a best-angle at the target if it is not in front of the turret.

The above is an improvement sourced from the Suggestions Forum. We also have some more substantial development going on in the background. Have a great weekend, everyone!
Mar
07

Vendetta Online 1.8.686

VO 1.8.686 includes:

- Additional system to further enhance game clock synchronization, specifically to benefit any player experiencing intermittent periods of high pings or packet loss.
- More anonymous analytics to measure the results of our game-timing improvements on the active player-base.
Mar
02

Vendetta Online 1.8.685

VO 1.8.685 includes:
- Three new custom-made missions available in various trees.
- Further improvements to player network synchronization, especially beneficial to people on less-than-ideal network connections.

This line of "network improvement" development might not seem that exciting, but we anticipate it should be really helpful to a lot of people over the long run, and especially make PvP run more smoothly for everyone, even for those in far-away locations.

Hopefully we'll be able to wrap up this line of development next week, and get back on board with work that may immediately relate to content drops. Have a great weekend, everyone!
Feb
27

Vendetta Online 1.8.684

VO 1.8.684 includes:
- Improvements to game network protocol to specifically improve PvP combat for players on lossy and chaotic network connections, although the changes should be helpful to all players.
- Further refined the new game-clock synchronization system added last week, based on data accumulated over the weekend, to further improve player experience on troublesome connections or devices.
- Added more anonymous analytics to help monitor game-clock synchronization challenges across all active players.
Feb
24

Vendetta Online 1.8.683

VO 1.8.683 includes:

- Two new custom-made missions, available in various trees.
- New mechanism to improve client-server clock synchronization in cases where the player has unusual latency or a device with poor clock consistency.

We're continuing to make some fundamental changes to the network protocol over the coming week, which should improve performance for players on relatively bad network connections. Stay tuned!
Feb
16

Vendetta Online 1.8.681-682

VO 1.8.682 includes (yesterday):
- Three new custom-made missions, available in various trees.
- Fixed issue with players showing up multiple times in the PvP menu.
- Fixed lua error with mutually-exclusive faction standing chooser if the UI was reloaded.

VO 1.8.681 included (earlier this week):
- Fixed lua error on iOS when logging in.
- Added internal analytics to detect game-time synchronization issues.

Larger gameplay changes are coming, but we're working through some significant game-engine and protocol improvements that need to be shipped first.
Feb
08

Vendetta Online 1.8.680

VO 1.8.680 includes:
- Four new custom-made missions, available in various trees.
- Capship turrets can now be added to weapon groups and fired with other weapons. The turret will not fire if it is disabled with the /disableturret command.
- Fixed issue with joystick calibration curve setting getting changed when the Calibration Settings menu is cancelled or the axis is reset on Linux.
- Fixed rare periodic sector-stability issue that recently impacted Edras G-11, and previously some other sectors.
Jan
27

Vendetta Online 1.8.679

VO 1.8.679 includes:

- Six new custom-made missions, available in various trees.
- Fixed obscure network protocol bug, occasionally impacting ship velocity jitter at very specific speeds.

Have a great weekend, everyone!
Jan
19

Vendetta Online 1.8.678

VO 1.8.678 included (last night):

- Four new custom-made missions available in various trees.
- Shared Group Radar Extender can now be used to drop up to 10 nav beacons that expire after one hour and persist between logins. The nav beacons are shared with all group members.
- Fixed an issue where forces from explosions are not always applied to other ships.

We're hopefully reaching the end of a major project soon here, with more announced around that progress in the near future.
Jan
19

Vendetta Online 1.8.676-677

VO 1.8.676-677 included (over the last couple of weeks):

- Five new custom-made missions available in various trees.
- Fixed issue with corrupt textures with Vulkan driver when using Intel GPU on Linux.
- Fixed issue with incorrect cargo count for player-owned capships after commanded to jettison.
- Vulkan driver now chooses Discrete over Integrated GPUs by default.
- Fixed issue with GetStationMerchInfo() function returning fluctuating ship mass sizes.
- Fixed issue with Linux Vulkan driver choosing an incorrect default screen size.