News

May
19

Vendetta Online 1.8.419

VO 1.8.419 includes:

- Android gamepad analog sticks now use a linked sensitivity curve.
- Updated damage indicators for the new Hornet and Ragnarok.
- Added a Gamepad Settings menu for PC when a gamepad is detected.
- Fixed blank screenshots on Windows when Anti-Aliasing is enabled.
- Fixed VR settings not getting properly reloaded when a gamepad is detected.
- Fixed plugin issues when changing HUD options to hide touch-region discs or changing the size of the regions.
- When a player with a passenger enters a sector and they are hated by the monitoring faction, and the passenger is also hated by the same faction, the passenger no longer gets ejected.

Lots of tweaks. The Android gamepad curves should provide a valuable improvement on that platform.

Similarly, let us know how the new Gamepad Settings menu works for you on the PC? It should be a big improvement, but like any major new item, it may have some aspects that need tweaking. The menu is another step towards supporting use-cases like Steam Big Picture, or generally allowing more convenient re-mapping of gamepad controls while in VR, etc.

There's a newsletter in the works, as well as another ship-update, and more. Hopefully next week, but we'll see how it goes.

Have a great weekend, everyone!
May
13

Vendetta Online 1.8.413-418

VO 1.8.413-418 included the following:

- Goliath may now be manufactured from the shipyards in Latos.
- New Ragnarok graphical ship assets, across all platforms except for iOS (delayed there, but coming soon).
- Older non-manufactured Goliaths purchased through the LTS testing program have been revoked, but their inventories and addons will be retained in the respective stations.
- All Manufacturing missions will now return components to inventory if the mission is aborted before the current set of objectives are achieved.
- Fixed possible buffer overrun in multi-threaded renderer when there are a lot of effects going on at the same time.
- Fixed issue with many effects starting up concurrently when a entering a sector that has been running while empty of players.
- Input menu should now fit on smaller screen mobile devices.
- Touchscreen HUD components are now sized and placed relative to a 1920x1080 screen size for phones that are higher resolution.
- Fixed an issue with the look-around tutorial in the Offline Training Simulator where it stopped responding to input.
- Added option to hide the touchscreen discs on the HUD. It is located in Options -> Advanced -> Interface -> HUD Settings
- New Hornet graphical ship assets for Android.
- Added "Designate Enemy" option in the Target HUD menu. It tags the currently selected ship as an enemy when pressed.
- Added optional larger HUD touch regions on Android and default to using it on phone-scale devices.
- Touchscreen analog (left) throttle/strafe region now uses linear input for more rapid response.
- Touchscreen analog (right) orientation input now defaults to an improved "vector cube root" curve.
- Multiple input curve options now available for both touchscreen analog regions.
- Touch input regions now use linked X-and-Y axes for more uniform sensitivity.
- Disabled input filtering for touchscreen devices, with options to re-enable.
- Touch tracking circles are now drawn in the HUD touch regions.
- New "flight/strafe" tutorial back-propagated from "HD" version to regular Android release.
- All Android versions now default to the Platinum UI skin.
- Android non-VR font now defaults to NTR-Regular.
- Removed un-needed "Use UI With Head Tracking" option for Gear VR and Daydream.
- Improved graphics for Hornet variants, on PC platforms.
- The old EC-88 is now only available in the Latos N-2 station. Related missions have been updated to indicate this.
- Fixed potential crash on Android Daydream version.
- Daydream version now defaults to "look-to-select" user interface, if a full gamepad is detected.
- VR Cockpit now defaults to Alternate 1 when HUD is not in locked-to-head mode on Android.
- Moved the radar displays inward and chat display downward when VR HUD is in locked-to-head mode on Android.
- Added Render Depth setting for VR Android versions. Gear VR version requires updated app from the Oculus Store.
- Added better error messages when unable to create a new one-click account on Android.
- Touchscreen strafe tutorial no longer resets when the screen stops being touched.
- Changed exit timer for backgrounded Android versions to 20 minutes from 60.
- Added a 30 second progress meter to the radar-look-select VR tutorial.
- Added a strafe tutorial in the Offline Training Simulator for Android.
- The initial in-station ship purchase tutorial now uses a custom voice-over instead of the text-to-speech system on Android devices with small screens.

A lot of updates and improvements over the last few weeks. New ship graphics, big tweaks to the Android version, final release of the Goliath, as well as a lot of work trying to find bugs in the hardware drivers of the new Galaxy S8 (a time consuming headache, and not from anything wrong with our game).

The Android changes will eventually also figure in forthcoming iPhone development.

Have a great weekend, everyone!
Mar
30

Vendetta Online launches for Google Daydream VR!

As of today, Vendetta Online is now available for Google's Daydream VR platform. This means, if you own a Pixel, Moto Z, or other Daydream-compatible phone, you can play Vendetta Online in fully immersive virtual reality!

There is comprehensive support for the Daydream controller, although for advanced gameplay we still recommend a full-sized bluetooth gamepad (SteelSeries, Moga, Razer, Nyko, etc).

The game is available via a separate Play Store install, for $2.99, and otherwise uses the same business model(s) as the regular Android version (Free to Play, Lite, or Premium subscription). For more information, check out the Google Play Store:

https://play.google.com/store/apps/details?id=com.guildsoftware.vendettahd
Mar
11

Vendetta Online 1.8.410-412

We haven't updated news recently, but there've been quite a few new changes in the last few weeks..

VO 1.8.412 includes:
- Taking damage now aborts the logoff timer.
- Added a new, third optional cockpit model for VR.
- Muted players are now able to remotely command their capship via msg commands.
- Private messages are now echoed to chat in the SendChat() lua function instead of being echoed by the caller of SendChat(). This is intended to make plugin chat activity more transparent to the person running the plugin.
- Premium accounts that have never paid (used subscription keys instead) are not eligible for pledging as a Long Term Subscriber, unless the key is for at least a year of time.

VO 1.8.411 includes:
- Added two new cockpit designs to VR. They can be selected here: Options -> VR Options -> Cockpit Design
- UI updates for upcoming Google Daydream release.
- Attempt to fix rare crash on Android 4.4 devices.

VO 1.8.410 includes:
- Ship selection list cargo branch is now expanded by default.
- Collision damage no longer resets the capship's shield repair timer.
- NFZ TempKoS no longer gets triggered when a player shoots at their own capship.
- Fixed bug on PC clients preventing mines from being destroyed by energy weapons.
- Players under TempKoS with a specific faction may no longer gain standing for that faction, for the duration of the TempKoS timer period.
- Players under TempKoS may now accumulate faction losses, for the given faction, during the TempKoS period. Losses are applied after the TempKoS ends.
- If a player is docked to a capship that does NOT belong to them, and enters Guarded or Monitored space where their standing triggers the launch of a Strike Force, the player will be ejected from the capship, or returned to their home-station if they do not have a ship.
- "/vote mute" will now succeed with only 5 votes, but mutes for only 30 minutes at a time. Successful mutes and participants are reported to the developers. Players found to be abusing the mute-voting feature may be permanently stripped of their ability to vote, and muted themselves for an extended period.
- Added Decelerate to list of available commands for analog inputs on gamepads/joysticks.
- Fixed Invert setting for Trigger inputs on XBox One controllers in Windows to go from center to left instead of right to center in the Joystick menu. This allows the Accelerate/Reverse command to work as Reverse on an inverted trigger.
Feb
11

Vendetta Online 1.8.408-409

VO 1.8.408 and 409 included:
- The new Capella-class capital ship has been added to random NPC convoys.
- Capship Hangar and station Manage Ship tab ship lists now show the addons and cargo of each ship, and display the ship's total mass in its description.
- OpenGL 4 driver on Linux now uses 3.1 Core Profile to enable instanced rendering support on hardware that supports it.
- Self Defense flag now expires only when the 15 minute timer runs out, or the original victim kills the attacker.
- Gear VR now allows mining guns to operate when they are in the primary weapon group, and no gamepad is detected. The tap-to-select action changes to Select Nearest in Front and the mining guns auto-start when close enough to the asteroid.
- Previously unseen character names coming from kill messages are now added to the name tab-autocomplete list.
- Capella's rear launch bay is now also a docking bay.
- Fixed visual artifacts and improved quality of the Capella's texture maps.
- Increased number of turrets on the current Capella variant in convoy testing.
- Fixed crash when starting VO for the first time on a system with no audio driver enabled.

A number of substantial changes lately, starting with the introduction of the new Capella-class capital ship previously announced in the Holiday Newsletter.

Additionally, GearVR users on headset-only can now mine, something that was impossible before due simply to the limited number of controls and buttons when in headset-only mode (no game controller). Now a new automatic-fire mining system has been created to allow these players to invest in mineral and ore content as well.

OpenGL users on Linux can expect some performance enhancements from the additional of Instanced Rendering on the platform, a feature we utilize much more intensively on mobile and we intend to expand drastically on PC as well. It's basically a best-case scenario for handling large numbers of identical objects, like asteroids, and helps enable much higher potential densities in asteroid fields. On the flipside: Players with old graphics chips, that are not OpenGL 3.1-compatible, will have to resort to using our older GL 2.x "Reference" renderer. Overall, we feel this compatibility matrix is the best fit for the game as a whole, as the vast majority of systems now have GL 3.1 support, and we should be targeting the game for the common-case and not the oldest machines out there. Support for older hardware, via the Reference driver, will be maintained for a very long time to come; but performance will not be guaranteed on slower systems, of course.

Many other fixes and tweaks in this release as well. We hope you all enjoy it. We have bigger changes and announcements in the works as well. Have a great weekend, everyone!

Jan
28

Vendetta Online 1.8.406-407

VO 1.8.406-407 included:

- Teller-Ulam mine ammo now no longer free in capships.
- Mine timeout lifespans increased, maximum count per user/sector also increased.
- 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.
- Auto-fire and the target lead-off reticule now work when non-blaster weapons are in the primary weapon group.
- An itemized list of storage rental deductions is now displayed in the log when you are charged each week.

Some changes in here were controversial, like the cost for re-loading TU mines in capships. But, the TU mine is an exceptional case, a very powerful item whose usage was always intended to be offset by the high cost of ammo. On the upside, other mine stats, like lifespans have been bumped, to make the regular mine fields a bit more interesting.

The gamepad configuration UI should be a big benefit for players. It is being tested first on Android, specifically for GearVR and regular Android users, but will eventually be featured on the PC as well (PC is a little more complicated, due to the use of flight-sticks and the like).

Work on the new Capella-class capship and other features is still on-going. Have a great weekend, everyone.
Jan
08

Vendetta Online 1.8.401-405

We've run a little behind on posting updates to News/RSS over the holidays, but there have been quite a few changes. Also, be sure to check out the latest Vendetta Online Newsletter:

https://www.vendetta-online.com/newsletter/12.2016/newsletter.12.2016.html

VO 1.8.401-405 included:
- Gear VR 'Stop Ship When In PDA' setting is now saved on exit.
- Ships launching from the Goliath no longer scrape the sides of the launch bay.
- Fixed issues with resetting the calibration of the Left and Right Triggers on Android gamepads (also for GearVR).
- Increased timeout length of DNS server name resolution to 30 seconds.
- Added IPv6 Support option in Network Settings to disable it if there are problems connecting to the game server.
- Fixed lua error when taking missions and 'Mission Text To Speech Volume' audio setting is set to Mute.
- Android version now defaults to first-person flight mode for new installs.
- Text-to-speech is now disabled for Training V and Hive/Border skirmish missions.
- Music and sound effect volume is now lowered while Speech-To-Text or Text-To-Speech are active.
- Removed extra highlighted gamepad controls in the help menu before the Rings tutorial.
- Fixed Mission History list control to work properly with controller and/or headset in VR.
- The selected Nation logo in the character creation menu is now highlighted.
- Fixed issue with being unable to equip Goliath Powercell to the Goliath after un-equiping it.
- Fixed issue with preferring IPv6 over IPv4. IPv4 is now preferred on Android platforms.
- Fixed issue with mission log Text-To-Speech setting not being saved on Android.
- Internal changes to support new Android APK expansion files for the Play Store version.
- Fixed issue with power cell sometimes not recharging after jumping into a sector.
- Fixed issue with text-to-speech and recorded voice-over playing at the same time for the Training I mission on Android.

As mentioned in the Newsletter, the new Goliath light freighter is in testing with our "Long Term Subscriber" users. We recently increased the Goliath's cargo capacity to 600 cu, and improved the docking and launch bays, more tweaks (graphical and otherwise) may be coming prior to final "removal from testing" and production launch.

We do intend to give a few days of warning before we remove the existing "testing" ships from inventory. Subscribe to our RSS, Facebook or Twitter to stay in touch with announcements.

RSS: Here

https://www.facebook.com/vendettaonline/

https://twitter.com/VendettaOnline
Dec
03

Vendetta Online 1.8.399-400

*** Vendetta 1.8.400
- Updated the crystal intro menu to better explain the Free-To-Play business model.
- Added Speech-To-Text feature on the virtual keyboard for Android. It requires a Play Store App update.
- Added Text-To-Speech for mission text for Android. It requires a Play Store App update.

*** Vendetta 1.8.399
- Improvements to analog stick sensitivity is now applied to all Android versions.
- Fixed launch bay positioning on the Goliath so your ship doesn't scrape the side of it when launching.
- Removed unused device selection controls int the Voice Chat settings menu for Android.
- Updated OpenSSL library on Android.
- Updated the voice-over for the Offline Training Simulator's Ring tutorial intro menu.
- Fixed a couple of uncommon lua errors.

Lots and changes and improvements for Android, coming from developments made for GearVR. Have a great weekend, everyone!
Nov
23

Vendetta Online 1.8.398

VO 1.8.398 includes:

- GearVR: Significant improvements to analog stick sensitivity, for game controllers such as those made by SteelSeries, Moga, Razer and Nyko. Custom sensitivity curve is now applied, allowing better "small motion" accuracy when aiming. Center deadzone has been reduced, and outer saturation deadzone has been eliminated entirely, giving an additional 13% of analog input range. Continued feedback on this is welcome, on our forums.

Basically, the goal here is to improve support for playing the game with a console-style game controller, particularly in VR. From our own testing and usage, this above change is a big improvement, but we may continue to tweak things before we bring to across to other platforms. We also intend to eventually add more heavily customizable options for controller sensitivity.

Notably, this change was a direct result of recent feedback from GearVR players on the Suggestions forum. Thanks for the input, everyone, and please continue to let us know how this update changes things.
Nov
20

Vendetta Online 1.8.397

VO 1.8.397 includes:

- Powercells are now classed as "Large" and "Small" for capships and fighters respectively. Each type of ship may only use powercells for the given class. This allows more expandability of powercell types for both classes of ship, without concern of exploitative usage of powercells on other-than-intended ship types.

This change has been met with a certain amount of (expected) controversy. However, the description is accurate. The goal here is to create a system where Capship class powercells can become an intriguing and expanded set, without impacting exploitability cases on smaller, fighter-class ships.

This is particularly critical for the introduction of new classes of capships, like the upcoming Goliath. The Goliath will likely introduce its own powercell, with different properties, and we'd like to see various other upgrades available for all capships.

This is always what was intended. The usage of fighter-class FC powercells on Tridents was never part of the design. It was simply held over for a long time, due to a lack of development resources. So, now we're going about improving things, and this is the first step.

If you'd like to be involved in the discussion on what NEW powercells should be created for the capship class, please visit the Suggestions Forum.
Nov
12

Vendetta Online 1.8.396

VO 1.8.396 includes:

- All empty sectors in Capitol systems that contain Training Sectors are now Monitored.
- Fixed issue where no menu was visible after doing an auto-generated account conversion on mobile devices.
- Made some tweaks to the management of powercell energy in capital ships, during jump-out.

The fact that Capitol systems are now entirely Monitored (at least) was actually intended to be implemented a long time ago, but someone failed to finalize the changes. Major-Nation Capitols can be expected to be fairly heavily patrolled, so this kind of response shouldn't be too surprising. As always, we're open to feedback on any changes like this.

Many other tweaks and changes are on-going (including the Goliath), along with efforts to bring some neglected platforms back up-to-date. Bigger news to come in the November newsletter.

Have a great weekend, everyone.
Oct
28

Vendetta Online 1.8.394-395

VO 1.8.395 includes:

- The Goliath has been added to random NPC convoys.
- Gear VR version now applies a dead-zone to the analog triggers on gamepads; this mitigates flawed controllers with non-zero "button-off" states, and helps prevents spinning in space.

VO 1.8.394 previously included:

- Mines and cargo crates can no longer be laid inside of asteroids or stations.
- Players are now moved outside of asteroids if they are found to be inside of one when they log in.
- Self defense ability is now given to all crew-members of a ship so they can defend themselves. It is applied at the time of the attack and does not propagate to players who dock after the attack, unless the ship is attacked again.
- Fixed capship station docking bay zone sizes and other misplaced station components.
- Added Goliath assets for future debut.

The Goliath is getting ever closer to production usage, now appearing in automated trade convoys for the first time. We're also putting time into fixing and mitigating issues related to our recent platform releases, like GearVR. We intend to dedicate more time to content and gameplay related changes, as things begin to stabilize post-release.

As always, if you experience any problems, please post them to our Bugs forum, or submit them via a Support Ticket on our website. That's a much more effective way of reporting issues than using a review-system, as we have no way to contact people who post "reviews" on the Oculus Home, to ask them for more information.

Have a great weekend, everyone!
Oct
20

Vendetta Online for GearVR released!

We have formally shipped Vendetta Online for the GearVR. This will allow owners of the GearVR system to enjoy a fully immersive VR experience in Vendetta Online. All configurations of the GearVR are supported, except for the Note 4, which is too slow. The game supports both headmount-only and game-controller input modes, and offers four different flight models in headmount-only mode.

Nonetheless, we strongly recommend a quality bluetooth game controller, such as those made by Steel Series, Moga, Razer and Nyko.

Similarly, the GearVR version also supports integrated voice chat, voice-to-text input, as well as text-to-speech for mission updates, all of which makes a good quality headset (stereo headphones + mic) a wise investment as well. We have predominately tested with wired headsets: the Razer Kraken Mobile, and a modified/adapted Logitech H110. Hopefully we'll see more stereo gaming headsets in the future that support mobile devices, but right now the field is a little thin.

If you see any issues with the new GearVR build, please let us know, either via the Bugs forum or by a Support Ticket for anything critical and time-sensitive. Thanks everyone!
Oct
14

Vendetta Online 1.8.386-393

We've had a lot of updates over the last couple of months, but as they've mainly impacted the non-public GearVR version, we hadn't been as attentive to updating our newspost Changelog. Last week, however, we made some broader changes:

VO 1.8.393 included:

- Self-defense mechanism now propagates to the capship and all crew members if any member triggers it. If anyone docks before the self-defense timer expires, it will also propagate to them. The victim will be able to defend theirself without faction penalty from anyone who was ever inside the capship during the self-defense time.
- Fixed crash/lockup at startup on Linux64 version.
- Updated Oculus Rift version with updates from Gear VR.
- Minor bug/crash fixes.

This addressed a meaningful gameplay bug that, while we had been aware of it, we simply didn't have the development time to address it this summer. Now, however, we're working diligently to track down and iron out a whole list of long-standing bugs, before moving ahead on other areas of gameplay.

Prior to last week there were a variety of patches, mostly for GearVR; although many of the efficiency changes and engine optimizations we made for GearVR will also improve other platforms, like the regular Android/iOS builds, and even the PC versions:

*** Vendetta 1.8.392.2-386
- Fixed crash on Gear VR version when a gamepad is connected when
the game is starting up.
- Fixed issue with not being able to select ships to purchase in
the Gear VR version.
- Improvements to Gear VR version for gamepad detection.
- Confirmation menus can now be closed without having to look directly at the close button in VR.
- Left/Right shoulder buttons now properly change interfaces when looking at the nav map in VR.
- Selecting news items now automatically bring up the news article instead of having to double-tap or press the 'Read Article' button in VR mode.
- The 'Back' button now takes you out of a turret in addition to double-tapping in Gear VR.
- UX improvements for Gear VR.
- Gear VR version now uses ASTC compressed textures and load-time has been reduced.
- Fixed lua error when using a gamepad's D-pad as the first action in the virtual keyboard on Gear VR.
- Fixed issue with not being able to get to Gear VR Universal Menu from the login screen.
- Improved stability of Gear VR version on Galaxy S7 devices.
- Reduced loading times on Gear VR.
- Increased efficiency of font rendering on Gear VR.
- Changed how the Back button functions on Gear VR to conform to Oculus requirements.
- Added experimental Speech-To-Text feature to the virtual keyboard on the Gear VR version.
- Fixed issue on Gear VR version when exiting through Oculus Menu and then rerunning VO quickly would cause VO to not start properly.
- Fixed lua error on iOS and Windows Store versions under certain circumstances.
- All tutorial missions specific to GearVR and Game Controllers have been re-worked to be more Text To Speech compatible.
- Fixed a problem with controller inputs being stuck after receiving a call on GearVR.
- Further improved the login menu background for GearVR.
- VR Cursor is now a white circle, similar to the Oculus Store.
- Added support for "T3 Wireless Bluetooth 3.0 Gamepad Gaming Controller" with digital trigger controls.
- Added 'Convert Account' button in the Options menu that only appears when you haven't connected an email address to the account.
- Updated the VR Login menu scene.
- The radar controls rotation on the HUD have been fixed.

And more to come..
Oct
10

Server Outage Today

Our cloud service provider experienced a serious network outage today, within their internal network. This effectively corrupted and disabled disk access for all of our servers for an extended period of time. Once their outage was resolved, it took some time for us to confirm our server and database consistency and bring the game back online. As a result, we were down for a few hours total.

It's unusual for us to be down for this long, but aspects of this outage made recovery more challenging. Thanks for your patience in the meantime.