Vendetta Online 1.8.471

VO 1.8.471 includes:

- Added a slight 200 millisecond delay to auto-fire, to equate it to average human reaction time, and mitigate usage with the Railgun.
- Fixed issue with turret fire delay exploit.
- Buddy invites now persist across logins and invites/accepts/declines work when the other player is not online.
- Fixed issue where your buddy list doesn't update when you accept your first buddy invite.

Vendetta Online 1.8.469-470

VO 1.8.470 included:
- Behemoth and Atlas class vessels now mention their Turret capabilities in the description.
- Latos D-14 is now more dangerous.
- Flight stick Throttle axis is now saved properly on Android.
- Fixed velocity direction indicator API functions.
- Added further mitigation of spy bots. If you run another type of bot, be sure it stays docked to a single station.
- Added code to mitigate capship turret firing delay exploits.

VO 1.8.469 included:
- Added optional display of guild tags in Nearby Players list in the Sensor Log. It defaults to on and can be changed in Options -> Interface -> Show Guild Tag in Sensor Log.
- Added optional display of a velocity direction indicator on the HUD. It defaults to hidden and can be changed in Options -> Interface -> HUD Settings -> Show Velocity Direction Indicator.

For modders, the size, color, and icon can be changed with the new lua functions radar.SetVelocityDirIconSize(<number>) radar.SetVelocityDirIcon('iconfilename') and radar.SetVelocityDirIconColor(r,g,b,a,'&') (r,g,b,a are between 0 and 1 and the '&' sets the blend mode to pre-multiplied alpha blend)

Vendetta Online 1.8.467-468

VO 1.8.468 includes:
- Fixed issue with flight stick buttons being unmapped when the game is restarted on Android (includes Oculus Go, etc).
- Fixed issue with certain forbidden console flight commands working on Windows.
- Persistent capship timeout now gets reset when the capship is damaged.
- NPCs now continue to target persistent ships when the player logs off.
- Fixed information-leak about whether a player is currently on or offline.

VO 1.8.467 included:
- Added mission text to speech for Oculus Go.
- Added option to lock HUD/Cockpit to ship instead of head when engaging turbo for Oculus Go for a more immersive experience.

Quite a few bug fixes in tonight's release, building on our improvements from Monday for the Oculus Go. Please let us know via the Bugs forum if you find any additional issues.

Vendetta Online 1.8.465-466

VO 1.8.466 includes:

- Added option to show player guild tags in chat. It is disabled by default and can be changed in Options -> Interface -> Show Guild Tag in Chat Log.
- Added option to colorize sectors that have notes applied to them in the navigation menu. It is enabled by default and can be changed in Options -> Interface -> Colorize Sectors with Notes in Navigation Menu. The options are in Options -> Advanced -> Interface for mobile devices.

VO 1.8.465 included:

- Fixed an issue with decreased mouse aiming speed when mouse-look is off on Windows, Mac and Linux.

Other announcements are in the works, please stay tuned!

Vendetta Online 1.8.464

VO 1.8.464 includes:

- Keychains are now sorted with active keys first.
- Inactive key descriptions are now a darker color.
- When given an access key, the description of the key is now displayed in the text notification.
- Removed In-App Recurring Subscription choices from Gear VR and Oculus Go version.
- Players who spend a great deal of time docked in a station may find their sector visibility decreases while docked. This can then be reversed through regular gameplay.

Lots of other development on-going, which hopefully we can start to publicly discuss before long. Have a great weekend everyone!

Vendetta Online 1.8.458-463

E3 chaos and other distractions have deferred our recent news posts, here's a recap of the May and June releases, starting with 463 (released last night):

VO 1.8.463 includes:
- Improved XBox One S gamepad support for Android.
- Improved deadzone calculation of gamepads on Android.
- Improved UX when a gamepad is detected during play on all Android VR platforms.
- The 'A' button on gamepads and the Fire button on other joysticks can now be configured through the Options -> Keyboard menu on Android.
- Increased detail of asteroids on Oculus Go.
- Improved multi-threaded performance.
- Removed response message from group invites, to eliminate information-leak about whether a player is currently on or offline.

VO 1.8.462.2
- More updates for Oculus Go.

VO 1.8.462-462.1
- Changed the Pirate Trident drop rate of FCP and FFSA to a 50% and a 25% chance respectively.
- Added paint overlays for Pirate Trident and Assassin fighters.
- Added Camo overlays on some military-role ships.
- Added support for Oculus Go (requires Oculus Store App update).

VO 1.8.461
- Pressing Esc/Back now closes the maximized chat menu.
- Fixed specular lighting issue on cockpit for Android VR.

VO 1.8.460
- Increased capship turret firing arc to 180 degrees side to side.
- Fixed issue with capship turrets firing in the wrong direction.

VO 1.8.459
- The Corvus Greyhound Camo Edition (LTS reward) is now only available in Odia, like the other Greyhound ships.
- Fixed issue with Controls menu buttons going off the bottom of the screen on mobile.
- Fixed issue with missile-based turret weapon explosions not causing damage under certain conditions.
- Fixed sector crash under certain conditions.

VO 1.8.458
- Added support for 6DOF Daydream VR headsets.
- Fixed issue with hand controller position when looking backwards in Daydream VR.

Buying/Selling of Game Items: Clarification of the EULA.

Section 9 of the Vendetta Online "End User License Agreement" states:

"You may not buy, sell or auction (or host or facilitate the ability to allow others to buy, sell or auction) any Game characters, items, coin or copyrighted material."

Obviously, the point of this is to dissuade the usage of real-world money (or monetary items) to purchase in-game content (ships, addons, characters) or currency (credits). One of the goals is to mitigate "pay to win" scenarios, where people are able to pay to find a short-cut to a challenging gameplay goal, like constructing a capital ship.

The other major reason is the amount of administrative overhead that is created by these situations like this that go awry. People complain because they feel (understandably) that the value of their game effort is de-valued by the "pay to win" offers made by others. Or, worse, if exchanges like this go awry, people end up coming to us, angry that some player took their money and didn't give them their illicitly-purchased item. This stuff is bad enough when it's just people arguing over in-game credits, let alone involving real money.

Lastly, there's also a negative impact on the game environment as a whole. We recently had to take action against someone who was badgering people with offers to sell them in-game items for real-world money. Previously, I've had to take action for people spamming offers of subscription keys in exchange for goods. Both cases are bad for the game environment, and no, the fact that someone uses subscription keys (or liveries, or other VO purchasable goods) does not mitigate the fact that this activity is banned by the EULA.

So, just by way of a reminder, I would like to clarify this issue:

1) Buying/Selling of in-game items for out-of-game currency or cash-backed goods (like sub keys) is not allowed, and may result in banning.

2) No, it doesn't matter if you conduct your trades on Discord, or some other forum somewhere, because people still get upset and we still end up hearing about it.

3) At the very least, there's a good chance that real-world "purchased" content may be revoked. So, as you pay someone a bunch of dollars for that capital ship, keep in mind that it may suddenly vaporize at any time. We have logs for years..

4) Buying the goods is just as bannable an offense as selling the goods.

5) Guilds whose leadership specifically fosters this kind of activity, may have action taken against the guild itself.

Now, people will raise a couple of points in relation to the above, which I'll try to address here:

- "But if we're using sub keys, you make money! It's good for VO!" No, the tiny amount of revenue generated from sub keys for this kind of activity, does not remotely offset the time and effort required for the administrative complaints that often result from it.

- "People are doing it anyway! You should enable it!" Maybe someday, but not at this time. As people know, I'm not opposed to evolving business models, and I'm not blind to the changes other games have made to mitigate (or profit from) this kind of challenge. But it's a fairly complex thing for us to develop, and in the meantime it's doing harm to the game. So, for the moment, the EULA stands. If the EULA should change in this matter, it will be obvious because it will pop up on login with a new date at the top, and I'll probably write a big post about it.

If you're uncertain about some aspect of this, and how it applies, then use common sense: Play the game as it actually stands.

Vendetta Online 1.8.457

VO 1.8.457 includes:

- Fixed issues causing the game to freeze on the Oculus Rift and in Simulated VR Mode.
- Fixed bug causing classic DirectInput flight-sticks to be improperly recognized and configured as gamepads on Windows.
- DirectInput flight-stick buttons are now named by button number, instead of by gamepad-style concepts.
- Chord button combinations will no longer be bound by default for DirectInput joysticks. This should not impact most gamepads, which use Xinput instead of DirectInput.
- Added a new default control layout for the Logitech Extreme 3D Pro joystick.

Hopefully some more joystick and other improvements coming soon, as we continue to clean up the PC version in advance of a Steam launch. Enjoy!

Vendetta Online 1.8.456

- Pirate Clan Tridents will now drop items on destruction. Some common items will appear frequently, but occasionally you may see capital ship parts drop as well (FCP, FFSA, and even more valuable items).
- Fixed broken skybox issue with Low and Medium background settings.

Notably, the probabilities for capship component drops are all calculated separately per-item, so it's entirely possible that you could have several high-value drops happen at the same time. However, this probably won't happen very often.

More improvements to the game next week, and some possible announcements. Have a great weekend, everyone!

Vendetta Online 1.8.455

VO 1.8.455 includes:

- Increased the default dead-zone of the analog triggers on gamepads, to reduce "spinning" issues with flawed hardware.
- Fixed an issue with the 7-day guild disband timer not being cancelled under certain conditions.
- Fixed a recent bug with stats tracking of currently active players.
- Other server improvements and bugfixes to non-player-visible issues.

Lots of other development in the background that's not yet ready for release. Also, another Newsletter is due in the near future. Stay tuned!

Vendetta Online 1.8.452-454

VO 1.8.454 (tonight) includes the following:

- Pirate Clans now respawn 8-16 hours after their destruction.
- Added debris and hulks to the Pirate Clan capship sector.
- Added ability to double-tap a sector in the navmenu to add notes, for gamepads and mobile devices.
- Fixed Trident hulk material on PC.

Earlier recent updates included:

VO 1.8.453:
- Turret ports are no longer show Multi-Aim reticles.
- Added name tab-completion to these menus: Gunner Invite/Accept, Give Access Key, Buddy Invite/Accept, Group Invite/Join, Ignore Player.

VO 1.8.452:
- New first-generation implementation of NPC-based Pirate Clans. Every few days, one clan may spawn in a deep Grayspace system and invade the wormhole sectors of that system with aggressive pirates. If an individual NPC pirate ship is damaged over 70% (but survives), it may then be followed back to another empty sector, where their capship hideout may be discovered. Destruction of their capship hideout will then result in all pirates leaving the system. A few days later, the process may start again in a new location. This is only the most basic framework implementation, but will eventually lead to more progression, like badges, bounty hunting of specific pirate clans, conflicts with the Hive and minor Factions, rare drops, as well as Clans gaining strength over time and becoming a greater threat to the region if their hideout is not dispatched. Stay tuned!
- Fixed issue with the Gamepad menu buttons not being visible on devices with aspect ratios wider than 16:9.

Vendetta Online 1.8.451

VO 1.8.451 includes:

- Fixed issue with dynamic shadows not rendering properly on Windows.
- Guild commanders can now appoint lieutenants if they are not logged in.
- Guild members are now notified at login of any guild actions taken on their character while they were not logged in.

A few more small changes and improvements, as we work towards some larger developments in the background. Have a great weekend, everyone!

Vendetta Online 1.8.448-450

VO 1.8.448-450 included:

- Integrated ClickCommander plugin and named it MultiClick. It allows commands to be bound to single, double, triple tapping, and holding buttons/keys. A UI to set up various actions is in the Settings -> Controls -> Keyboard tab as a button labeled "MultiClick Settings".
- Integrated WeaponSafe plugin as a command called /weaponsafe that effectively deselects weapon groups so fire controls don't do anything. To reemable your weapons, select an existing weapon group.
- Integrated the Multi-Aim plugin that adds the option for multiple lead-off reticles, one for each port, up to 5. It can be enabled in Options -> Interface -> HUD Settings.
- Added a 'Gunners' tab to the Ship tab that contains UI controls for the /gunner command.
- Increased maximum number of Guild Lieutenants to 5.
- Fixed spurious "Unable to jettison that type of cargo" message when logging in.
- Locust Swarm trails are now red.
- Capship Swarm turret trails are now green.
- Integrated the Trigger Colors plugin. It is disabled by default. The setting to enable it is in Options -> Interface -> HUD Settings named "Use Weapon Group Trigger Colors". When enabled, the HUD weapon group display highlight is blue if the weapon is connected to Primary Fire, Magenta if it is connected to Secondary Fire, and Yellow if it is connected to Tertiary Fire. If the weapon is connected to more than one trigger, the highlight will be multiple colors to indicate which trigger it is connected to.

Over the past month, we've released lots of UI changes and feature additions that had previously been solved by player-created "plugins". This makes the "base" game client more full-featured, and gives new players more direct access to these enhancements. Additionally, when we implement these features directly, they're usually faster and more optimized than the player-created "plugin" version, making a better-performing game for everyone.

We are still evaluating the implementation of other plugin features. In some cases, we're considering different ways of storing data, even storing things on the game server, so content like "asteroid prospecting results" might be easily shared across different client logins and platforms. But, all of this has various technical ramifications, so some changes are faster to drop in than others.

We're hopeful that we may be able to drop in some newer gameplay content before long, in addition to these features. We've also had a lot of other development in progress over the last few months, which will hopefully be well received when it's able to debut. All of bears directly on our march towards the launch on Steam and beyond. Thanks everyone!

Server Side Update

Tonight's server update includes the following change:

- Exploits involving disconnection or duplicate-reconnection during mid-jump, usually for the purposes of avoiding a pursuing attacker, have been more extensively mitigated. Some of these mitigation techniques are old, some are new, but we've gone to some lengths to make them more consistent and robust for both Fighters and Capital ships:

* If a player disconnects mid-jump, a "proxy" ship controlled by the remote sector will be spawned in their place (with their ship and cargo), and will remain there until timing out normally (1 minute for fighters, 5 minutes for capships). This proxy ship may not spawn until up to a minute after the player's jump, so if another pilot is in hot pursuit, and then finds their target has "disappeared" during jump, the pursuer should have patience for up to a minute.

* Attempts at duplicate-reconnection to knock off existing connections while mid-jump will immediately spawn the replacement proxy ship in the destination sector, until the second player connection is able to establish control.

* In all cases, a disconnection mid-jump will always result in the disconnected player being placed in the destination sector.

* In all cases, if the disconnected user should re-connect while the proxy ship is "standing in" for them, they will re-establish control of their ship.

This kind of development will be on-going, as we look to shore up and improve some areas of gameplay prior to the launch on Steam. As always, feedback is welcome, particularly if Bugs are found (please post to the Bugs forum, or submit via Support Tickets if you think there is a risk of bug exploitation). Thanks all!

Vendetta Online 1.8.447

VO 1.8.447 includes:

- Added Buddy Invite and Accept buttons to Comm's Buddy/Group tab. The Accept menu gets auto-filled in with the most recent inviter's name.
- Added a /toggleturbo bindable command to toggle turbo. The toggle gets cleared when releasing the normal Turbo or Activate keys.
- Sector Notifications now filter out Robot and Turret ship types.
- Added GearVR controller help menu when launching.
- If input binds accidentally get deleted, the defaults are now loaded.

A few more small improvements and enhancements. The "toggleturbo" bind should fit most cases when people want to "lock" turbo into an active state. Some of the other enhancements will hopefully help VR players.