Vendetta Online Changelog

New in version 1.8.316

December 13th, 2014
  • Fixed buffer overrun in prototype OpenGL driver for Linux.
  • Added reminder to mobile version to convert the one-click account so character progression isn't lost.
  • Added a periodic request to rate the mobile version of Vendetta Online.

New in version 1.8.315 (December 6th, 2014)

  • New prototype OpenGL driver has been added to Linux. To try it out, go to Options -> Video -> Change driver... and select 'OpenGL 4 GKGL driver'. Multiple dynamic lights are enabled with this driver if your GPU supports the GL_ARB_ES2_compatibility extension. Dynamic lights include weapon fire, rocket/missile/ship exhaust, and explosions.
  • Strikeforce are now launched when you have Temp-KOS against Corvus and you enter Corvus monitored space.
  • Auto-aim can only be toggled up to twice per second.
  • Fixed a bug where Capture-the-Cargo ended twice at the same time.
  • Fixed rendering issues when changing Scaling mode on certain Android devices.
  • Optimized nearby dynamic-light finding algorithm.
  • Added optimization to consolidate multiple nearby lights.

New in version 1.8.314 (November 27th, 2014)

  • Trident Powercells now have 125 Grid Power, but very high mass.
  • New Trident-specific turrets, requiring 25 grid power, available in certain sectors (Capship Swarm Turret, Capital Cannon).
  • Added dynamic lights to the Jump and Warp animations.
  • DirectX 11 dynamic light shaders are more efficient.
  • Added screen resolution and anti-aliasing options to the DirectX 11 driver.
  • Added support for x86 based Android devices.
  • Added support for AndroidTV and the Nexus Player.

New in version 1.8.313 (November 24th, 2014)

  • Mine explosions no longer do double-damage to the person laying them.
  • Weapon shot visual-effects are less likely to pass through objects.
  • Re-arming free equipment during Deneb War military missions now includes text to say the purchases are free.
  • Touch-screen HUD graphics slightly improved, to indicate the left input area is a region, as opposed to buttons.
  • Initial single-player tutorial now uses the TPG Raptor instead of the EC-89.

New in version 1.8.312 (November 21st, 2014)

  • Added dynamic lighting to asteroid mining effect.

New in version 1.8.311 (November 8th, 2014)

  • Improved two areas of player hit-checking to make hits more accurate under all circumstances. This should improve PvP for everyone, whether individual player ping-times are high or low.
  • Added dynamic lighting to ship damage fire effects.
  • Fixed problem with dynamic lights sometimes not being removed.
  • We think these recent improvements to the network code will be quite helpful to a lot of PvP situations. Please let us know how it works. We also have some further ideas, which take a bit more development time than we could dedicate this week, but we'll be continuing to work on this area.
  • Visual effects continue to be enhanced for dynamic lighting and other features. The flames of a burning Teradon now illuminate its surface with a dimly fluctuating orange glow, as well as other nearby objects, adding a little more immersion. Dynamic lighting will be added to wormhole effects and other things in the near future.
  • Beyond that, we've done a lot more consolidation and optimization of the new dynamic lighting engine as a whole, and have begun to back-propagate development into a new OpenGL 4.1 renderer. Linux and Mac people with OpenGL 4.1-compliant graphics hardware can look forward to the updated visual effects.

New in version 1.8.310 (November 3rd, 2014)

  • Fixed X-based multithreaded rendering crashes on Linux.
  • Fixed problem with not being able to enter the universe on very lossy network connections.
  • Changed the fallback MTU network packet size if MTU discovery fails.
  • Dynamic lighting now supports DirectX 10.0 hardware using the DX11 driver.

New in version 1.8.309 (October 25th, 2014)

  • Lightsources from weapons are now colored to match their visual effect.
  • Added support for multiple lightsources to more ships.
  • Fixed crashes when changing video drivers or resolution when in multi-threaded rendering mode.
  • DirectX 11 driver now chooses window-mode if it cannot go to fullscreen-mode instead of falling back to the DirectX 9 driver
  • Switching video drivers should no longer cause graphical artifacts.

New in version 1.8.308 (October 18th, 2014)

  • New prototype DirectX 11 driver has been added. To try it out, go to Options -> Video -> Change driver... and select 'DirectX11 GKGL driver'. Multiple dynamic lights are enabled with this driver if your GPU supports DirectX 11-level features. Dynamic lights include weapon fire, rocket/missile/ship exhaust, and explosions.
  • Corvus Greyhound (and Painted variants) changed from 250 to 190 thrust, 8250 to 7500 armor.
  • This version includes a significant renderer change, that being the addition of dynamic lightsources. For the moment, this includes a limited subset of the flare "lights" in the game, but does cover a lot of the most common (ship engines, rockets, energy weapons, as mentioned above). The light color is not yet correct to the visual effect in some cases.
  • This is still early in development, and we're still testing, but we think it looks pretty cool thus far. For now the feature is limited to those with DirectX 11 support, using the DX11 internal driver on Windows. You can manually select the DX11 driver in the Video area of Settings. Once the lighting has been stabilized, we'll add support to Linux, Mac and possibly other platforms. These improvements are primarily directed at the PC, where the performance margins are quite large.
  • There will be other renderer improvements coming as well. We have a lot of gameplay work to do, but for specific reasons we needed to get this renderer development out of the way quickly. Thus, it's been bumped up a little in priority. On the flipside, the game should get a lot cooler looking in a short period of time. I hope you all enjoy it.