Vendetta Online Changelog

New in version 1.8.354

October 8th, 2015
  • Enabled multi-threaded physics engine, defaulting to 4 threads.
  • Fixed rendering issues for ships with liveries applied to them.
  • Livery is no longer applied to the Anniversary Edition Vulture.
  • Fixed issue with livery setting not being saved in ship presets.
  • Fixed issue with not saving /alias commands correctly if they contain double quotes.
  • Several issues conspired to delay development this week. For one thing, we were notified of a maintenance that will impact our web-server next week, which prioritized some re-organization and administrative work on our end.
  • Similarly, we hoped to launch the DX11 engine into production this week, but we found a threaded-renderer bug at the last minute. By the end of the evening we pretty well resolved that issue, but chose to delay release until next week, to allow further testing. So it goes in the world of development.

New in version 1.8.353 (September 28th, 2015)

  • Fixed DirectX 9 display problem of new configurable Ship Liveries.

New in version 1.8.351 (September 21st, 2015)

  • Vendetta Online adds independently configurable "Ship Livery". This new type of skinning system will allow a variety of different aesthetic ship "looks" to be available. Ship Livery may have diverse requirements, including faction standing or affiliation, purchase with credits or crystal, or be related to an accomplishment or badge of some sort. Any mission outcome could result in a special Livery, and may eventually be something that can be picked up as Cargo. The "Livery" button can be found in the Ship Purchase menu, near the color-picker. (Livery only available for the Vulture, so far, more are in the works).
  • Commodities and ship lists now retain their current scroll positions when the station interface updates.
  • The rotating ship view no longer resets its orientation when changing ships.

New in version 1.8.350 (September 15th, 2015)

  • 21 new missions added by members of the Player Contribution Corps! These new missions tie together and further extend a number of existing mission-trees. They also result in some interesting rewards, including limited creation of capship components. Credit for this new content goes primarily to Phaserlight for writing the new missions, along with Meridian for extensive editing, as well as further testing and feedback by Mr_Spuck and Darth Nihilus. Be sure to thank them for their efforts in bringing new content to the game. If you've never played any part of these mission trees before, you might start with "Hazardous Site Investigation" (UIT), "Lesson Among the Stars" (Itani), or "Errant Transports" (Serco). If you're interested in creating missions for Vendetta Online, check out the "PCC" area of the Vendetta Online website!

New in version 1.8.349 (September 8th, 2015)

  • Trident capship-owners may now message basic commands to their ships ("/msg"), while they are un-docked. The "follow" command will cause the player's trident to follow them, as best it can, within the given sector. The capships will not yet follow across jumps or wormholes. The "park" command causes the given ship to park in its current location. An expanded command-set will be coming in a future release. Only the ship's owner may issue commands at this time.
  • We've made several changes and updates to the Voice Chat system over the last few weeks, including some major fixes that may resolve the long-standing "channel-leaking" problem. We'd appreciate it if people on supporting platforms (Windows, Linux, and Android/ARM, but not Android/x86) could try using the voice chat system, and let us know how it's working. Please post any on-going problems on the Bugs forum. Thanks!
  • We have mitigated and resolved a server-side issue that was causing brief moments of connection issues (~20 seconds) every night around 12:30 central time.

New in version 1.8.348 (August 29th, 2015)

  • New prototype dynamic economy in the Orion Mining station located in Latos N-2. Locally produced goods are now manufactured at a fixed rate, and can be depleted; non-local goods arrive only by NPC Trade Convoy or Player Trading. Any commodities, ships, and addons sold to the station become available for purchase, but currently retain the common pre-requisites for the respective item (Level, Faction Standing, etc). As the quantity of an item increases, the price drops, and vice versa. Custom items such as event trophies cannot be sold to the station at this time.

New in version 1.8.347 (August 21st, 2015)

  • Updater and game client now use a threaded getaddrinfo to look up the server's IP address; if DNS fails to resolve within 10 seconds, it will fall back to a visible error, instead of using OS timeouts.
  • Updater now directly uses the patch cloud hostname, instead of redirecting through
  • Hive Stronghold sectors idle timeout is set to 5 minutes, a more reasonable length of time to return and pick up Leviathan drops.
  • OpenGL driver restores the window title if it has to be recreated for video option changes.

New in version 1.8.346 (August 3rd, 2015)

  • Changed the 'Route' button in the Mission Info to 'Dock' and displays text saying to dock to the local station to accept the mission when clicked.
  • The "PLAYER_DIED" lua event now triggers for anyone who dies within your sensor range (15km). Chat messages are only displayed if you are the victim or the killer.
  • After un-docking from your own persistent capship, your capship now retains current velocity and slows to a stop, instead of stopping immediately.
  • Jumping into a sector and landing directly into a capship docking bay no longer auto-docks your ship.
  • Fixed typo in Training Neutron Blaster description.
  • Also, server-side changes from this week: new production database system, new game webserver, etc.
  • Lots of infrastructural changes took place this week. We're still kind of "settling in" with the new servers and database systems, so please continue to let us know if anything isn't working properly. We'll have more announcements about all of this next week. Have a great weekend, everyone!

New in version 1.8.345 (July 19th, 2015)

  • Removed older, deprecated method of creating account from within the game client.
  • Other background changes to make possible an upcoming server migration.
  • Not the most exciting update, but we've been really busy with a couple of tasks. One is that we're trying to address a number of recently-reported problems with the MacOS X version of the game, when using the new GL4 renderer. This is proving tricky and time-consuming to debug, as we're finding some surprising and unpredictable OS behaviour.
  • To our non-Mac users: please have patience. The lack of content updates in the meantime is not that fun, but we really need to squash these kinds of major bugs (across all platforms and versions) prior to the 1.9 release.
  • Additionally, as mentioned in the release notes above, we're also working our way up to a major server migration. We hope for part of that to wrap next week, which will mark a major improvement in our infrastructure. There'll be an announcement when it goes live, but it's one of those things where.. if all goes well, you won't be able to tell anything changed at all. Nonetheless, take our word for it that this is much-needed (a bit overdue, even), and we'll write more about some of the specific improvements after it goes live.

New in version 1.8.344 (July 12th, 2015)

  • Increased support for anti-aliasing with certain Intel GPUs, and perhaps others.
  • Mitigated issue with Mac OS X mouse cursor when cmd-tabbing in fullscreen.
  • Windows version now built with a better optimizing compiler, some performance improvements should be evident.
  • Fixed intermittent sector crashes.
  • Fixed a rare potential issue with /vote mute.
  • Fixed issue with joystick input on the Windows version.
  • NPCs now require more collision damage to be applied to them before they will consider the attacker a threat.
  • New station designs for Sol II H-13.
  • Added anti-aliasing and gamma correction to the Mac OpenGL 4 driver. The Linux version already has anti-aliasing.
  • Added ability to manually set the screen rotation on Android. The option is in Advanced -> Controls -> Input and has Landscape, Reverse Landscape and Sensor Landscape as the three options.
  • NPC capships now target and attack PC capships with their primary weapons.
  • Optimizations to multi-threaded rendering.
  • Multi-threaded rendering is now default to enabled on DirectX 11 and OpenGL 4 versions. When switching to those drivers, a restart of the client is required to enable multi-threaded rendering. The setting can be turned off by editing the config.ini file and adding multithreaded=0 in the [Vendetta] section.
  • A variety of infrastructural improvements, in the lead-up to VO 1.9. We also have quite a bit of server-side work going on in the background as well, along with some interesting new gameplay scenery and content. Next week we may start to reveal some of these enhancements, as well as prepare for some significant server migrations, to increase game capacity and performance. Have a great weekend!

New in version 1.8.342 (June 29th, 2015)

  • New station designs for Itan J11 and Odia M14.
  • Six missions updated in the LAR Project tree, substantially improving issues with the Stygian Furies.
  • The mission "Rush job! Ores and minerals needed" may now be re-taken (Xang Xi Research locations, Respect standing) to acquire the Xang-Xi Self Propelled Concussion Mine Launcher. Mission is available once per week, per character.
  • Concussion Railgun grid power requirements dropped from 12 to 9, allowing dual-usage on the Raptor UDV, etc.
  • Rendering optimizations for the new DX11 and GL4 engines. On some machines, that are more CPU-limited, these updates can make a big speed difference. More related improvements next week.

New in version 1.8.341 (June 21st, 2015)

  • Android version now supports both landscape modes. Requires Play Store App Update or sideload update. The Amazon Store version will come out at a later date.
  • Added Video driver options to change the number of dynamic lights and toggle shadows in the DirectX 11 and OpenGL 4 drivers.
  • Fixed a crash when switching from OpenGL 4 to the OpenGL Reference driver when multithreaded rendering is enabled and the glow effect is on.
  • Border Skirmish Teradon firing distance has been lengthened and the average combat distance is shortened by 100 meters.
  • Please rate the Android version! The Android version gives the choice to review the app when docking to a non-training station after 10 minutes of being online or after an in-app purchase. You can choose to have it ask again later (one week later) or never.
  • We're nearing the DX11 and GL4 drivers becoming the production standard, so please continue to help us test them, and report any issues on the Bugs forum, or in a Support Ticket if privacy is needed.
  • The new rendering-engine becoming "production-ready", as well as some other emerging features, will help mark a major update planned for the near future.

New in version 1.8.340 (June 13th, 2015)

  • New station design for Dau L10, more carefully integrating the Capship Hangar components. In the future, there will be more fully-customized stations replacing those with recently added capship hangars.
  • Experimental: Fog and radar limitations now impact bot's targeting visibility and aggression. However, this may have undesirable secondary effects, and may require on-going tweaks and changes. Strikeforce NPCs have integrated radar extenders.
  • Maximum rent-able cargo capacity of new capship-capable stations now increased to 100,000 cu. Existing cost thresholds for extended cargo space still apply.
  • When a Trident pilot switches to a turret view, the local (Trident) ship is now properly visible.
  • When launching from a Trident while it is mining, the ore is now properly placed into the Trident's cargo hold.
  • Fixed a bug where a persistent Trident may collide with the player's copy during the change-over.
  • Have a great weekend, please provide feedback on any of these changes, especially if you run across undesirable ramifications (such as the fog/radar situation). Bugs is a great place to report, or open a Support Ticket if something is critical. Thanks much!

New in version 1.8.339 (June 13th, 2015)

  • Fixed Deneb War Stats web page. The dates were off by one day under certain circumstances.
  • Integrated Mineral Scanner on ships can now be used for the prospecting missions.
  • Changed Conquerable station under attack warning timeout to 5 minutes from 1 hour and report each station separately.
  • Improved Updater robustness when unable to write to storage.
  • Added a larger mouse cursor for Retina and other high-res displays.
  • All cargo nested within ships inside of capships will now drop when the capship explodes.
  • NPCs can no longer turbo or jump/warp out of a sector if their energy level is too low.
  • Mac OS X Updater no longer crashes if there is no network connection.
  • We've had some larger development projects going on in the background, while I was away, and some interesting announcements coming up pretty soon. In the meantime, we've been continuing the flow of cool gameplay tweaks and changes. Particularly notable is the energy impact on NPCs, which should have expanded value as we re-work some of our NPCs and other things with the coming universe changes.

New in version 1.8.337 (May 24th, 2015)

  • Fixed issue with queens and its escorts getting reset to full health when the idle-sector timeout occurs.
  • Idle-sector timeout experimentally reduced back down to 30 seconds, except for conquerable station sectors which retain their 5 minute timeout.
  • Improved fallback resiliency of the game launcher/updater under certain conditions, particularly on Android.
  • Android version now includes a call to help translate the game, on non-English devices (
  • Geo-located patch servers are now back into usage, including two in Europe. For best results, we recommend using your ISP's local nameserver, and *not* a global public provider like Google DNS or OpenDNS.

New in version 1.8.336 (May 17th, 2015)

  • New temporary placeholder "capship" stations in: Itan J11, Dau L10, Sol H13 and Odia M14. These will allow Trident owners to dock with these major capitols. The station configurations will be changing to something more customized to each sector (and nearby hazards, like asteroids), but for the moment they each have the same capship-hangar module, attached to the existing station.
  • Idle-sector timeout experimentally reduced from 5 minutes to 30 seconds, to potentially reduce server ram usage in high-concurrency situations (very large numbers of players). As we have recently made mines, capships and other content persistent, this change should not have a significant gameplay impact. Note, this is simply the sector-shutdown that occurs after all players have already left a given location.
  • Experimental "emergency instancing" added to all sectors: if a very large number of players should congregate in a single sector (many hundreds), additional players "jumping in" will be transparently sent to a secondary instance of the same sector, to better distribute load across the server cloud. This will only be an emergency-level tool to help deal with unexpected peak loads of huge numbers of new players (mobile-platform promotions, etc), and we'll be doing updated stress-testing to set it as high as possible. It can be dynamically defined on the server-side, to support very large future player-events, as needed.
  • Fixes to server-side issues related to players getting stuck at "entering universe" during the login process.
  • Lots of other development work is on-going. Please keep in mind that we intend to expand the number of capship-capable stations to include all "capitols", but that some additional testing and development time is needed to roll things out more broadly. In the meantime, have fun everyone!

New in version 1.8.335 (May 5th, 2015)

  • PowerCell Blaster has been buffed to 215 velocity, 8 energy per shot, 60 drain.
  • We are now accepting Character Nation Change requests again. Once per character, per lifetime, submitted by Support Ticket. The character inventory will be WIPED (ships, items), but credits and stats will remain. Be sure to sell your character's inventory before requesting a Nation Change.
  • We are in the process of moving to a much more robust and distributed patch-update architecture. However, the transition may continue to have some bumps as we discover and resolve issues. Please be patient with any connection delays.
  • Updated the secure-HTTP connection functionality of the Android version, and added it to all other platforms and versions. Will help enable future game features.
  • Training Sector Beam Cannon defenses have been significantly buffed, to reduce threats to newbies by more advanced player capships.
  • Fixed issue with application full-screen interface on pre-4.4 Android devices.

New in version 1.8.334 (April 26th, 2015)

  • Fixed turret leadoff indicator color when target is outside the field-of-view.
  • Temperature Scanner now properly obeys its range limit.
  • Added Retina support for the OpenGL 4 driver on OS X.
  • Fixed touchscreen virtual keyboard issues when using plugins on Android.
  • Fixed double-press issue when going into the Nav menu from the HUD on Android.
  • Fixed issue with the Auto-Aim Advanced Game Setting being set to Disabled when touchscreen mode is disabled and a gamepapd is being used on Android.
  • We're expecting some bigger changes next week, and we're approaching some major announcements. As a result, we've been spending time to build out and improve our server infrastructure:
  • A new "update server cloud" will be launching next week, including new patch servers in Los Angeles and Europe. A combination of BGP Anycast and GeoIP DNS will make sure you receive the update server closest to your location, while careful monitoring and automated failover of the individual servers will minimize the impact of any outages (which are very unlikely anyway). Even if the entire new cloud should fail, the game update-client itself will fall back in a few seconds to our current, long-running Midwest-US service. As time goes on, you may see us expand our patch cloud into other locations, like Asia, Australia and Brazil.
  • It should be noted that this new proprietary global patch network will not actually improve your "ping times" within the game. They are purely to improve the distribution and resilience of the game patches, although your patch downloads should be faster. Beyond this, we are also working on other changes to the fundamental game infrastructure, which we think will be a big improvement for most players, but those changes are still a little ways out.
  • In the meantime, a lot of game content is in development, including new Capship Station Components that will allow Trident docking at most Capitol stations. We think this will usher in a new relevance to the Trident, and its usage as a platform for trading and other activities.

New in version 1.8.333 (April 20th, 2015)

  • Raptor UDV gains integrated Cargo and Addon scanners (2000m range), as well as Mineral and Temperature scanners (300m range).
  • New Training Neutron Blaster MkII is available in all capitol stations. The same stats as a Neutron MkII, with only one damage.
  • Training Sunflare Launcher also added to capitol stations. Same stats, but 15 damage.
  • The Windows Updater now waits until the game is finished starting up before exiting. This is an attempt to fix the issue with DirectX 11 sometimes not entering full screen on startup.
  • Fixed freeze when alt-tabbing back to the game after taking a screenshot with the /dump command on Windows.
  • Added a setting to the Mac OpenGL 4 driver to try to get it to choose the discrete GPU instead of the integrated GPU.
  • Android touch inputs that start while in space, and end in the station, will no longer activate any station buttons. This should avoid situations like accidentally triggering the Launch button just after docking.

New in version 1.8.332 (April 15th, 2015)

  • New higher-definition asteroids for Verasi I5 (and elsewhere), on PC versions.
  • Lifetime manufacturing limits for the Teller-Ulam Mine have been removed. Daily limits still in place.
  • Concussion Railgun mass reduced from 4000 to 2000.
  • Turret auto-aim field-of-view has been set to match the limitations of the turret object.
  • Further improved billing robustness for various mobile platforms, updates still being released on a platform-by-platform basis.
  • Still more critical debugging and bug-fixing, in advance of a major release intended for this month. Next week will probably involve a bunch of important rendering-API fixes that are required to take the new DX11/GL4 renderers from "beta" to "final/production". We'll hopefully also see some gameplay tweaks at the same time.

New in version 1.8.331 (April 5th, 2015)

  • Improved High Drain Power Cell has been buffed to 50/sec generation and 18 grid power.
  • Extreme Drain Power Cell has been buffed to 52/sec generation.
  • Auto Aim for Turret weapons has been changed to use weapon stats rather than a fixed AA threshold.
  • Major changes to improve the robustness of billing support on Play Store and Amazon, which will require installation of APK updates from those stores. Please report any new billing problems as soon as possible.
  • These billing improvements took up quite a bit of time, but are critically important, especially if we see a big influx of users from being "featured" on a mobile platform. We have a lot more cooking in the background, but until then, have a happy weekend everyone!

New in version 1.8.330 (March 28th, 2015)

  • Raptor UDV thrust increased from 215 to 225.
  • Renamed "Gatling Turrets" to "Gatling Cannon" MkII and MkIII.
  • New "Gatling Turret" created for actual turret usage, by small vessels with turret capabilities.
  • Fixed problems with collision hulls for recently-updated, high-def asteroids on PC platforms.
  • Fixed Voice Chat menu size issue on Android.
  • A couple of belated enhancements based on Suggestions Forum threads from earlier this month. The new Gatling Turret is only available in a couple of sectors. That may be controversial, but it's easy enough to expand availability later.
  • We have a lot more major development going on in the background, which should come to light before long. In addition, we're in the midst of completing a pretty major network migration for our office, which we've managed to make largely invisible to the game itself (does not change the servers), but does have a huge impact on our development. So, getting through that migration has been pretty important, although also time consuming.

New in version 1.8.329 (March 21st, 2015)

  • One set of asteroids (tan, shattered rocks) have been updated on the PC to a new "high definition" standard, with greatly increased polygon counts.
  • Fixed dynamic lights and shadow shaders for OpenGL 4 on Mac and Linux.
  • Fixed issue with DirectX 11 driver sometimes not restoring the correct screen size when alt-tabbing while in full-screen mode.
  • We've been very busy this past week, with a large amount of unexpected infrastructural and server work, as one of our ISPs is going through some transitions. This cut into development time for this build, but we hope you enjoy the changes we were able to ship. Hopefully some cooler content next week.

New in version 1.8.328 (March 16th, 2015)

  • Fixed rendering errors when switching to the OpenGL 4 driver.
  • Fixed glow effect showing through objects.
  • Fixed shadow rendering errors.
  • Alt-tabbing should be more robust for the DirectX 11 driver.
  • Fixed inventory list and other tree-controls jumping around when selecting items.
  • Fixed Google Play Achievements being given at the wrong time.
  • Updated account creation process on mobile devices.
  • A slightly belated announcement on this version, as I was out of town last week at the Game Developer's Conference.
  • Most of this version continues our process of cleaning up and debugging the new GL4 and DX11 shaders and related code. We still have some more fixes to drop in, further fixing some Linux renderer problems that have appeared recently, but those will have to wait until next week.
  • Big announcements are coming soon, describing more specifics for our plans for 2015. In the meantime, you'll also see some newer "HD" assets appearing on the PC version, and other tweaks intended to polish things up prior to the Steam launch. Further enhancements to our VR support are also planned (Oculus, Leap Motion, etc).

New in version 1.8.327 (March 1st, 2015)

  • Fixed issue with not being able to type in chat while jumping and warping.
  • When alt-tabbing out in full screen DirectX 11 mode, alt-tabbing back will return to full screen mode.
  • The wireframe radar extender effect is now visible in DirectX 11 and OpenGL 4.
  • The Windows executable binaries are now signed with a certificate.
  • The DirectX 11 version now uses a different shadow technique (Poisson PCF with slope-based depth bias), also implemented across all OpenGL 4 versions.
  • Very experimental, optional OpenGL 4 driver added to MacOS X. Switching drivers is a little strange, and a full game re-start may be needed to avoid graphics corruption. We're still working on it, this is an optional early-access, use at your own risk.
  • Fixed the capship shield effect not rendering properly.
  • The glow effect should now work on the experimental OpenGL 4 driver.
  • A plugins/ folder is now automatically created on first run for the Android version.
  • Changed the default active button for the EULA menu.
  • The 'Play' button is now automatically made the active button when changing characters.
  • When a menu is closed and it doesn't have active focus, the current active focus control no longer gets unfocused.
  • Fixed a couple of lua errors.
  • Obviously a lot of changes being made in the past week, as 1.8.326 dropped on Monday, followed by 1.8.327 on Friday. The biggest news here is probably the experimental GL4 driver for the Mac, which will finally bring our new rendering engine across all our major PC platforms (Windows/Mac/Linux).
  • There are still other changes coming to the new rendering engine, before it will be considered "production ready" and actually become the default on supporting hardware. But, we are making good progress, and in the meantime, we greatly appreciate people testing things and reporting any issues via the Bugs forum. The more feedback we get, the more solid the new graphics engine will be.
  • Many other fixes and tweaks in the works, with much more significant gameplay changes intended to follow this period of graphical/engine work. Stay tuned!

New in version 1.8.325 (February 13th, 2015)

  • Improved experience of using the UI with a gamepad on Android.
  • Fixed flickering button in touch-hover mode on Android.
  • The /givemoney command is no longer case sensitive.
  • Successful /vote mutes now last for two hours.
  • Beyond our release from Sunday night, this actually fixes several additional problems that faced players trying to use a D-pad type gamepad to navigate the game interface. We've improved a lot of the scenarios to make D-pad navigation much easier. There are still some areas that could made better still, but we think those with gamepads will find this helpful. It should be particularly beneficial for those on the FireTV, the NVIDIA Shield, OUYA, GameStick, Moga Pro, upcoming AndroidTV, and other similar hardware.
  • Improved controller support also has long-term benefits for use cases like VR (Vendetta Online being one of the first titles to officially support the Oculus Rift, back in 2013). Playing the game on a mouse and keyboard can be optimal, but tracking key-positions while "blind" (wearing a VR headset) is challenging for a lot of people. To them, it's more accessible to play with a game controller, and a small number of tactile controls that can be trivially identified without looking.

New in version 1.8.324 (February 9th, 2015)

  • Increased usability of gamepads to navigate through the UI using mostly just the D-Pad and A button. The D-Pad now performs a key repeat for quicker scrolling.
  • D-Pad Left/Right no longer scrolls up/down. Instead they switch to the previous/next control.
  • Changed the default mouse-over/focus highlighting of buttons and tabs to be more noticeable.
  • Reduced the number of votes to mute someone to 10 votes.
  • Increased sound falloff of new ship and swarm explosions.
  • Added a reminder that chat channel 1 is only for Help questions and to /join 100 for main chat after every fifth time you chat in channel 1.
  • Experimentally tweaked Crystal acquisition rates, for upcoming improvements to level caps and other F2P barriers.
  • A whole array of minor gameplay tweaks, intended to improve the game in a number of cases, including Controller Improvements enhance playability on the Amazon FireTV, OUYA, GameStick, and other "10 foot experience" platforms (ie, where you're 10 feet from a TV and only have a game controller). This will also improve upcoming AndroidTV support, as well as gamepad-centric experiences like the Moga Pro and NVIDIA Shield.
  • Beyond this, administrative tweaks to help us manage our growing userbase, as well as some tweaks to Crystal balance. We've been very busy for the last couple of months on rendering updates, you can expect a lot of small changes and adjustments to the free-to-play business model, as we approach our major iOS update (again, those who want to be a part of testing for ios, should check out

New in version 1.8.323 (January 31st, 2015)

  • Added new sound effects for small ship explosions, swarm missile impact; also updated and improved existing capship explosions.
  • Added dynamic light sources to additional "neon-style" signs and station floodlights, visible in the prototype DX11 and OpenGL drivers.
  • API enhancements for Android and AndoidTV.
  • Only three lines in the update log, but a lot more happening behind the scenes, and changes "under the hood", so to speak. We've done a lot more engine development and tweaking over the past week, but nothing that's ready for exposure in the game yet. Assets and visual effects are being updated, etc.
  • Beyond that, we also have some time-sensitive development going on, relating to necessary updates of certain platforms, as well as support for emerging systems like AndroidTV. Support for AndroidTV may not be that exciting to everyone, but it has taken very little time for us to support (as we already helped launch the FireTV, OUYA, and similar devices), and opens up the prospect of playing Vendetta Online natively on your next-gen SmartTV from Sony, Sharp and other manufacturers. Set-top boxes like the Nexus Player are not the intriguing long-game for us, but rather integration of the AndroidTV experience into millions of SmartTVs. That has the potential to be a market share worth pursuing.
  • We expect more graphics updates next week, but we'll try and make some game changes as well if we possibly can. We have a whole backlog of changes that I've been promising on Suggestions.

New in version 1.8.322 (January 25th, 2015)

  • Added prototype shadows to Linux OpenGL 4 driver. This implementation differs from the DirectX 11 version in that it uses a Percentage Closer Filter with a Poisson distribution to anti-alias the shadows.
  • Added dynamic light sources to more "neon-style" signs, visible in the prototype DX11 or OpenGL drivers.
  • Decreased the font size of the account conversion menu for mobile devices.
  • Getting closer to wrapping up our work on the renderer, we should hopefully have just a bit more related work, and then be done for awhile.
  • Shadows are kind of an interesting set of challenges, as each algorithm comes with its own set of visual problems (artifacts) that need to be mitigated. We're using 4X anti-aliased variance shadow maps (VSM) on DX11, as we appreciated the smooth shadow edges we get from anti-aliasing, but we don't love its inherent problems with thin-object shadows "fading in" near their origin.
  • Thus, on OpenGL (for Linux, not yet for Mac) we're testing an implementation of traditional Percentage Closer Filter (PCF) shadow maps using a poisson disc to smooth the edges. This has the added benefit that it can be implemented on mobile by packing floats into RGBA, where this is not really possible (or is at least highly problematic) with a numerically-unstable variance algorithm. It may also be a little faster on older hardware (and uses less memory); but really, shadows have not been a big speed hit for us, compared to dynamic lighting and other factors. Unfortunately, PCFs also come with their own set of visual problems/artifacts, issues like shadow acne, a kind of flickering of maps appearing on certain surfaces, that have to be optimized with specific bias settings. There are particular challenges with rounded rotating asteroids. But on average it looks pretty good (which can be said about either algorithm).
  • In both cases, the maps are placed on a single texture atlas for all four cascade levels. Cascades being shadow maps rendered to cover various distance-ranges, so you get high resolution close to you, but lower resolution off in the distance. Because of our huge view distance (20km or more), we're probably going to need another set of cascades to achieve the desired "final" fidelity on PC, but it's not bad as it is.
  • So far, these algorithms have all been implemented for relatively fixed, "directional light" shadows coming from the primary lightsource (the nearest star/sun), but we intend to also add another couple of cases. Omni/spot lights under some situations (short distance shadows that don't travel far, cast by ship engines, for instance) will add a lot of nice effect with movement; a capship flying near a station or asteroids, for instance. Similarly, a special shadow map on your own ship (for 3rd-person views) will add a lot higher fidelity to self-shadowing than what we can achieve using the cascades-covering-20km.
  • It's very common for game engines to use several different types of shadows for different environments and effects. Variance shadow maps can be easily blurred in hardware, for instance, where PCF shadow maps cannot. Thus, if we want to create heavily softened maps for omni lights in a fogged sector, for instance, that might lend itself to VSMs. Or, even with all directional and omni lights in unfogged scenes using anti-aliased VSMs, we might still use a PCF for self-shadowing your ship, so that all small details are sharply shadowed and defined (even when the shadow-caster is relatively small or thin, like a winglet or turret).
  • As always, game development is a series of calculated tradeoffs to try and achieve a desired effect. There are few ideal solutions, mostly it's based on what works best for the specific kind of game, content, environment, desired experience, etc. This is one of the reasons we've been happy to have our own in-house engine. While we may spend time on this kind of R&D, where shadows might simply be a "check box" on an available middleware engine, we're doing the best implementation for our specific situation. Most engines are built for first-person shooters and/or lightweight "casual" games, not for open-world space MMOs with galactically-gigantic universes. Even at triple-A studios who are actually making first-person-shooters (many friends of ours), they often end up spending practically the same amount of time heavily-modifying and "hacking" the middleware engine to do what they want, a sometimes-ironic set of tradeoffs.
  • Of course, back when we started in the mid/late 90s, there practically were no middleware engines anyway, let alone the free ones of today (the quake1-test debuted about the time we were building network code, and by the time Unreal shipped, VO was recognizably playable). But even so, being able to implement our own optimal solution to our specific set of challenges has always been a strength, and the game is better for it.

New in version 1.8.321 (January 18th, 2015)

  • Added dynamic light sources to many of the "neon-style" floating signs, visible in the prototype DX11 or OpenGL drivers.
  • New sound effects: Avalon Torpedo impact/explosions, queen and capship explosions, and special Heavy Assault Cruiser explosion effects.
  • Preliminary dynamic lights have been added to the docking and launch bays.
  • Fixed the glow effect so it isn't so over-bright.
  • Shadowmap cascade levels are consolidated into 1 texture atlas
  • instead of 4 separate textures.
  • Tweaked the shadow cascade transition to be more subtle.
  • Tweaked render state changes in the DirectX 11 driver.
  • Ice asteroids and solar panels now receive shadows.
  • Improvements continue to the rendering engine, and the assets to help enable them. Plus, some new sound effects, and you can expect more to appear as well.
  • It's hard to convey the impact of lighting our signs dynamically, and having them influence their surroundings; it adds a tremendous sense of "presence" to the environment. Our "floating neon" signs flicker on and off, and change colors as they always have, but now they illuminate nearby objects and ships as well. This may seem like a subtle change, and it is, but I'm really enjoying the overall effect:

New in version 1.8.319 (January 7th, 2015)

  • Fixed long blank screen pause when switching video drivers.
  • Fixed performance issue for DirectX 11 driver when not rendering the station behind the station interface.
  • Improved and tweaked shadow settings for DirectX 11 driver. Shadows are now anti-aliased and the darkness of shadows has been decreased further.
  • For those who are interested, and can't yet see the new DX11 changes, I've made a little before-and-after demo screenshot of the current state of the engine. Please bear in mind that this is a very preliminary screenshot, and not indicative of anything remotely final.
  • In fact, we're still deep in development on the DX11/OpenGL 4 renderer. There are some particular challenges that we face as an open-world game set in space, with sectors of unlimited scale. Shadows maps, for instance, have a set resolution and need to cover the entire viewable terrain. For most games, even some recent "open world" shooters, that's still relatively modest compared to even our (current) view distance. Since 2002, we've had a 20 kilometer far-Z, which (for reference) would let any current player's view encompass about 3x the entire gameworld of Skyrim. This adds challenges to stretching shadow maps over such a large area, while making them "look good" up close, and not using a tremendous amount memory.
  • On top of that, we're looking to drastically increase our visible Z range (due to extremely large capship-stations and other objects coming in future versions), perhaps to "near-infinitely" through the use of multiple Z ranges along with imposter rendering. All of this makes for a lot of R&D and testing, to find something that works "best" for our particular usage.
  • Usage is key, as each effect implementation, and rendering architecture choice, has its own set of tradeoffs. Different algorithms come with particular artifacts, and a lot of this kind of research is figuring out what looks the "best", while also giving you the desired flexibility, framerate and overhead that you require.. and that's going to vary, game-to-game. We're a space title, so "soft" shadows aren't really our thing, except as a special case (ion storms, mining-debris fog), as we generally don't have the kind of environmental atmospherics that provide this sort of "soft" diffusion. So we're currently testing some effective sharp-edged (anti-aliased) solutions that scale well over long distance.
  • But what's most important is how the effects will be used. Eye candy is nice enough, but it really needs to justify its existence (and impact on framerate) through value in storytelling, and in the immersive experience. It's these environments that I find the most exciting, the most inspiring of game design. Situations that might fill a player with genuine fear, or awe. Images that might let us each tell how we've "seen things you people wouldn't believe.."

New in version 1.8.318 (December 26th, 2014)

  • In honor of the occasion, we have a few things to announce, including a newsletter update, and some graphical improvements in the latest versions (Shadows in DX11!).
  • Additionally, we also are in our standard Holiday Promo, welcoming back any player who has previously had a Premium-level subscription to the game (more than 60 days ago), they may play for free between December 25th and January 1st! We hope we see a lot of older veteran players popping by to say hi!
  • VO 1.8.317-318 included:
  • Very "beta" prototype implementation of Shadows, for DirectX 11 only (OpenGL will require some changes and will come later). Contains numerous known artifacts, bugs and things that need tweaking. Made available as a demo-prototype only, to let people see something we have cooking.
  • To disable shadows if the framerate is too low, type "/set rdoshadows 0" (without quotes) in the console or chat.
  • For those interested in rendering tech, this is a test using cascaded variance shadow maps, and is not necessarily the final algorithm we may choose (and even if we did choose to use this, there would be many tweaks and fixes). We're in an R&D phase on much of this rendering technology.
  • Tweaked the shadow cascade level distance calculations to improve quality.
  • Decreased the darkness of the shadows.
  • Removed shadows in fog sectors.

New in version 1.8.316 (December 14th, 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.
  • This new version continues the recent graphics improvements, now with a prototype renderer for Linux players. We expect there to be problems and artifacts on certain drivers, so please report any issues in detail on the Bugs forum (a thread has already been started). Linux drivers are unfortunately not quite as gaming-robust as Windows, simply because the chip manufacturers making the original drivers tend to put more time into the platforms with the largest gaming market share. The teams of volunteers working on the open-source drivers do a great job, but often have fewer developer resources than the huge teams placed on Windows and console platforms. Thus, we could really use everyone's help to track down and work around any bugs we discover under Linux OpenGL, to try and make the experience as stable as possible.
  • Although the new driver is called "OpenGL 4", it does not necessarily require openGL 4.x native support. It does require the GL_ARB_ES2_compatibility extension, which for some chips is available even though the rest of the driver only supports OpenGL 2.x or 3.x (Intel integrated laptop GPUs, for instance). The GL_ARB_ES2_compatibility extension became required in OpenGL 4.1, but is also supported by many GPUs that do not actually support 4.x.
  • As a final reminder, if you're interested in testing Vendetta Online for iOS, please sign up here! We are only taking a limited number of people, so sign up as soon as possible!

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 22nd, 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 16th, 2014)

  • Added dynamic lighting to asteroid mining effect.
  • This was actually a very productive week, as Ray has been working really hard to back-propagate many of the newer DX11 effects to OpenGL. Unfortunately, this also uncorked a whole slew of new issues, related to particular chipset drivers and various incompatibilities. He's pushed through and straightened out much of it, but we still have more work to do before this will be production-ready.
  • In the meantime, Curt has added some cool new lighting effects for those who can see it , with the mining impact-area now illuminating things (the asteroid, for instance). It is not currently colored, as the actual mining flare itself is always white. But, we may change that, to make the flare match the color of the mining beam, to add a little more color (and information) to the universe. For the moment though, we think it jazzes up those skyscapes of NPCs mining in the distance.

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.

New in version 1.8.310 (November 1st, 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 26th, 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.
  • This release brings the new lighting model in DX11 much closer to its intended goal, although still missing a few things. Fire effects from damaged ships don't yet emit light, nor do station floodlights or "floating neon" advertising signs, etc. A few types of materials still don't receive dynamic lighting (station solar panels), although most of them now do.
  • Many of the stability issues have been addressed as well. If anyone is still having problems changing to or using the DirectX 11 driver, please post to the Bugs forum and let us know (with screenshots, if possible). DirectX 11 will soon become the default driver for Windows, although we'll still retain the other driver as a compatibility fallback for a long time to come.
  • But, before it can become the default, there's some optimization work that has to happen, as well as adding a lot of the well-known options to the driver. Once the optimization work has happened, and the shaders have stabilized, we'll begin back-propagating support to the other PC platforms (Linux and Mac). A much newer OpenGL version will probably be required for advanced graphics features, possibly OpenGL 4.1; although again, we will still retain the older driver as a fallback for older hardware.
  • If the new lighting is slow for your computer, don't lose heart. Continue using the DirectX 9 version for now. We expect to speed things up quite a bit in the near future. We'll go into a bit more of a technical discussion about the nature of the changes once things have stabilized as well.
  • If graphics updates aren't your thing, no worries, it'll only be a few weeks and we'll be back to other topics

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.

New in version 1.8.307 (October 14th, 2014)

  • Fixed weapon hit-check failures.
  • Masked off the regions near the HUD's touch controls from being used for touch-targeting so it is more difficult to accidentally change your target while flying.
  • Linux OpenGL drivers now use the pbuffer extension if available for off-screen rendering.
  • Fixed incorrect Vendetta Online logo size when loading the different Offline Training Simulator sections.
  • Android version now automatically re-tries certain types of download failures during installation.

New in version 1.8.306 (September 27th, 2014)

  • Added support for Oculus Rift DK2 by updating the SDK to 0.4.2. The DK2 must be in Extended Desktop mode and rotated to 1920x1080. If you experience a massive amount of flickering, try turning off Anti-Aliasing in Options -> Video -> Antialiasing mode.
  • The amount of Crystal your character has is no longer shown on Trial accounts and does on PC Lite accounts.
  • Fixed clipped Sector Notes menu on 1080p devices.
  • Fixed inter-sector loading screen size on mobile devices.
  • The 5 minute Lite warning menu is no longer shown on PCs if you are subscribed as a Lite account.
  • Training II mission's explanation of the No-Fire-Zone (NFZ) has been fixed to say 'damaged' instead of 'destroyed'.
  • Some much-needed bugfixes, and an important update for the Oculus Rift. Probably a raft of other bugfixes coming as well, before we can focus on new content.

New in version 1.8.305 (September 27th, 2014)

  • Introducing "Crystal": Vendetta Online's cash currency for Free-to-Play mobile players! Crystal may be acquired in bulk via in-app purchase, or accrued more slowly through gameplay, such as gaining experience and levels, destroying Hive Bots, and reaching Achievements. Lower level equipment requires little or no Crystal, where upper level ships and gear may have increased requirements. Crystal is used for each individual quantity of item purchased, and is in addition to Credits and other factional and license-related gameplay requirements (ie, all regular gameplay requirements remain).
  • Premium Subscription players do not need Crystal, and do not earn it through gameplay.
  • All non-Premium mobile players will retroactively receive Crystal for experience and achievements they have already earned.
  • As a special thanks to our supportive mobile players, everyone who previously made in-app purchases for access to ships and addons will receive double (2x) the Crystal that their funds would normally purchase. This has been automatically added to the most recently used character on your account.
  • The "Crystal" system replaces the previous interim "ship-access" in-app purchase method, which has been removed. Thus, it is no longer necessary to make a purchase to gain "access" to a given ship. Because Crystal can be acquired through gameplay, it further mitigates potential pay-to-win advantages between Free-to-Play users. Crystal will also make it easier for us to increase the Free-to-Play license caps in the future.
  • Free-to-Play mobile users who convert to Premium Subscribers will still retain any previously-earned Crystal if they revert to Free at a later point; but while the Premium subscription is active, the previously retained Crystal will no longer be visible, and they will not accrue additional Crystal until they have reverted to Free.
  • Added a new "First Kill" badge for new users, with a notification and description pop-up the first time the player docks after earning the badge.
  • New simplified account conversion menu and removed the captcha.
  • Improved readability of some menus on mobile devices.
  • Improved gamepad usability for most dialog boxes.
  • Fixed issue with swiping not always working on initial Ship Purchase tutorial.
  • Changed default framerate limit to 60 FPS from 40 for a smoother UI scrolling experience.
  • New Snapdragon splash screen for Snapdragon-based devices.
  • Increased default font size for high-res phone devices.
  • Fixed potential sector crash when a mine times out and gets damaged at the exact same time.
  • Fixed crash on iPad when docking after gaining the First Kill achievement.
  • Fixed issue with seeing when logging in for the first time on mobile devices.
  • The addition of a cash currency (for mobile/free-to-play users only) is obviously a huge change for us, and an important one. Some kind of "free to play" business model is a necessity on mobile, a non-negotiable expectation of that market, and this hybrid solution will let us bring in new players while maintaining our Premium subscriptions as the "gold standard" for our game experience. There is sure to be an extensive period of tuning and tweaking of numbers that will go with this kind of rollout, but it all adds up to a really useful step in the right direction.
  • With this out of the way, we intend to head back towards gameplay-related development (between bug-fixes), along with some engine/platform work that will dovetail into helping us add additional gameplay.

New in version 1.8.304 (August 25th, 2014)

  • Fixed station conquering issue when player docks to the station just as the last defense turret is destroyed.
  • List control scrolling now follows the touch drag more precisely on Android devices.
  • Mission icons are now colored based on their category.
  • Fixed crash with multi-threaded renderer.
  • Chat mode radio buttons have been moved to the right-hand side In Condensed UI mode on mobile devices.
  • 'Press the Activate key to leave the turret' now fully persists
  • The ship sell menu now only shows the local inventory instead of the whole inventory.

New in version 1.8.303 (August 16th, 2014)

  • Fixed crash when logging in, mostly on the Android version.
  • Improved scrolling vs. panning on small screen Android devices such as phones.
  • Improved usability of a couple of menus on small screen high resolution Android devices.
  • The Purchasing menu no longer shows that mobile free-play accounts are in Trial mode.
  • Some smaller, iterative fixes we wanted to get out there, while we're still working on the Big Stuff. Some of this development has taken longer than expected over the last couple of weeks (such is the life of software development), due to changes, tweaks in design, bug-tracking and so on. But, overall we've been making good progress, and the work is all the better for the additional time. Expect a few things...
  • We're still experimenting with the mobile business model. This is a big one. More to come on that.
  • Infrastructural changes are in the works, to make the game server scale even better.
  • Additional polish to the early game, as well as a lot of other common cases. As many as we can hit in a short period of time.
  • Improvements to station and national defenses, strike forces and the like, to improve balance in some situations. There will still be No Safe Place, but the implementation of that gradient may be tweaked a bit.
  • Upcoming new release announcements.
  • Lots of other things (yes, content drops, Trident stuff, bot stuff, other stuff).

New in version 1.8.302 (August 2nd, 2014)

  • Reenabled multi-threaded rendering for 64bit Linux. If you have previously disabled it by editing your config.ini, you will need to reenable it through the config.ini. If you experience crashes, manually disable multithreading by adding multithreaded=0 to the [Vendetta] section of your config.ini file. Please report any issues with the threaded renderer on Linux.
  • Renamed 'Free-Play' mode to 'Offline Play'.
  • Increased the default font size of 1080p Android phones.
  • Improved client-side "targeting" tutorial on Mobile versions.
  • The iOS and Windows Store versions now display a warning when attempting to perform an in-app purchase on an item instead of showing that the purchase was aborted.
  • All background textures are now loaded when entering a sector instead of on-demand to prevent stuttering when planets become visible, for example. iOS and WinStore versions will have to wait for an app update.
  • We're putting a lot of effort into polishing up the game experience on smaller mobile devices, to help us take advantage of some time-sensitive marketing opportunities. Once that work is out of the way, we have a lot of gameplay development planned. Stay tuned!

New in version 1.8.301 (July 31st, 2014)

  • Macros in the virtual keyboard can now be saved when long-pressing the action button on gamepads on Android.
  • Fixed multithreaded rendering crashes. To test it, edit your config.ini file to add multithreaded=1 in the [Vendetta] section. Please report any issues.
  • Fixed the incorrect placement of layed mines relative to the port locations on your ship.
  • Fixed the bouncing 'm' HUD mission icon location when it finishes bouncing.
  • Fixed lua error and crash when attempting to swipe station/pda menus.
  • Fixed issue with PDA menu showing back up when pressing 'Jump' or 'Jettison All' buttons in the PDA in Condensed UI mode.
  • Fixed occasional crash when attepting to set a navroute to a training sector.
  • Beyond this, we've also pushed an Android APK update to provide some additional fixes and enhancements.

New in version 1.8.300 (July 21st, 2014)

  • Fixed multithreaded rendering artifacts. We're still working on the crashing bugs.
  • Save Password checkbox is now always present on platforms that support it.
  • Touch-hover now works when dragging your finger from a listbox or textbox when they aren't scrollable.

New in version 1.8.299 (July 12th, 2014)

  • Added a 'Save Password' option to the Android version. It saves an encrypted copy of your password to the private data area of the app.
  • Updated OpenSSL library on the Android version.
  • All small screen devices now default to a static background image in the station menu so swiping between menus is smoother.
  • Cleaned up more java reference leaks.

New in version 1.8.298 (July 7th, 2014)

  • Only Premium subscriptions are allowed to pilot Tridents now.
  • Any non-Premium subscribers capships will be moved to the capship Shipyards in Latos M-7.
  • Optimized Panning feature to switch between station menus on Android.
  • Added macro buttons to the virtual keyboard. To set the macro, type in the text you want and long-press a macro button. To clear the macro, long-press when no text is entered.
  • Changed Linux 64 version to default to single-threaded rendering until the multithreaded rendering problems are fixed. It can be manually enabled/disabled through the config.ini as usual.
  • Fixed a very uncommon issue when attempting to launch from your own capship and you get an error saying that your grid power is too low.
  • New capship turret assets. These increase the framerate on mobile devices.
  • Fixed touch-hover overlay being displayed when it shouldn't be. For example, while rotating the ship view.
  • The Close button in the PDA menu did not have touch-hover enabled.
  • Various other tweaks and changes in the works, including some big performance bumps that will be helpful on certain platforms, and allow us to expand gameplay.

New in version 1.8.295 (June 17th, 2014)

  • Conquerable station defense turrets no longer fire on access key holders while the are leaving the sector.
  • Friendly-fire deaths caused by Avalon explosions no longer kick players out of Border Skirmish missions.
  • Added experimental network quality reporting. To enable report logging to your chat window, type /set nShowNetQualReport 1
  • Added idle-detection captcha to non-premium subscriptions.
  • Fixed problem where the player's persistent capship fails to leave 5 minutes after the owner logs out when the owner attempted to control their own capship but timed out or otherwise has excessive lag.
  • Deleted characters are no longer listed as holders of access keys.
  • Fixed some Java object reference leaks on Android.
  • Some widely-requested changes and tweaks, as well as further work towards feature improvements like network-quality detection. This is all working towards some larger launches later this month, stay tuned!

New in version 1.8.294 (June 7th, 2014)

  • Improved shaders for PC platforms. The secondary lightsource now uses the object's bump map.
  • Hangar tab was still visible in the Tactical tab in ships with turrets but no hangar.
  • Repair and Reload buttons were the wrong color.
  • If a player attempts to lay a mine and the mine limit has been reached, the client no longer thinks the mine was layed.
  • The password field no longer allows the text to be copied from it with CTRL-c. "************" is now copied into the clipboard.
  • Dueling players are now notified if the duel will not count towards their duel ratings. For example, if one of the players license level is too low.
  • When autodocking is enabled, the text on the HUD now says "Docking..." instead of "Press the Activate key to dock."
  • Fixed occasional clipping of the speed and energy indicators on the HUD.
  • Fixed various lua errors.
  • Lots of little fixes, plus some meaningful graphical updates on the PC. One more step along the road. We have some additional utilities coming soon, like tools to show player latency and packet-loss issues, to help people determine whether their internet connection is a problem (resulting in issues often blamed on the game itself). Those tools were slated for release this evening, but need a little more time for testing.

New in version 1.8.293 (May 24th, 2014)

  • CTC cargo gets auto-jettisoned when the capship owner leaves their capship and they have CTC cargo.
  • Ship buy-back/buy-preset no longer swaps empty weapons in storage with newly purchased weapons when they are auto-equipped.

New in version 1.8.292 (May 12th, 2014)

  • Left and Right thumb buttons of the DualShock 4 controller on Android have been fixed to report as their proper buttons.
  • Reduced network traffic for cases where the player is being damaged with multiple weapons at the same time.
  • Fixed issue with Outer Hull Plate name.
  • Improved high resolution asteroid LOD popping artifacts.
  • Added guild member login/out notifications.
  • Fixed problem when capship owner launches from their capship directly from controlling a turret.
  • All sectors are now running the new sector code.
  • The new assets have been integrated a bit better on the PC, and we've made quite a few improvements to battle situations involving large numbers of players. The entire galaxy is now running the new optimized sector architecture.

New in version 1.8.290 (April 26th, 2014)

  • Replaced some asteroid chunks with higher resolution models and textures for the Win/Mac/Linux versions. Mobile versions still use the older assets.
  • Added support for Oculus Rift HD.
  • Oculus Rift is no longer required to be in mirror display mode. It should now auto-detect the secondary display.
  • Added code to the experimental sector code to try to identify why sectors are being randomly lost.
  • Fixed a crash bug when exiting early from the offline tutorial and attempting to log in.
  • Server optimization work is still on-going, we'll have a big capacity-test event once that's all been solidified. Have a great weekend, everyone!

New in version 1.8.289 (April 24th, 2014)

  • Added more optimizations to reduce possible lag during large player battles.
  • Private messages, guild, group, and vote actions no longer reveal online status for privacy reasons.
  • We're been doing a lot of server-side optimization, to improve performance in large battles and build towards the even more epic situations we all want to see. Thus far, we've had a lot of success, although bigger changes are in the works. This latest version includes some tweaks that are nearly a thousand times faster for very specific situations (but perhaps only twice as fast in common cases).
  • This is not all related to PvP performance, some of it includes the behaviour of NPCs and how well we can get them to work when scaled to really large numbers. I would like to see some terrifyingly large fleets of capships and escort-fighters.
  • In the meantime, we are also still debugging a rare, but persistent issue in our threaded sector code that's currently running in Grayspace. So, if you experience sudden logouts in that area of the game, please submit a ticket and let us know. We're instrumenting and debugging the hell out of it, but it's quite a sporadic issue.
  • Once these improvements have matured a little further, we'll run some big Events and see how it all shakes out. Thanks everyone, have a great weekend!

New in version 1.8.288 (April 5th, 2014)

  • Optimized of UI updates when mining asteroids.
  • Capship energy drain now properly persists between NPC and player controlled capships.
  • Capships can no longer be used to conquer stations by wedging it into the docking bay of the station when it is conquerable.
  • Players are now notified if they get Temp KOS by damaging a conquerable station defense turret.
  • Fixed conquerable station issue when a Temp KOS player attempts to conquer the station. The 30 secon requirement was no longer in effect after that case.
  • Fixed conquerable station issue when players set it as their home station. They weren't properly respawning there and were bounced to a different station instead.
  • Fixed problem when a player owned capship was destroyed when the owner was logged off and logging back in would send them to a station other than their home station.
  • When a player logs in while in a station and they are not allowed to dock at that station (access key is revoked for example), the player is bounced to another station but their ship stays at the original station. The player will need to regain access to the station to get their ship back.
  • Fixed disconnect error when a passenger is in a capship when it explodes.
  • VO 1.8.287 included:
  • All grey space systems are now running the experimental threaded code. Please report any problems through support tickets.
  • As the final release note states, we have rolled out the new sector code to all sectors in grayspace. We'll be continuing to monitor things, and then eventually roll it out to the entire game. We're doing this in stages to make sure our fixes don't compromise other areas of game stability.
  • At the same time, we aren't convinced that we've fixed all hit-check related issues with these architectural change, and we're continuing to monitor and enhance things as we move forward. If you experience problems with shots not hitting, please submit a Support Ticket to let us know when/where. If you're seeing a large ping time, then that is likely to blame, but we're targeting those occasional situations where the ping times are very low, but hits are failing to register.
  • There will be a major next-generational enhancement to the engine rolled out soon, allowing far higher asteroid densities, which will first appear in a few sectors. In the long run, this will completely re-make the face of our galaxy, and make expansion of the universe a far easier and more interesting concept.

New in version 1.8.286 (March 29th, 2014)

  • Conquerable station sectors Bractus M-14, Latos I-8, and Pelatus C-12 are now running experimental code to test a solution to weapon hits sometimes not registering. Please test these sectors and report any problems through support tickets.
  • The virtual mouse (when used through a gamepad controller) on mobile devices now highlights the virtual keyboard button that was selected so multiple presses of 'A' on the gamepad will repeat the same action again.
  • Please note the changes to the current conquerable station sectors. We've been putting a lot of development effort into tracking down and eliminating the periodic "no-hit" issues that crop up during certain types of player events. We think we have greatly improved the situation, but as the changes are quite major, we're unwilling to roll them out universe-wide without smaller "regional" testing in specific sectors. So, testing and feedback on this new implementation is both welcome and likely to result in a more rapid adoption of the new code throughout the galaxy.

New in version 1.8.284 (March 15th, 2014)

  • The Capship Shipyards station maximum cargo storage limit has been increased to 150,000 from 50,000 cu.
  • Windows Store version has been updated to add gamepad support, tweaks to graphics settings on AMD tablets, and capship owners can control their own turrets like how PC/Android platforms can already do.
  • Capship owner's mines no longer get triggered by their capship.
  • Updated the Oculus SDK to drastically reduce drift.
  • Capture-The-Cargo convoys report updates on their respective channels (201/202) again.
  • Several larger projects are also proceeding in the background. We're working on improving the scalability of larger player events, as well as tracking down some persistent bugs that have been cropping up from time to time. Graphical updates are also in the works, and a more thorough post with some before/after shots will appear soon.
  • We've also added joystick support for iOS, and will be releasing an iPad update with joystick support in the not too distant future.

New in version 1.8.283 (March 9th, 2014)

  • Group owner's mines will no longer detonate on other group members if the mines were layed before the group was created.
  • Mines will no longer detonate on a group member if the member joined the group while in the proximity of the mine.
  • Fixed Voice Chat cross-talk.
  • A few fixes here, but much greater and more important development is currently in the works.
  • We've long planned to roll out a "universe redux", a far denser and larger assortment of asteroids within individual sectors, along with an expansion and potential explorability of the greater galaxy.
  • Our universe and game engine have always had this in mind, going back many years. But now with far higher densities of objects, we need to engineer some clever optimizations to allow us to still generate wholly "new" parts of a galaxy, without necessary needing to do a "patch" (ie, wholly new content that is dynamically added, while connected to the live game). This set of optimizations lately boils down to a couple of things, a way to effectively transmit complex arrays of data to the client very quickly over a network, and methods of optimizing our rendering of very large and complex environments over extreme view distances.
  • Right now, we're working on the first of the two, developing "smart objects" that contain programmatic information about how they're utilized, allowing a single object to expand into massive asteroid ring, or any other feature, once it has been interpreted by the client. This gives us a lot of flexibility for re-using assets in interesting new ways. Plus, the actual data sent across the network is far less, resulting in much improved load times.
  • From our testing over the past week, we found in the best-case scenario (connected to the test-server on local gigabit ethernet) that load times of a complex sector were cut to 1/10th of what they are when loading the sector content the "traditional" way. These improvements would be even better when used over the actual internet.
  • Beyond these next-generation changes, we're also doing capacity testing, to improve the responsiveness of the game under large battle scenarios. This should allow us to track down and squash any remaining bugs in larger multi-player environments, while also helping us scale up our battle situations and allow the ever-more gigantic battles that we envision for the future.
  • Plans are still in the works for rolling out new Trident variants, along with some cool new artwork and content drops that I'll be talking more about in the near future.

New in version 1.8.281 (March 3rd, 2014)

  • Trident Type M maximum shield strength bumped to 40k.
  • Player-owned capship shield repair timer now resets after each hit, like the NPC shields.
  • Group health and sector list health now includes shield strength.
  • Shield strength while manning a player-owned turret now shows the correct value.
  • Repair guns no longer damage player-owned capship shields.
  • Shields no longer look like they disappear when the capship pilot mans their own turret.
  • Fixed infrequent lua error when the capship pilot launches from their own capship.

New in version 1.8.281 (February 22nd, 2014)

  • Player-owned capships now have shields that work the same way as NPC capship shields.
  • Ships stored in capships can now have their ammo refilled by the capship owner without having to launch and dock with the capship.
  • At long last, player-owned capital ships now feature re-charging shields, just like their NPC counterparts! This was an important step in development, making the shields persistently the same whether the player logs off or not. All of this is going to be very useful in the future, when we're dealing with more cases of larger player ships, player-owned stations, territory and factions.
  • Please continue to bring any issues to our attention on this. Major changes always bring up the potential for bugs, and while this underwent an entire extra week of testing and tuning, there's always the potential for something to be missed. We want to squash any bugs as quickly as possible.
  • Another feature was also added in this latest release, but not yet enabled. I'll discuss that in a future post, when we're closer to rolling out that feature.

New in version 1.8.280 (February 10th, 2014)

  • Added Sony DualShock 4 support to Android and Windows.
  • Faction logos now display properly on ARM Mali Android devices such as the Samsung Galaxy Note 10.1 2014 Edition.
  • Players can no longer dock to capships with CTC cargo. It will need to be jettisoned first.
  • Radar extender addons now only work if they are equipped as addons, not if they are in your cargo hold.
  • Google+ Achievements are now supported in the Android Play Store and sideload versions.
  • Fixed PVP Veteran 1 achievement for Amazon GameCircle and iOS GameCenter.
  • Added a 'Log off' button to the mutually exclusive faction choice menu.
  • Your character name is now displayed in the faction choice verification menu.
  • Added a 3 month non-recurring in-app purchase to the Android version, supporting Play Store "Gift Cards".
  • Persistent capships now mirror the player's weapon addons after player log-off.

New in version 1.8.278 (February 1st, 2014)

  • Serco Vulture Guardian turbo drain changed from 56 to 55, top speed increased from 220 to 225.
  • New Raptor UDV available in UIT stations, requires high Admire standing with UIT, also minimum of Dislike with both Serco and Itani.
  • Faction standing for major "foreign" nations (to which your character does NOT belong) are now capped at +600. This only impacts Serco, Itani and UIT standings, there are no changes to minor and corporate factions.
  • For instance, this means if your character is UIT, the highest Itani faction standing you may acquire is "Respected" (the reverse also being true). The levels of "Admire" and "Pillar of Society" are reserved for native faction members.
  • Serco/Itani mutually exclusive faction standings have been changed to equalize at Neutral (0). This means that if a character achieves +600 with Serco, the character's Itani standing will fall to no-higher-than -600, and visa-versa.
  • The default faction standings for Itani on a new UIT character has been changed to Neutral (0) to reflect the updated mutual exclusion of Itani/Serco.
  • Player-owned capships now inherit the owner's keychain so the capship won't get attacked in conquerable stations.
  • Player-owned capships are always visible on the keyholder's radar no matter how far away they are in the same sector.
  • Turreted non-capital scale ships no longer persist.
  • Player-owned persistent capships should now use their custom name.

New in version 1.8.276 (January 18th, 2014)

  • Corvus Greyhound turbo thrust increased from 350 to 450.
  • Mines now persist for 30 minutes.
  • Added a Drain Proximity Mine that drains power cells by 250 units when it explodes. It is available at some Serco stations and requires a high faction standing to purchase.
  • Added ability for players attacked in monitored and guarded sectors to attack back in self-defense without any factional loss if they kill their attacker. This self defense ability persists for 15 minutes from the last hit by either player or until the original attacker dies for any reason.

New in version 1.8.274 (January 8th, 2014)

  • Music now crossfades when changing sectors.
  • Killing 3 players in a 7-day period, within a single faction's Guarded space, will result in that faction placing Temp KoS status on the killer for 24 hours. Exceptions are made for killing players of Hated or lower standing with the local faction, and active duels. This only impacts Guarded regions (ie, station sectors). Corvus stations ignore all kills and are not affected by this change.
  • Linux Sandybridge and Haswell Intel drivers use full shaders now.
  • Lowered the default texture detail settings for Android devices with 512megs or less of system memory.
  • Other internal changes.

New in version 1.8.272 (December 18th, 2013)

  • Plasma Annihilator has been buffed and re-balanced per the Suggestions Forum thread.
  • Group member mines are now blue on the radar.
  • Android gamepad virtual mouse sensitivity and axis invert settings are now configurable in Options -> Advanced -> Controls -> Mouse.
  • Fixed Android touch-HUD so the elements don't overlap in 1080 mode.
  • Fixed possible crash on the Amazon Appstore version if GameCircle fails to initialize.

New in version 1.8.270 (November 30th, 2013)

  • Collision damage calculation now works more like the 2012 version, but retaining the improvements to threading, etc.
  • Concussion Railguns now reloadable.
  • Collisions of less than 50HP of damage are ignored, so small bumps don't result in actual hull damage.
  • New "Power Cell Blaster" available at a Research station, somewhere in the galaxy. Depletes the enemy power cell by 50 units per hit.
  • The Xang Xi Self-Propelled Concussion Mine can now be reloaded.
  • Fixed missing textures on improved ETC1 assets for Android if the shaders are disabled.
  • Fixed Tegra 4 detection on Android 4.3.
  • Tegra 4 and Adreno 320 (and above) based devices now use full screen resolution instead of upscaling.
  • Better auto-detection of android-based consoles.

New in version 1.8.268 (November 26th, 2013)

  • Ships now display their volume as cargo in their description.
  • Improved performance of inventory updates in the client UI.
  • Added assets for a variety of graphical markings for ships.

New in version 1.8.267 (November 2nd, 2013)

  • New Vulture variant is now available at the Corvus capitol.
  • Players' ships now count towards the cargo of capships when they dock. If not enough cargo space is available, the player cannot dock.
  • Capship owners can now give their ship a custom name. The custom name is displayed in the upper right area of the capship menu. Use the /renameship "New Name" command to change it. You must be piloting the ship to use the command. A GUI interface is forthcoming. Names are validated by the server the same way character names are.
  • Fixed a bug that prevented some news posts from being viewable.
  • Requiring cargo space for ships docking in capships was always part of the intended design, but had been temporarily avoided to make the initial rollout a little simpler. Now that the limitations are enforced, you can dock different numbers of ships based on their relative size. For instance, a Behemoth is 300cu, allowing two of them to dock with a current Trident Type M; where the smallest of fighters is 100cu, allowing up to six ships to dock.
  • We can, of course, continue to tweak the cargo stats and other aspects of the Tridents, as we move forward.
  • The new Vulture is the testbed prototype for replacing the existing asset. It is currently configured identically to a Vulture MkIV, to give people a 1:1 comparison against a widely-available, existing ship. Polite feedback on the forum is welcome.
  • Naming of capital ships is of course a first-generation implementation, mainly to get the ship name concepts stored on the server. Once we have a population of named ships, we'll move ahead with adding the ship-name to locations on the HUD, etc.

New in version 1.8.265 (October 19th, 2013)

  • Fixed problems with the group radar extender addon. Multiple extenders in one group (one per member) are also supported.
  • 1-9 hotkey support for the sensor-list.
  • For plugin developers, the GUILD_MEMBER_REMOVED event now contains the reason for the event as the second argument.

New in version 1.8.264 (October 14th, 2013)

  • Fixed upside down display issue with Android devices with Mali-400 GPUs.
  • Reduced network traffic when capships with turrets are in the sector.
  • Changed login menu background for aesthetic reasons.
  • Added ETC1 compressed texture assets for fresh installs of the Android sideload apk (/sdcard/VendettaOnline doesn't exist and the app is uninstalled). This improves memory usage on Mali devices.
  • What's not mentioned in this update changelog are all the other changes that are happening, like the imminent appearance of the new Vulture (thanks to a server restart), along with development of new Trident variants. There will be a more substantial newspost in the near future.

New in version 1.8.263 (October 5th, 2013)

  • Updated Oculus Rift sdk to 0.2.4 which allows the magnetometer to be calibrated through the Oculus Rift calibration utility.
  • Added tutorial voiceovers specific to consoles and gamepads.
  • Proximity and lightning mines are no longer triggered on group members.
  • Added experimental texture loading to Linux 64 version. Please report any rendering/missing texture issues.
  • The new vulture is still in the works, we need to do a server restart and some other maintenance, so it may be another week. In the meantime, we've gotten a lot further with procedural texture compositing; this should be really useful for all kinds of things, from player-owned capships to stations to NPCs and general fighter variants and so on.

New in version 1.8.262 (September 28th, 2013)

  • New Vulture ship assets added for upcoming testing.
  • Improved gamepad support for Android. Better default buttons for OK (A) and Cancel (B)
  • Added experimental texture loading to Linux 64 version. Please report any rendering/missing texture issues.
  • Fixed auto-fire on Android microconsoles.
  • Fixed ice texture when shaders are turned off on OpenGL PCs.
  • Increased Oculus Rift field of view.
  • Mines now sympathetically detonate when other players mines explode nearby.
  • Fixed Moga controller X/Y buttons not working properly under certain circumstances.
  • Conquerable stations are no longer chosen as trade mission destinations.
  • NPCs and turrets no longer attempt to fire on players entering the sector (while they are invulnerable).
  • Removed OpenGL Intel DRI check for Ivybridge so shaders won't get disabled.
  • Fixed in-game capchas when running on Android consoles with overscan compensation enabled.

New in version 1.8.260 (August 17th, 2013)

  • The 'station under attack' notification received by keyholders of conquerable stations now includes what station is under attack.
  • The word 'cockpit' is no longer filtered in chat.
  • Turret fire delay now persists between leaving and entering turrets.
  • New Amazon GameCircle 2.0 support; requires the app to be updated through the Amazon Store.
  • Players can now decline a guild invite if they are already in a guild.
  • Horizontal scrollbar in Jettison menu was not visible if any items' names were too long, hiding the individual 'J' buttons.
  • Chat messages are more robustly handled during the tiny instant while you jump between sectors.
  • Keychain error messages now include the name of the player you were attempting to give the key to.
  • Larger changes are in the works, potentially including some content drops as well as new ships and graphics. A lengthy "status" post will be coming in the near future, and a newsletter following after. We've had a number of people out sick and traveling lately, which has delayed some upcoming announcements by a couple of weeks; but I expect to have a firmer timeframe next week. Take care all!

New in version 1.8.258 (July 24th, 2013)

  • High-resolution planet textures, drastically increasing the visible detail of planetary surfaces.
  • Totally new procedural nebula backgrounds with much greater resolution and detail. (Nebula development is ongoing).
  • For the moment, these new textures and graphics are only available on PC platforms: Windows, Mac, and Linux.

New in version 1.8.255 (June 29th, 2013)

  • Delivery missions now only deliver to stations and not capships.
  • Virtual keyboard can now be turned off on the Ouya version.
  • Added Amazon Appstore In-App Purchasing.
  • Improved tab order for UI controls.
  • Fixed corruption when only one light source is in the scene.
  • Basic control support for the NVIDIA Shield.
  • More substantial updates will be appearing, including some gameplay tweaks and graphical changes. See last week's Development Status newspost for more information.

New in version 1.8.253-254 (June 1st, 2013)

  • Increased conquerable stations' capture timeout from 2 minutes to 5 minutes.
  • Adjustments to several weapon-based trade routes.
  • Virtual keyboard preserves the currently-entered text if it is closed by a non-user action. For example jumping between sectors.
  • Conquerable station turret hitpoints have been significantly reduced.
  • Fixed crash on Android when Voice Chat is enabled.
  • Android version uses a different timing function so timeouts shouldn't occur if the device's clock gets re-synced.
  • Fixed issue with the joystick still controlling your ship if the virtual mouse mode is enabled.
  • The virtual keyboard setting is now independent of the HUD touchscreen mode.

New in version 1.8.250 (May 7th, 2013)

  • Fixed issues with low framerate on all platforms when getting damaged repeatedly, shooting ammo-based weapons, or collecting ore.
  • Added tilt calibration menu in Options->Advanced->Controller-> Accelerometer for accelerometer-enabled devices (iPad and WinRT devices need to wait for an update in their respective stores).
  • Added Premium In-App product purchases for iOS and Android versions.
  • Serco Vulture Guardian is now available at level 3, giving access to iPad players and other "Lite" subscribers.

New in version 1.8.244 (March 9th, 2013)

  • Initial mission list updates are much faster now.
  • Error message when attempting to create a guild on a Lite Mode account.
  • Fixed some UI issues with large fonts.
  • Faction logo in station menu is now clickable. The faction's description in the faction standings menu is displayed.
  • Fixed Australian Lite Mode purchase price.
  • Revamped virtual keyboard. It looks different and should allow for faster typing.
  • Increased the polygon count of background planets
  • Improved checkbox, radio button, and access key item UI images.
  • Planet textures now get unloaded when they're not used to conserve memory unless Cache Resources setting is enabled.
  • Added an option (disabled by default) to alert about npcs entering/leaving the station bar.
  • New characters are automatically joined to chat channels 11 and 100 and keep their active channel as 1 when they leave the training sector.
  • Improved long-press for touch devices to drag-drop addons between your ship ports and inventory in the Ship Configuration menu.
  • Moved some Options menu items into an Advanced Options menu for mobile devices.
  • Signup button in Advanced Options menu now goes to the account conversion menu if your auto-generated account hasn't been converted yet. This removes some confusion by new players.
  • Selecting 'Route' on a non-local mission sets it up to automatically pop up the mission dialog when you dock to that station. If you change your navroute or log off, the info is currently lost. If you dock to a different station and take another mission, the info is lost. If the mission becomes unavailable while you are en-route, when you dock, you will be notified that the mission is not available at that time.
  • A username history is now available in the login menu. Select the arrow to the right of the username entry field to see the list and select a previous one. Because this is a new feature, the history will initially be blank. To edit/clear the history, you must edit your config.ini file with a text editor. The history can be used to recover a new auto-generated account before it is converted if an existing account is used to log in.
  • Changed the in-station camera views that are seen behind the station menu. The training sector's camera is placed in a better position.
  • Changed the message that is displayed when docking with a capship.
  • Fixed a bug with Lua/IUP that was causing some invalid IUP handle errors.
  • Fixed a rare Android crash on certain devices when attempting to initialize the audio system.

New in version 1.8.242 (January 18th, 2013)

  • Fixed wrong login menu being shown if you log in with a normal account and you had created a one-click account.
  • Added Local Faction standing to targeted player info menu.
  • Added ability to turn on/off complex shaders on Android version. It requires a restart of the game.
  • Fixed bug with one DirectX 9 shader causing some station components to have the wrong lighting under certain conditions.
  • Scaled down the jump-out effects of capships.
  • NPC capships no longer suddenly twist their rotation when they jump out.
  • Delivery missions will no longer remove items immediately unless all items needed are present. However, entering the destination station will remove all the mission items you currently have, even if you don't have all of the required items. This allows one to take the mission to see what items are needed without any items actually being delivered. The mission considers you to have entered the station under these circumstances: Docking, logging in while in a station, and respawning at your home station.

New in version 1.8.241 (January 16th, 2013)

  • Fixed delivery missions so they now take items from your inventory without you having to launch and dock again.
  • Fixed Android virtual keyboard being too long if the text being edited is too long. Added right/left arrow buttons to move the text cursor.
  • Fixed UI being slightly too wide on some aspect ratios/resolutions.
  • Increased robustness of the Android version, and added crash detection and compatibility mode. Compatibility mode includes lower texture quality and simpler shaders.

New in version 1.8.240 (January 5th, 2013)

  • Improved long press to add waypoints to navmap. The waypoint is added immediately after the long press instead of waiting until the press is released.
  • Fixed default font size on Kindle Fire HD 7" tablets so the station menu isn't clipped off the right side of the screen.
  • Fixed some lua errors.
  • You will now be sent to Corvus if your home station and nation hate you instead of being bounced back and forth between stations.
  • Temp KOS is now properly removed when you die in an empty sector.
  • If you acquire Temp KOS with your home station's faction, your home is moved to your nation's capital or Corvus if you are hated by your nation.
  • Increased convoy activity in station sectors: this is an ongoing testing process that will begin over this weekend. It may not appear immediately, but should solidify over the coming week.

New in version 1.8.239 (December 27th, 2012)

  • Fixed blank screen on certain Android tablets when running in joystick-support mode.
  • Fixed joystick configurations getting reset every time VO is run.
  • Fixed the problem with certain missions being displayed that cannot be taken.
  • When cancelling chat in touch-screen mode, the chat entry box in the HUD is also closed.
  • Added long-press support for the navmap to add waypoints. The long-press is .5 seconds.
  • Added a one-click mode for mobile devices to create a guest account without having to enter user info, which allows new players to get into the game quickly. A conversion menu is in place to add required information before you can convert the account to a subscription. A Windows Store update is required for one-click support on Windows 8, which is forthcoming.
  • Changed 'Android Market' references to 'Google Play' for the Android version.

New in version 1.8.238 (December 8th, 2012)

  • A massive new 39-mission tree, developed collaboratively by a group of our PCC members, organized and evangelized by Phaserlight. Many thanks and congrats to him, as well as Pizzasgood and everyone else who contributed to building and testing these missions!
  • Graphics updates for the standard cargo-crate have been totally updated with a new asset. We will eventually also use this crate at multiple sizes to visually indicate crates that have larger quantities of items or use more cubic units of space.
  • A couple of other changes were also intended for this update, but needed to be pushed back for further testing. So those can likely be expected next week. Have a great weekend, everyone, and please post any issues to the forums.

New in version 1.8.237 (November 24th, 2012)

  • Enhanced password security. Maximum password length has been increased to 64 characters.
  • Fixed problem with video options not getting saved.
  • Increased default settings for Adreno 320-based Android devices.
  • Removed storms in Deneb.
  • The biggest news in this update are the major security improvements added with our new password handling system. Note: In order to take advantage of these improvements, you MUST update your password on the game website. We don't prevent you from re-using your old password, but we strongly recommend taking advantage of the new 64-character password length by making a fairly long, memorable passphrase using random words, the benefits of which are described in this famous xkcd comic. In fact, an xkcd fan even created this common word password generator to serve that purpose.
  • For those interested in the technical details, I'll elaborate a little more. The old password system was quite state of the art for the time when it was created (the late 90s), albeit with far too short of a password character limit. The new design is very much like the old one, which was always similar to bcrypt, but is now enhanced with bcrypt's ability to increase the password CPU-cost in the future. This will let us react to the changing landscape of possible brute-force attacks, and increase security dynamically as necessary (and informing our userbase of the changes if/when they should occur). The current CPU cost is designed to take half a second for the game client to hash on a 1ghz NVIDIA Tegra2-based mobile device. We intend to also thread the client's hashing of passwords, to make the computation process less intrusive on the user interface, at which point we may increase the cost further.
  • Beyond this, we've improved the cryptographic randomness of the unique salt used to strengthen each password hash, as well as the nonce used to mitigate replay attacks. These have always been features of the protocol, we've just updated and improved them.
  • In addition, the game server and website still retain the measures to slow down any remote brute-force password attacks, which we added some time ago to mitigate the password length limitations we had at the time.
  • Of course, all of these technical measures are in vain if the end-user chooses a password that is too short and too easy for computers to guess. So please consider making a new and longer password for the game, perhaps a phrase of random words, and keep it unique to Vendetta Online! Don't use it anywhere else.
  • In other news, we enhanced the default settings for devices with the Adreno 320 GPU used in the Nexus 4, Asus Padfone 2 and other recent devices. These settings are utilized on first runtime, so existing Nexus 4 players may wish to delete their config.ini and wgaf.cfg from /sdcard/VendettaOnline and allow the game to re-configure itself.
  • We wish a Happy Thanksgiving to all our US players, and a great weekend to everyone!

New in version 1.8.236 (November 19th, 2012)

  • Added touch-to-select HUD feature to Android version. Just touch the target (making sure no other touch region is touched) and it is selected, depending on your HUD's "Target" mode.
  • Reduced network traffic when logging in.
  • Storms once again appear in Edras and Pelatus.
  • Fixed problem with Trade Guild mission choosing wrong destination stations.
  • Added code to the audio system to fix missing sound on some Windows Vista/7/8 desktop computers.
  • It is also noteworthy that an updated Windows Store build of the game (for Windows 8 and Windows RT) has also passed certification with Microsoft, which enhances the default graphics on Intel Ultrabooks and fixes a number of bugs. It should also be possible to use plugins with this version, by placing them in the /user/your name/AppData/Packages//LocalState folder.

New in version 1.8.235 (November 12th, 2012)

  • Fixed ice asteroid rendering problem on the Windows Store version.
  • Improvements to deal with higher latency connections.
  • Android version should no longer show a black screen if you press Home
  • during the initial loading screens.
  • Added Options button to the PDA menu.
  • The "improvements to deal with higher latency connections" should substantially help with logging into the game and acquiring the dynamic mission data on mobile devices and for those playing outside the US.

New in version 1.8.233 (October 27th, 2012)

  • New visual effects for Starflare rocket explosion.
  • Support for MOGA game controller for the Android version.
  • Upon first launch, a MOGA menu will show what the controls are bound to.
  • The menu is also available from the HUD by typing /help in chat.
  • Our support for the recently-launched PowerA MOGA bluetooth game controller is worth noting. We've found this device to be a very cool way to play the game on an Android phone, providing perhaps the best mobile Vendetta Online experience we've seen to date. We have no vested interest in their success, this referral stems purely from our usage and impressions of the Moga, and our desire to see mobile gaming evolve to match the technical capabilities of modern devices. Flying with the controller still takes some getting used to, and it isn't a replacement for a mouse and keyboard; but Moga is a huge improvement over a touchscreen, and superior (in my opinion) even to the Xperia Play.
  • We hope you like the new Starflare rocket effects. We have some more improved effects in the works that were actually patched into the game tonight, but we need to do a bit more development before they can become visible in the game.

New in version 1.8.231 (October 18th, 2012)

  • New visual effects for Mining Beams.
  • Fixed Linux joystick calibration menu.
  • Fixed rare "invincible" Hive Queens.
  • Fixed common case where Linux crash-reporter would fail to appear.
  • Orun Collectors in the training sector no longer leave.
  • Anyone involved in mining should see a pretty drastic improvement in the related visual effects, marking the latest graphical update to the game. We think the new effect is pretty cool, and thus far the feedback as been very positive from all of you as well.
  • The engine threading updates are still ongoing, we hit a few snags that have further delayed the tentative initial release, hopefully we'll be seeing them on Friday.

New in version 1.8.230 (October 6th, 2012)

  • New icons for mission categories.
  • New visual effects for the Charged Cannon.
  • Fixed Joystick calibration menu on Mac version.
  • Fixed crash on Android version when attemping to see what commands the accelerometer is bound to in the console.
  • This update debuts the new icons for mission categories, which are intended to be stylistically consistent with those we recently added for station classes. The visual effects for the Charged Cannon have also been modestly improved. Moving forward, we'll be continuing to improve effects and other visual aspects, making more significant and graphically intensive improvements as time goes on.
  • Gameplay changes and bugfixes are also coming, but are still being delayed by a need to wrap up some of the major architectural work we undertook this past summer. Hopefully the updated game engine will debut this coming week on a limited selection of platforms, bringing with it improved scalability, and openig the door for a lot of future gameplay, content, and graphical improvements.

New in version 1.8.229 (September 29th, 2012)

  • Added station type logos that indicate whether the station is a type: Capitol, Barracks, Mining, etc.
  • Added more default joystick configurations for the Android version.
  • When a player flying a capship times out, the players docked to it are no longer killed. They are now launched from the capship.
  • Along with the new factional logos added recently, the new station class icons give a quick view of where you're docked, along with adding a little more cultural coherence to the game universe. We will be continuing to add this kind of art content over the coming months. Next week should include a new weapon effect, as well as a first-generation test of some major engine architecture changes.

New in version 1.8.228 (September 24th, 2012)

  • Added faction logos to the respective descriptions in the Faction Standings section of the PDA.
  • Added default binds to the Logitech F710 gamepad for Android.
  • Fixed possible crashes on Android Jelly Bean (requires Google Play or sideload apk update).

New in version 1.8.224 (August 17th, 2012)

  • Enhanced ship explosion effects.
  • Snapdragon splashscreen is displayed when a Qualcomm Snapdragon processor is detected.
  • Fixed a lua error in the off-line Android demo/tutorial.

New in version 1.8.219 (May 5th, 2012)

  • 'Entering Universe' takes time on your first post-release login, but is much faster from then on.
  • Fixed problem with leaving the gunnery position of a ship while that ship is docked to an npc capship. You are now sent to your home station.
  • Removed Voice Chat errors from in-game chat log. They now only appear in the errors.log file.
  • All finished Border and Hive Skirmishes should now be removed from the mission list.

New in version 1.8.216 (April 24th, 2012)

  • All missions that you can take are now visible, across the galaxy. Each mission shows the nearest station to you that has the mission.
  • Serco/Itani and Valent/Axia factions are now mutually exclusive above Neutral. All players with characters that violate this are given the option to select on which factions they want keep their standings.
  • Temp KOS now persists across logins and sector jumps for 15 minutes.
  • If your ship is jittering while you are stopped, you should now be able to log off without the log off timer aborting.
  • 3rd-person camera now moves away from your ship instead of towards your ship when you accelerate.
  • Capships can no longer dock to small docking bays.
  • Fixed crash on Android 4.0 (Ice Cream Sandwich) when attempting to use a plugged-in joystick.
  • Added 'Route' button to the mission extended description dialog when the mission is not at the local station. Pressing it will create a nav route to the station with the mission and display the navmap.
  • Missions no longer lose their category when they are accepted.
  • Fixed problem with faction choice dialog not displaying properly or displaying with clipped text.
  • Clearly, to our veteran player base, the last few releases have included some quite significant changes. Certain faction standings being mutually exclusive has been desired for a long time; this is only the first step in that factional redux, but a very important step. Temporary Kill On Sight status persisting across logins and sector jumps will make things more immediately challenging for those who choose to behave aggressively at stations.
  • All missions becoming visible from everywhere is a huge step forward in making our game content more discoverable to players (especially new players). But this is only the beginning of our goals for a centralized mission system. Player-postable missions will become available, helping people find one another for specific activities, like posting a mission for someone to help hunt the Hive or take down a Leviathan, or find a combat escort for a dangerous trade run. As player-owned stations become more common, users will be able to post missions to their own stations, requesting deliveries of raw materials for their Manufacturing projects, or simply replenishment of other items to support their guild or common gameplay.

New in version 1.8.214 (April 21st, 2012)

  • All missions that you can take are now visible, across the galaxy. Each mission shows the nearest station to you that has the mission.
  • Serco/Itani and Valent/Axia factions are now mutually exclusive above Neutral. All players with characters that violate this are given the option to select on which factions they want keep their standings.
  • Temp KOS now persists across logins and sector jumps for 15 minutes.
  • If your ship is jittering while you are stopped, you should now be able to log off without the log off timer aborting.
  • 3rd-person camera now moves away from your ship instead of towards your ship when you accelerate.
  • Capships can no longer dock to small docking bays.
  • Fixed crash on Android 4.0 (Ice Cream Sandwich) when attempting to use a plugged-in joystick.
  • Added 'Route' button to the mission extended description dialog when the mission is not at the local station. Pressing it will create a nav route to the station with the mission and display the navmap.
  • Missions no longer lose their category when they are accepted.
  • Fixed problem with faction choice dialog not displaying properly or displaying with clipped text.

New in version 1.8.213 (March 24th, 2012)

  • The ship in 3rd person camera mode no longer jitters at low frame rates.
  • Joining or creating a group when you have an active mission will now tell you to complete or abort the mission instead of immediately aborting the mission without warning.
  • Updated Lua to 5.1.5.
  • The HAC explosion effects are now pre-cached so the demo doesn't stutter the first time it explodes.

New in version 1.8.212 (February 18th, 2012)

  • Fixed rendering problems on Samsung Galaxy S2 and Galaxy Note.
  • Sector list now properly updates when a player is controlling a turret of a capship after the capship has changed sectors.
  • Storm exit navpoints now appear when leaving a station during a storm if the player logged in to the game and is in the station.
  • Interface work for upcoming faction changes.

New in version 1.8.209 (February 5th, 2012)

  • Teller-Ulam mine changes: Timeout increased to 1 hour, damage increased to 15k, capacity increased to 2, reload cost reduced by half.
  • Added ability for capship owner to dismiss a player from a turret through a new turret tab in the Tactical tab of the owner's PDA. Also added a /gunner dismiss "character name" and for lua a Gunner.Dismiss("character name") function.
  • Capship turret list now shows what weapon is attached to each turret.
  • HUD mission icon is removed when the mission ends.
  • Loading screen image when changing texture resolutions is now properly scaled.
  • Fixed screendump /dump command on Android devices.
  • Tegra 3 Android devices now properly default to Super High background detail.
  • Fixed some cases where a player may not receive their mission rewards while they are jumping/warping.
  • New turret weapon: Gemini Homing Missiles. Same stats as non-turreted Geminis. Available in certain grayspace locations, to those with standing and required levels. This adds to the selection of existing turrets: Shield, FireCracker, Neutron MkIII, Gauss MkII, etc.

New in version 1.8.207 (January 16th, 2012)

  • If nothing is selected, the target direction arrow now points to your next jump-out location (jumppoint, wormhole, storm exit point).
  • Next jumppoint sector is now displayed above the navpoint reticle.
  • Xperia Play now defaults to Flight-Assist mode for new installs.

New in version 1.8.206 (January 8th, 2012)

  • Added new 3rd-person flight camera modes for all platforms. It is the default for new Android installs and can be changed in Options->Game->Flight Camera Mode Turn off mouse-look when using them on PC platforms.
  • Added Auto-Fire mode for Android version when in Touch-screen mode for a better new-player experience. Auto-Fire is default to on and can be toggled in Options->Game->Auto Fire and is an optional setting for the 'Activate' HUD touch button. Auto-Fire only fires when the selected target is an enemy ship outside the No-Fire-Zone and is close enough to be hit. Only the Primary Group is hooked up to Auto-Fire.
  • Flight-Assist mode now has the ability to fly backwards. When the desired speed is zero, pressing decelerate further will cause the ship to fly backwards.
  • Android HUD touch regions no longer release when dragging out of them. This mainly affects the Look Direction touch region in the lower right of the HUD.
  • Escort, Border Skirmish and Hive Skirmish missions are now aware of partial damage and will credit players for "assists."
  • Border Skirmish mission descriptions now include an indication that there are players in the opposing mission.
  • Fixed Trade Guild missions to count ore given to the mission as being sold to the station for Mining Badge credit.
  • Fixed a broken docking bay in the Training Sector.

New in version 1.8.205 (January 1st, 2012)

  • Fixed crash on exit after changing certain Video Options on Mac/Windows/Linux versions.
  • PCC Missions now have an optional Begin/End Time requirement that allows missions to be visible for a certain time.
  • Ore taken by missions now count as being sold to the station for awards such as Basic Miner badges.
  • Accomplishment and faction awards now cause the station Buy menus to update automatically so new items are available immediately.
  • Added Front/Rear text labels to Front and Rear HUD radars that disappear when you hit Combat license 3. The labels are also togglable in Options->Interface->HUD->"Show Radar Labels when Combat < 3".
  • In addition to the above, another change should be mentioned that was accidentally left out of a previous patch log. We altered PvP collision damage to do only a fraction of the damage it did previously. Thus, when player ships ram other player ships, it does less damage than when they ram stations or NPCs. This was done to help alleviate a certain exploitative tactic of PvP killing designed to avoid faction loss in monitored or guarded space. The lack of faction loss for collision deaths was itself a previous work-around for a much older exploitative tactic where players could get others to lose their faction by suiciding themselves against their enemies. So, let's hope this latest alteration removes some of the issues for the moment, until some future problem is discovered stemming from players colliding too much (heh).

New in version 1.8.203-204 (December 28th, 2011)

  • Five new PCC missions from Phaserlight.
  • Added support for Sony Tablet P.
  • Bots no longer attack their defend target if the defend target damages itself.
  • Bots that damage their defend target no longer get attacked by other bots with the same defend target.
  • New players are now notified when they fly too far away from the station in the training sector and will be given the option to return to the station.
  • Newsposts accessed from the character selection menu are now properly formatted.

New in version 1.8.204 (December 24th, 2011)

  • Five new PCC missions from Phaserlight.
  • Added support for Sony Tablet P.
  • Bots no longer attack their defend target if the defend target damages itself.
  • Bots that damage their defend target no longer get attacked by other bots with the same defend target.
  • New players are now notified when they fly too far away from the station in the training sector and will be given the option to return to the station.
  • Newsposts accessed from the character selection menu are now properly formatted.

New in version 1.8.202 (December 12th, 2011)

  • Added joystick support for Android 3.1 and above.
  • Added PLUGINS_LOADED plugin lua event that triggers after all plugins are loaded.
  • Fixed another bug with changing channels in Voice Chat.
  • Added experimental Voice Chat for Android version.
  • Added Heyzap Check in button to Android Updater.
  • Fixed problems with switching between group and guild voice chat.
  • Fixed problems with Border Skirmish.

New in version 1.8.200 (December 4th, 2011)

  • Fixed a client crash when logging off while a capship shield effect is active at the same time.
  • Hotkeys are removed from the Forgive Kill dialog so typing when the dialog appears does not cause accidental forgiveness.
  • Removed extra PLAYER_ENTERED/PLAYER_LEFT_SECTOR lua events.
  • Border Skirmish accounting will no longer be incorrect after server restarts.
  • Consolidated bounty news reports now display correct locations.
  • Best prices of addons in ship cargo are now properly updated when jumping between sectors.

New in version 1.8.199 (November 24th, 2011)

  • Bots no longer drop cargo if they are not damaged at all by players. If a player damages a bot but does not destroy it, cargo is still dropped.
  • Nation choices are now randomized in the Character Creation menu.
  • Added support for Android devices with PowerVR graphics.
  • Further reduced raw materials needed to manufacture the Trident.
  • Trident Type M cargo expanded to 600cu.
  • Mass of Fused Composite Plating significantly reduced.
  • Bot Drops We had developed a bit of an issue with people "mining" bot drops by having NPCs fight one another, and keeping the sector artificially "alive" by flying out into the distance. This was both troublesome for my ability to create rare drops that couldn't easily be mined, as well as a load on the server (some of these NPC battles are pretty intensive, meaning server resources are being used where no one is actually playing).
  • Thus, the solution was to have bots only drop items when they have sustained damage from a player character. We didn't do that originally, in the interest of maintaining a kind of "equality" between PC and NPC characters, but it really wasn't worthwhile given the later tradeoffs.
  • Trident Changes Hopefully this will make the tridents more easily constructable. We are planning more capship changes, but all development has to be juggled by immediate priority. To get a more complete list of what changed in the Trident Type M build tree, see this Suggestions Forum thread.
  • PowerVR support on Android This is a big deal, and has been a long time coming. We had to put in quite a bit of work to make this happen, along with support from our friends at Texas Instruments (OMAP CPUs) and Imagination Technologies (PowerVR GPU series). Aside from the challenging ARM Mali GPU series (Galaxy SII, etc), we now support the major game-capable Android chips of NVIDIA Tegra, Qualcomm Snapdragon and now PowerVR (TI, Samsung). We welcome testing and reports (good or bad) posted to our Android Forum.
  • Happy Thanksgiving! To all our US-based players, and frankly all our friends everywhere in the world. We have a lot to be thankful for. All the best.
  • This will be the planned "release" for this week (barring major bugs). Some of us have family events on different days, and while we'll still be working, this will probably be it for content changes until next week.

New in version 1.8.198 (November 21st, 2011)

  • Avalon Torpedoes now do 15,000 damage and require only 60 energy per shot.
  • Newsposts and Events being no longer marked as 'New' once it is read.
  • Show Station in Login/PDA menus options for all platforms.
  • Added graphical enhancements for NVIDIA Tegra 3.
  • Fixed a condition where depositing credits into a guild bank took the player's credits but didn't deposit the credits into the guild account.

New in version 1.8.197 (November 14th, 2011)

  • In non-fogged sectors, other vessels are no longer visible on the sector list beyond 15km. There is no longer "universal knowledge" of all other ships in the sector, regardless of distance. This may continue to be tweaked and adjusted, moving forward.
  • This has been a more technically complex change than we originally anticipated. We tried to drop it in last week, and then had to revert while we sorted out some bugs. So, please let us know if you see any issues with this particular feature.
  • This is also likely to be a feature that comes with some attached controversy. If you'd like to read some of the backstory, check out the five-page 2009 feature-proposal thread on Suggestions (post don't respond to that thread or revive it). Limitations to awareness have always been part of the intended goal here; after all, with limitations comes the ability to alter those limits through various equipment changes, creating a richer and more diverse option selection, as well as making "stealth" tatics more of a possibility.
  • It's also notable that 15km is pretty far, in the game. We definitely have sectors that have things spread across larger areas, but in most "social" cases (like stations), this pretty easily covers the areas where people congregate. 15km is also a lot of ground to cover to "sneak up" on anyone.
  • Also, as a reminder, changes like this should be seen as a first step, not a final and absolute statement. We welcome feedback, as always. We may need to tweak distances, or change things based on sector content (beyond fog-vs-no-fog). Perhaps have major station sectors with larger "ranges" thanks to some radar-enhancing feature of stations, while more far-flung sectors have smaller and more claustrophobic visibility ranges (plus variability due to addons or ships, or grouping with capships, etc). All these things are possible, and should be duly discussed on the Suggestions Forum.

New in version 1.8.196 (November 6th, 2011)

  • Arklan Guardians now have a one-in-ten chance of dropping an Avalon Torpedo launcher. They will eventually be for sale near Deneb as well, or potentially dropped by certain convoys; this is a first step.
  • All platforms now default to autodock mode. This can be changed in Options -> Game Settings.
  • Single-player Android tutorial now does autodock.
  • Miscellaneous UI tweaks for Android version.
  • Marshall only gives a list of bounties that have logged in within the past year.
  • Bounties are sorted by number of bounties and then the total bounty price.
  • Collector bot behaviour in Training sector have been changed to not attack unless being attacked and to not fly away as easily.
  • Empty bounty news posts now say there were no bounties collected instead of being blank.

New in version 1.8.195 (October 31st, 2011)

  • Drastically reduced requirements for manufacturing the Trident Type M user-playable capship. Various plating, panels and other parts are now needed in smaller numbers. A few additional rare minerals and ores are required, but overall a big reduction in the time and effort needed for construction.
  • Additional cores added to server cluster, further expanding capacity.
  • Added Updater timeout handling to Windows and Mac platforms.
  • Auto Dock mode. Enabled by default for Android and disabled for all other platforms. It autodocks you when you fly into the docking bay without you having to 'Activate' it.
  • Separate error messages for Android Updater for connection timeout vs. connection failures.

New in version 1.8.194 (October 24th, 2011)

  • Updated universe map background.
  • Updated textures for Leviathan, Hornet, Centaur, Wraith, Atlas, Ragnarok, Revenant, and some station components.
  • Updater times out on Linux and Android platforms if the connection stalls for more than 40 seconds.
  • Added different default settings for various Android devices.
  • Consolidated Bounty Hunter news reports to once a week.
  • Graphics Updates - Texture resolution and detail have been improved where possible. In other cases, we simply improved efficiency and compression to reduce the memory footprint and give better performance. The new universe map background blends in better with the overall look of the game.
  • Updater / Game Launcher tweaks - We've made some changes to the timeout behaviour of the update client that patches the game, in an effort to improve network error handling. For the moment, these changes are only present on Linux and Android, but will eventually be added elsewhere. If you have any problems, please let us know via forum post or (if critical) a Support Ticket.
  • Bounty Hunter Consolidation - The automated bounty posts have been saturating the in-game news for some time, and we've now consolidated them to a single post which will appear once a week. This has been done in advance of making more significant use of the in-game news system, for special gameplay, more involved RP stories and other upcoming features.

New in version 1.8.193 (October 17th, 2011)

  • Updated textures for Valkyrie, Prometheus, and Marauder.
  • Expanded hardware server-cluster capacity (number of cores).
  • Improved software server architecture, should eradicate "stray NPC" issues. Please let us know if you see any remaining stray convoy bots.
  • User Keys can no longer be chosen as the main Access Key for capships and conquerable stations.
  • Access Keys should more accurately reflect their active status in the Keychain UI.
  • Added Audio Limiter setting to allow it to be disabled. The setting is located in Options -> Audio.
  • Changed default in-flight action for Android device 'Menu' button from toggling Flight-Assist to opening the Mission Log.
  • When using the Condensed UI mode on Android devices, a reminder about using the 'Menu' button to change game menus is displayed when the station or PDA menus are displayed.
  • Fixed a bug that allowed the capship Tactical menu to become visible on ships without turrets.
  • Improved race track graphics.

New in version 1.8.192 (October 9th, 2011)

  • Xang Xi Self-Propelled Concussion Mine now has double the ammo (8), double the proximity radius (60m) and costs 1/10th to reload (10k per ammo).
  • Turbo sound effect modified to remove slight repeating pop noise on long duration usage.
  • Improved graphics for system backgrounds in Navigation interface.
  • Better visual quality for compressed textures on Snapdragon devices.
  • Made improvements to server stability and robustness, relating to sector startup and shutdown.
  • More Graphics and Asset Tweaks - The system backgrounds in the Nav interface will look a bit different to most, but the degree of resolution will only be apparent by zooming in or with a very high resolution monitor (30-inch). However, even with the maps at four times the previous resolution, they're occupying half the video memory as previously. Plus, we have long-term intentions for these higher resolution assets.
  • Server Side Changes Ongoing - We're still tracking and fixing some NPC related bugs, and re-working the way we handle certain types of database access. You should not be seeing any more "stuck" sectors, as we had pop up in the last week (this was an unintended side-effect of debugging the convoy problem). Please let us know if you see any problems, and use the Support Ticket system if you need to reach us more quickly.

New in version 1.8.191 (October 2nd, 2011)

  • New and improved textures for the Centurion.
  • Centurion mesh now looks correct on Android.
  • Higher resolution textures for the Behemoth.
  • Texture efficiency improvements to the Trident, Teradon, Constellation, Vulture and Warthog (not a visual change).
  • Higher resolution nebulae for space backgrounds.
  • More memory-efficient startup logos and other images.
  • Some flare, sun, and effect textures mildly improved.
  • Game logo is now shown in loading screen between sectors.
  • Floating crates will now persist for 15 minutes, regardless of sector shutdown.
  • Player-owned capships no longer have any factional docking restrictions.
  • Audio limiting effect is now performed on all platforms instead of only Windows.
  • Music volume setting is now applied at startup.
  • Graphics Updates - The upcoming wide-area release of Vendetta Online for Android handsets (phones) has pushed up the priority for any graphical changes that are generally desired or beneficial in the short-term. We don't want to push 40MB of patches to every new phone person, especially if there are a lot of them, so we're avoiding the issue by pushing the changes in advance of launch.
  • Some of these changes have been requested for some time, others are simply a good idea to improve performance, efficiency and memory utilization (across all platforms). The upgraded background nebulae has been requested for years; the background changes can be a subtle change in some systems, or quite noticeable in others. The updates are most visible with the "Super High" background settings.
  • Owing in part to the modem era in which we started, we have historically erred on the side of smaller downloads, as opposed to using the highest resolution textures or opting for the most performance. The pendulum has swung pretty strongly the other way in recent years, and while we're always going to try and maintain a modest total download, we are now beginning to dial up the detail on some of our available graphics assets.
  • Not all of these changes will be striking. Many will not be noticeable at all, but will be easier and faster for video chips to process. You may expect some further graphical changes in the near future, before we freeze the assets once again and commence our handset rollout.
  • Game Changes - The new persistency of cargo drops is no small thing. It makes a lot of other gameplay possible (eventually), like the caching of drops by users in specific locations, raiding the mining-cache of a hive, or discovering random "treasure". For the moment, cargo is still all treated the same as before, with a 15-minute timeout. Eventually, we would like to roll this into more of a cargo-class based timeout, expiring "trivial" drops more quickly than unique, valuable or crafted items.
  • We're still working on the convoy and NPC related issues that have been reported. We've identified the problem and are working towards a solution, but it's not a trivial issue, so please bear with us there for a little longer. We will apply more resources to ongoing game improvements once this issue has been resolved.

New in version 1.8.190 (September 26th, 2011)

  • Fixed internal Android platform-reporting issue.
  • Added more debugging for Deneb stats.
  • Android client Java crash fixes.
  • The game now warns you if it cannot find OpenSL ES audio drivers on Android 2.3 (Gingerbread) and above. This affects Galaxy Tab 10.1 devices, as some have that file missing and therefore no audio is heard in-game.

New in version 1.8.188 (September 12th, 2011)

  • The Trident Type M, player-constructable capship, now includes an integrated 2000-meter Heavy Storm Radar Extender (the feature is present on all existing and future vessels).
  • The Trident Type M also now features a 2000-meter Shared Group Radar Extender, allowing the sharing of radar data with those in a group with the capship.
  • PC versions now feature the updated graphical startup and loading screens used on the Android build.
  • "Delete Key" button added the key info interface, allowing removal of keys used for station and capship ownership. Read the Help menu in PDA->Inventory->Keychains for more information.

New in version 1.8.181 (July 3rd, 2011)

  • Ship damage percentage should now display properly on player-owned Trident Type M capital ships.
  • Trident Type M turbo drain reduced to 45.
  • New mission: "Intermediate Combat Practice" from Phaserlight!
  • Mission "High Risk Courier Needed" now records failures and will become unavailable if too many take place (along with some other changes).
  • Some weapons (Rails, Posis, etc) now reach much higher trade value peaks (up to 12k for Advanced Rails), with smaller drop per unit sold, but are profitable to sell only at demand-driven stations.
  • Users piloting the Trident Type M can now participate in Ship Chat.
  • Selecting a small ship (Behemoth, etc) that has attached turrets will now target only the ship and not the turrets.

New in version 1.8.177 (April 26th, 2011)

  • Guild Commanders can now vote with the same privileges as Council members.
  • Guild votes now last for 7 days instead of 1 day.
  • It should no longer be possible to create more than one User Key for a given Owner Key.
  • Added a condensed group view for the HUD in anticipation of increased group size limits, but the limit has not yet been changed.
  • Deneb nation scores should now be properly retained across server restarts.

New in version 1.8.170 (March 21st, 2011)

  • New capship stations in preparation of player-owned capships.
  • New offline tutorial for Android that shows players how to look around.
  • Android updater now times out after 30 seconds if initial download fails.
  • Android updater progressbar is now set to indeterminate mode until progress actually occurs.
  • Fixed occasionally crashing sectors.

New in version 1.8.170 (March 21st, 2011)

  • New capship stations in preparation of player-owned capships.
  • New offline tutorial for Android that shows players how to look around.
  • Android updater now times out after 30 seconds if initial download fails.
  • Android updater progressbar is now set to indeterminate mode until progress actually occurs.
  • Fixed occasionally crashing sectors.

New in version 1.8.169 (March 14th, 2011)

  • When in Turret-mode, the 'Press Activate to leave the turret' no longer fades away.
  • Added the ability to invert the x/y axes of the Android HUD aiming touch region.
  • The Android Controls Defaults button now properly resets the controls to the Android version.
  • The Android virtual keyboard's Shift button now acts as a shift button instead of a shift-lock button.
  • Updated Android's off-line flight tutorial to have the touch regions outlined in green instead of blinking.
  • The Android updater displays errors if there is no internet connection or the initial download fails.
  • Email verification notifications have been reworded to be more consistent.
  • Email addresses need to be verified before support tickets can be submitted.
  • We have also increased the user limit on the primary update server, so many more people should be able to connect before you start to see an update queue.
  • Many of these were much-needed short-term changes and fixes for the recently-release Android build. We have not forgotten the capship content, and we're in fact very much in need of finishing that up and releasing it in the near future.

New in version 1.8.163 (February 7th, 2011)

  • Keychain access menu now shows a full list of access instead of just the first station's access.
  • Windows version no longer tries to warp the mouse cursor when the game is not active.
  • Created new single-player game tutorials, initially for Android, but eventually for all versions.

New in version 1.8.162 (January 17th, 2011)

  • Queens will now rarely drop the Queen Gatling Cannon.
  • 15 new missions from Phaserlight, winner of the holiday PCC Mission Contest!
  • Windows Vista/7 audio system now supports 5.1 audio setups.
  • Key ramping is now off by default. This only affects new installs, it does not change your current setting.
  • Added Guild Voice Chat. Guild members are automatically joined to the Guild Voice Chat channel when they log in. If you join a group, the Group Voice Chat will be active. You can toggle between Guild and Group Voice Chat using the /voicechattoggle command.
  • Android updater no longer keeps the screen on while downloading, saving battery life.

New in version (January 10th, 2011)

  • Removed debug print statement

New in version 1.8.160 (December 27th, 2010)

  • Upgraded to new version of VoiceChat technology.
  • Fixed ice shaders for Android version.

New in version 1.8.157 (December 5th, 2010)

  • Added basic lua UI support for iup.Image{} for iup.label{} controls.
  • Fixed SHA1 functions for 64bit platforms.
  • Reduced memory leaks in Buddies menu introduced in the previous update.
  • Slightly increased the size of checkbox controls.

New in version 1.8.156 (November 28th, 2010)

  • Three new Optical Sensor manufacturing missions, located in the Conquerable Stations.
  • Bounty Hunter license for a given faction is lost if the faction standing for that faction drops to Hate or lower.
  • Buddies can now be optionally notified of your location. Click the checkbox next to their name in your Buddies list to toggle the notification. A checked box means your buddy is notified of your current location. An unchecked box lets your buddy be only notified of your login status (online or offline).
  • Fixed a lua error when trying to change joystick or keyboard bindings from the Input Options menu.

New in version 1.8.152 (November 6th, 2010)

  • Fixed issues with turreted player not using radar extenders.
  • Two new missions to manufacture Siepos and Prosus Master Computing Systems, available in specific conquerable stations.
  • In-game news no longer shows unusually encoded text.
  • Android version properly handles the case where there is no /sdcard.

New in version 1.8.151 (October 30th, 2010)

  • Milanar, Prosus and Siepos Leviathans now drop a large, hive-specific Data Aggregator object.
  • New Manufacturing mission in one of the conquerable stations, for construction of a Master Computing System.
  • Some manufactured items and hive drops now have a category specific main description, instead of simply "Trade Goods".
  • Turreted players now share any radar extenders that the pilot equipped to the ship.
  • Escorts properly awarded for Dynamic Hive kills.
  • Critical Hive Skirmish Queens should no longer leave the sector, hopefully precluding the "Double Queen" bug.
  • Giving out a Friend Key no longer provides sender's real name.

New in version 1.8.150 (October 24th, 2010)

  • Increased rate of Escort mission posting and leaving-without players. This should result in more (and somewhat smaller) convoys in flight, while the average number of Escort missions posted remains roughly the same.
  • Masses of all Valkyrie ships increased by 100kg.
  • Optimized graphics rendering for all platforms.
  • Killing NPCs now properly give faction penalties when appropriate.
  • New demo scenes for Android version.
  • Volume control on Android version.

New in version 1.8.147 (October 4th, 2010)

  • A problem with Leviathan kills not being counted towards the Levi badge was fixed.
  • The Android tablet flight model was improved.
  • New touchscreen-specific tutorials for Android were provided.

New in version 1.8.146 (September 27th, 2010)

  • The edit controls no longer delete everything inside it if the first key pressed is the backspace.
  • Milanar/Prosus/Siepos MkII hive bots now give XP rewards.
  • Ship cargo is now visible in the Load/Unload tab of conquerable stations.
  • Sell price of items now show up as 0c if the station doesn't want to purchase those items.
  • Added a 'Save group' button in the weapon group tab to compensate for the fact that launching immediately after changing weapon groups doesn't properly save the weapon groups.
  • Fixed a typo in the "Premium Ferric wanted" mission.
  • Added an Android demo mode and the Android updater has been majorly updated.

New in version 1.8.144 (September 20th, 2010)

  • New manufacturing mission and associated item: Merged Cybernetics Array, located in the Bractus conquerable station. This uses one Neural Nodule from each of the major Hives (Milanar, Prosus, Siepos) to construct an element of a station or capship Master Computer.
  • Improvements to orientation interpolation of remote ships. This should be smoother visibly under certain conditions, and also potentially remove some of the stuttering when one is turreted onto another player ship.

New in version 1.8.143 (September 6th, 2010)

  • Mission postings are sanity checked, hopefully preventing any cases of non-functional Hive Skirmish missions.
  • A shader error was fixed in the Android version.
  • A bug with being unable to sell Synthetic Silksteel at stations has been fixed.
  • The Windows version is better optimized due to the use of a newer C++ compiler.

New in version 1.8.142 (August 30th, 2010)

  • New station textures were provided.
  • Hives: Siepos in Serco space, Prosus Hive in Itani space, and Milanar in grayspace were updated.
  • Each hive now has unique Neural Nodule drops, which will factor into "manufacturing" driven gameplay later.
  • Hive problem relating to NPC mining ships attacking instead of mining were fixed along with a hive issue with bots not respawning in the Milanar hives.
  • The frame limiter is now enabled by default and set to 120 frames per second.

New in version 1.8.140 (August 22nd, 2010)

  • Gray hive is now called the Milanar Hive, and is made entirely of specially named bots, including a new type of Collector.
  • Many other changes will follow soon, with Siepos and Prosus hives appearing in Serco and Itani territory respectively.
  • Different hives will have unique looks, drops, behaviours, etc.
  • All will play into the Manufacturing (crafting) system.
  • The client now includes a framerate limiter, under Options, Graphics.
  • This can be set to a desired FPS, such as 60, to help newer hardware run cooler.

New in version 1.8.139 (August 15th, 2010)

  • Increased detail and efficiency of some station textures, and many other small changes and updates to support the upcoming Android release.

New in version 1.8.136 (July 25th, 2010)

  • New story driven missions.
  • Removed Border Skirmish turret from Deneb C-10.
  • Ship preset purchase/buyback now connects addons to the correct ports.
  • Players are tagged as tempKOS if they are a keyholder and they damage a turret.
  • TempKOS players are not allowed to dock to a conquerable station if they have an access key.
  • Keyholders of conquerable stations are notified of attack when a turret drops below 80% health.
  • Conquerable station turrets respawn at 10% health and gain 10% every minute for 9 minutes.
  • Conquerable turrets ignore IFF keys if the player is tempKOS.
  • 'Killing spree', 'spy', and 'hydrospanner' missions are now deprecated.
  • Added ability to sort inventory list by item type.
  • Conquerable station guards now cause tempKOS if they are shot by a key holder.
  • Conquerable station turrets now properly use the IFF status of User
  • Keys when the key's IFF status changes.
  • New Manufacturing Missions for the Neutron MkIII Turret, Aeolus Light Repair Turret, FireCracker Turret.

New in version 1.8.135 (July 20th, 2010)

  • This release adds the ability to sort the inventory list by item type.
  • Conquerable station guards now cause tempKOS if they are shot by a key holder.
  • Conquerable station turrets need to be damaged down to 80% before a notification goes out to key holders.
  • Conquerable station turrets now properly use the IFF status of User Keys when the key's IFF status changes.

New in version 1.8.132 (July 3rd, 2010)

  • New and improved missions were included.
  • The Border Skirmish turret was removed from Deneb C-10.
  • Ship preset purchase/buyback now connects addons to the correct ports.
  • A rendering bug with cargo in space losing their glow when a capship or queen explodes was fixed.

New in version 1.8.131 (June 26th, 2010)

  • Low-priced items that were previously useful for trade XP have been restored.
  • More lucrative trade routes added, particularly in grayspace and nation capitols.
  • Holders of Owner Keys of stations get notified when a conquerable station turret gets destroyed. The notification occurs no more than once per hour.
  • Added an optional 'Unload and Sell All' confirmation prompt.
  • Fixed a rendering bug for Vulturius Anniversary Edition and other ships.

New in version 1.8.129 (June 6th, 2010)

  • Training Blaster and Government-Issued Plasma Cannon shot velocity increased to 145.
  • Fixed a rendering bug with certain textures on the PPC mac version.
  • Fixed navpoint distance indicator flickering between distance and the "Activate now" message and missile lock-on sound not working correctly.
  • Fixed a bug when a new character is created successfully after trying to create a character with a name that already exists; the new character was not showing up in the character selection menu.

New in version 1.8.128 (May 31st, 2010)

  • The +Shoot1/2/3 commands available to alias and plugins again.
  • Radar calculations are now performed in a separate thread.
  • Linux32 version now requires at least a Pentium 3 and has additional optimizations.
  • Significant adjustments to most of the trade items in the game, in specific regions. Many new lucrative routes opened up, both grayspace and between major Nations. Some historically worthless items may now command high values in certain locations. Route bounceback times also drastically shorter in some regions, and price drop per item significantly reduced in many cases. Changes will be ongoing, and some routes may require a little time before they become apparent.
  • Certain Bot processor cores (Orun, Dentek, Artemis, Guardian) are now valued at Research stations.
  • Removed ability to set ship acceleration from Lua (plugins, aliases). Turbo triggering should still work (turbo-lock, etc). This change occurred due to extensive forum complaints over a recent community-created plugin.

New in version 1.8.120 (April 3rd, 2010)

  • All station access keys have been deleted and Latos I-8 station ownership has been reset.
  • Two new conquerable stations added, in grayspace. Other features will be appearing, making conquering and holding all three stations a lucrative prospect. Where are they located? Explore and find them!
  • In statically fogged sectors, the sector list (the "u" menu) now only shows users within radar range, allowing total concealment through use of occlusion and fog. In non-fogged sectors and storm sectors, old behaviour still applies.
  • Friendly Fire restrictions have been removed from all but Nation Capitol systems (Serco/Itani/UIT).
  • Active Players list on website now displays Buddies Online for your logged-in account, and graphs of player populations.

New in version 1.8.116 (March 7th, 2010)

  • Behemoth Heavy Miner MkII now available in mining stations, requires Basic Miner III. Integrated 1000m mineral scanner, 3 large ports.
  • Fix for case causing human-only Hive Skirmish to be started/posted.
  • More reliable reward mechanisms (get rewarded for escorts even if you are warping).
  • Navroute set again when leaving station after death in Border Skirmish.
  • Windows 7 audio driver now properly plays at the correct speed when the audio device is not running at 44.1 KHz.
  • Fixed UTC dates in Events menu and Keychain Menu.
  • Station radar blip for conquerable stations is only visible to players who have docking privileges.
  • A sector message is now displayed when the conquerable station is actually conquered.
  • Giving a User Key through the Owner Key no longer creates a new User Key.
  • Client build number in Credits menu now shows the downloaded version.
  • Added auto-detection and changed initial default settings for certain Intel graphics chipsets, for improved netbook support (GMA500, GMA950, GMA3150).

New in version 1.8.110 (January 23rd, 2010)

  • Warthog Mineral Extractor now features an integrated Free Mineral Scanner (Range: 500).
  • Improvements to Game Updater. The game patching system now handles certain situations more elegantly, such as running out of disk space.
  • The current Mac client version is now present in the app metadata, under "Get Info", the Finder and elsewhere.
  • Basic Station Conquest: A new station located in Latos I-8 may now be conquered by players. This is a very limited, basic implementation of station conquest, only for testing purposes. Once all turrets are destroyed, the first person to dock may generate or select an Owner Key for use. Any player with a key for the station will be able to dock and not be fired upon by the turrets.
  • Bounty System Revival: We've brought back the old Bounty system, with a 1-million-credit upper limit on bounties. For now, only NPC-driven bounties may be allocated, handed out by governments for illegal activities, such as killing station guards. You can talk to NPC Marshals in Capitol stations for more information about becoming a bounty hunter.
  • Raptor MkII now available in Latos N-15 (same requirements as Dau).
  • Corvus Greyhound now features an integrated cargo scanner and turbo energy usage dropped to 45.
  • Combat level 4 required to be featured in Duel Rankings. Characters less than 4 may participate in Duels, but will not gain or lose points.
  • Duel Rating Elo k-factor is now scaled by rating number. Players over 2000 (Master) now gain/lose points at half the normal rate, over 2400 (Grandmaster) at one quarter the normal rate.
  • Duel Rating lower limit clamped to 900, only characters above 900 are displayed on the ranking page.
  • Middle Mouse button click now acts as ^v (paste) when an editbox has focus.
  • Sun flare effect is no longer rendered in foggy sectors.

New in version 1.8.104 (December 6th, 2009)

  • Small-port Cargo Scanner and Scanner Blocker (available in capitol stations)
  • Fix for convoy traders repeatedly bumping convoy capships.
  • Slower top speed for convoy capships.
  • PCC Mission Editor additions: give-item to-npc, park and drift actions, gave-money-to-npc event.
  • New limited edition Five Year Anniversary merchandise available.

New in version 1.8.101 (November 8th, 2009)

  • New characters can now be mentored until they reach level 3 in a license instead of level 2.
  • Convoy capships can carry cargo.
  • New optimized server-side collision mesh for Queen bots.
  • Fixed a bug that caused sectors to not start up properly under certain circumstances.
  • Optimized sectors so they shouldn't timeout while under heavy load when players are present.
  • Added two special 5-year Anniversary Edition Vultures, access to be granted via upcoming promotion to limited newbies and current players with at least 3 months subscription.
  • Fixed sort order of Corvus Greyhound in ship list, it is now grouped with other Warthogs.

New in version 1.8.98 (October 25th, 2009)

  • NPCs no longer trigger the proximity alarm if the NPC Prox is disabled.
  • Fixed bug with getting stuck in capships when they jump between sectors.
  • Tridents are once again part of larger escort missions.
  • Bug reporter should now run when x64 version of the client crashes.
  • Experimental fix for intermittent client crashes on all platforms.

New in version 1.8.97 (October 18th, 2009)

  • Added options for proximity warning to activate on players, npcs, or both.
  • Fixes for intermittent problems with Training V and other missions.
  • Added debugging info for mac version when enumerating joysticks and other HID devices.
  • Various fixes for Netbooks running Linux.
  • Bots and players now properly show up on radar in Linux and Mac versions.
  • Added a 'One-Off' proximity warning that will warn the first time a ship is seen within the defined proximity but won't warn again until the ship leaves the defined proximity.
  • All asteroids now perform high-accuracy obb occlusion instead of sphere occlusion.
  • Occluded ships no longer show their health in the sector list.
  • Radar Next/Prev selections now properly ignore occluded ships.

New in version 1.8.94 (October 7th, 2009)

  • All asteroids now perform high-accuracy OBB occlusion instead of sphere occlusion.
  • Occluded ships no longer show their health in the sector list.
  • Radar Next/Prev selections now properly ignore occluded ships.
  • Plugins can no longer get ship distances when the ship is occluded.
  • Server-side sector performance was improved.

New in version 1.8.93 (October 5th, 2009)

  • All players and NPCs are occluded from the radar by asteroids and ice.
  • Occluded ships no longer show their distance in the sector list.
  • Radar occlusion calculations are performed in a separate thread.
  • Asteroid occlusion behavior can differ by asteroid type.

New in version 1.8.89 (September 5th, 2009)

  • Improved capship asteroid avoidance logic.
  • Changed static wireframe radar extender effect to a sweeping effect.
  • Changed secondary light source in fog/storm sectors to be the colour of the fog/storm when present.
  • Tridents are now included in the occasional convoy.
  • Turbo Thrust stats now displayed for all ships.

New in version 1.8.88 (August 31st, 2009)

  • Raptor MkII Turbo Thrust (acceleration) was increased from 260 to 300 kN.
  • An Aeolus Light Repair Module (Small port) was added.
  • The game now tracks player repairs for future badges.
  • There were various server-side fixes.
  • A new HD game trailer is available.

New in version 1.8.85 (August 9th, 2009)

  • Asteroid sectors in Deneb now have a disableable turret. When the turret is disabled, a fighter skirmish begins.
  • New detail textures for bone asteroids.
  • Added ice refraction resolution setting for DirectX 9 driver. The High setting uses more video memory.
  • Fixed DirectX 8 driver so it properly fails to load compressed textures instead of displaying white textures.
  • Small optimization for most shaders.
  • Fixed certain missions so they no longer choose training sectors as destinations.
  • NPCs that have logged off no longer show up in the Bar.
  • Fixed problem with DirectX 9 driver that was causing it to not be chosen as the active driver.
  • Fixed crash in OpenGL driver.
  • Significantly improved all crystal and ice graphics.
  • Added OpenGL Antialiasing modes.

New in version 1.8.81 (July 11th, 2009)

  • Mining missions now re-appear after shorter intervals.
  • Three new mining missions added: Premium Ishik, Lanthanic, Apicene.
  • New Advanced Training mission added: Welcome to Combat License 3!
  • Updated Queen, Heavy Assault Cruiser and drone textures.
  • More compressed textures to lower video memory usage.
  • Fixed asteroids not showing their textures for Intel graphics chipsets on Linux.
  • Background is no longer rendered when in fogged sectors (faster).
  • NPCs can now enter bars.
  • Fixed client-side memory leak.

New in version 1.8.79 (July 5th, 2009)

  • New high-resolution compressed textures for EC and Raptor series.
  • Re-exported and compressed textures for all rocky asteroids.
  • Compressed starfield textures.
  • 256MB Visual Quality settings no longer enable Texture Compression.
  • 256MB VQ settings also enable Super High backgrounds.
  • New Shader Model 2.0a low precision setting available, mainly for the Geforce FX series of chips.
  • Improved Shader 2.0 graphics and fixed other shaders.
  • New compressed normal maps for Shader 2.0 hardware to improve video memory usage. Non-Shader 2.0 hardware will fall back to uncompressed.
  • Fixed bug where items in local non-active ships were not sellable unless there is an active ship.
  • Fixed major OpenGL vertex buffer crashing bug.
  • Improved texture load time slightly.
  • Initial loading screen now has a percent complete counter.

New in version 1.8.77 (June 22nd, 2009)

  • Added Detail Textures to some asteroids. These can significantly increase surface detail when nearer to the object, under some circumstances. Only compatible with Shader 2.0 hardware, or better. See Dau G11 for example.
  • Turrets on player-owned ships can no longer be a part of weapon firing groups.

New in version 1.8.76 (June 15th, 2009)

  • Fixed Voice Chat volume control.
  • Slightly optimized inventory menus for players that have large inventories.

New in version 1.8.65 (April 2nd, 2009)

  • Friendly-Fire restrictions removed from all of gray space.
  • More server-side Border Skirmish performance enhancements.
  • Server-side performance enhancements are now used everywhere.
  • Border Skirmish now features live countdown timer in mission description.
  • Fixed HUD component size issues.
  • Improved client-side collision detection in highly active areas such as Border Skirmish.
  • Fixed bug that caused ship radar blips to turn blue when binding a joystick button to a command when the joystick button already had a command bound to it. Also fixed other possible crashing bugs with joystick menu.
  • HUD is centered in the middle 4:3 aspect region on the screen by default when starting the game in 1920 widescreen. This option can be turned on and off in the Interface HUD options menu.

New in version 1.8.63 (March 28th, 2009)

  • Optimized capital ship weapon collisions for large battles.
  • Improved capship collision hulls for Border Skirmish usage.

New in version 1.8.62 (March 18th, 2009)

  • New Ship: Corvus Greyhound, a Warthog Interceptor only available in Odia.
  • One new PCC mission: CtC Information for the Itani.
  • Friendly Fire has been enabled in all of Odia, Sedina, and Bractus.
  • Testing more performance enhancements in Border Skirmish sector.

New in version 1.8.61 (March 7th, 2009)

  • This version adds six new player-created "PCC" missions, created by members of the Player Contribution Corps.
  • In addition, LuaJIT is used experimentally and related performance enhancements are being tested in the Border Skirmish sector.

New in version 1.8.60 (February 28th, 2009)

  • Border Skirmish capships were repositioned more appropriately for Serco/Itani jump-in locations.
  • Friendly Fire exclusions were removed from Latos M-7.
  • Warp in and Warp/Jump out effects now have sound.
  • Targeted ships now show health and shield strength percentage on the health bar.
  • Sector notes now have multi-line support.
  • The mission notification icon on the HUD now jumps further to get your attention.
  • Many other changes were made.

New in version 1.8.59 (February 21st, 2009)

  • Eight new trade routes were added to and from grayspace: Corvus Holodisks and Textiles (Sol/Itan), Manufacturing Tools, Metana Sweets, Oxygen Recycling Systems, Rare Books, Serco Cybernetic Implants, and Textured Vegetable Protein.
  • Extra wormhole turrets were removed from Verasi O-7.
  • Border Skirmish positional and targeting enhancements were made for Teradon.
  • The Mac version's gamma setting now uses the current gamma ramp as the initial values instead of a linear gamma ramp.

New in version 1.8.58 (February 14th, 2009)

  • Reworked training missions for new players and three new PCC missions branched from the Orun Processor tree.
  • Border Skirmish capship positional tweaks were made.
  • The Voice Chat library was updated.

New in version 1.8.57 (February 7th, 2009)

  • New starting locations and a training weapon for new characters and Matrox TripleHead2Go Surround Gaming support.
  • The sector player list sort mode is now saved.
  • Hive Skirmish missions give free repair and ammo refill in Hive Skirmish capships.
  • Border Skirmish capships now start in formation and stay close to their original position.
  • Battle music starts in BS and HS sectors.

New in version 1.8.56 (January 31st, 2009)

  • This release adds six new mining missions available at all mining stations and new enhanced Grayspace trade routes: Betheshee Spices, Deneb Rum, Divinia Spice, Commercial Textiles, and others.
  • Dueling players now show up as light blue in the radar.
  • Border defense turrets now respawn after 5 minutes.
  • Vote Mutes now last for 1 day instead of 7 days.
  • Vote Mutes no longer show how many votes have been cast.
  • A client crash when new items are dynamically pushed into the game was fixed.

New in version 1.8.55 (January 25th, 2009)

  • Five new missions were added, appearing in Itani territory.
  • Seven items now have greatly enhanced trade destinations in grayspace: Silksteel, Consumer Robotics, and others.
  • The EULA now displays the date it was last modified.
  • Mute votes no longer accumulate if the votee is already muted.
  • The jettison menu now uses comma-deliminated numbers.
  • A couple of minor lua errors were fixed.

New in version 1.8.54 (January 18th, 2009)

  • The Jettison menu now shows the best price for each item in the current system and the station at it's located.
  • It updates once per minute and whenever you enter a sector or launch from a station.
  • 3D rendering distance has been reduced to 20km from 60km to speed up rendering of large sectors.
  • Additional voice chat connection information is printed to the console.
  • Corvus stations now show correct license requirements for ships.
  • Many other minor bugs were fixed.

New in version 1.8.53 (January 10th, 2009)

  • This release includes experimental new fog in Dau K-10 and Verasi I-5, Lua version 5.1.4, and fixes for crashes in Windows related to screenshots.
  • Voice Chat now prints connection status and errors.
  • Sound ducking now properly turns off if you are talking while you leave a group.
  • Visual Quality settings are now correctly set and recognized under all circumstances.
  • Video RAM detection was improved on Vista, and many other Windows fixes were made.

New in version 1.8.52 (December 20th, 2008)

  • Demand at stations for mined minerals and ores now increases at a drastically higher rate (over twice as fast for low-value ores, a little less for high-value ores).
  • Storm fog bugs with grey asteroids and when changing resolution/window mode/antialiasing mode were fixed.
  • Crashes on startup with 256MB+ video cards and when logging out with the Behemoth Heavy Miner ship were fixed.
  • All previous subscribers from more than 45 days ago may play for free until the end of December.
  • 1-month extended trial keys are still available.

New in version 1.8.51 (December 6th, 2008)

  • Pixel shader 3 capable hardware now renormalizes normal maps at render time.
  • The "Renormalize Normalmaps At Loadtime" video option was removed for Pixel Shader 3 capable hardware.
  • Server capacity was increased.
  • Default video and graphics settings were changed for systems with 128MB or more of video memory.

New in version 1.8.48 (November 25th, 2008)

  • "Very High" resolution texture settings are now included and are intended for players with 256MB or more of video memory.
  • These new textures provide fine detail to some of the bumpier asteroids and the like.
  • Additionally, a new "Re-normalize Normal Maps" option allows additional fidelity at a cost of extended load time.

New in version 1.8.47 (November 22nd, 2008)

  • This release added a video option to reset FOV and HUD size upon video resolution change.
  • An issue with changing HUD size while being damaged was fixed.
  • Improvements were made to server stability.

New in version 1.8.46 (November 16th, 2008)

  • The "Sell Selected..." menu now includes profit/loss information.
  • The zoom out command now restores the FOV to the previous setting instead of 75.
  • A dialog now asks if the current desktop resolution should be selected as the initial resolution for fresh installs on Windows and Mac OS X.
  • FOV is based on aspect ratio of the selected resolution and HUD scale size is selected based on initial resolution in fresh installs.
  • More F5 HUD scale modes have been added for fresh installs.

New in version 1.8.45 (November 9th, 2008)

  • Players may now "Forgive" PvP kills in faction-standing loss situations.
  • The "Sell Selected" button in the Commodities Sell tab was changed to "Sell Selected...".
  • The size of speed/energy/distance HUD indicators was corrected for wide-screen modes.
  • The aspect of the loading screen and startup splash screen was corrected for wide-screen modes.
  • A trade xp exploit was fixed.
  • An interface resolution bug was fixed.
  • The ship buyback price display when not all items were bought back was corrected.

New in version 1.8.43 (November 2nd, 2008)

  • Bug fixes to Training VI mission.
  • Ship view rotation slowed down by half.
  • Updated Voice Chat library.
  • Locally produced commodities are now properly labeled as such.
  • Ships are no longer listed as high-demand items in stations.
  • Fixed killed-by ratio calculation.
  • Added /clear command to clear the chat log.

New in version 1.8.42 (October 25th, 2008)

  • Warthog TD price dropped to 45k.
  • Warthog TD turbo thrust increased from 260 to 300.
  • Valkyrie X-1 price increased to 70k.
  • Added No Fire Zone indicator to center region of HUD. It can be disabled in HUD Options menu.
  • Reduced NFZ of Corvus stations to 1000m.
  • Ship repair and ammo reload are free in Border Skirmish capships for Border Skirmish participants.
  • Buyback ship is free for Border Skirmish participants if they die while in a Border Skirmish sector and homed in a station that has Border Skirmish missions available.
  • Ships repriced across the board.
  • Added defensive turrets to capitol system wormholes.
  • Station storage entries in inventory menu are now colored differently if additional storage is rented or total storage is exceeded.
  • Fixed a couple of lua errors when trying to rent storage space at a station where there are no items in storage.
  • Removed Bots Sighted list from hive skermish system sector descriptions in nav menu.
  • Fixed problem with 'Getting Characters...' menu being shown on top of Survey menu.
  • Additional storage can now be rented at stations.

New in version 1.8.39 (October 10th, 2008)

  • Station cargo limits reduced from 200,000cu to 10,000cu. People with more than this will be unable to offload more items on stations that are over-capacity. Short-term space (docking, etc) is unaffected. While over-limit, new ships can be purchased by selling the Active ship and buying a new one. Station cargo expansion space will be purchasable next week.
  • UIT-hated or KoS personnel may no longer dock with stations of any faction in UIT Capitol systems (Dau, Arta Caelestis).
  • All Nation Capitol stations now have defense turrets.

New in version 1.8.38 (September 28th, 2008)

  • Reworked early-level Centurion, EC and Revenant license requirements.
  • One-time faction standing recovery missions available in Corvus stations.
  • The Vista version will now use the last selected sound driver instead of always selecting the Vista Sound Driver.
  • Vista sound support is now a separate driver. Players using Vista will have to manually switch to it via the 'Change Driver...' option in Audio Options.
  • Border Defense turrets now surround nation wormholes in gray space

New in version 1.8.36 (September 13th, 2008)

  • New Addon: High-Efficiency Mining Beam.
  • Group leaders can now kick players from groups not created by a mission.
  • Fixed Windows Vista sound issues.
  • Windows Vista Updater is Styles and DPI aware.
  • Added Group.Kick(playername) lua support function to complement new feature.

New in version 1.8.35 (September 9th, 2008)

  • New Courier tree mission.
  • New ship: Raptor Mk II.
  • Capships now eject any onboard players before going offline.
  • Players can no longer /ignore Guides.
  • Temporary ignores now properly removed on logoff.
  • Fixed misc mission log bugs with multiple active missions or no active missions
  • Fixed Windows Vista specific DirectX bugs.

New in version 1.8.34 (August 30th, 2008)

  • Nine brand-new missions for lower level players.
  • New Weapon: Gauss Canon MkIII
  • New Ship: "Aeolus Light Behemoth" variant, 80 cargo, 175 top speed, single Large port.
  • Sector Changes: Verasi O7 has been modified and now has a test of border defenses.
  • New update server and client update architecture allows automatic failover to secondary update server if the primary update server is unavailable.
  • Voice Chat now falls back to default device if currently selected audio device is not avilable. Usually if a USB headset is selected but unplugged.
  • Fixed problem when accepting EULA too quickly causes connecting to not complete.
  • Fixed small memory leak in Mac version.
  • Fixed bug with new mission objective list prevented mission log from being scrolled all the way down.
  • Fixed crash when calling radar.SetAimDirIconColor() in a plugin without a 5th argument.
  • Fixed misc lua errors.
  • Fixed a rare crash on exit in the Windows version.