Perpetuum is dead, long live Perpetuum

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So you haven’t heard from us in a long time, and the reason for that probably became more and more obvious with time: I'm sorry to inform you that Perpetuum is not actively developed anymore.

This blog is meant to inform you what this means for the game, for you, the players, and how the future of Perpetuum looks like. Because there is a future, at least we hope so.

How we got here

We knew from the start that Perpetuum will be a niche game and we were cool with it. But even considering that, it never really got off. We had two major spikes, the one during the EVE exodus, and after the Steam launch, but even those pale in comparison to what the we would have needed to justify the “massively” in MMORPG.

Over the years we’ve been in talks with numerous serious publishers and investors, but unfortunately none of those promises came to fruition. So the only thing we could do was to push it on our own and hope that steady work will eventually pay off and bring in a critical mass of players that would keep the game alive for a long time, and provide us a living.

The most prominent feedback that we have received over the years is that Perpetuum has great mechanics and atmosphere but lacks content, and that it is a great foundation for a game. Sadly we never got to the point where we could develop it to its full potential.

It was basically catch-22. After the initial spikes our playerbase always receded to unhealthy levels, which meant that we had to lay off some of our less essential content-related people and also that we didn’t have the funds to do any impactful marketing. Which in turn meant that we could bring in even less new players and develop less new content and do even less marketing. These cycles transformed into a downward spiral where the remaining developers had to be on minimum wage for years and the only thing we could do for the game was fixing bugs and recycling old content. If we would have found a publisher we would have been shut down probably years ago.

I joined Avatar Creations in 2006. After 10 years of “bringing up your own child” and making it part of your everyday life, it’s hard to call it. I can only speak about my own personal experience, but after such a long time of trying hard and failing, there comes a moment when you ask yourself “is it really worth it?” and “what am I doing with my life?”. So the remaining few of us made a mutual agreement that this is it, it’s time to let go.

We didn’t just want to simply let it die though, for two reasons. The first is a selfish one: if years from now someone asks what we have worked on for 10 years, we would like to be able to show them and say “it’s here, you can still play with it if you want”. In case of an MMO this is not self-evident.

The second reason is of course our players. However small it is, we still have a faithful community, and we love you all for that.

Your own Perpetuum server

So while the official server is still going to stay online for an undetermined time, in the last few months we’ve been working on a standalone server solution, in order to ensure the game’s future.

Although Perpetuum’s server application is far from being simple, our primary goal while developing the standalone server was simplicity and ease of use, while keeping the possibility of optional in-depth customization open.

The minimum requirements for running the server are lower than you might think: it can be run on the same Windows-based PC that you play Perpetuum on, even both at the same time. Resource usage of course goes up with the concurrent players on the server, so beyond a certain number a dedicated server machine is needed.

Strandalone server installer

You’ll also need to have an SQL server installed for the database, but we got that covered. The Perpetuum server installer is a single exe about 1GB in size and includes the freely available Microsoft SQL Server 2016 Express that’s automatically installed and configured along with the Perpetuum server itself.

The installer also comes with an Admin Tool application, which is used to start/stop and configure the server, as well as provide a management interface for the player accounts on that server.

Admin tool

Server availability can be customized in the following of ways:

  • Public server: the server will be publicly available and listed in the server browser, which will be visible both in the game client and on our website.
  • Private server: the server will not be visible in the server browser; players will have to enter the server’s address manually in the game client.
  • Open registration: anyone who connects to the server can create a new account and play.
  • Limited registration: players need to request an account from server admins and only they can create player accounts.

As I mentioned above, initially our primary goal is to provide a working standalone server that anyone who has ever installed any application can set up, manage, and run with minimum hassle. Once we see that this works we can move on to the next phase where we provide documentation and know-how on how you can customize your server and the database, like doing your own balancing. Word of warning though: even our own management tools feel a lot of times quite hacky, the ways you’ll have to tinker with stuff will certainly require patience and at least some minimal knowledge on how databases work.

We still have to work out some kinks, but the standalone server installer will soon be made publicly available to download, for free of course.

Game client changes

The introduction of the standalone server will of course require support in the game client as well, while still retaining simple access to the official server.

It’s not a big change though: a new server selection screen will precede the current login screen. This includes a new server browser window where all the publicly available player-run servers are listed along with the official server, and you can select any number of them to be included in the server dropdown menu on the main screen. From there it’s as easy as clicking the connect button and after that it’s business as usual, just enter your credentials and play.

Ingame server browser

Becoming Steam-only

A bigger change that some of you probably won’t like is that soon Steam will be the only place where Perpetuum will be distributed, including the standalone server. The reason for this is to ensure the availability of the game on a stable platform, as opposed to our own website that we cannot guarantee to be around forever. Another reason is that it’s uneconomical for us to keep our own payment platform, as purchases made via Steam outweigh our own store by far.

It’s important to note that existing non-Steam (e-mail based) accounts will continue to work with the Steam-based Perpetuum client, but you won’t be able to create a non-Steam account after the change.

Perpetuum Credits and DLCs discontinued

On a standalone server Perpetuum Credits and DLC will make no sense, since we cannot sell and transfer them to a privately held server, and the administrators of the servers would be able to easily hack in as many credits or EP as they like.

So as of now, Perpetuum Credits, ICE, and Upgrade Kits (DLCs) are not available to purchase anymore, but existing assets are not removed of course and can still be used.

FAQ

In the rest of this blog I’ll try to collect any remaining info and questions you might have, and I will also update this section if any unanswered issue comes up in the comments or the forum.

What happens to the official server?

While the development of Perpetuum is discontinued, the game is not shutting down, and the official server will still stay online for an undetermined time.

How can I play Perpetuum in the future?

You will have the choice to either continue playing on the official server, or play on any of the player-run servers.

When will I be able to run my own Perpetuum server?

As soon as possible. Most of the development is done, but we're still working on some details and bugs.

Can I play with my existing account/character on a private server?

This is something that we’re still looking into. What we know for sure is that we cannot give out any personal information included in Perpetuum accounts unless the account holder requests it, so simply copying the database is absolutely a no go. Another problem is that there are a lot of dependencies related to characters, so if we transfer a single account, there are going to be numerous problems if the character’s corporation, or the base/storage where its items are doesn’t exist on the new server... and those are just a few examples.

Can I sell Perpetuum Credits on my own server?

No, Perpetuum Credits are discontinued as server administrators could easily hack in as many credits as they like.

What happens to game features depending on Perpetuum Credits?

They will be either removed or changed to use other ingame currencies (like NIC) at a later time.

What prevents private server administrators to cheat on their own servers and give advantages to certain characters?

Technically nothing. Server administrators have full access to their server’s database and can do with it as they please, we can’t do anything to prevent this. This is something where the power of the community comes in, and we hope servers run by trusted players will develop a good reputation where you can be sure that everyone plays fair.

Will you still provide support for the game?

We are committed to fix any critical game-breaking bugs in the future that would prevent running the game at all. Anything beyond this, including new content, balancing, and individual player support (running the support ticket system) is not possible for us anymore.

Will I be able to do tweak balancing or add new ingame items on my own server?

To a certain extent, yes. It won’t be simple, and your possibilities will be quite limited, but we intend to come up with some documentation on what you can do and how you can do it.

Perpetuum Online September 3rd 2017

Perpetuum is dead, long live Perpetuum

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So you haven’t heard from us in a long time, and the reason for that probably became more and more obvious with time: I'm sorry to inform you that Perpetuum is not actively developed anymore.

This blog is meant to inform you what this means for the game, for you, the players, and how the future of Perpetuum looks like. Because there is a future, at least we hope so.

How we got here

We knew from the start that Perpetuum will be a niche game and we were cool with it. But even considering that, it never really got off. We had two major spikes, the one during the EVE exodus, and after the Steam launch, but even those pale in comparison to what the we would have needed to justify the “massively” in MMORPG.

Over the years we’ve been in talks with numerous serious publishers and investors, but unfortunately none of those promises came to fruition. So the only thing we could do was to push it on our own and hope that steady work will eventually pay off and bring in a critical mass of players that would keep the game alive for a long time, and provide us a living.

The most prominent feedback that we have received over the years is that Perpetuum has great mechanics and atmosphere but lacks content, and that it is a great foundation for a game. Sadly we never got to the point where we could develop it to its full potential.

It was basically catch-22. After the initial spikes our playerbase always receded to unhealthy levels, which meant that we had to lay off some of our less essential content-related people and also that we didn’t have the funds to do any impactful marketing. Which in turn meant that we could bring in even less new players and develop less new content and do even less marketing. These cycles transformed into a downward spiral where the remaining developers had to be on minimum wage for years and the only thing we could do for the game was fixing bugs and recycling old content. If we would have found a publisher we would have been shut down probably years ago.

I joined Avatar Creations in 2006. After 10 years of “bringing up your own child” and making it part of your everyday life, it’s hard to call it. I can only speak about my own personal experience, but after such a long time of trying hard and failing, there comes a moment when you ask yourself “is it really worth it?” and “what am I doing with my life?”. So the remaining few of us made a mutual agreement that this is it, it’s time to let go.

We didn’t just want to simply let it die though, for two reasons. The first is a selfish one: if years from now someone asks what we have worked on for 10 years, we would like to be able to show them and say “it’s here, you can still play with it if you want”. In case of an MMO this is not self-evident.

The second reason is of course our players. However small it is, we still have a faithful community, and we love you all for that.

Your own Perpetuum server

So while the official server is still going to stay online for an undetermined time, in the last few months we’ve been working on a standalone server solution, in order to ensure the game’s future.

Although Perpetuum’s server application is far from being simple, our primary goal while developing the standalone server was simplicity and ease of use, while keeping the possibility of optional in-depth customization open.

The minimum requirements for running the server are lower than you might think: it can be run on the same Windows-based PC that you play Perpetuum on, even both at the same time. Resource usage of course goes up with the concurrent players on the server, so beyond a certain number a dedicated server machine is needed.

Strandalone server installer

You’ll also need to have an SQL server installed for the database, but we got that covered. The Perpetuum server installer is a single exe about 1GB in size and includes the freely available Microsoft SQL Server 2016 Express that’s automatically installed and configured along with the Perpetuum server itself.

The installer also comes with an Admin Tool application, which is used to start/stop and configure the server, as well as provide a management interface for the player accounts on that server.

Admin tool

Server availability can be customized in the following of ways:

  • Public server: the server will be publicly available and listed in the server browser, which will be visible both in the game client and on our website.
  • Private server: the server will not be visible in the server browser; players will have to enter the server’s address manually in the game client.
  • Open registration: anyone who connects to the server can create a new account and play.
  • Limited registration: players need to request an account from server admins and only they can create player accounts.

As I mentioned above, initially our primary goal is to provide a working standalone server that anyone who has ever installed any application can set up, manage, and run with minimum hassle. Once we see that this works we can move on to the next phase where we provide documentation and know-how on how you can customize your server and the database, like doing your own balancing. Word of warning though: even our own management tools feel a lot of times quite hacky, the ways you’ll have to tinker with stuff will certainly require patience and at least some minimal knowledge on how databases work.

We still have to work out some kinks, but the standalone server installer will soon be made publicly available to download, for free of course.

Game client changes

The introduction of the standalone server will of course require support in the game client as well, while still retaining simple access to the official server.

It’s not a big change though: a new server selection screen will precede the current login screen. This includes a new server browser window where all the publicly available player-run servers are listed along with the official server, and you can select any number of them to be included in the server dropdown menu on the main screen. From there it’s as easy as clicking the connect button and after that it’s business as usual, just enter your credentials and play.

Ingame server browser

Becoming Steam-only

A bigger change that some of you probably won’t like is that soon Steam will be the only place where Perpetuum will be distributed, including the standalone server. The reason for this is to ensure the availability of the game on a stable platform, as opposed to our own website that we cannot guarantee to be around forever. Another reason is that it’s uneconomical for us to keep our own payment platform, as purchases made via Steam outweigh our own store by far.

It’s important to note that existing non-Steam (e-mail based) accounts will continue to work with the Steam-based Perpetuum client, but you won’t be able to create a non-Steam account after the change.

Perpetuum Credits and DLCs discontinued

On a standalone server Perpetuum Credits and DLC will make no sense, since we cannot sell and transfer them to a privately held server, and the administrators of the servers would be able to easily hack in as many credits or EP as they like.

So as of now, Perpetuum Credits, ICE, and Upgrade Kits (DLCs) are not available to purchase anymore, but existing assets are not removed of course and can still be used.

FAQ

In the rest of this blog I’ll try to collect any remaining info and questions you might have, and I will also update this section if any unanswered issue comes up in the comments or the forum.

What happens to the official server?

While the development of Perpetuum is discontinued, the game is not shutting down, and the official server will still stay online for an undetermined time.

How can I play Perpetuum in the future?

You will have the choice to either continue playing on the official server, or play on any of the player-run servers.

When will I be able to run my own Perpetuum server?

As soon as possible. Most of the development is done, but we're still working on some details and bugs.

Can I play with my existing account/character on a private server?

This is something that we’re still looking into. What we know for sure is that we cannot give out any personal information included in Perpetuum accounts unless the account holder requests it, so simply copying the database is absolutely a no go. Another problem is that there are a lot of dependencies related to characters, so if we transfer a single account, there are going to be numerous problems if the character’s corporation, or the base/storage where its items are doesn’t exist on the new server... and those are just a few examples.

Can I sell Perpetuum Credits on my own server?

No, Perpetuum Credits are discontinued as server administrators could easily hack in as many credits as they like.

What happens to game features depending on Perpetuum Credits?

They will be either removed or changed to use other ingame currencies (like NIC) at a later time.

What prevents private server administrators to cheat on their own servers and give advantages to certain characters?

Technically nothing. Server administrators have full access to their server’s database and can do with it as they please, we can’t do anything to prevent this. This is something where the power of the community comes in, and we hope servers run by trusted players will develop a good reputation where you can be sure that everyone plays fair.

Will you still provide support for the game?

We are committed to fix any critical game-breaking bugs in the future that would prevent running the game at all. Anything beyond this, including new content, balancing, and individual player support (running the support ticket system) is not possible for us anymore.

Will I be able to do tweak balancing or add new ingame items on my own server?

To a certain extent, yes. It won’t be simple, and your possibilities will be quite limited, but we intend to come up with some documentation on what you can do and how you can do it.

Perpetuum Online September 3rd 2017

Vendetta Online 1.8.420

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VO 1.8.420 includes:- New Centaur graphical ship assets, across all platforms.- New Ragnarok and Hornet graphical ship assets now available on iOS.- Improved Windows XInput device detection.- Fixed lines disappearing in Gamepad menu on Windows.Please let us know if you run into any problems with this version, especially the new Centaur graphics assets.Have a great weekend, everyone!
Vendetta Online May 27th 2017

Player Thefts and Gameplay Ethics.

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We have a long-standing policy of not getting involved with player-versus-player or guild-related "thefts" or "espionage", and it appears a reminder is needed of this fact.If you give another player a large sum of credits (or manufactured goods, or whatever) with an expectation of an exchange for some other good/service, and they instead "run off with your stuff", that is NOT cause for administrative action.As long as the game mechanics are used as-intended, and there's no "exploit" or account-compromise, or other external-factor involved, and everything happens within the context of regular gameplay.. then we consider it to be a part of regular gameplay.As far as we're concerned, this game is built as a framework, a model to which people may bring their own behaviours and ethics. The fundamental existence of piracy in our game, defended as a legitimate means of accruing wealth, gives a clue to the variable ways in which the game may be played. We, the developers, do not pass judgement on who should be a pirate, or who should be EMS or some sort of altruist, that is the player's choice to make.Probably the most fundamental decision players have to make in VO is "who to trust". Is this person on radar going to attack me and take my stuff? Is this guild-member going to behave responsibly? Will this exchange of manufactured goods go as planned? These choices are your own, and are made at your own risk.This doesn't mean we approve of people behaving badly or in an un-trustworthy manner, but it does mean we don't take administrative action to reverse the results of bad decision-making or trust issues between players.We ARE open to Suggestions (posts on that specific forum) on ways of improving the game to mitigate issues with un-trustworthy people.But, fundamentally, we do not get involved if you give someone your stuff (or access to your stuff), and they run away with it.Guilds should consider carefully who they choose to trust. People have spent months rising in the ranks of guilds for no other purpose than emptying their bank, stealing their other content, or practicing espionage on behalf of a rival guild. Again, we don't pass judgement on this.There have been "thefts" or trust-related issues resulting in the losses of Billions of credits over the last year, and we have not reversed or refunded any of them. These join many other incidents (large and small) over the past years, where we also refused to get involved.Be Cautious! It is a large and scary galaxy, and not everyone has your best interests at heart. If you do choose to trust someone, do so knowing that that decision is yours alone, and you have to live with the results.
Vendetta Online May 26th 2017

Vendetta Online 1.8.419

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VO 1.8.419 includes:- Android gamepad analog sticks now use a linked sensitivity curve.- Updated damage indicators for the new Hornet and Ragnarok.- Added a Gamepad Settings menu for PC when a gamepad is detected.- Fixed blank screenshots on Windows when Anti-Aliasing is enabled.- Fixed VR settings not getting properly reloaded when a gamepad is detected.- Fixed plugin issues when changing HUD options to hide touch-region discs or changing the size of the regions.- When a player with a passenger enters a sector and they are hated by the monitoring faction, and the passenger is also hated by the same faction, the passenger no longer gets ejected.Lots of tweaks. The Android gamepad curves should provide a valuable improvement on that platform.Similarly, let us know how the new Gamepad Settings menu works for you on the PC? It should be a big improvement, but like any major new item, it may have some aspects that need tweaking. The menu is another step towards supporting use-cases like Steam Big Picture, or generally allowing more convenient re-mapping of gamepad controls while in VR, etc.There's a newsletter in the works, as well as another ship-update, and more. Hopefully next week, but we'll see how it goes. Have a great weekend, everyone!
Vendetta Online May 20th 2017

Vendetta Online 1.8.413-418

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VO 1.8.413-418 included the following:- Goliath may now be manufactured from the shipyards in Latos.- New Ragnarok graphical ship assets, across all platforms except for iOS (delayed there, but coming soon).- Older non-manufactured Goliaths purchased through the LTS testing program have been revoked, but their inventories and addons will be retained in the respective stations.- All Manufacturing missions will now return components to inventory if the mission is aborted before the current set of objectives are achieved.- Fixed possible buffer overrun in multi-threaded renderer when there are a lot of effects going on at the same time.- Fixed issue with many effects starting up concurrently when a entering a sector that has been running while empty of players.- Input menu should now fit on smaller screen mobile devices.- Touchscreen HUD components are now sized and placed relative to a 1920x1080 screen size for phones that are higher resolution.- Fixed an issue with the look-around tutorial in the Offline Training Simulator where it stopped responding to input.- Added option to hide the touchscreen discs on the HUD. It is located in Options -> Advanced -> Interface -> HUD Settings- New Hornet graphical ship assets for Android.- Added "Designate Enemy" option in the Target HUD menu. It tags the currently selected ship as an enemy when pressed.- Added optional larger HUD touch regions on Android and default to using it on phone-scale devices.- Touchscreen analog (left) throttle/strafe region now uses linear input for more rapid response.- Touchscreen analog (right) orientation input now defaults to an improved "vector cube root" curve.- Multiple input curve options now available for both touchscreen analog regions.- Touch input regions now use linked X-and-Y axes for more uniform sensitivity.- Disabled input filtering for touchscreen devices, with options to re-enable.- Touch tracking circles are now drawn in the HUD touch regions.- New "flight/strafe" tutorial back-propagated from "HD" version to regular Android release.- All Android versions now default to the Platinum UI skin.- Android non-VR font now defaults to NTR-Regular.- Removed un-needed "Use UI With Head Tracking" option for Gear VR and Daydream.- Improved graphics for Hornet variants, on PC platforms.- The old EC-88 is now only available in the Latos N-2 station. Related missions have been updated to indicate this.- Fixed potential crash on Android Daydream version.- Daydream version now defaults to "look-to-select" user interface, if a full gamepad is detected.- VR Cockpit now defaults to Alternate 1 when HUD is not in locked-to-head mode on Android.- Moved the radar displays inward and chat display downward when VR HUD is in locked-to-head mode on Android.- Added Ren
Vendetta Online May 13th 2017

Vendetta Online launches for Google Daydream VR!

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As of today, Vendetta Online is now available for Google's Daydream VR platform. This means, if you own a Pixel, Moto Z, or other Daydream-compatible phone, you can play Vendetta Online in fully immersive virtual reality!There is comprehensive support for the Daydream controller, although for advanced gameplay we still recommend a full-sized bluetooth gamepad (SteelSeries, Moga, Razer, Nyko, etc).The game is available via a separate Play Store install, for $2.99, and otherwise uses the same business model(s) as the regular Android version (Free to Play, Lite, or Premium subscription). For more information, check out the Google Play Store:https://play.google.com/store/apps/details?id=com.guildsoftware.vendettahd
Vendetta Online March 30th 2017

Vendetta Online 1.8.410-412

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We haven't updated news recently, but there've been quite a few new changes in the last few weeks..VO 1.8.412 includes:- Taking damage now aborts the logoff timer.- Added a new, third optional cockpit model for VR.- Muted players are now able to remotely command their capship via msg commands.- Private messages are now echoed to chat in the SendChat() lua function instead of being echoed by the caller of SendChat(). This is intended to make plugin chat activity more transparent to the person running the plugin.- Premium accounts that have never paid (used subscription keys instead) are not eligible for pledging as a Long Term Subscriber, unless the key is for at least a year of time.VO 1.8.411 includes:- Added two new cockpit designs to VR. They can be selected here: Options -> VR Options -> Cockpit Design- UI updates for upcoming Google Daydream release.- Attempt to fix rare crash on Android 4.4 devices.VO 1.8.410 includes:- Ship selection list cargo branch is now expanded by default.- Collision damage no longer resets the capship's shield repair timer.- NFZ TempKoS no longer gets triggered when a player shoots at their own capship.- Fixed bug on PC clients preventing mines from being destroyed by energy weapons.- Players under TempKoS with a specific faction may no longer gain standing for that faction, for the duration of the TempKoS timer period.- Players under TempKoS may now accumulate faction losses, for the given faction, during the TempKoS period. Losses are applied after the TempKoS ends.- If a player is docked to a capship that does NOT belong to them, and enters Guarded or Monitored space where their standing triggers the launch of a Strike Force, the player will be ejected from the capship, or returned to their home-station if they do not have a ship.- "/vote mute" will now succeed with only 5 votes, but mutes for only 30 minutes at a time. Successful mutes and participants are reported to the developers. Players found to be abusing the mute-voting feature may be permanently stripped of their ability to vote, and muted themselves for an extended period.- Added Decelerate to list of available commands for analog inputs on gamepads/joysticks.- Fixed Invert setting for Trigger inputs on XBox One controllers in Windows to go from center to left instead of right to center in the Joystick menu. This allows the Accelerate/Reverse command to work as Reverse on an inverted trigger.
Vendetta Online March 11th 2017

Vendetta Online 1.8.408-409

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VO 1.8.408 and 409 included:- The new Capella-class capital ship has been added to random NPC convoys.- Capship Hangar and station Manage Ship tab ship lists now show the addons and cargo of each ship, and display the ship's total mass in its description.- OpenGL 4 driver on Linux now uses 3.1 Core Profile to enable instanced rendering support on hardware that supports it.- Self Defense flag now expires only when the 15 minute timer runs out, or the original victim kills the attacker.- Gear VR now allows mining guns to operate when they are in the primary weapon group, and no gamepad is detected. The tap-to-select action changes to Select Nearest in Front and the mining guns auto-start when close enough to the asteroid.- Previously unseen character names coming from kill messages are now added to the name tab-autocomplete list.- Capella's rear launch bay is now also a docking bay.- Fixed visual artifacts and improved quality of the Capella's texture maps.- Increased number of turrets on the current Capella variant in convoy testing.- Fixed crash when starting VO for the first time on a system with no audio driver enabled.A number of substantial changes lately, starting with the introduction of the new Capella-class capital ship previously announced in the Holiday Newsletter.Additionally, GearVR users on headset-only can now mine, something that was impossible before due simply to the limited number of controls and buttons when in headset-only mode (no game controller). Now a new automatic-fire mining system has been created to allow these players to invest in mineral and ore content as well.OpenGL users on Linux can expect some performance enhancements from the additional of Instanced Rendering on the platform, a feature we utilize much more intensively on mobile and we intend to expand drastically on PC as well. It's basically a best-case scenario for handling large numbers of identical objects, like asteroids, and helps enable much higher potential densities in asteroid fields. On the flipside: Players with old graphics chips, that are not OpenGL 3.1-compatible, will have to resort to using our older GL 2.x "Reference" renderer. Overall, we feel this compatibility matrix is the best fit for the game as a whole, as the vast majority of systems now have GL 3.1 support, and we should be targeting the game for the common-case and not the oldest machines out there. Support for older hardware, via the Reference driver, will be maintained for a very long time to come; but performance will not be guaranteed on slower systems, of course.Many other fixes and tweaks in this release as well. We hope you all enjoy it. We have bigger changes and announcements in the works as well. Have a great weekend, everyone!
Vendetta Online February 11th 2017

Vendetta Online 1.8.406-407

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VO 1.8.406-407 included:- Teller-Ulam mine ammo now no longer free in capships.- Mine timeout lifespans increased, maximum count per user/sector also increased.- Added a 'Local' option to the Mission Category filter that shows all missions that are local to the sector.- New gamepad configuration menu in Options -> Advanced -> Controls -> Gamepad for Android when a gamepad is detected.- Added an 'Insufficient Energy' warninig message when using weapons that require 400 energy or more and the power cell doesn't have enough available.- Auto-fire and the target lead-off reticule now work when non-blaster weapons are in the primary weapon group.- An itemized list of storage rental deductions is now displayed in the log when you are charged each week.Some changes in here were controversial, like the cost for re-loading TU mines in capships. But, the TU mine is an exceptional case, a very powerful item whose usage was always intended to be offset by the high cost of ammo. On the upside, other mine stats, like lifespans have been bumped, to make the regular mine fields a bit more interesting.The gamepad configuration UI should be a big benefit for players. It is being tested first on Android, specifically for GearVR and regular Android users, but will eventually be featured on the PC as well (PC is a little more complicated, due to the use of flight-sticks and the like).Work on the new Capella-class capship and other features is still on-going. Have a great weekend, everyone.
Vendetta Online January 28th 2017