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

Syndicate robots: The final wave

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The final 4 robots of the new Syndicate line make their debut in patch 3.8.3, alongside of numerous balancing changes. In this blog we'll take an in-depth look at all these updates - spreadsheets warning ahead!

Helix and Callisto

Helix

Helix

Class: Light robot specialized in electronic warfare

"The Helix is a good all-rounder when it comes to electronic warfare. While it may not be the toughest bot around, combining a light chassis with an assault-class undercarriage makes it probably the fastest."

Slots

  • Head slots: 3
  • Leg slots: 2
  • Chassis slots: 3 (2x light turret/misc, 2x light/medium misc)

Bonuses (per extension level)

  • 3% increase to EW strength
  • 3% reduction to EW modules accumulator usage
  • -0.10 to surface hit size
  • 1% reduction to firearms cycle time
  • +2 to signal masking
Helix

Notable stats

  • Accumulator: 350 AP @ 120sec recharge
  • CPU: 220 TF
  • Reactor: 170 RP
  • Armor: 725 HP
  • Passive resistances: 45 points universally (31%)
  • Surface hit size: 3 m
  • Locking range: 350 m
  • Sensor strength: 110 Hw³
  • Signal detection: 75 rF
  • Signal masking: 120 rF
  • Cargo capacity: 3.75 U
  • Slope capability: 56°
  • Mass: 6000 kg
  • Base speed: 129.6 kph

Syndicate Supplies cost

  • 80 TM tokens
  • 80 ICS tokens
  • 80 ASI tokens
  • 800,000 NIC

Callisto

Callisto

Class: Mech specialized in electronic warfare

"Employing our own technologies and incorporating all the knowledge that we have gained from the Nian factions, the Callisto is an elusive and flexible mech for tackling and shutting down enemy units."

Slots

  • Head slots: 4
  • Leg slots: 4
  • Chassis slots: 3 (3x light/medium turret/misc)

Bonuses (per extension level)

  • 3% increase to EW strength
  • 3% reduction to EW modules accumulator usage
  • -0.10 to surface hit size
  • 1% reduction to firearms cycle time
  • +2 to signal masking
Callisto

Notable stats

  • Accumulator: 2600 AP @ 360sec recharge
  • CPU: 450 TF
  • Reactor: 700 RP
  • Armor: 1350 HP
  • Passive resistances: 45 points universally (31%)
  • Surface hit size: 6 m
  • Locking range: 400 m
  • Sensor strength: 120 Hw³
  • Signal detection: 110 rF
  • Signal masking: 110 rF
  • Cargo capacity: 7.5 U
  • Slope capability: 45°
  • Mass: 16500 kg
  • Base speed: 95.4 kph

Syndicate Supplies cost

  • 700 TM tokens
  • 700 ICS tokens
  • 700 ASI tokens
  • 8,000,000 NIC
Legatus and Metis

Legatus

Legatus

Class: Heavy mech specialized in firearms

"Alluding on its appearance our engineers have nicknamed it "Doc". Aptly so, as the Legatus can administer a swarm of good old glowing hot bullets at a relatively long range for those in need. And that without writing out a prescription."

Slots

  • Head slots: 4
  • Leg slots: 6
  • Chassis slots: 6 (2x light/medium turret, 2x light/medium turret/misc, 2x light/medium turret/misc/industrial)

Bonuses (per extension level)

  • 3% increase to firearms optimal range
  • 3% increase to firearms damage
  • -0.20 to surface hit size
  • 1% reduction to firearms cycle time
  • +3 to passive resistances
  • 9% reduction to NEXUS modules accumulator usage
Legatus

Notable stats

  • Accumulator: 3850 AP @ 720sec recharge
  • CPU: 370 TF
  • Reactor: 1200 RP
  • Armor: 3750 HP
  • Passive resistances: 45 points universally (31%)
  • Surface hit size: 9 m
  • Locking range: 350 m
  • Sensor strength: 90 Hw³
  • Signal detection: 90 rF
  • Signal masking: 90 rF
  • Cargo capacity: 12 U
  • Slope capability: 45°
  • Mass: 34000 kg
  • Base speed: 72 kph

Syndicate Supplies cost

  • 2,000 TM tokens
  • 2,000 ICS tokens
  • 2,000 ASI tokens
  • 20,000,000 NIC

Metis

Metis

Class: Heavy mech specialized in combat support

"Exceptional energy output and defense capabilities - two traits that turn this heavy mech into an indispensable powerhouse on the battlefield. The Metis is the holy grail of remote support, which usually makes it a primary target in the eyes of enemy commanders."

Slots

  • Head slots: 6
  • Leg slots: 6
  • Chassis slots: 6 (2x light/medium industrial, 3x light/medium misc/industrial, 1x light/medium turret/missile/misc)

Bonuses (per extension level)

  • 3% reduction to engineering modules cycle time
  • 3% increase to armor repair amount
  • 3% reduction to accumulator recharge time
  • 1% increase to armor hit points
  • -0.30 to surface hit size
  • 9% reduction to NEXUS modules accumulator usage
Metis

Notable stats

  • Accumulator: 3800 AP @ 360sec recharge
  • CPU: 600 TF
  • Reactor: 1200 RP
  • Armor: 5500 HP
  • Passive resistances: 45 points universally (31%)
  • Surface hit size: 13 m
  • Locking range: 230 m
  • Sensor strength: 100 Hw³
  • Signal detection: 70 rF
  • Signal masking: 70 rF
  • Cargo capacity: 21 U
  • Slope capability: 45°
  • Mass: 60000 kg
  • Base speed: 66.6 kph

Syndicate Supplies cost

  • 4,000 TM tokens
  • 4,000 ICS tokens
  • 4,000 ASI tokens
  • 40,000,000 NIC

Balancing changes

Tuning module rebalancing

The last patch introduced diminishing returns when using tuning modules in the form of exponentially increasing accumulator usage. The changes were a bit on the brute force side, so in 3.8.3 we are refining this concept further and create some diversity between tuning module tiers.

There is now an efficiency difference between tiers (efficiency meaning what you get from the module for the accumulator used). T1 and T3/T3- have balanced efficiency, T2/T2+ have higher efficiency (meaning the energy usage penalty is less than the provided bonus), and T4/T4+ have low efficiency (energy penalty is higher than the bonus).

In practice this means that if you want to go for maximum bonuses using multiple high tier tunings, you'll experience exponentially higher accumulator usage with every additional tuning. However, if you are concerned about accumulator stability, you can choose lower tier tunings, which provide lower bonuses, but at much better efficiency, with lower accumulator usage penalties.

ARMOR REPAIR TUNINGS

  • The additional remote repair accumulator penalty has been removed, as the armor repair penalty also affects remote repair modules.
  • To make things more simple, cycle time modification has been removed (hence all the 1s in the "After" table here) so the new balance is done using only accumulator modification and repair amount modification.

BEFORE

TIER Acc MOD Repair MOD Cycle MOD
T0 1.3 1.1 0.97
T1 1.3 1.3 0.95
T2 1.3 1.3 0.95
T2+ 1.3 1.35 0.95
T3- 1.3 1.4 0.92
T3 1.3 1.4 0.92
T4 1.3 1.5 0.9
T4+ 1.3 1.55 0.9

AFTER

TIER Acc MOD Repair MOD Cycle MOD Ratio
T0 1.4 1.1 1 0.79
T1 1.2 1.2 1 1
T2 1.1 1.2 1 1.09
T2+ 1.15 1.3 1 1.13
T3- 1.4 1.4 1 1
T3 1.4 1.4 1 1
T4 1.6 1.45 1 0.91
T4+ 1.7 1.55 1 0.91

INDUSTRIAL TUNINGS

BEFORE

TIER Acc MOD Gather MOD
T0 1.3 1.1
T1 1.3 1.3
T2 1.3 1.3
T2+ 1.3 1.35
T3- 1.3 1.4
T3 1.3 1.4
T4 1.3 1.5
T4+ 1.3 1.55

AFTER

TIER Acc MOD Gather MOD Ratio
T0 1.4 1.1 0.79
T1 1.2 1.2 1
T2 1.1 1.2 1.09
T2+ 1.15 1.3 1.13
T3- 1.4 1.4 1
T3 1.4 1.4 1
T4 1.6 1.45 0.91
T4+ 1.7 1.55 0.91

EnWAR TUNINGS

  • EnWar tunings did not have a diminishing returns factor so far, quite the contrary actually. The more tunings you used, the better your drainers/neutralizers became. This is turned around with the new values, so efficiency is either balanced (T1/T2), or reduced (T3/T4) the more tunings you equip.
  • This is more interesting for neutralizers since the used and neutralized energy amounts are more closer; for T4 medium tunings the turning point in efficiency (when you need to sacrifice more energy than the amount you neutralize) arrives at using 3x tunings. (For those curious, in the case of T4 medium drainers this theoretically happens at 17x tunings.)
  • The difference between drained and neutralized energy modification has been removed.

BEFORE

TIER Acc MOD Drain MOD Neut MOD
T1 1.1 1.1 1.2
T2 1.1 1.1 1.2
T3 1.1 1.13 1.23
T4 1.1 1.15 1.25

AFTER

TIER Acc MOD Drain MOD Neut MOD Ratio
T1 1.1 1.1 1.1 1
T2 1.1 1.1 1.1 1
T3 1.2 1.13 1.13 0.94
T4 1.3 1.15 1.15 0.88

WEAPON TUNINGS

  • Creating a difference in accumulator usage modifiers between the weapon types was a bad idea, now all types of weapon tunings use the same values. This retains the specific accumulator usage traits of each weapon and creates the same efficiency reduction curve when using multiple tunings.
  • The same tier efficiency ratio differences are used here as for repair and industrial tunings.
  • Cycle time modification has been removed here as well, efficiency is controlled by only accumulator usage versus damage modification.

BEFORE (magnetic weapon tunings taken as the example)

TIER Acc MOD Damage MOD Cycle MOD
T0 1.5 1.03 0.97
T1 1.5 1.05 0.95
T2 1.5 1.05 0.95
T2+ 1.5 1.055 0.95
T3- 1.5 1.075 0.95
T3 1.5 1.075 0.95
T4 1.5 1.075 0.925
T4+ 1.5 1.085 0.925

AFTER (for all wapon types)

TIER Acc MOD Damage MOD Cycle MOD Ratio
T0 1.4 1.05 1 0.75
T1 1.1 1.1 1 1
T2 1.05 1.1 1 1.05
T2+ 1.05 1.2 1 1.14
T3- 1.3 1.3 1 1
T3 1.3 1.3 1 1
T4 1.55 1.4 1 0.9
T4+ 1.7 1.5 1 0.88

Medium firearm balancing

Long range firearms (autocannons) were using disproportionally less energy than their short range brothers, so their accumulator usage has been brought in line.

BEFORE (Machine gun vs Autocannon)

MG Cycle Accumulator Damage DPS Accu per sec DPS ratio* Accu ratio*
T1 4 2 160 40 0.50 1.49 2.00
T2 4 1 160 40 0.25 1.49 2.00
T3 4 2 170 42.5 0.50 1.51 4.00
T4 3 2 135 45 0.67 1.44 2.67

AC Cycle Accumulator Damage DPS Accu per sec
T1 8 2 215 26.875 0.25
T2 8 1 215 26.875 0.13
T3 8 1 225 28.125 0.13
T4 8 2 250 31.25 0.25

AFTER (Machine gun vs Autocannon - accumulator usage brought in line, tier cycle times equalized)

MG Cycle Accumulator Damage DPS Accu per sec DPS ratio* Accu ratio*
T1 4 2 160 40 0.50 1.49 1.45
T2 4 1.5 160 40 0.38 1.49 1.46
T3 4 2 170 42.5 0.50 1.51 1.51
T4 4 2.5 180 45 0.63 1.44 1.43

AC Cycle Accumulator Damage DPS Accu per sec
T1 8 2.75 215 26.875 0.34
T2 8 2.05 215 26.875 0.26
T3 8 2.65 225 28.125 0.33
T4 8 3.5 250 31.25 0.44

* DPS and Accumulator ratio is MG/AC
** DPS is calculated with using 1 damage ammos for simplicity's sake and doesn't consider ciritical hits

Weapon hit dispersion balancing

In order to widen the gap between light and medium weapons, the hit dispersion of guns and the explosion size of missiles got increased. This increases survivability of light robots against larger robots (if the latter use medium weapons, which they mostly do).

Weapon Before After
Short Laser 8 16
Long Laser 8 18
Short Magnetic 10 18
Long Magnetic 10 20
Short Firearm 12 22
Long Firearm 10 20
Compact Missile 8 14
Ballistic Missile 9 16

NEXUS module specialization

NEXUS modules are being rebalanced to become a specialty for heavy-class robots. This is achieved by drastically increasing the accumulator usage of the modules, and adding a strong accumulator usage reduction bonus to the robots themselves. In practice this means that the following robots will be able to use NEXUS modules efficiently:

  • Gropho
  • Seth
  • Mesmer
  • Lithus
  • Legatus
  • Metis
  • Riveler
  • Symbiont
  • Scarab

NEXUS-related extensions will be reimbursed during the patch in order to let players reconsider their usage.

Other changes

  • Increased the missile cycle time bonus of Troiar, Ictus, and Gropho from 1% to 3% per extension level.
  • Doubled the mass of light armor plates and tripled the mass of medium armor plates.

Deployment

Patch 3.8.3 including the final wave of Syndicate robots and all the above changes will be deployed next week - the exact day and time will be announced soon.

Perpetuum Online January 17th 2017

Syndicate robots: The final wave

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The final 4 robots of the new Syndicate line make their debut in patch 3.8.3, alongside of numerous balancing changes. In this blog we'll take an in-depth look at all these updates - spreadsheets warning ahead!

Helix and Callisto

Helix

Helix

Class: Light robot specialized in electronic warfare

"The Helix is a good all-rounder when it comes to electronic warfare. While it may not be the toughest bot around, combining a light chassis with an assault-class undercarriage makes it probably the fastest."

Slots

  • Head slots: 3
  • Leg slots: 2
  • Chassis slots: 3 (2x light turret/misc, 2x light/medium misc)

Bonuses (per extension level)

  • 3% increase to EW strength
  • 3% reduction to EW modules accumulator usage
  • -0.10 to surface hit size
  • 1% reduction to firearms cycle time
  • +2 to signal masking
Helix

Notable stats

  • Accumulator: 350 AP @ 120sec recharge
  • CPU: 220 TF
  • Reactor: 170 RP
  • Armor: 725 HP
  • Passive resistances: 45 points universally (31%)
  • Surface hit size: 3 m
  • Locking range: 350 m
  • Sensor strength: 110 Hw³
  • Signal detection: 75 rF
  • Signal masking: 120 rF
  • Cargo capacity: 3.75 U
  • Slope capability: 56°
  • Mass: 6000 kg
  • Base speed: 129.6 kph

Syndicate Supplies cost

  • 80 TM tokens
  • 80 ICS tokens
  • 80 ASI tokens
  • 800,000 NIC

Callisto

Callisto

Class: Mech specialized in electronic warfare

"Employing our own technologies and incorporating all the knowledge that we have gained from the Nian factions, the Callisto is an elusive and flexible mech for tackling and shutting down enemy units."

Slots

  • Head slots: 4
  • Leg slots: 4
  • Chassis slots: 3 (3x light/medium turret/misc)

Bonuses (per extension level)

  • 3% increase to EW strength
  • 3% reduction to EW modules accumulator usage
  • -0.10 to surface hit size
  • 1% reduction to firearms cycle time
  • +2 to signal masking
Callisto

Notable stats

  • Accumulator: 2600 AP @ 360sec recharge
  • CPU: 450 TF
  • Reactor: 700 RP
  • Armor: 1350 HP
  • Passive resistances: 45 points universally (31%)
  • Surface hit size: 6 m
  • Locking range: 400 m
  • Sensor strength: 120 Hw³
  • Signal detection: 110 rF
  • Signal masking: 110 rF
  • Cargo capacity: 7.5 U
  • Slope capability: 45°
  • Mass: 16500 kg
  • Base speed: 95.4 kph

Syndicate Supplies cost

  • 700 TM tokens
  • 700 ICS tokens
  • 700 ASI tokens
  • 8,000,000 NIC
Legatus and Metis

Legatus

Legatus

Class: Heavy mech specialized in firearms

"Alluding on its appearance our engineers have nicknamed it "Doc". Aptly so, as the Legatus can administer a swarm of good old glowing hot bullets at a relatively long range for those in need. And that without writing out a prescription."

Slots

  • Head slots: 4
  • Leg slots: 6
  • Chassis slots: 6 (2x light/medium turret, 2x light/medium turret/misc, 2x light/medium turret/misc/industrial)

Bonuses (per extension level)

  • 3% increase to firearms optimal range
  • 3% increase to firearms damage
  • -0.20 to surface hit size
  • 1% reduction to firearms cycle time
  • +3 to passive resistances
  • 9% reduction to NEXUS modules accumulator usage
Legatus

Notable stats

  • Accumulator: 3850 AP @ 720sec recharge
  • CPU: 370 TF
  • Reactor: 1200 RP
  • Armor: 3750 HP
  • Passive resistances: 45 points universally (31%)
  • Surface hit size: 9 m
  • Locking range: 350 m
  • Sensor strength: 90 Hw³
  • Signal detection: 90 rF
  • Signal masking: 90 rF
  • Cargo capacity: 12 U
  • Slope capability: 45°
  • Mass: 34000 kg
  • Base speed: 72 kph

Syndicate Supplies cost

  • 2,000 TM tokens
  • 2,000 ICS tokens
  • 2,000 ASI tokens
  • 20,000,000 NIC

Metis

Metis

Class: Heavy mech specialized in combat support

"Exceptional energy output and defense capabilities - two traits that turn this heavy mech into an indispensable powerhouse on the battlefield. The Metis is the holy grail of remote support, which usually makes it a primary target in the eyes of enemy commanders."

Slots

  • Head slots: 6
  • Leg slots: 6
  • Chassis slots: 6 (2x light/medium industrial, 3x light/medium misc/industrial, 1x light/medium turret/missile/misc)

Bonuses (per extension level)

  • 3% reduction to engineering modules cycle time
  • 3% increase to armor repair amount
  • 3% reduction to accumulator recharge time
  • 1% increase to armor hit points
  • -0.30 to surface hit size
  • 9% reduction to NEXUS modules accumulator usage
Metis

Notable stats

  • Accumulator: 3800 AP @ 360sec recharge
  • CPU: 600 TF
  • Reactor: 1200 RP
  • Armor: 5500 HP
  • Passive resistances: 45 points universally (31%)
  • Surface hit size: 13 m
  • Locking range: 230 m
  • Sensor strength: 100 Hw³
  • Signal detection: 70 rF
  • Signal masking: 70 rF
  • Cargo capacity: 21 U
  • Slope capability: 45°
  • Mass: 60000 kg
  • Base speed: 66.6 kph

Syndicate Supplies cost

  • 4,000 TM tokens
  • 4,000 ICS tokens
  • 4,000 ASI tokens
  • 40,000,000 NIC

Balancing changes

Tuning module rebalancing

The last patch introduced diminishing returns when using tuning modules in the form of exponentially increasing accumulator usage. The changes were a bit on the brute force side, so in 3.8.3 we are refining this concept further and create some diversity between tuning module tiers.

There is now an efficiency difference between tiers (efficiency meaning what you get from the module for the accumulator used). T1 and T3/T3- have balanced efficiency, T2/T2+ have higher efficiency (meaning the energy usage penalty is less than the provided bonus), and T4/T4+ have low efficiency (energy penalty is higher than the bonus).

In practice this means that if you want to go for maximum bonuses using multiple high tier tunings, you'll experience exponentially higher accumulator usage with every additional tuning. However, if you are concerned about accumulator stability, you can choose lower tier tunings, which provide lower bonuses, but at much better efficiency, with lower accumulator usage penalties.

ARMOR REPAIR TUNINGS

  • The additional remote repair accumulator penalty has been removed, as the armor repair penalty also affects remote repair modules.
  • To make things more simple, cycle time modification has been removed (hence all the 1s in the "After" table here) so the new balance is done using only accumulator modification and repair amount modification.

BEFORE

TIER Acc MOD Repair MOD Cycle MOD
T0 1.3 1.1 0.97
T1 1.3 1.3 0.95
T2 1.3 1.3 0.95
T2+ 1.3 1.35 0.95
T3- 1.3 1.4 0.92
T3 1.3 1.4 0.92
T4 1.3 1.5 0.9
T4+ 1.3 1.55 0.9

AFTER

TIER Acc MOD Repair MOD Cycle MOD Ratio
T0 1.4 1.1 1 0.79
T1 1.2 1.2 1 1
T2 1.1 1.2 1 1.09
T2+ 1.15 1.3 1 1.13
T3- 1.4 1.4 1 1
T3 1.4 1.4 1 1
T4 1.6 1.45 1 0.91
T4+ 1.7 1.55 1 0.91

INDUSTRIAL TUNINGS

BEFORE

TIER Acc MOD Gather MOD
T0 1.3 1.1
T1 1.3 1.3
T2 1.3 1.3
T2+ 1.3 1.35
T3- 1.3 1.4
T3 1.3 1.4
T4 1.3 1.5
T4+ 1.3 1.55

AFTER

TIER Acc MOD Gather MOD Ratio
T0 1.4 1.1 0.79
T1 1.2 1.2 1
T2 1.1 1.2 1.09
T2+ 1.15 1.3 1.13
T3- 1.4 1.4 1
T3 1.4 1.4 1
T4 1.6 1.45 0.91
T4+ 1.7 1.55 0.91

EnWAR TUNINGS

  • EnWar tunings did not have a diminishing returns factor so far, quite the contrary actually. The more tunings you used, the better your drainers/neutralizers became. This is turned around with the new values, so efficiency is either balanced (T1/T2), or reduced (T3/T4) the more tunings you equip.
  • This is more interesting for neutralizers since the used and neutralized energy amounts are more closer; for T4 medium tunings the turning point in efficiency (when you need to sacrifice more energy than the amount you neutralize) arrives at using 3x tunings. (For those curious, in the case of T4 medium drainers this theoretically happens at 17x tunings.)
  • The difference between drained and neutralized energy modification has been removed.

BEFORE

TIER Acc MOD Drain MOD Neut MOD
T1 1.1 1.1 1.2
T2 1.1 1.1 1.2
T3 1.1 1.13 1.23
T4 1.1 1.15 1.25

AFTER

TIER Acc MOD Drain MOD Neut MOD Ratio
T1 1.1 1.1 1.1 1
T2 1.1 1.1 1.1 1
T3 1.2 1.13 1.13 0.94
T4 1.3 1.15 1.15 0.88

WEAPON TUNINGS

  • Creating a difference in accumulator usage modifiers between the weapon types was a bad idea, now all types of weapon tunings use the same values. This retains the specific accumulator usage traits of each weapon and creates the same efficiency reduction curve when using multiple tunings.
  • The same tier efficiency ratio differences are used here as for repair and industrial tunings.
  • Cycle time modification has been removed here as well, efficiency is controlled by only accumulator usage versus damage modification.

BEFORE (magnetic weapon tunings taken as the example)

TIER Acc MOD Damage MOD Cycle MOD
T0 1.5 1.03 0.97
T1 1.5 1.05 0.95
T2 1.5 1.05 0.95
T2+ 1.5 1.055 0.95
T3- 1.5 1.075 0.95
T3 1.5 1.075 0.95
T4 1.5 1.075 0.925
T4+ 1.5 1.085 0.925

AFTER (for all wapon types)

TIER Acc MOD Damage MOD Cycle MOD Ratio
T0 1.4 1.05 1 0.75
T1 1.1 1.1 1 1
T2 1.05 1.1 1 1.05
T2+ 1.05 1.2 1 1.14
T3- 1.3 1.3 1 1
T3 1.3 1.3 1 1
T4 1.55 1.4 1 0.9
T4+ 1.7 1.5 1 0.88

Medium firearm balancing

Long range firearms (autocannons) were using disproportionally less energy than their short range brothers, so their accumulator usage has been brought in line.

BEFORE (Machine gun vs Autocannon)

MG Cycle Accumulator Damage DPS Accu per sec DPS ratio* Accu ratio*
T1 4 2 160 40 0.50 1.49 2.00
T2 4 1 160 40 0.25 1.49 2.00
T3 4 2 170 42.5 0.50 1.51 4.00
T4 3 2 135 45 0.67 1.44 2.67

AC Cycle Accumulator Damage DPS Accu per sec
T1 8 2 215 26.875 0.25
T2 8 1 215 26.875 0.13
T3 8 1 225 28.125 0.13
T4 8 2 250 31.25 0.25

AFTER (Machine gun vs Autocannon - accumulator usage brought in line, tier cycle times equalized)

MG Cycle Accumulator Damage DPS Accu per sec DPS ratio* Accu ratio*
T1 4 2 160 40 0.50 1.49 1.45
T2 4 1.5 160 40 0.38 1.49 1.46
T3 4 2 170 42.5 0.50 1.51 1.51
T4 4 2.5 180 45 0.63 1.44 1.43

AC Cycle Accumulator Damage DPS Accu per sec
T1 8 2.75 215 26.875 0.34
T2 8 2.05 215 26.875 0.26
T3 8 2.65 225 28.125 0.33
T4 8 3.5 250 31.25 0.44

* DPS and Accumulator ratio is MG/AC
** DPS is calculated with using 1 damage ammos for simplicity's sake and doesn't consider ciritical hits

Weapon hit dispersion balancing

In order to widen the gap between light and medium weapons, the hit dispersion of guns and the explosion size of missiles got increased. This increases survivability of light robots against larger robots (if the latter use medium weapons, which they mostly do).

Weapon Before After
Short Laser 8 16
Long Laser 8 18
Short Magnetic 10 18
Long Magnetic 10 20
Short Firearm 12 22
Long Firearm 10 20
Compact Missile 8 14
Ballistic Missile 9 16

NEXUS module specialization

NEXUS modules are being rebalanced to become a specialty for heavy-class robots. This is achieved by drastically increasing the accumulator usage of the modules, and adding a strong accumulator usage reduction bonus to the robots themselves. In practice this means that the following robots will be able to use NEXUS modules efficiently:

  • Gropho
  • Seth
  • Mesmer
  • Lithus
  • Legatus
  • Metis
  • Riveler
  • Symbiont
  • Scarab

NEXUS-related extensions will be reimbursed during the patch in order to let players reconsider their usage.

Other changes

  • Increased the missile cycle time bonus of Troiar, Ictus, and Gropho from 1% to 3% per extension level.
  • Doubled the mass of light armor plates and tripled the mass of medium armor plates.

Deployment

Patch 3.8.3 including the final wave of Syndicate robots and all the above changes will be deployed next week - the exact day and time will be announced soon.

Perpetuum Online January 17th 2017

Vendetta Online 1.8.401-405

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We've run a little behind on posting updates to News/RSS over the holidays, but there have been quite a few changes. Also, be sure to check out the latest Vendetta Online Newsletter:https://www.vendetta-online.com/newsletter/12.2016/newsletter.12.2016.htmlVO 1.8.401-405 included:- Gear VR 'Stop Ship When In PDA' setting is now saved on exit.- Ships launching from the Goliath no longer scrape the sides of the launch bay.- Fixed issues with resetting the calibration of the Left and Right Triggers on Android gamepads (also for GearVR).- Increased timeout length of DNS server name resolution to 30 seconds.- Added IPv6 Support option in Network Settings to disable it if there are problems connecting to the game server.- Fixed lua error when taking missions and 'Mission Text To Speech Volume' audio setting is set to Mute.- Android version now defaults to first-person flight mode for new installs.- Text-to-speech is now disabled for Training V and Hive/Border skirmish missions.- Music and sound effect volume is now lowered while Speech-To-Text or Text-To-Speech are active.- Removed extra highlighted gamepad controls in the help menu before the Rings tutorial.- Fixed Mission History list control to work properly with controller and/or headset in VR.- The selected Nation logo in the character creation menu is now highlighted.- Fixed issue with being unable to equip Goliath Powercell to the Goliath after un-equiping it.- Fixed issue with preferring IPv6 over IPv4. IPv4 is now preferred on Android platforms.- Fixed issue with mission log Text-To-Speech setting not being saved on Android.- Internal changes to support new Android APK expansion files for the Play Store version. - Fixed issue with power cell sometimes not recharging after jumping into a sector.- Fixed issue with text-to-speech and recorded voice-over playing at the same time for the Training I mission on Android.As mentioned in the Newsletter, the new Goliath light freighter is in testing with our "Long Term Subscriber" users. We recently increased the Goliath's cargo capacity to 600 cu, and improved the docking and launch bays, more tweaks (graphical and otherwise) may be coming prior to final "removal from testing" and production launch.We do intend to give a few days of warning before we remove the existing "testing" ships from inventory. Subscribe to our RSS, Facebook or Twitter to stay in touch with announcements.RSS: Herehttps://www.facebook.com/vendettaonline/https://twitter.com/VendettaOnline
Vendetta Online January 8th 2017

Vendetta Online 1.8.399-400

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*** Vendetta 1.8.400- Updated the crystal intro menu to better explain the Free-To-Play business model.- Added Speech-To-Text feature on the virtual keyboard for Android. It requires a Play Store App update.- Added Text-To-Speech for mission text for Android. It requires a Play Store App update.*** Vendetta 1.8.399- Improvements to analog stick sensitivity is now applied to all Android versions.- Fixed launch bay positioning on the Goliath so your ship doesn't scrape the side of it when launching.- Removed unused device selection controls int the Voice Chat settings menu for Android.- Updated OpenSSL library on Android.- Updated the voice-over for the Offline Training Simulator's Ring tutorial intro menu.- Fixed a couple of uncommon lua errors.Lots and changes and improvements for Android, coming from developments made for GearVR. Have a great weekend, everyone!
Vendetta Online December 3rd 2016

Vendetta Online 1.8.398

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VO 1.8.398 includes:- GearVR: Significant improvements to analog stick sensitivity, for game controllers such as those made by SteelSeries, Moga, Razer and Nyko. Custom sensitivity curve is now applied, allowing better "small motion" accuracy when aiming. Center deadzone has been reduced, and outer saturation deadzone has been eliminated entirely, giving an additional 13% of analog input range. Continued feedback on this is welcome, on our forums.Basically, the goal here is to improve support for playing the game with a console-style game controller, particularly in VR. From our own testing and usage, this above change is a big improvement, but we may continue to tweak things before we bring to across to other platforms. We also intend to eventually add more heavily customizable options for controller sensitivity.Notably, this change was a direct result of recent feedback from GearVR players on the Suggestions forum. Thanks for the input, everyone, and please continue to let us know how this update changes things.
Vendetta Online November 24th 2016

Vendetta Online 1.8.397

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VO 1.8.397 includes:- Powercells are now classed as "Large" and "Small" for capships and fighters respectively. Each type of ship may only use powercells for the given class. This allows more expandability of powercell types for both classes of ship, without concern of exploitative usage of powercells on other-than-intended ship types.This change has been met with a certain amount of (expected) controversy. However, the description is accurate. The goal here is to create a system where Capship class powercells can become an intriguing and expanded set, without impacting exploitability cases on smaller, fighter-class ships.This is particularly critical for the introduction of new classes of capships, like the upcoming Goliath. The Goliath will likely introduce its own powercell, with different properties, and we'd like to see various other upgrades available for all capships.This is always what was intended. The usage of fighter-class FC powercells on Tridents was never part of the design. It was simply held over for a long time, due to a lack of development resources. So, now we're going about improving things, and this is the first step.If you'd like to be involved in the discussion on what NEW powercells should be created for the capship class, please visit the Suggestions Forum.
Vendetta Online November 20th 2016

Vendetta Online 1.8.396

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VO 1.8.396 includes:- All empty sectors in Capitol systems that contain Training Sectors are now Monitored.- Fixed issue where no menu was visible after doing an auto-generated account conversion on mobile devices.- Made some tweaks to the management of powercell energy in capital ships, during jump-out.The fact that Capitol systems are now entirely Monitored (at least) was actually intended to be implemented a long time ago, but someone failed to finalize the changes. Major-Nation Capitols can be expected to be fairly heavily patrolled, so this kind of response shouldn't be too surprising. As always, we're open to feedback on any changes like this.Many other tweaks and changes are on-going (including the Goliath), along with efforts to bring some neglected platforms back up-to-date. Bigger news to come in the November newsletter.Have a great weekend, everyone.
Vendetta Online November 12th 2016

Vendetta Online 1.8.394-395

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VO 1.8.395 includes:- The Goliath has been added to random NPC convoys.- Gear VR version now applies a dead-zone to the analog triggers on gamepads; this mitigates flawed controllers with non-zero "button-off" states, and helps prevents spinning in space.VO 1.8.394 previously included:- Mines and cargo crates can no longer be laid inside of asteroids or stations.- Players are now moved outside of asteroids if they are found to be inside of one when they log in.- Self defense ability is now given to all crew-members of a ship so they can defend themselves. It is applied at the time of the attack and does not propagate to players who dock after the attack, unless the ship is attacked again.- Fixed capship station docking bay zone sizes and other misplaced station components.- Added Goliath assets for future debut.The Goliath is getting ever closer to production usage, now appearing in automated trade convoys for the first time. We're also putting time into fixing and mitigating issues related to our recent platform releases, like GearVR. We intend to dedicate more time to content and gameplay related changes, as things begin to stabilize post-release.As always, if you experience any problems, please post them to our Bugs forum, or submit them via a Support Ticket on our website. That's a much more effective way of reporting issues than using a review-system, as we have no way to contact people who post "reviews" on the Oculus Home, to ask them for more information.Have a great weekend, everyone!
Vendetta Online October 29th 2016