Vendetta Online 1.8.570-571


VO 1.8.571 includes (today):- Turrets now use a unique auto targeting system that triggers firing when the target is in view of the turret, but the center-of-mass is out of view, to enable more effective fire against large ships. This is true of both “ActivateTurrets” automation, as well as NPC turrets.- Turrets using “ActivateTurrets” automation will now always fire homing-missile weapons, as long as the target is within distance range, and within the *weapon’s* field-of-view. For Swarms, this is 180 degrees, meaning they will always fire.- Fixed bug with “ActivateTurrets” not correctly utilizing the Turret field-of-view limits for Energy and Projectile based weapons (such as railguns).- Android initial loading screens now solely show the game logo and progress bar.- Android now loads and pre-caches less texture-data on startup, to improve game startup times.- Fixed MacOS crash on Vulkan driver, when entering the joystick deadzone menu.- Green scanner effect now renders properly with DirectX 11 and Vulkan drivers.VO 1.8.570 included (earlier this week):- Android now uses an experimental multi-threaded loading system, to improve startup performance.- Android first-time game startup has been experimentally simplified, solely for new users.- Android streamlining of initial game tutorials: some changed, some removed.- Android version now has progressive blinking dots under the loading progress bar: shows app is not frozen, if loading is slow.- Android internal analytics improvements, to measure slow-startup problems.- All Android versions (HD and non-HD) now detect CPU core-count and have some limited multi-threading.- Improvements to cross-platform game build-and-release backend infrastructure.Between these and a few bugfix patches: a whole lot of releases this past week.First of all, some explanation of the altered situation with Turrets. It came to our attention that there was a greater disparity between player-turrets and automated “ActivateTurrets” than we realized, partially because of actual code bugs, and partially because of some design and implementation problems.It was always intended that these would have feature-parity with one another, and today’s release takes some steps in that direction:1) Turrets automated with “ActivateTurrets” will now fire on targeted enemies more aggressively, when using Energy and Projectile weapons, because the “center” of the enemy no longer has to be within the turret’s field of view. Some part of the target still needs to be visible to the turret, but it will be “willing” to fire in many more circumstances, including close-proximity battles with large vessels, like player capital ships.2) Turrets will now “effectively” fire Swarms whenever requested, using ActivateTurrets, as the system now uses the homing missile’s field-of-view (which is basically “everywhere” for a Swarm missile), instead of the turret’s field-of-v

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