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Kinetic Void

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Jan 23, 2014
Community Announcements - Kaypix
Added:
  • LOD system for asteroids
  • Mining Drones
  • Added keybind GUI for the Drone Management Window in the options menu.
  • Added keyboard button bindings for camera rotation under Controls>Flight. By default, these are unbound.


Changed:

  • Drone AI improvements:

    • Drones will now actively try to avoid running into ships. They will not always succeed. Take caution when launching and recovering drones.
    • Drones will now aim much more effectively. They should now be quite useful in combat.
    • Mining Drones automatically dock once inventory is full.
    • Mining Drones will only be able to mine asteroids, not able to attack other ships.
    • Attack Drones will only be able to attack other ships and not mine asteroids.

  • Improved lighting in sector space.
  • Drone ejection from ship has been reduced in speed.
  • The Warp To functionality in Sector now takes the bounding box of the destination object into consideration. This means that if an object is extremely large, like a space station, the size of the space station will add to the buffer that Warp uses, so the player won’t exit warp colliding with the station.
    Improved visual effect for kinetic weapons
  • All projectiles have doubled velocity
  • Damage values of all weapons have been tweaked.
  • Armor plate durability has been tweaked.

    • Resistances are now active, percentage based with diminishing returns.
    • Kinetic weapons are still the only weapon type in game for now.

  • Kinetic Field Generator strength have been tweaked.
  • Larger tier weapons now have increased firing range.
  • Galaxy Generation changes

    • Your current galaxies are not compatible and should be deleted.
    • Previously, Each sector represented an entire solar system. This has been changed so that each sector is a part of a solar system that will contain areas of interest. Generation is capped to 50 solar systems, but each solar system will have multiple sectors, so the maximum allowed number of sectors is about the same as before. This change should allow us to make each sector more dense with content.
    • The Galaxy map has been completely revamped. WASD or dragging with left click will pan the map. Scroll wheel will zoom and holding right click will rotate. Right click on a star system to a list of its sectors. Click on one of the sectors in the list to warp there. Note that the game is paused while the map is open. This is only a first pass and the map will change greatly over the next few patches.
    • Star system names are randomly chosen from a txt file in the Streaming Assets folder.

  • Changed all sizes of Engine Trails and other visual attributes of Engine Trails


Fixed:

  • Fixed a bug that caused collision damage to pass through shields.
  • Fixed a bug with turret aiming that caused turrets to not fire when calculated lead point was too far from the target. Beware, AI should be far more deadly.


Patch D9 will begin development today and will begin being available for our Beta Test Group once we have made changes. If you're interested in joining our Beta Test Group, check out the Beta Notes sub forum. If you run into errors, graphic glitches etc, please post them to our Live Build D8 Bug Reports Thread.
Jan 23, 2014
Community Announcements - Kaypix
Added:

  • Skybox generation is now active, this system still needs tweaking.
    • Environmental Detail in graphical options changes the Skybox LOD (requires game restart).

  • LOD system for asteroids
  • Mining Drones
  • Added keybind GUI for the Drone Management Window in the options menu.
  • Added keyboard button bindings for camera rotation under Controls>Flight. By default, these are unbound.

Changed:
  • Drone AI improvements:
    • Drones will now actively try to avoid running into ships. They will not always succeed. Take caution when launching and recovering drones.
    • Drones will now aim much more effectively. They should now be quite useful in combat.
    • Mining Drones automatically dock once inventory is full.
    • Mining Drones will only be able to mine asteroids, not able to attack other ships.
    • Attack Drones will only be able to attack other ships and not mine asteroids.

  • Improved lighting in sector space.
  • Drone ejection from ship has been reduced in speed.
  • The Warp To functionality in Sector now takes the bounding box of the destination object into consideration. This means that if an object is extremely large, like a space station, the size of the space station will add to the buffer that Warp uses, so the player won’t exit warp colliding with the station.
    Improved visual effect for kinetic weapons
  • All projectiles have doubled velocity
  • Damage values of all weapons have been tweaked.
  • Armor plate durability has been tweaked.

    • Resistances are now active, percentage based with diminishing returns.
    • Kinetic weapons are still the only weapon type in game for now.

  • Kinetic Field Generator strength have been tweaked.
  • Larger tier weapons now have increased firing range.
  • Galaxy Generation changes
    • Your current galaxies are not compatible and should be deleted.
    • Previously, Each sector represented an entire solar system. This has been changed so that each sector is a part of a solar system that will contain areas of interest. Generation is capped to 50 solar systems, but each solar system will have multiple sectors, so the maximum allowed number of sectors is about the same as before. This change should allow us to make each sector more dense with content.
    • The Galaxy map has been completely revamped. WASD or dragging with left click will pan the map. Scroll wheel will zoom and holding right click will rotate. Right click on a star system to a list of its sectors. Click on one of the sectors in the list to warp there. Note that the game is paused while the map is open. This is only a first pass and the map will change greatly over the next few patches.
    • Star system names are randomly chosen from a txt file in the Streaming Assets folder.

  • All engines now have new trail effects for all sizes.

Fixed:
  • Fixed a bug that caused collision damage to pass through shields.
  • Fixed a bug with turret aiming that caused turrets to not fire when calculated lead point was too far from the target. Beware, AI should be far more deadly.


The upcoming Patch (D9) will begin development today and once we have changes made will be made available to our Beta Test Group. If you are interested in joining the Beta Testers, visit our Beta Notes Sub-Forum. Otherwise, please post any problems relating to this patch you run into here.
Jan 17, 2014
Community Announcements - LumberingTroll
Now that I am back from Steam Dev Days I have reverted the current live build to a working version and moved the current patch to a beta patch. You can get more info on this here.

http://steamcommunity.com/app/227160/discussions/0/648817377789273367/

I am very sorry for the troubles our last patch caused and we will get it fixed and set back to the live version asap.
Community Announcements - LumberingTroll

  • Fixed ship root from floating away as the player tried to place more modules
  • Fixed placement issues on hull with complex geometry. It was related to a new mesh collider we are using.


More fixes will be coming this week as we correct them, this was a large patch and unfortunately broke a few things.

If you find any other issues please post in here:
http://steamcommunity.com/app/227160/discussions/0/648816743273552303/

The next major patch will focus primarily on game play and content.
Community Announcements - Kaypix

  • To avoid unnecessary confusion about the meaning of patch version numbering and how they relate to development progress, patch version reference numbers will be replaced by identifiers following this format: Dinosaur Food item. Hotfix notations, which were previously alphabetic, will be replaced with a color.


Added:
  • LOD system for asteroids
  • Mining Drones
  • Added keybind GUI for the Drone Management Window in the options menu.
  • Added keyboard button bindings for camera rotation under Controls>Flight. By default, these are unbound.


Changed:

  • Drone AI improvements:

    • Drones will now actively try to avoid running into ships. They will not always succeed. Take caution when launching and recovering drones.
    • Drones will now aim much more effectively. They should now be quite useful in combat.
    • Mining Drones automatically dock once inventory is full.
    • Mining Drones will only be able to mine asteroids, not able to attack other ships.
    • Attack Drones will only be able to attack other ships and not mine asteroids.

  • Improved lighting in sector space.
  • Drone ejection from ship has been reduced in speed.
  • The Warp To functionality in Sector now takes the bounding box of the destination object into consideration. This means that if an object is extremely large, like a space station, the size of the space station will add to the buffer that Warp uses, so the player won’t exit warp colliding with the station.
    Improved visual effect for kinetic weapons
  • All projectiles have doubled velocity
  • Damage values of all weapons have been tweaked.
  • Armor plate durability has been tweaked.

    • Resistances are now active, percentage based with diminishing returns.
    • Kinetic weapons are still the only weapon type in game for now.

  • Kinetic Field Generator strength have been tweaked.
  • Larger tier weapons now have increased firing range.
  • Galaxy Generation changes

    • Your current galaxies are not compatible and should be deleted.
    • Previously, Each sector represented an entire solar system. This has been changed so that each sector is a part of a solar system that will contain areas of interest. Generation is capped to 50 solar systems, but each solar system will have multiple sectors, so the maximum allowed number of sectors is about the same as before. This change should allow us to make each sector more dense with content.
    • The Galaxy map has been completely revamped. WASD or dragging with left click will pan the map. Scroll wheel will zoom and holding right click will rotate. Right click on a star system to a list of its sectors. Click on one of the sectors in the list to warp there. Note that the game is paused while the map is open. This is only a first pass and the map will change greatly over the next few patches.
    • Star system names are randomly chosen from a txt file in the Streaming Assets folder.



Fixed:

  • Fixed a bug that caused collision damage to pass through shields.
  • Fixed a bug with turret aiming that caused turrets to not fire when calculated lead point was too far from the target. Beware, AI should be far more deadly.


Known Issues:
  • Clipping issue with engine particles(New KFG issue)
Dec 19, 2013
Community Announcements - Kaypix
Thank you so much to everyone who posted any bugs the last two days. We've gotten the last few of them ironed out and have updated the patch.


  • Fixed the broken Main Menu and Game Guide buttons in Shipyard.

  • Added an error pop up for when the player tries to remove or modify a hull piece when it would reduce subsystem capacity below the space currently taken up by them.

  • Fixed a bug in the code that calculated the subsystem capacity when removing a ship piece.
Dec 17, 2013
Community Announcements - Kaypix
0.07a Hotfixes

Fixed an accidentally left drone launch/dock rates in testing mode, have adjusted so that to have same speed the hangar bay will need to have subsystems add to lower the rate. (Drones will deploy more slowly now)

Fixed the Drones launching rally point so that it will always be outside of the bounds of the largest ships. Rally point is still hard set to the front right of the ship so for best placement of hangar bays avoid the left side of your ship. Otherwise your drones may explode.

Fixed an issue with shipyard modify tool that caused a part to be spawned even if the original was not removed. Note that a remove action will fail if removing the part would reduce the available subsystem space lower than the volume currently taken up by subsystems placed in the hull.
Dec 17, 2013
Community Announcements - Kaypix
0.07a Hotfixes

Fixed an accidentally left drone launch/dock rates in testing mode, have adjusted so that to have same speed the hangar bay will need to have subsystems add to lower the rate. (Drones will deploy more slowly now)

Fixed the Drones launching rally point so that it will always be outside of the bounds of the largest ships. Rally point is still hard set to the front right of the ship so for best placement of hangar bays avoid the left side of your ship. Otherwise your drones may explode.

Fixed an issue with shipyard modify tool that caused a part to be spawned even if the original was not removed. Note that a remove action will fail if removing the part would reduce the available subsystem space lower than the volume currently taken up by subsystems placed in the hull.
Dec 16, 2013
Community Announcements - Kaypix
Added

  • In-Game Guide

    • The first time you load into the game (shipyard) you’ll see a window that’s called “Game Guide” , you can choose to make it not start up by clicking a checkmark in the upper left corner that says “Do not show” ,to get back to the game guide menu, you can get back to it by pressing escape and going through the main menu. It may be accessed from the shipyard or the sector.

  • Size 2 Drone Hangar

    • Drone Hangar Subsystems (Bays, Launch Platforms, Launch Rate Modifiers)

  • Size 2 Drone Control Model

    • Drone Control Module (Drone Control 1,2,3)

  • Base Combat Drone

    • Controls include:

      • Attack
      • Recall
      • Recall All

    • User Interface Window Additions:

      • Hangar Bay Manager inside of shipyard:

        • Located in lower left corner only if you have bays placed on the ship (if no bay units are placed, you won’t see it)
        • Used to place drones inside the hangar (i.e. make them stored on the ship)


        • Drone Management Window in gameplay

          • Located on the left side of the screen
          • Default Keybinding is Left Shift+G (not changeable at this point) to open the window.
          • Controls launching and recall of all drones
          • Click on a drone to select the drone.
          • Selected drones will appear yellow, inactive drones are normal icons

        • Drone Control Window

          • Located on the right hand side of the screen, consists of 3 icons:

            • Attack
            • Recall Selected
            • Recall All

          • Selected drones will appear in yellow (You must click them to make them selected)
          • Window will not appear until a drone is launched (from Drone Manager)




      • Shields implemented -When shields are depleted, damage is applied to the hull until the shield has a chance to regenerate. When toggling drag/Kinetic Field off (default key is T) shields will be lowered and can not regenerate until drag is toggled back on. If shields are down, the ship cannot activate the Micro Warp Drive.


      Changed

      • Greatly increased Rate of Fire and Projectile velocity on all Kinetic weapons.
      • Kinetic Projectiles now have a new visual effect
      • Subsystems- All ship modules of the Hull category now share a pooled volume equal to the sum of their individual volumes. When you open the subsystem space for a Hull in the shipyard through the right click menu, the window will display the subsystems already placed in any Hull as well as all available empty space. We hope this change removes some tedium from the shipbuilding process. Note that any other category of ship module; Engine, Cockpit, the new Hangar modules, etc still work exactly as before. Subsystems must be placed in them individually. This change should not invalidate existing ship files as the save format itself has not changed, but a simple conversion process will be run on them the first time they are loaded with this patch to move the Hull subsystems into the shared inventory. It may be wise to backup your current ships before loading them.
      • Damage model changes- Ship parts are no longer destroyed, only subsystems and the overall hull health pool take damage. Subsystems in modules such as engines, cockpits, and hangars take individual damage if the collider of the module is hit. If a module is hit with the Hull classification, any subsystem in the shared hull subsystem space has a chance to be damaged. This chance increases as hull health decreases.
      • Changed Graphic Manager Resolution list to only display higher than 800x600 resolutions (no more 640x480 resolution issues)
      • Subsystem inventory icon changes: The quantity field has been moved to the lower left instead of the upper left. The size field in the upper right has been changed to display the volume the subsystem takes up within the block it is placed in instead of the size classification (Size 1, Size 2, etc).
Community Announcements - Kaypix
Added

  • Warp To and Align To functionality in Sector. Radar contact icons can now be right clicked to access a new icon menu. From this menu, players can align their ship to a target or warp to it within a set range (current options are 50km, 100km and 250km 500km, in the future, these may be determined by command subsystems you have equipped). While the ship is aligning itself, use of the keyboard ship controls can cancel out of the auto-pilot. The warp can be canceled as before. We hope this new feature will help with navigating to stations and mission waypoints. If you open the Right Click Menu and want it to close again, right click anywhere off the target.
  • Sound options are now active in the options menu.


Changed (Increased):

  • MWD speed.
  • Recharge time of the MWD system.
  • Thrust values of all subsystems (1.5x)
  • Roll Values of all engine subsystems
  • Amount of durability provided by all armor plates increased significantly (2x)
  • Range of all Radar Subsystems
  • Size of Size 1 weapons Increased by 100%
  • Size of Size 2 weapons Increased by 50%


Changed (General):

  • The starter gear now has two identical engines, instead of two at random.
  • Greatly reduced intensity of the dirt camera filter - feel free to enable it.
  • All new asteroid models and textures.
  • Transaction amounts in the store are now color coded: red indicates the player is paying a net amount, and green indicated a net gain.
  • Updated Moon textures

Fixed

  • Planets “wiggling” when the camera moves.
  • Issue with blurry skybox
  • A bug that allowed the player to repeatedly get the starter gear.
  • Some scale inconsistencies for displayed speeds and ranges.
  • An issue where roll values were not scaling with the size of the subsystem.
  • Fixed a bug with subsystem prices in the store.



0.06 Hotfix

reduced number of asteroids
fixed issue with no light while in sector space.
...

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