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Community Announcements - Kaypix
  • Resolved crashing on both Linux and Mac.
  • Right click menu issue has been corrected
  • Performance increased across all 3 platforms in the shipyard
  • Fixed persistent ship parts of your last ship being placed when designing a new ship.
Community Announcements - Kaypix
  • Hardpoint connection detectors have been modified to prevent hardpoints from showing as disconnected when going from shipyard to sector and back to shipyard.
  • Fixed a store bug that was causing inventory not to transfer to the player.
  • Additional fixes include a modify bug that allowed pieces to attach to loaded ships from existing shipyard components (if you had a piece on your mouse, then clicked load, a new ship would load, then if you placed the part, both ships possibly merged in a horrific way), now players receive an error message to drop the piece first.
  • Shipyard Controls have been fixed ~ Using Escape key to return to shipyard will no longer affect the way controls work
  • Note: Using the Escape key to return to the shipyard is a development tool only, inventory may not persist if using this method to return to shipyard. We recommend docking at an actual Station to reach a shipyard to maintain persistent inventory.
  • Ships in Sector no longer periodically shake/act like jelly
  • Oberon Freighter will need to have a launch platform subsystem applied to its Hangar Module in order to launch drones successfully.
May 9, 2014
Community Announcements - Kaypix
D12
New Galaxy Required

Warning: Parts May be Disconnected from Old Ships and will need to be reconnected. Known Issue: Hardpoint Placement: If you can’t get a hardpoint to accept its position, enter freeform mode (tab) and adjust it to be able to fit, then click “Connect Part to Ship”

Added

  • AI can now warp and turn off drag to while travelling or when closing distance with a hostile target. This should be quite noticeable to players compared to the constant slow-boating they used to do.
  • Shipyard - Added the ability to place modules singly or mirrored, flip the mirrored modules as needed
  • Damage readouts in Sector. Icon will appear when a system has reached 75% health, with the color transitioning to red when it reaches 25% health. A tool tip has been added to give exact percentage of health.
  • AI ships can now make use of attack drones.
  • Jump drives: The jump drive subsystems are now functional. Instead of only being able to jump to sectors within your current star system, a jump drive allows you to make jumps based only on distance. The star map now displays how far a sector is from your current position in light years, and how far you can jump using your ship’s currently equipped jump drive. If you don’t have one, you’re stuck with jumping to same-system sectors and jump gates.
  • Ships now retain their damage upon return to shipyard. The new repair window allows the player to recover hull damage and repair subsystems for a cost. If the player lacks funds, their balance will go into the negative, representing debt. While in debt, repairs can still be purchased, but the player is unable to spend money in any other way. This is a temporary implementation pending further development passes.
  • Paint Styles are now available (beyond Color Profiles) - to add textures to colors on the ships.
  • Module counter in the lower left corner of the shipyard displays how many modules are on the ship as well as the ship module count classification (low/medium/high/extreme). As players add more components, a warning will pop up showing when performance may begin to be impacted by module #’s


Changed

  • Shipyard UI has been overhauled. The top bar is now controls: Reset, Save,Load,Workshop,Info,Store,Inventory,Repair Window,and all ship stats divide by classification.
  • The new right hand slide out controls Modules (Cockpits,Hulls,Engines,Misc), Weapons both hardpoint/weapon mount placement and assigning weapons to mounts, Drones placement of Hanger/DCM and hangar management. And last but not least is the customization of colors and styles.
  • The new left side slide out Shipyard Tools, Gizmo Controls, Mirror Placement, and Mirror Tools.
  • Modules are now placed on a grid system in Shipyard rather than a node system. Pressing Tab will still enable freeform mode.
  • Significantly decreased spread of all kinetic weapons
  • Doubled damage rating of all kinetic weapons
  • Reduced the mass of all ammunition
  • Reduced the volume of all ammunition, it should now be viable to stock your ships with it.
  • The AI aggro mechanic has been fleshed out a bit. Enemy ships smaller than you may run instead of fight, and larger ships may not see you as worth their time. Proximity is also taken into account, and distant ships may not bother with you.
  • Asteroids will now be of random scale.
  • Faction standings are now reciprocal. It is not longer possible for faction A to love faction B, while faction B hates faction A.
  • Drone collision avoidance has been updated
  • Warp effects modified



Fixed

  • Fixed a bug that occured when holding a directional input while opening the map.
  • Fixed bugs affecting some particle effect scales.
  • Fixed a performance issue while warping that was introduced in D11.
  • Fixed a bug where auto warp would move the player away from their intended destination if they tried to warp to a large object while inside that object’s safety perimeter.
  • MOONS? MOOOOOOOOOONS! Moons. (Moons have been added back into the scene)
Community Announcements - Kaypix
We've killed more bugs for the D12 Development Patch, check out the list here.

If you're interested in opting in for the Development Patches, you can view the Instructions for Getting Development Patch Thread.
Community Announcements - LumberingTroll
Last night we launched the May development build, if you are interested in checking out the latest features, please check it out under steams beta build system. You can get information on how to access it from this thread.

http://steamcommunity.com/app/227160/discussions/10/648817378234792008/


And if you would like to see whats going on in the current development build we have a sticky in the same section, which you can see here.

http://steamcommunity.com/app/227160/discussions/10/558754899933348200/
May 2, 2014
Community Announcements - LumberingTroll
Our good friends over at darkForge Games have released their first title to Steam Early Access, Nekro!



http://store.steampowered.com/app/246400

A legion of twisted abominations await your command in Nekro. Revel in the slaughter of the King's corrupted lackeys as you uncover the sinister history of your creation. Manipulate the flesh and souls of those who have passed beyond the veil. Use the sins of the fallen to unlock new summons and customize their skills in an ongoing battle of supremacy between the Undying Legions and The Order. Further tailor your experience by equipping various Powersets unlocking powerful new Nekro abilities with which to conquer foes.

Invite your friends to lay waste beside you over internet or LAN. Play as a powerful support character, The Evil and wield devastating psionic attacks. As your chosen ally progresses along side you they will unlock new abilities gaining both power and utility!


Key Features

  • 3+ Upgradable Nekromancers: Choose between powerful Nekro specializations!
  • 13+ Unlockable Summons: Customize minions and create the perfect demonic army!
  • 40+ Unlockable Skills: Harvest corpses to strengthen your unholy followers!
  • 20+ Game-Changing Trinkets: Strike down your foes and take from them everything they ever possessed!
  • 8+ Levels to Explore and Dominate:Watch as limbs snap, blood permanently stains the battlefield and bodies explode with Nekro's unique Chaos System!
  • 3 Factions to conquer or enslave:Turn the environment against your enemy by manipulating mundane objects into your twisted necrotic creations!
  • Steam Enabled: Unlockable Achievements, Steam Trading Cards, Emoticons, and Rewards!
  • Original Soundtrack: Over 12 blood-pumping music tracks!



Apr 14, 2014
Community Announcements - Kaypix
Development Patch D11

New Galaxy Required
All Weapon Modules have been removed from all ships and will need to be re-installed
Added

  • Main Menu

    • Starter ship: In new Career Mode galaxy, the player gets a list of pre-built ships to start with instead of a random set of parts. Starter ships are determined by which ship files are present within SaveFiles/Starter. Ships in this folder are loaded on first run, but are never saved over.

  • Weapon

    • 8 new hardpoint/weapon mounts added. These are animated and require an activation time when engaging an enemy. They deactivate on their own after a certain amount of time without a target.
    • 25 new weapons have been added as subsystems for new hardpoint system. Each weapon has unique stats and behaviour. This is an ongoing effort and will be updated as development continues for gameplay/balance.
    • Anti Missile System (AMS) Subsystem - Attaches to hardpoint/weapon mount, tracks and destroys incoming missiles. Cannot be manually controlled or assigned to weapon groups.

  • Sector Display:

    • UPPER LEFT: In sector, added a Selected Object Information Panel with the following info:

      • Distance
      • Selected Object’s:
        • Name
        • Icon
        • Classification
        • Faction
        • Faction Hostility towards player

      • Image of Object

    • UPPER RIGHT CORNER: Target Lock Indicator(s) with the following info:

      • Distance
      • Faction Hostility towards player
      • Health Bar
      • Shield Bar
      • Weapon Groups Assigned
      • Tooltip text is available on hover.

    • Locking onto targets now has a delay based on Sensor Speed. “Acquiring Target Lock” displays until lock is complete, and the blue selection bracket will fade over to the red locked bracket.
    • Selected Locked Target now has an animation to indicate which target is selected.
    • Maximum lock targets is now based off the Sensor stats.
    • Warp Gate System: Use warp gates (designated in specific sectors) to travel to other star systems. Each has a specific destination within each star system. The Warp Gate Icon is always visible, regardless of your distance from it. Approach the Warp Gate, enter the gate and a menu will appear on the right, giving you the choice to warp to the Sector listed. If the gate has multiple destinations, you can use the drop down menu (click the Sector name) to select which Sector to travel to. This is currently the only way to move between Star Systems. The Sector warping on the map will only work for Sectors in your current Star System.
    • When warping to another sector or star system there is now an actual effect instead of just loading the new sector. When using a warp gate, the ship will enter being warping once the player uses the warp menu to initiate it. When warping to another sector from the map, the map will close and the ship will align to face the destination sector before entering warp. This alignment phase is identical to using the align or warp to function, and as with those cases, user input will interrupt the process and return control to the player.
    • New AI behavior: Small ships can now turn off their drag and face another direction while shooting.



Changed

  • Shipyard Changes

    • Ship names may now have spaces or underscores_ in them.
    • Changed Engine Subsystems so that the Engine Module can only hold a single Engine Subsystem, but still can hold multiple Boosters.
    • Removed old weapon models. Note: All stock ships have been updated for the new weapon systems
    • Weapon Manager has been updated. Weapons will default to Weapon Group 1 and Manual, as well as their default weapon type. Left clicking on weapon name will highlight that weapon blue and set the camera’s pivot point to the weapon, right clicking on the weapon name will open the Subsystem Manager for that module. Hovering over the weapon name will display weapon stats in a tooltip if the weapon has a Subsystem applied to it.
      • Added a toggle for animated weapons in the shipyard manager, this will toggle all weapons with an activation/deactivation animation. Weapons will reset upon closing the Weapon Manager

    • Moved the Hanger Manager Window to the right side of the screen and stacked the window. The ship will be more visible without the manger window over top giving a better view of which hangar bay you have selected.

  • Sector/Game Changes

    • Upon creating a new game, the game will start the player in a non-hostile sector, not just the first sector it finds with a station.
    • When choosing which ship to spawn, the AI will prefer ships closer in size to the player’s ship. Larger ships may still spawn, but this will hopefully provide a reasonable difficulty curve in campaign mode. Ships with an extreme module count will be penalized in the spawn chance calculation and spawn more rarely.
    • Ships that spawn upon loading into a sector will typically belong to the faction that owns the Sector. Loading in to find a group of hostile ships should only happen in hostile Sectors (but will be more likely than before if you are in a hostile sector).
    • The Station Docking prompt is now a slide out menu (like the new warp prompt.)
    • The Planetary Warning has been repositioned the lower left corner of the screen (rather than centered)
    • When selecting an object out in space the icon will now move to the lower right hand side of the selection/target bracket so that the object is visible.

  • Map Changes

    • The right click menu on the map now always appears centered, instead of over the mouse position when you clicked.
    • The map’s right click menu has been changed. When you click on a sector in the list, instead of immediately warping, a new menu element appears to the right to display information about warping to that sector. If the player can warp there, the big red button will initiate warp. If the player is already in that Sector, or the Sector is in another star System, the button will be grayed out and text below the button will explain why it is disabled. The information panel in the upper left displays what warp connections, if any, that sector has.

  • We have updated our GUI middleware to its latest version. This will hopefully resolve some minor bugs (such as render depth issues). GUI assets, especially text, should be noticeably improved in appearance.
  • Armor plating is now more effective at preventing engine damage.
  • Kinetic Ammo - Reduced the cost and increased the quantity purchased.

Fixed

  • Shipyard

    • Shipyard will no longer set ship names to all lower case when you load into the scene. If you have ships that have been renamed to lower case, rename them once with the desired capitalization and it should stick now.

  • Sector

    • Bug where Laser beam sounds would cut out after a while.
    • Bug where Target Out of Range would stay on locked target after target was clearly in range.
    • Bug where Out of Ammo turrets were able to attempt to fire causing performance issues.
    • Enemies the player attacks with manual fire will now become hostile to the player. Ships will use a 3 strikes policy before attacking.
    • Issue where weapon fire spread was not calculated correctly when in manual fire.
    • Issue where the align functionality would do nothing if the target to align to was exactly behind the ship.
    • Bug where Tab and Z would not cycle to the correct target.
    • Bug that would allow the sun to shine through planets.
    • Bug where the Drone Management button would be visible when the ship did not have any drone capacity.

Community Announcements - Kaypix
The latest and greatest Kinetic Void Development Patch is available for your gaming pleasure! If you'd like to download the Development Patch D11, you may read the Instructions for Getting the Development Patch. Notes from this development patch may be found here.
If you come across anything odd, please either post it in the forum above or the Beta Patch Notes subforum. ːkvː
Community Announcements - Kaypix
New Galaxy Creation Required


Added:
  • New Stations! The previous old and crappy trade stations have been replaced by new assets. We think you will agree when we say that they look just lovely.
  • Added a separate icon for mining stations to differentiate them from trade stations.
  • Added Beam weapons - Have a high energy load, will do their damage over time.
  • Added Missile Weapons - Requires Ammo. Have guided (Homing Missiles) and non-guided(more like Kinetic slugs). Makes a nice boom on impact.
  • Added Hardpoint/Subsystem Weapons system - Turrets (Hardpoint) and Weapons (subsystems) have been split into two systems. The turret (hardpoint) will have how far the turret can reach in an arch as well as how fast. You then will equip a Weapon (subsystem) to it to dictate what type of weapon it is and what type of damage it will do. Old Weapons(non-hardpoints) will have a “base” value set to them for their damage type. It is advised that all users begin swapping out old turrets for the new hardpoint systems. Older turrets will be phased out as we add more replacement weapon systems.
  • Ammunition Resources, three types currently. (Only available in the store. Remember to move from Station Inventory to your Ship Inventory after you purchase if from the store. When you purchase items from the store they just go to your Station Storage, not to your Ship Storage)
    • Creative Mode has unlimited ammo. Ships do not require to have ammo put into their inventory. The Creative Galaxy Ships circumvent the ammo requirement code and will display Inf on the hud.
    • Kinetic - used for any Kinetic Type Weapons
    • Non-Guided Missile- used for any Non-Guided Missile Weapons
    • Guided Missile - used for Guided Missile Weapons.

  • Major Map Updates:
    • By default, Star system names are now highlighted to indicate ownership. Gray systems are unclaimed, other colors correspond to factions as shown by the map legend.
    • By using the popup list in the lower left, highlighting can be switched to show hostility toward the player. Keep in mind that sectors tend to spawn more ships belonging to the ruling faction.
    • As factions go to war over territory, icons on the map will give the player general information about the conflict. A ! icon next to a Star System’s name will indicate a faction is currently trying to invade it. Within the system, sectors currently under the owner’s control will have a blue flag. Sectors that have been captured will have a red flag, and sectors currently experiencing a battle will be marked with a ! warning icon.
    • Right click menu: if a system is in conflict, the sectors in the list will have an icon next to them identical to the one above it’s sector object. When mousing over a sector’s button, the sector’s object is highlighted blue. The button for the sector the player is in is colored green. The notes field is player editable, its contents are saved per sector.

  • Sectors currently under conflict are more likely to spawn factions involved in that conflict.
  • Buy and sell prices at stations are affected by the player’s standing with the faction that own’s the station, as well as the availability of raw sources (via mining stations) in that sector.
  • Opening fire on a ship will lower your standings with that ship’s faction. Killing a ship will greatly lower standing from the owner, but will slightly raise standing from the owner’s enemies.


Changed:
  • Asteroid Spawning: Previously, asteroids were spawned individually and culling operations were carried out on them to reduce impact on performance. To further increase performance while allowing for more interesting asteroid fields, asteroids are now spawned in clusters, and spawn/despawn dynamically to drastically improve both physics and rendering performance. These clusters should still be visible from a distance, but will only have a single radar icon until the player comes closer.

  • Adjusted all module and subsystem values (This will be ongoing)
    • NOTE: Your subsystems have been changed/removed. You need to open the subsystems of your HULL (at least) and verify you have the right

  • Inventory/Store Main Categories(Subsystems/Ship Parts/Trade Goods) have been switched over to radio buttons. Only one Main Category can be selected at a time.
  • Weapons (except Energy) require Ammo to be fired. The weapon size will determine how many resources it uses each time it fires. (Size 1 = 1 usage, Size 2=2 usages, etc)
  • Camera’s Settings: Now should be able to zoom in to an acceptable closeness without too much clipping. Camera is now centered in middle of ship.
  • Radar Sensor subsystems have been limited to 1 per ship. Their ranges and durability have been adjusted to reflect this.
  • Massive improvement to performance when asteroids are in the same sector.
  • Greatly increased base sensor range.
  • The hull indicator now displays raw value instead of percentage for the player hud and target indicators.
  • The Warp Effect is scaled by the size of your ship.


Fixed:
  • Fixed a couple misaligned cubemaps for the skybox generator.
  • Fixed a bug where Shared Hull Subsystem Capacity was being miscalculated shared hull space will be lowered due to this fact.
  • Fixed issue where modules would gain space if modified.
  • The faction standing menu (visible in sector, default key is K) has been fixed.
  • Fixed a bug that caused some NPC ships to be idle.
  • Stars will no longer appear to be rendered on top of planets.
  • Fixed a few minor memory leaks in Sector.
  • The galaxy and ship name fields no longer accept special characters or punctuation. (Next patch will allow _ or spaces, no other special chars)
  • Fixed bug in laser damage timing.
  • Fixed bug in Turret seeming to take to long to engage.
  • Fixed an bug with the warping system that caused the ship to sometimes overshoot the target.
  • Fixed a bug where the camera would offset itself.
  • Fixed a bug where Inventory weight was not being calculated correctly allowing you to remove cargo subsystems after filling cargo hold.
  • Fixed a bug where you were unable to buy resources other than ammunition.
  • Scale of stations
  • Removed rotation on station rings - this was causing huge performance hit.
  • Clipping distance between near and far camera.
  • Factions not updating on new galaxy creation.
  • Recalculated how beam damage is applied, increase in performance.
  • Fixed an issue where Inventory would not display the correct values in Sector until you cycled thru the main categories.


Known Issues:

  • Inf displays for all ammo in career mode, however that does not mean that there is ammo available. Purchasing and placing ammo in the ship will result in a # being displayed instead of Inf. (fixed for D11)
  • C&C Modules do not spawn initially in Career Mode

If you come across any problems, please post it in the Live Build Bug Reports forum, that'll help us keep an eye on anything that is happening. Thanks so much and happy gaming! ~Kaypix
Community Announcements - Kaypix
Kinetic Void is on sale this week for 50% off !!


New Galaxy Creation required for this update.


Added

  • New Stations! The previous old and crappy trade stations have been replaced by new assets. We think you will agree when we say that they look just lovely.
  • Added a separate icon for Mining Stations to differentiate them from trade stations.
  • Added Beam weapons - Have a high energy load, will do their damage over time.
  • Added Missile Weapons - Requires Ammo. Have guided (Homing Missiles) and non-guided(more like Kinetic slugs). Makes a nice boom on impact.
  • Added Hardpoint/Subsystem Weapons system - Turrets (Hardpoint) and Weapons (subsystems) have been split into two systems. The turret (hardpoint) will have how far the turret can reach in an arch as well as how fast. You then will equip a Weapon (subsystem) to it to dictate what type of weapon it is and what type of damage it will do. Old Weapons(non-hardpoints) will have a “base” value set to them for their damage type. It is advised that all users begin swapping out old turrets for the new hardpoint systems. Older turrets will be phased out as we add more replacement weapon systems.
  • Ammunition Resources, three types currently. (Only available in the store. Remember to move from Station Inventory to your Ship Inventory after you purchase if from the store. When you purchase items from the store they just go to your Station Storage, not to your Ship Storage)

    • Kinetic - used for any Kinetic Type Weapons
    • Non-Guided Missile- used for any Non-Guided Missile Weapons
    • Guided Missile - used for Guided Missile Weapons.
    • Creative Mode now has unlimited ammo. Creative Galaxy Ships do not require to have ammo put into their inventory. The Creative Galaxy Ships circumvent the ammo requirement code and will display Inf on the hud.

  • Major Map updates:

    • By default, Star system names are now highlighted to indicate ownership. Gray systems are unclaimed, other colors correspond to factions as shown by the map legend.
    • By using the popup list in the lower left, highlighting can be switched to show hostility toward the player. Keep in mind that sectors tend to spawn more ships belonging to the ruling faction.
    • As factions go to war over territory, icons on the map will give the player general information about the conflict. A ! icon next to a Star System’s name will indicate a faction is currently trying to invade it. Within the system, sectors currently under the owner’s control will have a blue flag. Sectors that have been captured will have a red flag, and sectors currently experiencing a battle will be marked with a ! warning icon.
    • Right click menu: if a system is in conflict, the sectors in the list will have an icon next to them identical to the one above it’s sector object. When mousing over a sector’s button, the sector’s object is highlighted blue. The button for the sector the player is in is colored green. The notes field is player editable, its contents are saved per sector.

  • Sectors currently under conflict are more likely to spawn factions involved in that conflict.
  • Buy and sell prices at stations are affected by the player’s standing with the faction that own’s the station, as well as the availability of raw sources (via mining stations) in that sector.
  • Opening fire on a ship will lower your standings with that ship’s faction. Killing a ship will greatly lower standing from the owner, but will slightly raise standing from the owner’s enemies.


Changed

  • Adjusted all module and subsystem values (This will be ongoing)
    • NOTE: Your subsystems have been changed/removed. You need to open the subsystems of your HULL (at least) and verify you have the right subsystem volume in your ship, then save your ship again.
    • Asteroid Spawning: Previously, asteroids were spawned individually and culling operations were carried out on them to reduce impact on performance. To further increase performance while allowing for more interesting asteroid fields, asteroids are now spawned in clusters, and spawn/despawn dynamically to drastically improve both physics and rendering performance. These clusters should still be visible from a distance, but will only have a single radar icon until the player comes closer.

    • Inventory/Store Main Categories(Subsystems/Ship Parts/Trade Goods) have been switched over to radio buttons. Only one Main Category can be selected at a time.
    • Weapons (except Energy) require Ammo to be fired. The weapon size will determine how many resources it uses each time it fires. (Size 1 = 1 usage, Size 2=2 usages, etc)
    • Camera’s Settings: Now should be able to zoom in to an acceptable closeness without too much clipping. Camera is now centered in middle of ship.
    • Radar Sensor subsystems have been limited to 1 per ship. Their ranges and durability have been adjusted to reflect this.
    • Massive improvement to performance when asteroids are in the same sector.
    • Greatly increased base sensor range.
    • The hull indicator now displays raw value instead of percentage for the player hud and target indicators.
    • The Warp Effect is scaled by the size of your ship.


    • Fixed

      • Fixed a couple misaligned cubemaps for the skybox generator.
      • Fixed a bug where Shared Hull Subsystem Capacity was being miscalculated. Shared hull space will be lowered due to this fact.

      • Fixed issue where modules would gain space if modified.

      • The faction standing menu (visible in sector, default key is K) has been fixed.
      • Fixed a bug that caused some NPC ships to be idle.
      • Stars will no longer appear to be rendered on top of planets.
      • Fixed a few minor memory leaks in Sector.
      • The galaxy and ship name fields no longer accept special characters or punctuation.
      • Recalculated how beam damage is applied, increase in performance.
      • Fixed an issue where Inventory would not display the correct values in Sector until you cycled thru the main categories.
      • Fixed a bug where Inventory weight was not being calculated correctly allowing you to remove cargo subsystems after filling cargo hold.
      • Fixed a bug where you were unable to buy resources other than ammunition.
      • Scale of stations
      • Removed rotation on station rings - this was causing huge performance hit.
      • Clipping distance between near and far camera.
      • Factions not updating on new galaxy creation.
      • Fixed bug in laser damage timing.
      • Fixed bug in Turret seeming to take to long to engage.
      • Fixed an bug with the warping system that caused the ship to sometimes overshoot the target.
      • Fixed a bug where the camera would offset itself.
...

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