Nov 21
Community Announcements - LumberingTroll
v1.01
Added
  • New procedural missions.

Changed
  • Updated the ships texture atlas
  • All subsystems now have proper names
  • Module Count warning’s have been raised.
  • Lava planets atmosphere has been brought inline with the visuals of other planets

Fixed
  • Fixed a radar issue where when a faction would become hostile their already spawned ships radar icons would not change over to red.
  • Fixed an issue with the target lead indicator, when switching out of manual fire mode the target lead would stay visible.
  • Fixed an issue with the hardpoint count not recalculating till after you opened the subsystem manager.
  • Fixed issues with mission waypoints not triggering properly.
  • Fixed issues with mission faction handling.
  • Background stars are now visible again.
Community Announcements - LumberingTroll
Today marks the release of Kinetic Void, we have officially completed all listed features planned from development. This however is not the end of development for Kinetic Void! We have a long list of additional features we want to continue to add to the game and release in monthly content updates. Check them out here: http://steamcommunity.com/app/227160/discussions/0/624075566822823055/

The public release of the mission editor will be out in a couple days as well as workshop support for it.

I want to thank everyone that helped make this possible, our Kickstarter backers, and our Steam Early Access community, we couldn't have done this without you. Rest assured there is more to come but at this point we feel that we have grown past the point of Early Access.

Thanks again!
Badland Studio
Kinetic Void Development Team
Nov 19
Community Announcements - LumberingTroll
D15.3


Fixed
  • Fixed a radar issue where when a faction would become hostile their already spawned ships radar icons would not change over to red.
  • Fixed an issue with the target lead indicator, when switching out of manual fire mode the target lead would stay visible.
  • Fixed an issue with the hardpoint count not recalculating till after you opened the subsystem manager.
Community Announcements - Kris
Added
  • Added a message log and message in the Available Subsystems Window for when the hull is out of space, out of power, out of both. Instead of just showing an empty window
  • Added finished Icons for Drone Systems.
  • Added addition Drone Launch Platform Subsystem
  • Added addition Sensor Subsystems
  • Added addition Controller Software
  • Added addition Jump Drive Subsystems
  • Added new mining/salvaging weapons.
  • Added new drones.
  • Added a ESC function to each window opened so that pressing [ ESC ] will close that window. If no windows are open then ESC Menu will be displayed.
  • [Shift] + [Right Click] will now remove a stack of items inside of the subsystem manager
  • User Created Ships ( Ship name - Classification - Original Design by)
    • Valkyre II - Fighter - Ɓanɀai Ɓorat
    • Valor - Fighter - N O M A D
    • Duskshade - Frigate - GTD-Carthage
    • Psyren - Frigate - Trauma
    • Toris - Frigate - im jacob
    • Amon'Tau Interdictor - Destroyer - Ɓanɀai Ɓorat
    • Conviction - Cruiser - A_Real_Shame
    • Core Jump Freighter - Battlecruiser - Sythe
    • Revolutionary - Battlecruiser - PuppyPowah
    • Relican Nomad MK II - Battleship - Goodwin

Changed
  • Increased all weapons damage by 50%
  • Increased all forward thrust values by 40%
  • Reduced activation costs of all active systems by 60%
  • Hangar Bay Modules now count against the Controller Subsystem Active Systems.
  • Adjusted Drone Launch Platform and Launch Platform Modifier Rate values.
  • Adjusted the curve the sound sliders function on.
  • Changed Drone values to match new additions.
  • Warping to a new sector
  • Initial faction standings are now affected by faction traits as set in their config text file. Diplomats and War mongers hate each other. Everyone hates pirates.
  • Changed how armor resists are calculated to prevent stacking small plates for large resist values. Armor resist values are now an average of equipped plates with that resist value. Adding two plates with Kinetic resist of 25 will result in a total Kinetic resist of 25, a 10 and a 15 would result in 12.5. Durability bonus on armor plates is still summed as before.
  • In shipyard, hitting enter while focus is on the ship name field will trigger a save.

Fixed
  • General stability improvements.
  • Fixed an issue with the Drone Recalls
  • Fixed an instance when you could recall more drones than you had deployed.
  • Fixed the death message in Sector that was not sending the player back to the Shipyard when the button was clicked.
  • Fixed a bug with Linux/Mac that would cause ships not to spawn.
  • Fixed a bug with Linux not receiving their Starter Ships when creating a new Galaxy.
  • Fixed an issue where armor resistance percentages could go above 100%
  • Fixed a bug with the player’s force field material
  • Fixed a bug with how turrets were checking for targets within their vertical arc. This fix will most noticeable improve the behavior of 360 degree turrets.
  • Fixed a bug with radar.
  • Fixed several spelling errors.
  • Fixed an issue when loading in older ships that would throw errors regarding subsystem capacity.
Oct 29
Community Announcements - Kris
Added
  • Added a new aiming mode. While manually aiming turrets hold alternate aim mode (default binding caps lock). The aiming reticle will be centered, and mouse movement will directly steer the camera.
  • While manually aiming weapons, a lead indicator will appear on a locked target that has focus. It represents the estimated aiming point for kinetic weapons.
  • ESC Key will now close windows the player has open. In the order that they were opened before displaying the ESC Menu.

Changed
  • Close the Subsystem Manager when a new module is selected to be placed.
  • The galaxy map and economy graph UI’s have been updated with several minor changes.

Fixed
  • Highlighting issue in the engine section of the subsystem manager
  • Weapon Groups with now switch in the Weapon Manager when using the button on the HUD in Sector.
  • Fixed an issue where replacing a subsystem in the manager would not return the old subsystem to players inventory.
  • Fixed error in recalling of drones.
  • Steamwork Support for 64bit OSX
Community Announcements - Kris
* New Galaxy Required.

*This patch moves the game from Unity 4.5 to Unity version 5. This is a major engine update that, among other changes, includes a new PhysX version. While this should improve performance, it also changed some physics behaviors. Please keep an eye out for bugs that may be related to the physics engine.

*Due to the extent of changes this patch all ships will need to be remade. This should mostly be subsystem management using the new manager, however any weapons currently being used that are larger than tier 1 they will need to be repositioned as they have grown in size considerably.


Added
  • Tutorials! We have added tutorials to Stations and Sector space, they will come up by default to begin with, but you can tell them not to pop up again. If you do and want them to come up again you can reset them in the options on the game tab.
  • Capacitor System: power leftover on the reactor that is not taken up by installed systems’ power requirements is now put into an energy pool that powers the ship’s various systems. In space, a yellow bar and text label display the current energy level. Weapons now have an energy per shot cost. Reactors now have a recharge rate stat, and a new subsystem call a Recharger can boost this. More systems will be tied into the capacitor in future updates.
  • We have selected the first Community created ship to be included in the base game. It's a variant of the Vagrant fighter created by community member wExx. We had to make a couple minor changes to it but overall it was a great design. We will be looking for more to add in the future.
  • Subsystem manager is now online, all ships will configure and control their subsystems through this new interface. It is access the same way as before, right click on a module and select Subsystems. This new interface will allow users to quickly equip and make changes to their ship no matter how large it is.
  • There is now a new kind of subsystem called a Controller, it determines how many hardpoints, active, and passive systems your ship can equip. It is a required component and is limited to one per ship.
  • Active abilities: ships can now equip active abilities that use capacitor energy. The number of abilities that the player can equip is limited by the ship’s controller. Example abilities: Hull Repair: capacitor energy is used to slowly recover hull damage. Power Siphon: the current enemy target has some of their capacitor energy siphoned into your energy pool. Warp Disrupt: all ships within a certain distance of you are unable to warp.
  • Added confirmation to Main Menu button while in a loaded galaxy
  • Added confirmation to exit game while in a loaded galaxy
  • Added docking lights to indicate where the docking point on all stations are. Some stations have multiple docking points now.
  • Trail renders to engine ports, they are not finished and need to be changed still.
  • Sector menu now has a return to game button
  • Sector Log functionality added for logging General, Faction, Mission, Economic information happening in the game. Messages that will be displayed in the Sector Log will expose some previously hidden elements of the faction and economy simulations to the player. Additional information and variety will be added soon.
  • Players with high enough of standings can now join a faction. This is done under the Faction Window up at the top right by the close button. If you have high enough standings you will see a button there saying you may join that faction.
  • Added a bounty system so when you are in a friendly system and destroy a ship that is hostile with the current system owner you will receive a bounty based off a percentage of the base value of the ship destroyed.
  • Left Shift functionality to Store/Inventory windows. When you click on an item it will select all of said item. When you left shift + click on an item you will get a selection box popup asking how many you with to select. The selection box arrows will work with single clicks and when clicked and held the count will increase with speed.
  • Added warning when you are about to destroy an item in inventories.
  • Made the Module Size Selector in Shipyard left/right click independent. So Left click will increase module size, Right click with decrease module size.
  • Right Clicking on Asteroids or Wreckage now have a action option Mining for asteroids and Salvaging for wreckage. If you have the appropriate weapon equipped it will begin the process. Otherwise it will just lock onto the target so you can send potential drones at it.
  • When deselecting a target it will now check to see if that target is hostile to the player or not. If there is no hostility the icon will revert back to it’s default color.
  • With a selected Target that is already locked on to, if you press [ C ] it will assign that target to all weapons. This works for weapons it both defense and offense modes.
  • Added in Weapon Mode Toggle Button/Keybinding. Weapon Mode Toggle starts in the Defense Mode (Green Icon) and toggled to Offensive Mode (Red Icon). The [ Y ] will also cause this toggle to happen.
  • Collision avoidance while warping: while the player is warping, the ship will attempt to cancel warp if an obstacle comes directly into the player’s path.
  • Added docking lights to indicate where the docking point on all stations are. Some stations have multiple docking points now.


Check out the rest of the Change Log in the thread here: http://steamcommunity.com/app/227160/discussions/11/619569608763299926/
Community Announcements - LumberingTroll
To get access to the test build please read the instructions here:
http://steamcommunity.com/app/227160/discussions/10/648817378234792008/

Due to the extent of changes this patch all ships will need to be remade. This should mostly be subsystem management using the new manager, however any weapons currently being used that are larger than tier 1 they will need to be re-positioned as they have grown in size considerably. Be sure to create a new galaxy as well.

The workshop will be wiped on November 3rd. This is for many reasons but mainly because the major changes to subsystems have made all previously made designs non-functional . Please be sure to download any designs you like before the wipe happens. These downloaded ships will not be deleted from your install, but they will need to be updated in order to launch.

It is our intention to push this build to the non test repository on Monday Oct 27th. If you find any issues please be sure to post in the Deb Build bug report forum on the community hub.

If you have any issues with controls please be sure to reset the controls to defaults, we did some updates to the controls manager.

Bug thread: http://steamcommunity.com/app/227160/discussions/10/619569608519939818/

The workshop will be wiped on November 3rd. This is for many reasons but mainly because the major changes to subsystems have made all previously made designs non-functional . Please be sure to download any designs you like before the wipe happens. These downloaded ships will not be deleted from your install, but they will need to be updated in order to launch.

D15.Something Dev Patch

Added
  • Tutorials! We have added tutorials to Stations and Sector space, they will come up by default to begin with, but you can tell them not to pop up again. If you do and want them to come up again you can reset them in the options on the game tab.
  • Capacitor System: power leftover on the reactor that is not taken up by installed systems’ power requirements is now put into an energy pool that powers the ship’s various systems. In space, a yellow bar and text label display the current energy level. Weapons now have an energy per shot cost. Reactors now have a recharge rate stat, and a new subsystem call a Recharger can boost this. More systems will be tied into the capacitor in future updates.
  • We have selected the first Community created ship to be included in the base game. It's a variant of the Vagrant fighter created by community member wExx. We had to make a couple minor changes to it but overall it was a great design. We will be looking for more to add in the future.
  • Subsystem manager is now online, all ships will configure and control their subsystems through this new interface. It is access the same way as before, right click on a module and select Subsystems. This new interface will allow users to quickly equip and make changes to their ship no matter how large it is.
  • There is now a new kind of subsystem called a Controller, it determines how many hardpoints, active, and passive systems your ship can equip. It is a required component and is limited to one per ship.
  • Active abilities: ships can now equip active abilities that use capacitor energy. The number of abilities that the player can equip is limited by the ship’s controller. Example abilities: Hull Repair: capacitor energy is used to slowly recover hull damage. Power Siphon: the current enemy target has some of their capacitor energy siphoned into your energy pool. Warp Disrupt: all ships within a certain distance of you are unable to warp.
  • Added confirmation to Main Menu button while in a loaded galaxy
  • Added confirmation to exit game while in a loaded galaxy
  • Collision avoidance while warping: while the player is warping, the ship will attempt to cancel warp if an obstacle comes directly into the player’s path.
  • Added docking lights to indicate where the docking point on all stations are. Some stations have multiple docking points now.
  • Trail renders to engine ports, they are not finished and need to be changed still.
  • Sector menu now has a return to game button

Changed
  • Increased planet size
  • Increased the scaling size of all weapons and hardpoints beginning at Tier 2+
  • Quadrupled the power output of all reactors
  • Reduced the fire-range of all weapons by about 40%.
  • Many adjustments to the scaling factors of all modules between tiers, the range should not be nearly as great now.
  • Reactors are now limited to a single subsystem per ship.
  • Sensors are now limited to a single subsystem per ship.
  • KFGs are now limited to a single subsystem per ship.
  • When dealing with inventory the default move / buy / sell amount is 1, holding shift will prompt for amount.
  • Changed filter wording of size to tier to be consistent with design and implementation
  • Removed some unused fields from the sensor info fly-out.
  • Planet textures have had an overhaul and should look much better.
  • Asteroid textures have been updated to accept lighting better.
  • Reduced tool-tip delay to 0.2 seconds
  • Dock at station prompt now has a decline button
  • Adjusted the zoom rates for larger ships while in sector space.

Fixed
  • The scrolling issue in the Store when attempting to scroll over modules.
  • Fixed an error with the sound settings when returning back to the main menu.
  • Ships that are out of date will no longer be spawned by the AI.
  • Fixed many issues with the controls options menu.
  • Fixed audio settings being ignored when loading a new game from main menu
  • Clamped the range of brightness that sector stars can have so that the scene is not washed out.
  • Faction standings window now has properly working scroll bars.
  • [ i ] now opens the inventory in sector space
  • Control inputs are now properly accepting keys for the mouse mode field again.
  • Cursor mode roll keys are no longer reversed by default
  • If only one group of drones are deployed it is now possible to deselect them
  • Drone Command groups now expand vertically.
  • Inventory quantities should now update properly while mining
  • Inventory filters for trade goods are now working properly again.
Community Announcements - LumberingTroll
Hello KV Community, I just started a thread and pinned it in the general section. It outlines our immediate goals for Kinetic Void. Now is the perfect time to review what we have planned and give feedback on it!

http://steamcommunity.com/app/227160/discussions/0/616189742788538684/

Take a look and get involved!
Community Announcements - Kris

* A Console will display in the lower left when an error goes off in the game. When an error goes off you can click on it and expand the error to retrieve more details. When reporting a bug in the D15 Bug Report Thread please list the script with the number that follows.


Added
  • New messages that will be displayed in the Sector Log will expose some previously hidden elements of the faction and economy simulations to the player. Additional information and variety will be added soon.

Changed
  • Reverted docking dialogue to tweening version.
  • Docking triggers are now around the end of each station’s docking arm(s) instead of the entire station.
  • Made the economy graph commodity options larger and thus much more legible.

Fixed
  • Fixed an issue where ships saved in the Steam Cloud would not spawn.
  • Corrected a sound issue with EMP weapons.
  • Warping to a new sector should no longer put the player at risk of being caught in the empty void between stars.
Community Announcements - Kris
This patch moves the game from Unity 4.5 to Unity version 5. This is a major engine update that, among other changes, includes a new PhysX version. While this should improve performance, it also changed some physics behaviors. Please keep an eye out for bugs that may be related to the physics engine.
**New Galaxy Required.



Added
  • 64bit build options are available now.
  • Sector Log functionality added for logging General, Faction, Mission, Economic information happening in the game. This will be expanded upon later on in the development.
  • Players with high enough of standings can now join a faction. This is done under the Faction Window up at the top right by the close button. If you have high enough standings you will see a button there saying you may join that faction.

Changed
  • Game is now using Unity 5.
  • AI ships now have a warp bubble effect around them when they warp.
  • AI ships will now visibly travel to planets, stations, and warp gates. Ships that arrive at warp gates and stations will queue up and proceed to dock/warp.
  • Various improvements and fixes to AI behavior.
  • The player starts out neutral to all factions (requires new galaxy).
  • Adjusted AI for Turrets with Thermal Weapons.
  • Adjusted Mining Lasers, so that larger weapons will yield more resources now. As well changed the damage model that they are using, should take longer to mine an asteroid now than before which will allow more resources to be yielded.
  • Reduced the rate that durability and shields scale at by a factor of 2, this should make them a little more vulnerable to lower tier weapons. The best counter however is to use an appropriately tiered weapon.
  • Converted two Kinetic and one Beam weapon to fire Electromagnetic damage.
  • Kinetic Fields now take triple damage from Electromagnetic sources.
  • In Shipyard, hull resists are now displayed under the general ship stats panel.

Fixed
  • Auto align before warping should no longer just hang infinitely.
  • Steamworks support for MacOSX & Linux not working.
  • Fixed an alignment issue where parts placed on the front starting cube would flip 180 degrees.
  • The resistances displayed in the ship stats panel now properly shows the diminishing returns applied to them during gameplay.
...

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