!! NOTICE !!: All previously made ships are incompatible from now on, all ships will need to be recreated, we are sorry for this inconvenience, from now on all ships will automatically be updated when changes are made to the systems, this should hopefully not happen again.
Hey everyone, this build has been a long time coming, but we finally got it out. It is however a little lighter than we wanted, we had to delay the Steam Workshop support as we ran into an issue with our ship saves, once this is resolved we should be good to go for that feature.
General light tweaks to improve the overall game look.
AI now makes use of turrets depending on where they are placed
Bug fix: an issue with ship attributes being incorrectly updated upon damage has been fixed. Apparent reversal of controls and other issues should now be resolved.
Bug fixes: Parts in the shipyard occasionally not responding to the remove command and parts resetting to size 1 on a modify after the ship is loaded should be fixed.
All ingame UI artwork has been updated or redesigned to a new style.
New missions: hostile encounter, search and destroy, patrol. These missions are still bare bones, but represent the building blocks for our future implementation.
Lots of new particle effects including new muzzle flashes, explosions, and shield hit effects.
Increased base rate of fire on kinetic weapons
Increased projectile speed for kinetic weapons
Added Options> Controls, users can now change the default controls for Kinetic Void
For now I hope you enjoy the changes and please be sure to give us your feedback, every bit helps as we continue to develop Kinetic Void.
Further corrections to all node alignments - if there are still issues let us know.
First implementation of mission framework is in place. For now, this consists of a single mission type where the player can protect a ship in distress from multiple attackers. The radar icon for the intended friendly to defend is displayed in yellow.
We are working on the XML framework for the mission system, the intent is that when its done it will be modable by the community, and easy for us to add new mission types.
All UI is still temporary and we are working on a new version of it.
Reset ship orientation has been removed as unnecessary.
Fixed a bug with names of faction ship folders.
Fixed some bugs with ship destruction, flying through a planet should reliably result in your death.
This patch introduces a simplified collision detection system. All ships have a single collider and damage is spread randomly to modules on the target. This implementation is not final. In the future, ships will behave this way when their shields are up (with incoming damage greatly mitigated), and per-module collision will be active if the shields fail. In the meantime, this change should result in noticeably improved performance for many players.
The stats display in the shipyard will now update every time a subsystem is placed in, or taken out of, a module.
The att_durability subsystem attribute (present on armor subsystems) will now properly increase the health of the module it is placed in. It displays the sum of the health of all modules in the ship.
The Durability display on the shipyard stats display is now functional.
All Stock ships have been updated to reflect the changes to durability, they have also been configured with the proper subsystems as will be intended once all of the features are online. These can be used as examples of how to design your own ships.
Fixed a bug with the floating origin that would cause AI ships to travel to empty space instead of a meaningful destination.
Fixed a bug preventing players from adding subsystems to a ship that has been loaded in the Shipyard
Previously, holding shift in the shipyard would allow for the slower zoom speed, with the fast speed being the default. According to user feedback, this has been switched. Slow speed is default, hold shift to zoom more quickly.
Asteroid generation and rendering have been changed. Newly generated galaxies should have much more visible asteroids.