25 okt, 2013
Kinetic Void - LumberingTroll
0.04
  • Steam Workshop support is now live, all ships can be shared with the community from inside the shipyard. Linux and Mac Workshop support are not in yet, we are working on this for the next patch
  • Fixed a bug which allowed a galaxy with more factions than sectors to be created.
  • Fixed a bug preventing the player from docking with a station.
  • Fixed a UI bug in shipyard where tooltips would not display information correctly.
  • Updated various UI icons and layouts.
  • Fixed issue with recalculating center of mass of ship while in the ShipYard.
  • Removed redundant screenshot capture command from ShipYard. (use F12 / Steam Overlay Screen capture, uploading images as public will add them to the community hub for all to see.)
  • Ships now follow an entirely new save structure, this makes old ship designs incompatible from this build onward.
  • Reduced performance impact when NPC ships enter the area near the player.
  • Removed old ships from base game.
  • Created several new stock ships
  • Created several Color Profile
  • Made several sweeping changes to stats on Modules and Subsystems, this will change the way ships are assembled, many systems and restrictions are still not implemented.

You can access a guide explaining how the Workshop support for KV works by following this link to our guides section.
http://steamcommunity.com/sharedfiles/filedetails/?id=188830952

!! 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.

25 okt, 2013
Kinetic Void - LumberingTroll
0.04
  • Steam Workshop support is now live, all ships can be shared with the community from inside the shipyard. Linux and Mac Workshop support are not in yet, we are working on this for the next patch
  • Fixed a bug which allowed a galaxy with more factions than sectors to be created.
  • Fixed a bug preventing the player from docking with a station.
  • Fixed a UI bug in shipyard where tooltips would not display information correctly.
  • Updated various UI icons and layouts.
  • Fixed issue with recalculating center of mass of ship while in the ShipYard.
  • Removed redundant screenshot capture command from ShipYard. (use F12 / Steam Overlay Screen capture, uploading images as public will add them to the community hub for all to see.)
  • Ships now follow an entirely new save structure, this makes old ship designs incompatible from this build onward.
  • Reduced performance impact when NPC ships enter the area near the player.
  • Removed old ships from base game.
  • Created several new stock ships
  • Created several Color Profile
  • Made several sweeping changes to stats on Modules and Subsystems, this will change the way ships are assembled, many systems and restrictions are still not implemented.

You can access a guide explaining how the Workshop support for KV works by following this link to our guides section.
http://steamcommunity.com/sharedfiles/filedetails/?id=188830952

!! 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.

27 sep, 2013
Kinetic Void - LumberingTroll
Just a quick update for a few issues that were caused by the last patch.

  • Fixed a bug with the warp drive keyboard shortcut, it should now function as set in the input manager.
  • Fixed a bug with large ships acting in a bizarre manner.
  • AI’s evade behavior has been disabled pending a rewrite of relevant code.
  • Fixed a bug which caused the player’s shield hit particle effects to not be visible.
  • Fixed a bug that prevented some keyboard shortcuts in the shipyard from working.
  • Fixed several broken keyboard shortcuts in sector.
27 sep, 2013
Kinetic Void - LumberingTroll
Just a quick update for a few issues that were caused by the last patch.

  • Fixed a bug with the warp drive keyboard shortcut, it should now function as set in the input manager.
  • Fixed a bug with large ships acting in a bizarre manner.
  • AI’s evade behavior has been disabled pending a rewrite of relevant code.
  • Fixed a bug which caused the player’s shield hit particle effects to not be visible.
  • Fixed a bug that prevented some keyboard shortcuts in the shipyard from working.
  • Fixed several broken keyboard shortcuts in sector.
26 sep, 2013
Kinetic Void - LumberingTroll
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.
26 sep, 2013
Kinetic Void - LumberingTroll
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.
Kinetic Void - LumberingTroll
I have just posted an update about the next build, check it out here and let me know what yout think.

http://steamcommunity.com/app/227160/discussions/0/864978109428390519/
Kinetic Void - LumberingTroll
I have just posted an update about the next build, check it out here and let me know what yout think.

http://steamcommunity.com/app/227160/discussions/0/864978109428390519/
8 aug, 2013
Kinetic Void - LumberingTroll
  • Ramming a ship now counts as attacking it, and will reduce your faction standings.
  • Fixed a bug with the distress mission that would cause it to be counted as a success if all enemies despawned due to range from player.
  • Fixed a bug with radar icons where the leader of a squadron would not appear to be hostile even if the squadron belongs to hostile faction.
  • Graphic Settings are implemented and can be accessed from the main menu. (lots to see here, be sure to check them out right away!)


Please post all comments in this discussion!
http://steamcommunity.com/app/227160/discussions/0/864975632437398918/
I dont get alerts when people reply to announcements
8 aug, 2013
Kinetic Void - LumberingTroll
  • Ramming a ship now counts as attacking it, and will reduce your faction standings.
  • Fixed a bug with the distress mission that would cause it to be counted as a success if all enemies despawned due to range from player.
  • Fixed a bug with radar icons where the leader of a squadron would not appear to be hostile even if the squadron belongs to hostile faction.
  • Graphic Settings are implemented and can be accessed from the main menu. (lots to see here, be sure to check them out right away!)


Please post all comments in this discussion!
http://steamcommunity.com/app/227160/discussions/0/864975632437398918/
I dont get alerts when people reply to announcements
...

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