19 dec, 2013
Kinetic Void - 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.
19 dec, 2013
Kinetic Void - 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.
17 dec, 2013
Kinetic Void - 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.
17 dec, 2013
Kinetic Void - 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.
17 dec, 2013
Kinetic Void - 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.
16 dec, 2013
Kinetic Void - 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).
16 dec, 2013
Kinetic Void - 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).
Kinetic Void - 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.
Kinetic Void - 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.
15 nov, 2013
Kinetic Void - Kaypix
Newest patch is here everyone!
  • Added:
    • Can now access the Options Menu when in game.
    • KV and Studio logos to splash screen.
    • Logic for when ships collide with planets.
    • Health Bars and Throttle Slider to UI.
    • Steamworks support for MacOSX and Linux.
    • Support for handling subscribing/unsubscribing workshop files in the Steam Overlay while in the Shipyard.
  • Fixed:
    • Issues with loading of some workshop content.
    • Updating existing workshop files.
    • Asteroid belt variation around planets to spread out more.
    • Minor corrupted assets in main menu.
    • While in Shipyard, weapons should now properly highlight on mouse-over as other parts do.
  • Persistent ship and station inventory first pass implementation notes:
    • When new galaxies are created, there is an option for Creative Mode.
    • When in Creative Mode, the game behaves as it did before this patch; any station has all parts and subsystems and they have no cost.
    • When not in creative mode, stations have a limited selection and the player must purchase ship parts and subsystems. The player starts with enough parts to build a simple ship and some credits. Ships now have an inventory using their available cargo space. Each station has a storage space that the player can store parts and subsystems in persistently.
    • The first time shipyard screen is now associated with a randomly chosen station in-game. The player will be near this station instead of in a random spot when entering Sector for the first time.
    • All players should make new galaxy saves.
Please create a new galaxy to see the changes!
...

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