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.
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.
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:
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.
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).
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.
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%
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
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.
reduced number of asteroids fixed issue with no light while in sector space.
Support for handling subscribing/unsubscribing workshop files in the Steam Overlay while in the Shipyard.
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.
We would like to open the competition for the best ships. A combination of the highest ranked ships as well as those selected by our team will be used in the completed version of Kinetic Void. To rank a ship, go through the Steam Workshop. You may also download user created ships directly from the Workshop at this time.
No copyrighted names may be used (USS Enterprise, Star Destroyer, etc.), this protects us and our users from copyright infringement.
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.
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.