Feb 10, 2014
Kinetic Void - Kaypix
Many of the subsystems and module stats have been tweaked. Make sure to double check your ship designs for viable builds.

Added
  • New Microwarp Effect.
  • Added Trade Goods to inventory/trade system. Currently available is only
  • Materials and Water.
  • New sector nebule effects
  • Ability to access Inventory levels while in Sector (galaxy) mode
  • Tooltips during Sector (galaxy) mode for icons on the screen + drone management window.
  • A check for power requirements for ships when launching from Shipyard has been implemented.
    • WARNING! This only applies to player ships being launched from the shipyard. If you build a massive ship that does not meet the power requirements the AI can still use said ship. So if you want the game to have a balance to it make sure all ships meet the power requirements.
  • A check for Kinetic Field Generator is a requirement to launch ships from shipyard.
  • The map now renders lines that represent Star System links. In the future, these will be the jump gate routes used to navigate between star systems.
  • Added a “You Are Here” marker (node) to the map above the Sector the player is currently in.

Changed
  • Inventory/Store in the Shipyard is accessible in Creative Mode.
  • Drones now return to the rally point after exceeding their Comm Range.
  • Drones rally point has be moved to outside the hangar bay that they launch from.
  • The scaling curves for subsystems have undergone a major change. Values in general will not get so ludicrously high, and larger ships will now be inherently slower than smaller ones, instead of vice versa.
  • Adjusted many subsystem attributes to bring inline with new scaling curves.
  • Reduced weapon damages to reflect new Module and Subsystem attribute calculations. may still be too high.
  • Shields are no longer lowered upon toggling the Newtonian flight mode.
  • When resetting a ship subsystems will now be dumped into station inventory instead of being destroyed.
  • Decreased KFG Strength.
  • Changed all forward thrust values to coincide with the changes to scaling.
  • Increased durability ratings for all subsystems.
  • Increased the size of planets by a factor of 5
  • Updated the all stock ships to fit inline with the changes to stats and intended combat capability.

Fixed
  • Fixed issue with shield hit effect not fading properly.
  • Fixed the Galaxy Map Button to actually open the Galaxy Map.
  • Fixed a serious save system bug: If the player made a new galaxy, and then exited without launching a ship, the sector would fail to load when they did try launch later on.
  • Fixed a bug where users where unable to launch drones.
  • Fixed a bug where mining drones lasers would not disappear.
  • Fixed the pink skybox issue when environmental detail was under Very High.
  • Fixed a problem with calculating extremely high damage values.
  • Fixed a crash bug when creating new sectors with 10 factions and 10 systems.
  • Fixed an inventory reference bug when in Shipyard in creative mode.
  • Turret traverse speeds are based on the size of the turret, these values were all reversed so large turrets were much faster than small turrets. This has been resolved.
  • Fixed issue with camera rendering distance and planets.
  • A long standing memory leak in Shipyard and Sector has been resolved.
  • A performance issue related to colliders on turrets has been resolved. This should increase performance when shields are down (as that’s the only time individual hull colliders are active).
Feb 10, 2014
Kinetic Void - Kaypix
Many of the subsystems and module stats have been tweaked. Make sure to double check your ship designs for viable builds.

Added
  • New Microwarp Effect.
  • Added Trade Goods to inventory/trade system. Currently available is only
  • Materials and Water.
  • New sector nebule effects
  • Ability to access Inventory levels while in Sector (galaxy) mode
  • Tooltips during Sector (galaxy) mode for icons on the screen + drone management window.
  • A check for power requirements for ships when launching from Shipyard has been implemented.
    • WARNING! This only applies to player ships being launched from the shipyard. If you build a massive ship that does not meet the power requirements the AI can still use said ship. So if you want the game to have a balance to it make sure all ships meet the power requirements.
  • A check for Kinetic Field Generator is a requirement to launch ships from shipyard.
  • The map now renders lines that represent Star System links. In the future, these will be the jump gate routes used to navigate between star systems.
  • Added a “You Are Here” marker (node) to the map above the Sector the player is currently in.

Changed
  • Inventory/Store in the Shipyard is accessible in Creative Mode.
  • Drones now return to the rally point after exceeding their Comm Range.
  • Drones rally point has be moved to outside the hangar bay that they launch from.
  • The scaling curves for subsystems have undergone a major change. Values in general will not get so ludicrously high, and larger ships will now be inherently slower than smaller ones, instead of vice versa.
  • Adjusted many subsystem attributes to bring inline with new scaling curves.
  • Reduced weapon damages to reflect new Module and Subsystem attribute calculations. may still be too high.
  • Shields are no longer lowered upon toggling the Newtonian flight mode.
  • When resetting a ship subsystems will now be dumped into station inventory instead of being destroyed.
  • Decreased KFG Strength.
  • Changed all forward thrust values to coincide with the changes to scaling.
  • Increased durability ratings for all subsystems.
  • Increased the size of planets by a factor of 5
  • Updated the all stock ships to fit inline with the changes to stats and intended combat capability.

Fixed
  • Fixed issue with shield hit effect not fading properly.
  • Fixed the Galaxy Map Button to actually open the Galaxy Map.
  • Fixed a serious save system bug: If the player made a new galaxy, and then exited without launching a ship, the sector would fail to load when they did try launch later on.
  • Fixed a bug where users where unable to launch drones.
  • Fixed a bug where mining drones lasers would not disappear.
  • Fixed the pink skybox issue when environmental detail was under Very High.
  • Fixed a problem with calculating extremely high damage values.
  • Fixed a crash bug when creating new sectors with 10 factions and 10 systems.
  • Fixed an inventory reference bug when in Shipyard in creative mode.
  • Turret traverse speeds are based on the size of the turret, these values were all reversed so large turrets were much faster than small turrets. This has been resolved.
  • Fixed issue with camera rendering distance and planets.
  • A long standing memory leak in Shipyard and Sector has been resolved.
  • A performance issue related to colliders on turrets has been resolved. This should increase performance when shields are down (as that’s the only time individual hull colliders are active).
Kinetic Void - Kaypix
For our Development Testers only:
We have our latest Development Build up and running, view the notes and update any bugs you have in our Development Testers Thread

If you are interested in joining our Development Tester Group, read the instructions here.
Kinetic Void - Kaypix
For our Development Testers only:
We have our latest Development Build up and running, view the notes and update any bugs you have in our Development Testers Thread

If you are interested in joining our Development Tester Group, read the instructions here.
Jan 23, 2014
Kinetic Void - Kaypix
Added:
  • LOD system for asteroids
  • Mining Drones
  • Added keybind GUI for the Drone Management Window in the options menu.
  • Added keyboard button bindings for camera rotation under Controls>Flight. By default, these are unbound.

Changed:
  • Drone AI improvements:
    • Drones will now actively try to avoid running into ships. They will not always succeed. Take caution when launching and recovering drones.
    • Drones will now aim much more effectively. They should now be quite useful in combat.
    • Mining Drones automatically dock once inventory is full.
    • Mining Drones will only be able to mine asteroids, not able to attack other ships.
    • Attack Drones will only be able to attack other ships and not mine asteroids.
  • Improved lighting in sector space.
  • Drone ejection from ship has been reduced in speed.
  • The Warp To functionality in Sector now takes the bounding box of the destination object into consideration. This means that if an object is extremely large, like a space station, the size of the space station will add to the buffer that Warp uses, so the player won’t exit warp colliding with the station.
    Improved visual effect for kinetic weapons
  • All projectiles have doubled velocity
  • Damage values of all weapons have been tweaked.
  • Armor plate durability has been tweaked.
    • Resistances are now active, percentage based with diminishing returns.
    • Kinetic weapons are still the only weapon type in game for now.
  • Kinetic Field Generator strength have been tweaked.
  • Larger tier weapons now have increased firing range.
  • Galaxy Generation changes
    • Your current galaxies are not compatible and should be deleted.
    • Previously, Each sector represented an entire solar system. This has been changed so that each sector is a part of a solar system that will contain areas of interest. Generation is capped to 50 solar systems, but each solar system will have multiple sectors, so the maximum allowed number of sectors is about the same as before. This change should allow us to make each sector more dense with content.
    • The Galaxy map has been completely revamped. WASD or dragging with left click will pan the map. Scroll wheel will zoom and holding right click will rotate. Right click on a star system to a list of its sectors. Click on one of the sectors in the list to warp there. Note that the game is paused while the map is open. This is only a first pass and the map will change greatly over the next few patches.
    • Star system names are randomly chosen from a txt file in the Streaming Assets folder.
  • Changed all sizes of Engine Trails and other visual attributes of Engine Trails

Fixed:
  • Fixed a bug that caused collision damage to pass through shields.
  • Fixed a bug with turret aiming that caused turrets to not fire when calculated lead point was too far from the target. Beware, AI should be far more deadly.

Patch D9 will begin development today and will begin being available for our Beta Test Group once we have made changes. If you're interested in joining our Beta Test Group, check out the Beta Notes sub forum. If you run into errors, graphic glitches etc, please post them to our Live Build D8 Bug Reports Thread.
Jan 23, 2014
Kinetic Void - Kaypix
Added:
  • LOD system for asteroids
  • Mining Drones
  • Added keybind GUI for the Drone Management Window in the options menu.
  • Added keyboard button bindings for camera rotation under Controls>Flight. By default, these are unbound.

Changed:
  • Drone AI improvements:
    • Drones will now actively try to avoid running into ships. They will not always succeed. Take caution when launching and recovering drones.
    • Drones will now aim much more effectively. They should now be quite useful in combat.
    • Mining Drones automatically dock once inventory is full.
    • Mining Drones will only be able to mine asteroids, not able to attack other ships.
    • Attack Drones will only be able to attack other ships and not mine asteroids.
  • Improved lighting in sector space.
  • Drone ejection from ship has been reduced in speed.
  • The Warp To functionality in Sector now takes the bounding box of the destination object into consideration. This means that if an object is extremely large, like a space station, the size of the space station will add to the buffer that Warp uses, so the player won’t exit warp colliding with the station.
    Improved visual effect for kinetic weapons
  • All projectiles have doubled velocity
  • Damage values of all weapons have been tweaked.
  • Armor plate durability has been tweaked.
    • Resistances are now active, percentage based with diminishing returns.
    • Kinetic weapons are still the only weapon type in game for now.
  • Kinetic Field Generator strength have been tweaked.
  • Larger tier weapons now have increased firing range.
  • Galaxy Generation changes
    • Your current galaxies are not compatible and should be deleted.
    • Previously, Each sector represented an entire solar system. This has been changed so that each sector is a part of a solar system that will contain areas of interest. Generation is capped to 50 solar systems, but each solar system will have multiple sectors, so the maximum allowed number of sectors is about the same as before. This change should allow us to make each sector more dense with content.
    • The Galaxy map has been completely revamped. WASD or dragging with left click will pan the map. Scroll wheel will zoom and holding right click will rotate. Right click on a star system to a list of its sectors. Click on one of the sectors in the list to warp there. Note that the game is paused while the map is open. This is only a first pass and the map will change greatly over the next few patches.
    • Star system names are randomly chosen from a txt file in the Streaming Assets folder.
  • Changed all sizes of Engine Trails and other visual attributes of Engine Trails

Fixed:
  • Fixed a bug that caused collision damage to pass through shields.
  • Fixed a bug with turret aiming that caused turrets to not fire when calculated lead point was too far from the target. Beware, AI should be far more deadly.

Patch D9 will begin development today and will begin being available for our Beta Test Group once we have made changes. If you're interested in joining our Beta Test Group, check out the Beta Notes sub forum. If you run into errors, graphic glitches etc, please post them to our Live Build D8 Bug Reports Thread.
Jan 23, 2014
Kinetic Void - Kaypix
Added:
  • Skybox generation is now active, this system still needs tweaking.
    • Environmental Detail in graphical options changes the Skybox LOD (requires game restart).
  • LOD system for asteroids
  • Mining Drones
  • Added keybind GUI for the Drone Management Window in the options menu.
  • Added keyboard button bindings for camera rotation under Controls>Flight. By default, these are unbound.
Changed:
  • Drone AI improvements:
    • Drones will now actively try to avoid running into ships. They will not always succeed. Take caution when launching and recovering drones.
    • Drones will now aim much more effectively. They should now be quite useful in combat.
    • Mining Drones automatically dock once inventory is full.
    • Mining Drones will only be able to mine asteroids, not able to attack other ships.
    • Attack Drones will only be able to attack other ships and not mine asteroids.
  • Improved lighting in sector space.
  • Drone ejection from ship has been reduced in speed.
  • The Warp To functionality in Sector now takes the bounding box of the destination object into consideration. This means that if an object is extremely large, like a space station, the size of the space station will add to the buffer that Warp uses, so the player won’t exit warp colliding with the station.
    Improved visual effect for kinetic weapons
  • All projectiles have doubled velocity
  • Damage values of all weapons have been tweaked.
  • Armor plate durability has been tweaked.
    • Resistances are now active, percentage based with diminishing returns.
    • Kinetic weapons are still the only weapon type in game for now.
  • Kinetic Field Generator strength have been tweaked.
  • Larger tier weapons now have increased firing range.
  • Galaxy Generation changes
    • Your current galaxies are not compatible and should be deleted.
    • Previously, Each sector represented an entire solar system. This has been changed so that each sector is a part of a solar system that will contain areas of interest. Generation is capped to 50 solar systems, but each solar system will have multiple sectors, so the maximum allowed number of sectors is about the same as before. This change should allow us to make each sector more dense with content.
    • The Galaxy map has been completely revamped. WASD or dragging with left click will pan the map. Scroll wheel will zoom and holding right click will rotate. Right click on a star system to a list of its sectors. Click on one of the sectors in the list to warp there. Note that the game is paused while the map is open. This is only a first pass and the map will change greatly over the next few patches.
    • Star system names are randomly chosen from a txt file in the Streaming Assets folder.
  • All engines now have new trail effects for all sizes.
Fixed:
  • Fixed a bug that caused collision damage to pass through shields.
  • Fixed a bug with turret aiming that caused turrets to not fire when calculated lead point was too far from the target. Beware, AI should be far more deadly.

The upcoming Patch (D9) will begin development today and once we have changes made will be made available to our Beta Test Group. If you are interested in joining the Beta Testers, visit our Beta Notes Sub-Forum. Otherwise, please post any problems relating to this patch you run into here.
Jan 17, 2014
Kinetic Void - LumberingTroll
Now that I am back from Steam Dev Days I have reverted the current live build to a working version and moved the current patch to a beta patch. You can get more info on this here.

http://steamcommunity.com/app/227160/discussions/0/648817377789273367/

I am very sorry for the troubles our last patch caused and we will get it fixed and set back to the live version asap.
Jan 17, 2014
Kinetic Void - LumberingTroll
Now that I am back from Steam Dev Days I have reverted the current live build to a working version and moved the current patch to a beta patch. You can get more info on this here.

http://steamcommunity.com/app/227160/discussions/0/648817377789273367/

I am very sorry for the troubles our last patch caused and we will get it fixed and set back to the live version asap.
Kinetic Void - LumberingTroll
  • Fixed ship root from floating away as the player tried to place more modules
  • Fixed placement issues on hull with complex geometry. It was related to a new mesh collider we are using.

More fixes will be coming this week as we correct them, this was a large patch and unfortunately broke a few things.

If you find any other issues please post in here:
http://steamcommunity.com/app/227160/discussions/0/648816743273552303/

The next major patch will focus primarily on game play and content.
...

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