Sep 27, 2013
Community Announcements - 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.
Sep 26, 2013
Community Announcements - 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.
Community Announcements - LumberingTroll
I have just posted an update about the next build, check it out here and let me know what yout think.
Aug 8, 2013
Community Announcements - 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!
I dont get alerts when people reply to announcements
Jul 31, 2013
Community Announcements - LumberingTroll
  • 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.

Please post comments here:
Jul 25, 2013
Community Announcements - LumberingTroll
0.019 Deployed
  • Fixed a bug where multiples of the same subsystem in the same part was not being accounted for on the ship stat display.
  • Station icons are now on by default.
  • Reduced mass of kinetic projectiles - ongoing balance tweaks
  • New radar icons have been integrated into the live build.
  • Darkened UI a little to compensate for a UI shader issue we are working on.
  • Added collider to Moons - for real this time.
  • Made several changes to all quality settings below Good to further improve performance for a larger range of machines.
  • Enabled forced VSync on all Quality settings, FPS should now be capped at your monitors refresh rate - This will resolve issues users are having with overheating.
  • All Kinetic weapons now have firing audio. (some audio distortion is happening some times, this is something we will be working on)
  • Radar icons now adjust scale and transparency to make it more obvious which icons are on the radial wheel versus representing a contact within the field of view.
  • Fixed node alignment and facing issues on the following parts
    • C&C Size 1: 3, 8, 9
    • C&C Size 2: 1, 3, 9
    • C&C Size 3: 4, 5
    • C&C Size 4: 1, 2, 3. 4
    • C&C Size 5: 1, 2
    • Hulls: Cargo 1, Cargo 3, Gaspod 1, 2, 2v1, 2v2, 4, 4v2, 8
    • Cannons: Dual Turret 01, Dual Turret 02, Fixed Cannon 01, Quad Gun 01, Quad Gun 02, Quad Gun 04, Turret Cannon 01, Turret Cannon 02, Turret Cannon 03, Turret 04

Work on the mission framework is progressing and we hope to release the first part of it in next weeks patch.
Jul 13, 2013
Community Announcements - LumberingTroll
  • Fixed an issue preventing ships from spawning
  • Reduced size of the moon asset (not final)
  • Tweaked solar system ranges a little

All old Galaxies will need to be deleted, the bug that is saved in their data will not be corrected.
Jul 12, 2013
Community Announcements - LumberingTroll
  • Added colliders to asteroids (moon still missing)
  • Increased planetary spacing
  • Reduced amount of durability provided by armor plates
  • Resolved durability multiplication on save of ship files.
  • Increased NPC activities - You should see them a bit more often, this is still not final.
Jul 11, 2013
Community Announcements - LumberingTroll
  • 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.
Announcement - Valve
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*Offer ends July 3rd at 10AM Pacific Time

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