27/set./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/set./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/set./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/set./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/ago./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/ago./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
31/jul./2013
Kinetic Void - 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:
http://steamcommunity.com/app/227160/discussions/0/864975026712521664/
31/jul./2013
Kinetic Void - 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:
http://steamcommunity.com/app/227160/discussions/0/864975026712521664/
...

Buscar notícias
Arquivo
2024
nov.   out.   set.   ago.   jul.   jun.  
mai.   abr.   mar.   fev.   jan.  
Arquivos por ano
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002