v1.0.7
Fixed
- The success of salvaging nodes has been corrected (it was backwards).
- Corrected an issue where ship combining could fail.
- Fixed an issue that could cause waypoints to not be removed on mission end.
- Fixed the start message for the Sector Skirmish mission.
- Fixed missions being able to use the player as an opposing faction.
- Reduced the volume of hangar subsystems.
- Corrected Hangar subsystem misspelling.
- Corrected some grammar in load screen hints.
- Salvaging has been reimplemented. Will need another pass for balance/tweaks.
- Thermal damage from salvage beams has been reduced.
- Improvements to sector generation for future expansion of mission API.
v1.0.7
Fixed
- The success of salvaging nodes has been corrected (it was backwards).
- Corrected an issue where ship combining could fail.
- Fixed an issue that could cause waypoints to not be removed on mission end.
- Fixed the start message for the Sector Skirmish mission.
- Fixed missions being able to use the player as an opposing faction.
- Reduced the volume of hangar subsystems.
- Corrected Hangar subsystem misspelling.
- Corrected some grammar in load screen hints.
- Salvaging has been reimplemented. Will need another pass for balance/tweaks.
- Thermal damage from salvage beams has been reduced.
- Improvements to sector generation for future expansion of mission API.
v1.0.6
Fixed
- Fixed several issues with mission spawning.
- Weapon Fire Rate active system now displays the correct value for bonus in its tooltip.
- Fixed several issues that could lead to faction reputation reset.
- Improvements to handling of mission requirements.
- All missions have been updated to reflect changes in how mission requirements are handled.
- Double Down Mining Request mission has been combined into the regular Mission Request mission.
- Weapon Fire Rate active system fire rate mod has been adjusted to 10%, 15%, 20%.
- New mission API functionality.
- Salvaging nodes is not currently functioning as intended, and will be addressed in the next patch.
v1.0.6
Fixed
- Fixed several issues with mission spawning.
- Weapon Fire Rate active system now displays the correct value for bonus in its tooltip.
- Fixed several issues that could lead to faction reputation reset.
- Improvements to handling of mission requirements.
- All missions have been updated to reflect changes in how mission requirements are handled.
- Double Down Mining Request mission has been combined into the regular Mission Request mission.
- Weapon Fire Rate active system fire rate mod has been adjusted to 10%, 15%, 20%.
- New mission API functionality.
- Salvaging nodes is not currently functioning as intended, and will be addressed in the next patch.
v1.0.5
Fixed
- Micro Warp Jump between sectors no longer uses capacitor energy.
- Placing hardpoints in mirror mode when exceeding controller slots.
- Adjustments to economy handling to fix price issues. If there are still problems please let us know
- Screen flash when NPCs use MWD.
- Cargo capacity not being updated when resources are destroyed.
v1.0.5
Fixed
- Micro Warp Jump between sectors no longer uses capacitor energy.
- Placing hardpoints in mirror mode when exceeding controller slots.
- Adjustments to economy handling to fix price issues. If there are still problems please let us know
- Screen flash when NPCs use MWD.
- Cargo capacity not being updated when resources are destroyed.
v1.0.4
New Galaxy Required Added
- New Enhanced Capacitor Recharger - has twice the standard recharge rate
- New Starter Ship Junk Hound was made using random set of parts.
- Doubled the size of planets
- Doubled the average sector space
- Increased all thrust outputs for all engines, boosters, and maneuvering thrusters.
- Adjusted the base price of all resources to reflect value of goods and rarity.
- Increased range of sensors.
- Increased max possible number of satellite objects around planets
- Increased mining yield chance for all mining lasers to 75, 80, 85, and 90% from lowest to highest.
- Significantly increased weapon damages across the board
- Reduced missile launch fire rate. there will be a longer delay between fire sets.
- Doubled the health of Kinetic Field Generators.
- Doubled Reactor output
- Doubled Capacitor Recharge rate
- Tweaked galaxy generation so that system links are a little closer together.
- Fixed name reversal for Drone Launch Platforms
- Fixed name reversal for Drone Enhancers
- Fixed a huge miscalculation with the way modules stats were scaling. As a result they have less capacity, so subsystems should fit their corresponding modules better, and overall mass will be much less resulting in making it easier to make ships faster.
v1.0.4
New Galaxy Required Added
- New “Enhanced Capacitor Recharger “ - has twice the standard recharge rate
- New Starter Ship “Junk Hound” was made using random set of parts.
- Doubled the size of planets
- Doubled the average sector space
- Increased all thrust outputs for all engines, boosters, and maneuvering thrusters.
- Adjusted the base price of all resources to reflect value of goods and rarity.
- Increased range of sensors.
- Increased max possible number of satellite objects around planets
- Increased mining yield chance for all mining lasers to 75, 80, 85, and 90% from lowest to highest.
- Significantly increased weapon damages across the board
- Reduced missile launch fire rate. there will be a longer delay between fire sets.
- Doubled the health of Kinetic Field Generators.
- Doubled Reactor output
- Doubled Capacitor Recharge rate
- Tweaked galaxy generation so that system links are a little closer together.
- Fixed name reversal for Drone Launch Platforms
- Fixed name reversal for Drone Enhancers
- Fixed a huge miscalculation with the way modules stats were scaling. As a result they have less capacity, so subsystems should fit their corresponding modules better, and overall mass will be much less resulting in making it easier to make ships faster.
v1.03.1
Added
- New “Enhanced Capacitor Recharger “ - has twice the standard recharge rate
- New Starter Ship “Junk Hound” was made using random set of parts.
- Doubled the size of planets
- Doubled the average sector space
- Increased all thrust outputs for all engines, boosters, and maneuvering thrusters.
- Adjusted the base price of all resources to reflect value of goods and rarity.
- Increased range of sensors.
- Increased max possible number of satellite objects around planets
- Increased mining yield chance for all mining lasers to 75, 80, 85, and 90% from lowest to highest.
- Significantly increased weapon damages across the board
- Reduced missile launch fire rate. there will be a longer delay between fire sets.
- Doubled the health of Kinetic Field Generators.
- Doubled Reactor output
- Doubled Capacitor Recharge rate
- Tweaked galaxy generation so that system links are a little closer together.
- Fixed name reversal for Drone Launch Platforms
- Fixed name reversal for Drone Enhancers
- Fixed a huge miscalculation with the way modules stats were scaling. As a result they have less capacity, so subsystems should fit their corresponding modules better, and overall mass will be much less resulting in making it easier to make ships faster.
v1.0.3
Changed
- Adjusted pricing curves for buy and sell to make trade more profitable
- Temporarily disabled the game guide this was a holdover from before we had the active tutorial system and it needs to be updated.
- Corrected an issue with placing mirrored objects that became disconnected from the main ship and unable to clear them.
- Fixed ghosted parts while placing them in mirror mode.
- Fixed issue with asteroids spawning on top of each other and in greater numbers than needed.
v1.0.3
Changed
- Adjusted pricing curves for buy and sell to make trade more profitable
- Temporarily disabled the “game guide” this was a holdover from before we had the active tutorial system and it needs to be updated.
- Corrected an issue with placing mirrored objects that became disconnected from the main ship and unable to clear them.
- Fixed ghosted parts while placing them in mirror mode.
- Fixed issue with asteroids spawning on top of each other and in greater numbers than needed.
Alright everyone, we found the last second issue from last week. The patch is now live.
v1.0.2.1
Added
- Added bonus relationship change in the bounty rewards message.
- Added Faction Log info for when an enemy ship is destroyed which faction(s) relations are increased.
- Changed the missions display log to show if you are working for a faction, and if there is an enemy faction that needs to be dealt with.
- Adjusted the amount of reputation gained from missions when working for a faction.
- Scene lighting update
- Increase the amount of positive reputation acquired with the sectors faction when destroying a bounty ship.
- Changed how the workshop thumbnail backgrounds are taken. This should correct the issue that some people were having with the strange backgrounds once the ship was uploaded.
- Fixed an issue where if you created a new Galaxy with random parts and then exited to the main menu and reloaded that Galaxy all parts would be wiped from your station.
- Fixed Mining Drones not getting within their firing range when told to mine.
- Fixed an issue with the wreckage points not always dropping parts of the destroyed ship.
- Fixed a bug where Faction Relations would not update timely causing it to appear as no reputation was being gained. Relation changes via combat will now appear instantly.
- Fixed a bug with the Map that would allow it to change sectors without the Micro Warp Drive being enabled.
- Fixed an issue with the shader used on ships.
Alright everyone, we found the last second issue from last week. The patch is now live.
v1.0.2.1
Added
- Added bonus relationship change in the bounty rewards message.
- Added Faction Log info for when an enemy ship is destroyed which faction(s) relations are increased.
- Changed the missions display log to show if you are working for a faction, and if there is an enemy faction that needs to be dealt with.
- Adjusted the amount of reputation gained from missions when working for a faction.
- Scene lighting update
- Increase the amount of positive reputation acquired with the sector’s faction when destroying a bounty ship.
- Changed how the workshop thumbnail backgrounds are taken. This should correct the issue that some people were having with the strange backgrounds once the ship was uploaded.
- Fixed an issue where if you created a new Galaxy with random parts and then exited to the main menu and reloaded that Galaxy all parts would be wiped from your station.
- Fixed Mining Drones not getting within their firing range when told to mine.
- Fixed an issue with the wreckage points not always dropping parts of the destroyed ship.
- Fixed a bug where Faction Relations would not update timely causing it to appear as no reputation was being gained. Relation changes via combat will now appear instantly.
- Fixed a bug with the Map that would allow it to change sectors without the Micro Warp Drive being enabled.
- Fixed an issue with the shader used on ships.
v1.0.2
Added
- Added bonus relationship change into the bounty rewards message.
- Added Faction Log info for when an enemy ship is destroyed which faction(s) relations are increased.
- Increase the amount of positive reputation acquired with the sectors faction when destroying a bounty ship.
- Changed how the workshop thumbnail backgrounds are taken. This should correct the issue that some people were having with the strange backgrounds once the ship was uploaded.
- Fixed an issue where if you created a new Galaxy with random parts and then exited to the main menu and reloaded that Galaxy all parts would be wiped from your station.
- Fixed Mining Drones not getting within their firing range when told to mine.
- Fixed an issue with the wreckage points not always dropping parts of the destroyed ship.
- Fixed a bug where Faction Relations would not update timely causing it to appear as no reputation was being gained. Relation changes via combat will now appear instantly.
- Fixed a bug with the Map that would allow it to change sectors without the Micro Warp Drive being enabled.
v1.0.2
Added
- Added bonus relationship change into the bounty rewards message.
- Added Faction Log info for when an enemy ship is destroyed which faction(s) relations are increased.
- Increase the amount of positive reputation acquired with the sector’s faction when destroying a bounty ship.
- Changed how the workshop thumbnail backgrounds are taken. This should correct the issue that some people were having with the strange backgrounds once the ship was uploaded.
- Fixed an issue where if you created a new Galaxy with random parts and then exited to the main menu and reloaded that Galaxy all parts would be wiped from your station.
- Fixed Mining Drones not getting within their firing range when told to mine.
- Fixed an issue with the wreckage points not always dropping parts of the destroyed ship.
- Fixed a bug where Faction Relations would not update timely causing it to appear as no reputation was being gained. Relation changes via combat will now appear instantly.
- Fixed a bug with the Map that would allow it to change sectors without the Micro Warp Drive being enabled.
v1.0.1
Added
- New procedural missions.
- Updated the ships texture atlas
- All subsystems now have proper names
- Module Count warnings have been raised.
- Lava planets atmosphere has been brought inline with the visuals of other planets
- Fixed a radar issue where when a faction would become hostile their already spawned ships radar icons would not change over to red.
- Fixed an issue with the target lead indicator, when switching out of manual fire mode the target lead would stay visible.
- Fixed an issue with the hardpoint count not recalculating till after you opened the subsystem manager.
- Fixed issues with mission waypoints not triggering properly.
- Fixed issues with mission faction handling.
- Background stars are now visible again.
v1.0.1
Added
- New procedural missions.
- Updated the ships texture atlas
- All subsystems now have proper names
- Module Count warning’s have been raised.
- Lava planets atmosphere has been brought inline with the visuals of other planets
- Fixed a radar issue where when a faction would become hostile their already spawned ships radar icons would not change over to red.
- Fixed an issue with the target lead indicator, when switching out of manual fire mode the target lead would stay visible.
- Fixed an issue with the hardpoint count not recalculating till after you opened the subsystem manager.
- Fixed issues with mission waypoints not triggering properly.
- Fixed issues with mission faction handling.
- Background stars are now visible again.
Today marks the release of Kinetic Void, we have officially completed all listed features planned from development. This however is not the end of development for Kinetic Void! We have a long list of additional features we want to continue to add to the game and release in monthly content updates. Check them out here. The public release of the mission editor will be out in a couple days as well as workshop support for it. I want to thank everyone that helped make this possible, our Kickstarter backers, and our Steam Early Access community, we couldn't have done this without you. Rest assured there is more to come but at this point we feel that we have grown past the point of Early Access. Thanks again! Badland Studio Kinetic Void Development Team
Today marks the release of Kinetic Void, we have officially completed all listed features planned from development. This however is not the end of development for Kinetic Void! We have a long list of additional features we want to continue to add to the game and release in monthly content updates. Check them out here. The public release of the mission editor will be out in a couple days as well as workshop support for it. I want to thank everyone that helped make this possible, our Kickstarter backers, and our Steam Early Access community, we couldn't have done this without you. Rest assured there is more to come but at this point we feel that we have grown past the point of Early Access. Thanks again! Badland Studio Kinetic Void Development Team
D15.3
Fixed
- Fixed a radar issue where when a faction would become hostile their already spawned ships radar icons would not change over to red.
- Fixed an issue with the target lead indicator, when switching out of manual fire mode the target lead would stay visible.
- Fixed an issue with the hardpoint count not recalculating till after you opened the subsystem manager.
Added
- Added a message log and message in the Available Subsystems Window for when the hull is out of space, out of power, out of both. Instead of just showing an empty window
- Added finished Icons for Drone Systems.
- Added addition Drone Launch Platform Subsystem
- Added addition Sensor Subsystems
- Added addition Controller Software
- Added addition Jump Drive Subsystems
- Added new mining/salvaging weapons.
- Added new drones.
- Added a ESC function to each window opened so that pressing [ ESC ] will close that window. If no windows are open then ESC Menu will be displayed.
- [Shift] + [Right Click] will now remove a stack of items inside of the subsystem manager
- User Created Ships ( Ship name - Classification - Original Design by)
- Valkyre II - Fighter - Ɓanɀai Ɓorat
- Valor - Fighter - N O M A D
- Duskshade - Frigate - GTD-Carthage
- Psyren - Frigate - Trauma
- Toris - Frigate - im jacob
- Amon'Tau Interdictor - Destroyer - Ɓanɀai Ɓorat
- Conviction - Cruiser - A_Real_Shame
- Core Jump Freighter - Battlecruiser - Sythe
- Revolutionary - Battlecruiser - PuppyPowah
- Relican Nomad MK II - Battleship - Goodwin
- Increased all weapons damage by 50%
- Increased all forward thrust values by 40%
- Reduced activation costs of all active systems by 60%
- Hangar Bay Modules now count against the Controller Subsystem Active Systems.
- Adjusted Drone Launch Platform and Launch Platform Modifier Rate values.
- Adjusted the curve the sound sliders function on.
- Changed Drone values to match new additions.
- Warping to a new sector
- Initial faction standings are now affected by faction traits as set in their config text file. Diplomats and War mongers hate each other. Everyone hates pirates.
- Changed how armor resists are calculated to prevent stacking small plates for large resist values. Armor resist values are now an average of equipped plates with that resist value. Adding two plates with Kinetic resist of 25 will result in a total Kinetic resist of 25, a 10 and a 15 would result in 12.5. Durability bonus on armor plates is still summed as before.
- In shipyard, hitting enter while focus is on the ship name field will trigger a save.
- General stability improvements.
- Fixed an issue with the Drone Recalls
- Fixed an instance when you could recall more drones than you had deployed.
- Fixed the death message in Sector that was not sending the player back to the Shipyard when the button was clicked.
- Fixed a bug with Linux/Mac that would cause ships not to spawn.
- Fixed a bug with Linux not receiving their Starter Ships when creating a new Galaxy.
- Fixed an issue where armor resistance percentages could go above 100%
- Fixed a bug with the player’s force field material
- Fixed a bug with how turrets were checking for targets within their vertical arc. This fix will most noticeable improve the behavior of 360 degree turrets.
- Fixed a bug with radar.
- Fixed several spelling errors.
- Fixed an issue when loading in older ships that would throw errors regarding subsystem capacity.
Added
- Added a new aiming mode. While manually aiming turrets hold alternate aim mode (default binding caps lock). The aiming reticle will be centered, and mouse movement will directly steer the camera.
- While manually aiming weapons, a lead indicator will appear on a locked target that has focus. It represents the estimated aiming point for kinetic weapons.
- ESC Key will now close windows the player has open. In the order that they were opened before displaying the ESC Menu.
- Close the Subsystem Manager when a new module is selected to be placed.
- The galaxy map and economy graph UI’s have been updated with several minor changes.
- Highlighting issue in the engine section of the subsystem manager
- Weapon Groups with now switch in the Weapon Manager when using the button on the HUD in Sector.
- Fixed an issue where replacing a subsystem in the manager would not return the old subsystem to players inventory.
- Fixed error in recalling of drones.
- Steamwork Support for 64bit OSX
* New Galaxy Required. *This patch moves the game from Unity 4.5 to Unity version 5. This is a major engine update that, among other changes, includes a new PhysX version. While this should improve performance, it also changed some physics behaviors. Please keep an eye out for bugs that may be related to the physics engine. *Due to the extent of changes this patch all ships will need to be remade. This should mostly be subsystem management using the new manager, however any weapons currently being used that are larger than tier 1 they will need to be repositioned as they have grown in size considerably. Added
- Tutorials! We have added tutorials to Stations and Sector space, they will come up by default to begin with, but you can tell them not to pop up again. If you do and want them to come up again you can reset them in the options on the game tab.
- Capacitor System: power leftover on the reactor that is not taken up by installed systems’ power requirements is now put into an energy pool that powers the ship’s various systems. In space, a yellow bar and text label display the current energy level. Weapons now have an energy per shot cost. Reactors now have a recharge rate stat, and a new subsystem call a Recharger can boost this. More systems will be tied into the capacitor in future updates.
- We have selected the first Community created ship to be included in the base game. It's a variant of the Vagrant fighter created by community member wExx. We had to make a couple minor changes to it but overall it was a great design. We will be looking for more to add in the future.
- Subsystem manager is now online, all ships will configure and control their subsystems through this new interface. It is access the same way as before, right click on a module and select Subsystems. This new interface will allow users to quickly equip and make changes to their ship no matter how large it is.
- There is now a new kind of subsystem called a Controller, it determines how many hardpoints, active, and passive systems your ship can equip. It is a required component and is limited to one per ship.
- Active abilities: ships can now equip active abilities that use capacitor energy. The number of abilities that the player can equip is limited by the ship’s controller. Example abilities: Hull Repair: capacitor energy is used to slowly recover hull damage. Power Siphon: the current enemy target has some of their capacitor energy siphoned into your energy pool. Warp Disrupt: all ships within a certain distance of you are unable to warp.
- Added confirmation to Main Menu button while in a loaded galaxy
- Added confirmation to exit game while in a loaded galaxy
- Added docking lights to indicate where the docking point on all stations are. Some stations have multiple docking points now.
- Trail renders to engine ports, they are not finished and need to be changed still.
- Sector menu now has a return to game button
- Sector Log functionality added for logging General, Faction, Mission, Economic information happening in the game. Messages that will be displayed in the Sector Log will expose some previously hidden elements of the faction and economy simulations to the player. Additional information and variety will be added soon.
- Players with high enough of standings can now join a faction. This is done under the Faction Window up at the top right by the close button. If you have high enough standings you will see a button there saying you may join that faction.
- Added a bounty system so when you are in a friendly system and destroy a ship that is hostile with the current system owner you will receive a bounty based off a percentage of the base value of the ship destroyed.
- Left Shift functionality to Store/Inventory windows. When you click on an item it will select all of said item. When you left shift + click on an item you will get a selection box popup asking how many you with to select. The selection box arrows will work with single clicks and when clicked and held the count will increase with speed.
- Added warning when you are about to destroy an item in inventories.
- Made the Module Size Selector in Shipyard left/right click independent. So Left click will increase module size, Right click with decrease module size.
- Right Clicking on Asteroids or Wreckage now have a action option Mining for asteroids and Salvaging for wreckage. If you have the appropriate weapon equipped it will begin the process. Otherwise it will just lock onto the target so you can send potential drones at it.
- When deselecting a target it will now check to see if that target is hostile to the player or not. If there is no hostility the icon will revert back to it’s default color.
- With a selected Target that is already locked on to, if you press [ C ] it will assign that target to all weapons. This works for weapons it both defense and offense modes.
- Added in Weapon Mode Toggle Button/Keybinding. Weapon Mode Toggle starts in the Defense Mode (Green Icon) and toggled to Offensive Mode (Red Icon). The [ Y ] will also cause this toggle to happen.
- Collision avoidance while warping: while the player is warping, the ship will attempt to cancel warp if an obstacle comes directly into the player’s path.
- Added docking lights to indicate where the docking point on all stations are. Some stations have multiple docking points now.
To get access to the test build please read the instructions here: http://steamcommunity.com/app/227160/discussions/10/648817378234792008/ Due to the extent of changes this patch all ships will need to be remade. This should mostly be subsystem management using the new manager, however any weapons currently being used that are larger than tier 1 they will need to be re-positioned as they have grown in size considerably. Be sure to create a new galaxy as well. The workshop will be wiped on November 3rd. This is for many reasons but mainly because the major changes to subsystems have made all previously made designs non-functional . Please be sure to download any designs you like before the wipe happens. These downloaded ships will not be deleted from your install, but they will need to be updated in order to launch. It is our intention to push this build to the non test repository on Monday Oct 27th. If you find any issues please be sure to post in the Deb Build bug report forum on the community hub. If you have any issues with controls please be sure to reset the controls to defaults, we did some updates to the controls manager. Bug thread: http://steamcommunity.com/app/227160/discussions/10/619569608519939818/ The workshop will be wiped on November 3rd. This is for many reasons but mainly because the major changes to subsystems have made all previously made designs non-functional . Please be sure to download any designs you like before the wipe happens. These downloaded ships will not be deleted from your install, but they will need to be updated in order to launch.
D15.Something Dev Patch
Added
- Tutorials! We have added tutorials to Stations and Sector space, they will come up by default to begin with, but you can tell them not to pop up again. If you do and want them to come up again you can reset them in the options on the game tab.
- Capacitor System: power leftover on the reactor that is not taken up by installed systems’ power requirements is now put into an energy pool that powers the ship’s various systems. In space, a yellow bar and text label display the current energy level. Weapons now have an energy per shot cost. Reactors now have a recharge rate stat, and a new subsystem call a Recharger can boost this. More systems will be tied into the capacitor in future updates.
- We have selected the first Community created ship to be included in the base game. It's a variant of the Vagrant fighter created by community member wExx. We had to make a couple minor changes to it but overall it was a great design. We will be looking for more to add in the future.
- Subsystem manager is now online, all ships will configure and control their subsystems through this new interface. It is access the same way as before, right click on a module and select Subsystems. This new interface will allow users to quickly equip and make changes to their ship no matter how large it is.
- There is now a new kind of subsystem called a Controller, it determines how many hardpoints, active, and passive systems your ship can equip. It is a required component and is limited to one per ship.
- Active abilities: ships can now equip active abilities that use capacitor energy. The number of abilities that the player can equip is limited by the ship’s controller. Example abilities: Hull Repair: capacitor energy is used to slowly recover hull damage. Power Siphon: the current enemy target has some of their capacitor energy siphoned into your energy pool. Warp Disrupt: all ships within a certain distance of you are unable to warp.
- Added confirmation to Main Menu button while in a loaded galaxy
- Added confirmation to exit game while in a loaded galaxy
- Collision avoidance while warping: while the player is warping, the ship will attempt to cancel warp if an obstacle comes directly into the player’s path.
- Added docking lights to indicate where the docking point on all stations are. Some stations have multiple docking points now.
- Trail renders to engine ports, they are not finished and need to be changed still.
- Sector menu now has a return to game button
- Increased planet size
- Increased the scaling size of all weapons and hardpoints beginning at Tier 2+
- Quadrupled the power output of all reactors
- Reduced the fire-range of all weapons by about 40%.
- Many adjustments to the scaling factors of all modules between tiers, the range should not be nearly as great now.
- Reactors are now limited to a single subsystem per ship.
- Sensors are now limited to a single subsystem per ship.
- KFGs are now limited to a single subsystem per ship.
- When dealing with inventory the default move / buy / sell amount is 1, holding shift will prompt for amount.
- Changed filter wording of size to tier to be consistent with design and implementation
- Removed some unused fields from the sensor info fly-out.
- Planet textures have had an overhaul and should look much better.
- Asteroid textures have been updated to accept lighting better.
- Reduced tool-tip delay to 0.2 seconds
- Dock at station prompt now has a decline button
- Adjusted the zoom rates for larger ships while in sector space.
- The scrolling issue in the Store when attempting to scroll over modules.
- Fixed an error with the sound settings when returning back to the main menu.
- Ships that are out of date will no longer be spawned by the AI.
- Fixed many issues with the controls options menu.
- Fixed audio settings being ignored when loading a new game from main menu
- Clamped the range of brightness that sector stars can have so that the scene is not washed out.
- Faction standings window now has properly working scroll bars.
- [ i ] now opens the inventory in sector space
- Control inputs are now properly accepting keys for the mouse mode field again.
- Cursor mode roll keys are no longer reversed by default
- If only one group of drones are deployed it is now possible to deselect them
- Drone Command groups now expand vertically.
- Inventory quantities should now update properly while mining
- Inventory filters for trade goods are now working properly again.
Hello KV Community, I just started a thread and pinned it in the general section. It outlines our immediate goals for Kinetic Void. Now is the perfect time to review what we have planned and give feedback on it! http://steamcommunity.com/app/227160/discussions/0/616189742788538684/ Take a look and get involved!
* A Console will display in the lower left when an error goes off in the game. When an error goes off you can click on it and expand the error to retrieve more details. When reporting a bug in the D15 Bug Report Thread please list the script with the number that follows. Added
- New messages that will be displayed in the Sector Log will expose some previously hidden elements of the faction and economy simulations to the player. Additional information and variety will be added soon.
- Reverted docking dialogue to tweening version.
- Docking triggers are now around the end of each station’s docking arm(s) instead of the entire station.
- Made the economy graph commodity options larger and thus much more legible.
- Fixed an issue where ships saved in the Steam Cloud would not spawn.
- Corrected a sound issue with EMP weapons.
- Warping to a new sector should no longer put the player at risk of being caught in the empty void between stars.
This patch moves the game from Unity 4.5 to Unity version 5. This is a major engine update that, among other changes, includes a new PhysX version. While this should improve performance, it also changed some physics behaviors. Please keep an eye out for bugs that may be related to the physics engine. **New Galaxy Required. Added
- 64bit build options are available now.
- Sector Log functionality added for logging General, Faction, Mission, Economic information happening in the game. This will be expanded upon later on in the development.
- Players with high enough of standings can now join a faction. This is done under the Faction Window up at the top right by the close button. If you have high enough standings you will see a button there saying you may join that faction.
- Game is now using Unity 5.
- AI ships now have a warp bubble effect around them when they warp.
- AI ships will now visibly travel to planets, stations, and warp gates. Ships that arrive at warp gates and stations will queue up and proceed to dock/warp.
- Various improvements and fixes to AI behavior.
- The player starts out neutral to all factions (requires new galaxy).
- Adjusted AI for Turrets with Thermal Weapons.
- Adjusted Mining Lasers, so that larger weapons will yield more resources now. As well changed the damage model that they are using, should take longer to mine an asteroid now than before which will allow more resources to be yielded.
- Reduced the rate that durability and shields scale at by a factor of 2, this should make them a little more vulnerable to lower tier weapons. The best counter however is to use an appropriately tiered weapon.
- Converted two Kinetic and one Beam weapon to fire Electromagnetic damage.
- Kinetic Fields now take triple damage from Electromagnetic sources.
- In Shipyard, hull resists are now displayed under the general ship stats panel.
- Auto align before warping should no longer just hang infinitely.
- Steamworks support for MacOSX & Linux not working.
- Fixed an alignment issue where parts placed on the front starting cube would flip 180 degrees.
- The resistances displayed in the ship stats panel now properly shows the diminishing returns applied to them during gameplay.
We have released the D15 Development build. All patch notes are listed here: http://steamcommunity.com/app/227160/discussions/10/35222218958401174/
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Kinetic Void
Badland Studio
Badland Studio
2014-11-21
Action Indie Simulation Singleplayer
Game News Posts 29
🎹🖱️Keyboard + Mouse
Overwhelmingly Negative
(1387 reviews)
http://www.BadlandStudio.com/Kinetic-Void
https://store.steampowered.com/app/227160 
The Game includes VR Support
Kinetic Void Linux (Universal) [1.62 G]
About Kinetic Void
Kinetic Void is a 3D space adventure with a focus on customization and exploration. The shipyard allows players to construct their ship piece by piece. Ships can be as simplistic as a cockpit, a hull, a engine and a gun, or as complex as a player wants. Each module has available subsystems which can be applied to strengthen specific attributes of the ship, and when damaged, those subsystems may be destroyed. While in space flight, interactions between objects are governed by the physics engine. Running into an asteroid at high speed will damage your ship, potentially with catastrophic effects. Using the Kinetic Field Generator (KFG) in game will allow your ship to create an artificial gravity around the ship, both protecting the ship as well as allowing your ship to fly freely through space. This field will also enable the Micro Warp Drive, catapulting your ship far into space in a matter of seconds. Kinetic Void is a procedurally generated adventure, there is no main story line. The decisions and direction is left up to the player. Ally with factions, go to war, build your ship and amass wealth, the choices are yours.A New Galaxy Every Time.
Procedural galaxy creation allows as many new experiences as you'd like. When a new game is started, the galaxy map, contents of each sector, and the factions involved will be generated from scratch. You may continue to play this galaxy, or if you'd like to try something different, create a brand new galaxy. Don't worry, your old galaxy will be saved in its current state if you ever wish to return. Choose how many sectors you'd like in your galaxy, as well as how many factions (NPCs) and whether your ships will be Creative or Career mode.Know Your Neighbors.
In Kinetic Void the galaxy is a living, breathing thing. Not all factions get along, not all of them hate each other. As factions interact, agreements and treaties will be made and broken. Trade, combat and piracy will affect how the factions see each other based on their own internal standings.Fully Detailed and customizable Space Ships.
Tailor your ship for any role. Make a sleek fighter, a bulky freighter, or a mighty carrier. Your ship’s capabilities and appearance are completely up to you. Using Kinetic Void’s ship builder you can make exactly the ship you want. Customize every part of your ship from cockpits, hulls, engines, weapons, and aesthetic modules. Each module has its own statistics that affect the total performance of your ship. Every module can be further customized by adding subsystems (right click on a module to add subsystems). You can even color your ship exactly how you want. Each module has seven color fields allowing you to make amazing ships quickly, and easily. Once your ship is created, save it to your computer, or share it to the Steam Workshop for the world to see. Subscribed ships from the workshop have a random chance of making it into any new galaxy as a faction vessel.Freedom to Choose Your Fate.
Be the scourge of the galaxy, or its savior. A life of combat and struggle not your thing? Become an intergalactic trader and influence the galaxy one deal at a time. Not interested in being a ‘good guy’? Take on a life of piracy and plunder your way through sectors, creating havoc wherever you go, then docking at pirate stations for supplies as needed.Intense Active Combat.
Target enemy ships and maneuver in real time to align devastating broad-sides or crippling strafing runs. Deploy drones to do your dirty work or simply confuse the enemy into targeting them instead of you while you deal with the enemy vessel. In Kinetic Void, your skills as a pilot are just as important as the components that make up your ship.Take Direct Control Of Your Ship.
Kinetic Void offers three control modes. In cursor-mode, the player can control the ship through keyboard commands, and pan the camera with the mouse in any direction for quick tactical overview; or Mouse Flight-mode, allowing direct control of the ship through mouse movements. Control your battleship’s turrets from a sweeping orbital camera or slip between asteroids in a dogfight while piloting your heavy-fighter using mouse flight mode. Switch between modes at any time to best suit the situation.Key Features
- Fully detailed and customizable space ships
- Hundreds of weapons and modules of multiple sizes
- Huge procedurally generated galaxy, limited only by your computer's capabilities
- Randomized factions and political standings
- Open world sandbox, you are in control of your fate
- Detailed economy simulation with resources, trade routes
- Epic space combat
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