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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.
[ 2014-10-24 23:34:17 CET ] [ Original post ]
- 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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