Kinetic Void > Development Build > Detalhes do tópico
Kaypix  [desenvolvedor(a)] 7 de abr às 15:50
Patch Notes D11
Development Patch D11

New Galaxy Required
All Weapon Modules have been removed from all ships and will need to be re-installed

Added
  • Main Menu Update:
    • Starter ship: upon creating a new Career Mode galaxy, the player is presented with a list of pre-built ships to start with instead of a random set of parts. Which ships appear in the list are determined by which ship files are present within SaveFiles/Starter. Ships in this folder are loaded to on first run, but are never saved over.
  • Weapon Updates:
    • Eight new hardpoint/weapon mounts have been added. These are animated and will require an activation time when engaging an enemy. They will deactivate on their own after a certain amount of time without a target.
    • Twenty Five new weapons have been added in the form of subsystems for our new hardpoint system. Each weapon has unique stats and behaviors. This is an ongoing effort and will be updated as development continues for gameplay and balance.
    • Anti Missile System (AMS) Subsystem - Attaches to hardpoint/weapon mount, automatically tracks and destroys incoming missiles. AMS cannot be manually controlled or assigned to weapon groups.
  • Sector Display:
    • UPPER LEFT: In sector, added a Selected Object Information Panel with the following info:
      • Distance
      • Selected Object’s Name
      • Selected Object’s Icon
      • Selected Object’s Classification
      • Selected Object’s Faction
      • Selected Object’s Faction Hostility towards player
      • Image of Object
    • UPPER RIGHT CORNER: Target Lock Indicator(s) with the following info:
      • Distance
      • Faction Hostility towards player
      • Health Bar
      • Shield Bar
      • Weapon Groups Assigned
      • Tooltip text is available on hover.
    • Locking onto targets now has a delay based on Sensor Speed (C&C module subsystem). While locking onto a target “Acquiring Target Lock” is displayed, and the blue selection bracket will fade over to the red locked bracket.
    • Selected Locked Target now has an animation to indicate which target is selected.
    • Maximum lock targets is now based off the Sensor stats (C&C module subsystem).
    • Warp Gate System: In Patch D10, we displayed the Star System connection lines on the map (white lines between Star Systems), which connected star systems together. These lines now run from a specific Sector within one Star System to a specific Sector in another Star System. Travel to one of these Sectors and you will see that it contains a Warp Gate (depicted by a blue ring shaped radar icon with a starburst in it). Similar to stations, the Warp Gate Icon is always visible, regardless of your distance from it. Approach the Warp Gate (warp there, fly there, etc.). Enter the energy bubble of the gate and a menu will appear on the right hand side, giving you the choice to warp to the Sector listed. If the gate has multiple possible destinations, you can use the drop down menu (click the Sector name) to select which Sector to travel to. This is currently the only way to move between Star Systems. The Sector warping on the map will only work for Sectors in your current Star System.
    • When warping to another sector or star system there is now an actual effect instead of just loading the new sector. When using a warp gate, the ship will enter being warping once the player uses the warp menu to initiate it. When warping to another sector from the map, the map will close and the ship will align to face the destination sector before entering warp. This alignment phase is identical to using the align or warp to function, and as with those cases, user input will interrupt the process and return control to the player.
    • New AI behavior: Small ships can now turn off their drag and face another direction while shooting.
Changed
  • Shipyard Changes
    • Ship names may now have spaces or underscores_ in them.
    • Changed Engine Subsystems so that the Engine Module can only hold a single Engine Subsystem, but still can hold multiple Boosters.
    • Removed old weapon models. Note: All stock ships have been updated for the new weapon systems
    • Weapon Manager has been updated. Weapons will default to Weapon Group 1 and Manual, as well as their default weapon type. Left clicking on weapon name will highlight that weapon blue and set the camera’s pivot point to the weapon, right clicking on the weapon name will open the Subsystem Manager for that module. Hovering over the weapon name will display weapon stats in a tooltip if the weapon has a Subsystem applied to it.
      • Added a toggle for animated weapons in the shipyard manager, this will toggle all weapons with an activation/deactivation animation. Weapons will reset upon closing the Weapon Manager
    • Moved the Hanger Manager Window to the right side of the screen and stacked the window. The ship will be more visible without the manger window over top giving a better view of which hangar bay you have selected.
  • Sector/Game Changes
    • Upon creating a new game, the game will start the player in a non-hostile sector, not just the first sector it finds with a station.
    • When choosing which ship to spawn, the AI will prefer ships closer in size to the player’s ship. Larger ships may still spawn, but this will hopefully provide a reasonable difficulty curve in campaign mode. Ships with an extreme module count will be penalized in the spawn chance calculation and spawn more rarely.
    • Ships that spawn upon loading into a sector will typically belong to the faction that owns the Sector. Loading in to find a group of hostile ships should only happen in hostile Sectors (but will be more likely than before if you are in a hostile sector).
    • The Station Docking prompt is now a slide out menu (like the new warp prompt.)
    • The Planetary Warning has been repositioned the lower left corner of the screen (rather than centered)
    • When selecting an object out in space the icon will now move to the lower right hand side of the selection/target bracket so that the object is visible.
  • Map Changes
    • The right click menu on the map now always appears centered, instead of over the mouse position when you clicked.
    • The map’s right click menu has been changed. When you click on a sector in the list, instead of immediately warping, a new menu element appears to the right to display information about warping to that sector. If the player can warp there, the big red button will initiate warp. If the player is already in that Sector, or the Sector is in another star System, the button will be grayed out and text below the button will explain why it is disabled. The information panel in the upper left displays what warp connections, if any, that sector has.
  • We have updated our GUI middleware to its latest version. This will hopefully resolve some minor bugs (such as render depth issues). GUI assets, especially text, should be noticeably improved in appearance.
  • Armor plating is now more effective at preventing engine damage.
  • Kinetic Ammo - Reduced the cost and increased the quantity purchased.
Fixed
  • Shipyard Fixes:
    • The Shipyard will no longer set ship names to all lower case when you load into the scene. If you have ships that have been renamed to lower case, rename them once with the desired capitalization and it should stick now.
  • Sector Fixes:
    • Fixed a bug where Laser beam sounds would cut out after a while.
    • Fixed a bug where Target Out of Range would stay on locked target after target was clearly in range.
    • Fixed a bug where Out of Ammo turrets were able to attempt to fire causing performance issues.
    • Enemies the player attacks with manual fire will now become hostile to the player. Friendly ships will use a 3 strikes policy before attacking.
    • Fixed an issue where weapon fire spread was not calculated correctly when in manual fire.
    • Fixed an issue where the align functionality would do nothing if the target to align to was exactly behind the ship.
    • Fixed a bug where Tab and Z would not cycle to the correct target.
    • Fixed a bug that would allow the sun to shine through planets.
    • Fixed a bug where the Drone Management button would be visible when the ship did not have any drone capacity.
Known Issues
  • Hangar color does not change with the rest of the ships color fields.

Available ship in the Workshop for D11 Creative Mode, already has each weapon damage type applied to it as well as a handful of drones. It's also pretty agile, if not fast forward moving (450m/s average speed):
http://steamcommunity.com/sharedfiles/filedetails/?id=247176143
I know it's ugly, I suck at designing ships, but it's functional :D
Última edição por Kaypix; 14 de abr às 14:34
Exibindo comentários 115 de 73
< >
aether.tech 7 de abr às 16:02 
I'll have to look over the updates in game latter on, but the list looks nice :D
Koibee 7 de abr às 16:04 
Oooh, automated point-defense. Me likey.
SergeSC 7 de abr às 17:54 
Game won't download for me.

I set it to queue up (only thing needing an update) but it fails to download every single time. It just won't. Doesn't want to.

Ideas?
Kaypix  [desenvolvedor(a)] 7 de abr às 18:27 
Did you opt in for the Beta?

Also, videos of D11:
https://www.youtube.com/watch?v=REY1WCGb4gE <long video>

https://www.youtube.com/watch?v=gd5o8G9DRDw (shorter video)
Gortern 7 de abr às 18:48 
When MWDing around to different sectors, the game freezes I think after the 6-8th one
SergeSC 7 de abr às 19:44 
@Kaypix

Yepp, also opt-out and opt-in again to try and fix it, still not working. It won't update automatically, nor if I force it. The 81MB won't download.
tzenoch 7 de abr às 19:55 
When I select the hangar bay for my ships, both the availiable drones and the hanger bays are empty. I made sure to add subsystems each individual hanger so there should be spots. I checked with a stock ship, the Drone carrier and it has the same problem. Also, a suggestion, could there be larger hangers in the 4 or 5 range? Having to go around changing 30 to 40 hangers is slow.
SergeSC 7 de abr às 19:57 
So it tries to preallocate the stuff to download, however it fails I guess and won't download.

This makes me a VERY sad panda )=
Wickerson 7 de abr às 20:17 
**D11** New map and planetary atmosphere
First the good news. New map functions are looking good and I enjoy the new HUD additions. It's great to target a ship and see it's specs in the corner.

Now for the bugs.
-My game seems to freeze when I try to warp to another sector in creative mode.
-The planets look like it has a haze or atmosphere added, but it's washed out by the "sun."
-The "sun" seems to have disapeared. Plenty of light, but no star.

I'll let you know if these problems persist in the morning. I'll try making a new galaxy again and see if that changes anything.
RoflTank 8 de abr às 2:17 
**D11** Drones Issue
I don't know if it's just me, but every time I attempt to launch drones, it causes the game to lock up for some reason. The rest of the stuff is great, the weapon mounts/models are awesome, the game is smooth, the weapon editor menu revamp was long overdue (but boy was it worth it, wayyyy easier to sort out weapons now)... But I can't use drones. :C

Makes me much sad.

EDIT: On the note of Drones, can we get shared Hangar (and Engine) space and/or (as another user suggested) WAY bigger hangars? Fiddling with tons of little hangars is annoying.
Última edição por Kaypix; 8 de abr às 12:29
Winter Dragon 8 de abr às 3:55 
RESOLVED**D11** Galaxy map won't close once opened.
I started a new galaxy for D11 (like any build of the game,) and chose a pre-made ship. Went into space, pressed 'm' to open the galaxy map and it won't close regardless of what key I press.

'm' - all this does is toggle the build number at the top left corner from gray to white text.
'Esc' - doesn't show the menu.
'r' and 'f' - I can hear my ship's throttle increase or decrease, but the galaxy map still covers everything.
'x' - this draws the white reticule of manual fire mode on top of the galaxy map, but it ghosts a trail of this icon wherever I move it around. (It's like when you win a game of solitaire, how the cards ghost all over the screen)


I have tried testing fullscreen and windowed, creative and career modes, and resolutions of 1280x720 and 1024x768 in all of those configurations.1280x768 is the max. resolution my display can put out so I cannot test higher than 1280x720. I have also uninstalled the game, deleted the Kinetic Void folder under steamapps\common, and reinstalled. No change, sadly.

ATI HD-6850 with latest CCC drivers here.
Última edição por Kaypix; 14 de abr às 13:18
Tarax00 8 de abr às 5:48 
wow Good work on this patch :) ill give it a spin!
Kris  [desenvolvedor(a)] 8 de abr às 6:00 
Have you done the Steam Verify Integrity check yet? I'm assuming you have since you uninstalled and reinstalled. Any chance you can send me your output log? Kris@badlandstudio.com
Kris  [desenvolvedor(a)] 8 de abr às 6:02 
Thanks for the heads up. I'll take a look at the Sun/Atmosphere problem this morning have an idea of what it is already. When you are warping between sectors I assume you mean from the map and not warp gates correct?
Kris  [desenvolvedor(a)] 8 de abr às 6:05 
RoflTank, can you do a Verify Integrity of Game Cache for me? Larger hangars will more then likely come when we do an overhaul on the shipyard.
Exibindo comentários 115 de 73
< >
Por página: 15 30 50