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Kinetic Void

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Kinetic Void Official Group

1,325 Medlemmer  |  130 I spil  |  374 Online  |  0 I gruppechat

If building an epic space craft and taking it on a tour through the vastness of space sounds like your idea of a great Saturday afternoon, then you should join our Kinetic Void group! Come chat on our discussions page or ask your questions, or check out screenshots, art and more through the store page!

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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

Changed
  • 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.

Fixed
  • 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.
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