Full notes
Full Kinetic Void update
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What changed
- Gameplay
- Balance
- UI and audio
Kinetic Void changes
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
- Starter shipIn new Career Mode galaxy, the player gets a list of pre-built ships to start with instead of a random set of parts. Starter ships are determined by which ship files are present within SaveFiles/Starter. Ships in this folder are loaded on first run, but are never saved over.
Weapon
8 new hardpoint/weapon mounts added. These are animated and require an activation time when engaging an enemy. They deactivate on their own after a certain amount of time without a target.
25 new weapons have been added as subsystems for new hardpoint system. Each weapon has unique stats and behaviour. This is an ongoing effort and will be updated as development continues for gameplay/balance.
Anti Missile System (AMS) Subsystem - Attaches to hardpoint/weapon mount, tracks and destroys incoming missiles. 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
Icon
Classification
Faction
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. “Acquiring Target Lock” displays until lock is complete, 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.
Warp Gate System: Use warp gates (designated in specific sectors) to travel to other star systems. Each has a specific destination within each star system. The Warp Gate Icon is always visible, regardless of your distance from it. Approach the Warp Gate, enter the gate and a menu will appear on the right, giving you the choice to warp to the Sector listed. If the gate has multiple 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. NoteAll 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.
Source
Changelog.gg summarizes and formats this update. How we read updates.
