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Steam News14 April 201412y ago

D11 Patch is now Live!

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 ship: In new Career Mode galaxy, the player gets a list of pre-built

Full notes

Full Kinetic Void update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes5 additions1 change0 removals
  • Gameplay
  • Balance
  • UI and audio
addedDevelopment Patch D11New Galaxy Required All Weapon Modules have been removed from all ships and will need to be re-installed Added
addedDevelopment Patch D11Main Menu Starter ship: In 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.
addedDevelopment Patch D11Weapon 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.
addedDevelopment Patch D11Sector 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.
changedDevelopment Patch D11Changed
addedDevelopment Patch D11Shipyard 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.

Kinetic Void changes

addedNew Galaxy Required All Weapon Modules have been removed from all ships and will need to be re-installed Added
addedMain Menu Starter ship: In 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.
addedWeapon 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.
addedSector 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.
changedChanged

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

Steam News / 14 April 2014

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