Full notes
Full Kinetic Void update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
Kinetic Void changes
This is a large patch and a lot went into it, I hope you all enjoy it, if you have any problems, please let us know!
D14.0 Live Patch
* New Galaxy Required. * No changes have been made that will require making new ships at this point. * Existing Weapons will need their Weapon Group Classifications adjusted in the Weapon Manager. Added
Implementation of a mesh merge system. Ships will now be merged into a single mesh thus improving the performs when multiple ships are in sector at once.
Added a reset button to the Weapon Manager so that it will reset all weapons back to their default weapon classifications.
Galaxy Map Button to the shipyard. The galaxy map is now accessible in the station scene through the Map keybinding.
Added a UI Button/Indicator for when Newtonian flight is toggled.
Planets now have a radar icon and can be warped to.
Added in Salvaging Mechanic, will still be tweaked in upcoming patches. When a ship is destroyed a wreckage will have the potential to spawn. On the wreckage will be radar icons that will have the potential to yield salvaged items from the ship. These items will be made up of the ships modules, subsystem, and eventually cargo.
Added Salvaging Lasers, these function the same as mining lasers.
Added new wreckage models.
Added filters to the economy graphs. User can now choose to disable data series by clicking on the corresponding icon in the list on the right. The graph will only allow up to 6 series to be displayed at a time as it starts to get unreadable after that. When switching between data sets (as between commodity prices and commodity supply) the graph will carry over the selected series to display.
Graphical display for turret’s vertical and horizontal arcs. This will be displayed when placing/modifying a turret. There is also a button in the Weapon Manager window that will toggle the state of the arcs in the shipyard.
Added a space dust effect to give feeling of movement, this is a first pass and not final.
Mission framework is now included. This is a first pass and is not final. After we have it working we will be adding the mission editor as well. There are three missions right now, Distress, Sector Skirmish, and Single Target Bounty. There may be an issue with spawn ranges we are working on this.
Changed
Combat System Controls Overhauled - You no longer have to lock onto enemy targets to have weapons fire. Inside the weapon manager you now have classifications of ships that a turret will fire on. Weapons have two modes as well Offense and Defense, offense mode weapons will attack red targets once they are within range. Defense weapons will not attack a target unless they have attacked you. When the weapon has a target within range and within its arc they will lock onto the hostile and begin to fire. If the target leaves the arc or range then the turret will attempt to find another suitable target. If you have a currently focused/selected target that will be the preferred target for all weapons within it’s arc. If there is no suitable class targets it will attempt to step down to the next class till it either finds a target or goes back to idle. Large turrets that have a harder time tracking smaller faster moving targets will have a harder time locking on
Source
Changelog.gg summarizes and formats this update. How we read updates.
