In this update1
Full notes
Full Kinetic Void update
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What changed
- Workshop
- Gameplay
- UI and audio
Kinetic Void changes
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 Systempower 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
Source
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