Full notes
Full Kinetic Void update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- UI and audio
- Balance
Kinetic Void changes
* New Galaxy Required. *This patch moves the game from Unity 4.5 to Unity version 5. This is a major engine update that, among other changes, includes a new PhysX version. While this should improve performance, it also changed some physics behaviors. Please keep an eye out for bugs that may be related to the physics engine. *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 repositioned as they have grown in size considerably. 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 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
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
Sector Log functionality added for logging General, Faction, Mission, Economic information happening in the game. Messages that will be displayed in the Sector Log will expose some previously hidden elements of the faction and economy simulations to the player. Additional information and variety will be added soon.
Players with high enough of standings can now join a faction. This is done under the Faction Window
Source
Changelog.gg summarizes and formats this update. How we read updates.
