Kinetic Void D9 tweaks module stats

Early Access game, Kinetic Void is a space simulator that focuses on customization and focuses on the player building a ship. Everything from the hull to the guns, it’s all up for modification and this latest patch goes to town with a variety of new features.

Check out this major changelog for Kinetic Void D9
Added

  • New Microwarp Effect.
  • Added Trade Goods to inventory/trade system. Currently available is only
  • Materials and Water.
  • New sector nebule effects
  • Ability to access Inventory levels while in Sector (galaxy) mode
  • Tooltips during Sector (galaxy) mode for icons on the screen + drone management window.
  • A check for power requirements for ships when launching from Shipyard has been implemented.
    • WARNING! This only applies to player ships being launched from the shipyard. If you build a massive ship that does not meet the power requirements the AI can still use said ship. So if you want the game to have a balance to it make sure all ships meet the power requirements.
  • A check for Kinetic Field Generator is a requirement to launch ships from shipyard.
  • The map now renders lines that represent Star System links. In the future, these will be the jump gate routes used to navigate between star systems.
  • Added a “You Are Here” marker (node) to the map above the Sector the player is currently in.

Changed

  • Inventory/Store in the Shipyard is accessible in Creative Mode.
  • Drones now return to the rally point after exceeding their Comm Range.
  • Drones rally point has be moved to outside the hangar bay that they launch from.
  • The scaling curves for subsystems have undergone a major change. Values in general will not get so ludicrously high, and larger ships will now be inherently slower than smaller ones, instead of vice versa.
  • Adjusted many subsystem attributes to bring inline with new scaling curves.
  • Reduced weapon damages to reflect new Module and Subsystem attribute calculations. may still be too high.
  • Shields are no longer lowered upon toggling the Newtonian flight mode.
  • When resetting a ship subsystems will now be dumped into station inventory instead of being destroyed.
  • Decreased KFG Strength.
  • Changed all forward thrust values to coincide with the changes to scaling.
  • Increased durability ratings for all subsystems.
  • Increased the size of planets by a factor of 5
  • Updated the all stock ships to fit inline with the changes to stats and intended combat capability.

Fixed

  • Fixed issue with shield hit effect not fading properly.
  • Fixed the Galaxy Map Button to actually open the Galaxy Map.
  • Fixed a serious save system bug: If the player made a new galaxy, and then exited without launching a ship, the sector would fail to load when they did try launch later on.
  • Fixed a bug where users where unable to launch drones.
  • Fixed a bug where mining drones lasers would not disappear.
  • Fixed the pink skybox issue when environmental detail was under Very High.
  • Fixed a problem with calculating extremely high damage values.
  • Fixed a crash bug when creating new sectors with 10 factions and 10 systems.
  • Fixed an inventory reference bug when in Shipyard in creative mode.
  • Turret traverse speeds are based on the size of the turret, these values were all reversed so large turrets were much faster than small turrets. This has been resolved.
  • Fixed issue with camera rendering distance and planets.
  • A long standing memory leak in Shipyard and Sector has been resolved.
  • A performance issue related to colliders on turrets has been resolved. This should increase performance when shields are down (as that’s the only time individual hull colliders are active).
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