To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
Just noticed that KV has had a couple of patches to the D15 version of the game, has anyone played it and has the new tutorial made it easier to get into it, still not had a chance to look at the game yet.
Congratulations to Lumbering Troll as the game hit version 1, had a look at the game over the weekend but it is still confusing the hell out of me even with the new tutorial, maybe they should add some sort of quick start with some basic ship for you play around with before trying to build you own.
Kinetic Void v1.0 Release
21 NovemberToday marks the release of Kinetic Void, we have officially completed all listed features planned from development. This however is not the end of development for Kinetic Void! We have a long list of additional features we want to continue to add to the game and release in monthly content updates. Check them out here: http://steamcommunity.com/app/227160/discussions/0/624075566822823055/
The public release of the mission editor will be out in a couple days as well as workshop support for it.
I want to thank everyone that helped make this possible, our Kickstarter backers, and our Steam Early Access community, we couldn't have done this without you. Rest assured there is more to come but at this point we feel that we have grown past the point of Early Access.
Thanks again!
Badland Studio
It also had a patch as well.
The v1.02 patch was delayed for some reason but I just noticed they have announced a 1.03. http://steamcommunity.com/games/227160/announcements/detail/248026182703964137
Changed
- Adjusted pricing curves for buy and sell to make trade more profitable
- Temporarily disabled the “game guide†this was a holdover from before we had the active tutorial system and it needs to be updated.
Fixed
- Corrected an issue with placing mirrored objects that became disconnected from the main ship and unable to clear them.
- Fixed ghosted parts while placing them in mirror mode.
- Fixed issue with asteroids spawning on top of each other and in greater numbers than needed.
Trailer for KV.
Must sit down some time and have a go at getting to grips with KV but I find the whole ship building at the start to be some what impenetrable.
Another update http://steamcommunity.com/games/227160/announcements/detail/248026183525112326
New Galaxy Required
Added
- New “Enhanced Capacitor Recharger “ - has twice the standard recharge rate
- New Starter Ship “Junk Hound†was made using random set of parts.
Changed
- Doubled the size of planets
- Doubled the average sector space
- Increased all thrust outputs for all engines, boosters, and maneuvering thrusters.
- Adjusted the base price of all resources to reflect value of goods and rarity.
- Increased range of sensors.
- Increased max possible number of satellite objects around planets
- Increased mining yield chance for all mining lasers to 75, 80, 85, and 90% from lowest to highest.
- Significantly increased weapon damages across the board
- Reduced missile launch fire rate. there will be a longer delay between fire sets.
- Doubled the health of Kinetic Field Generators.
- Doubled Reactor output
- Doubled Capacitor Recharge rate
- Tweaked galaxy generation so that system links are a little closer together.
Fixed
- Fixed name reversal for Drone Launch Platforms
- Fixed name reversal for Drone Enhancers
- Fixed a huge miscalculation with the way modules stats were scaling. As a result they have less capacity, so subsystems should fit their corresponding modules better, and overall mass will be much less resulting in making it easier to make ships faster.
So they do have stater ship? where the hell have they hidden them?.
1.05 out. http://steamcommunity.com/games/227160/announcements/detail/250279252005299211
- Micro Warp Jump between sectors no longer uses capacitor energy.
- Placing hardpoints in mirror mode when exceeding controller slots.
- Adjustments to economy handling to fix price issues. If there are still problems please let us know
- Screen flash when NPCs use MWD.
- Cargo capacity not being updated when resources are destroyed.
Another update on Steam number 7 http://steamcommunity.com/games/227160/announcements/detail/239024058751945713
- The success of salvaging nodes has been corrected (it was backwards).
- Corrected an issue where ship combining could fail.
- Fixed an issue that could cause waypoints to not be removed on mission end.
- Fixed the start message for the Sector Skirmish mission.
- Fixed missions being able to use the player as an opposing faction.
Changed
- Reduced the volume of hangar subsystems.
- Corrected Hangar subsystem misspelling.
- Corrected some grammar in load screen hints.
- Salvaging has been reimplemented. Will need another pass for balance/tweaks.
- Thermal damage from salvage beams has been reduced.
- Improvements to sector generation for future expansion of mission API.
Seems to be getting plenty of patches but it getting a right kicking on the Steam reviews.