Hello, world! Penkura is now patched to version 0.1.7
Penkura is now updated to version 0.1.7, this patch is one of our biggest yet to be released adding not only new content, fixes but also dozens of changes, features, and hundredths of changes to the background code that will increase not only performance but also the quality of the content in the project.
We made a significant amount of changes to nearly every system in the game, improving most of the features but also adding new ones based on the changes, bots are not more usable, being able to affect 3d widgets just like the player. We updated both of our in house systems "LionsMat" which improves most of the materials in the game, not only lowering their memory usage but also improving the quality of the textures and their looks based on the light and/or shadow, and "LionsRoar" which improves sound-based systems, some of the equipment/structures will now change their sound effects based on the current action.
With the new structure Bio-Recycler we are finally able to add long-awaited biochemicals which are important components in the game world. Those components currently effect most of the consumable in the game but in the near future will be required for any medical procedure and bioengineering.
With the introduction of M.R.T players will be able to repair and recharge their bots, this function will soon be extended to buildings and constructing small objects such as containers, holo sings, etc. Because of this feature in the next patch, we will introduce even more ways to affect bots and self, using similar systems.
With the addition of 7 new bio components (biochemicals), we improved M.P.S (Multi Purposes Scanner) from now on, scanners are not only able to scan more objects within the game but also provide much more detailed information on those items, for example, scanning flora will provide the player with the information on the biochemical structure of the scanned biomass.
We have also added a large number of new objects scattered all over the playable area, but most of all we are finally able to introduce a self-sustainable nature, all plants, mushrooms will now be part of a global system that will gather data from the player actions, based on them, the system will be able to regenerate the land with new flowers, mushrooms taking into the account time spend, amount of player "harvest" type of land, type of biodomes and many more factors. We worked hard and long to make sure that this system will have as little impact on the performance as possible. It will be under further observation for balancing purposes but at the moment the system takes roughly between 0.8 and 1.4 % of the current CPU requirement of our test machines.
Because of the current situation around the world, LionsArt will change its strategy when it comes to the development of Penkura, from now on we will focus on releasing a larger amount of patches in small sizes to make sure that players will be up to date with the content, bug fixes, and system improvements.
The next patch will focus on two additional new buildable structures, RTS System and bot control, UI improvements, and storyline.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
LINK ----> https://discord.gg/2ukYHQm
For more information about the patch please visit our Patch Notes Archive.
LINK ----> http://penkura.com/patch-notes/
In case of problems/bugs/glitches appearing in the project feel free to visit our bug report site and inform us about the issue.
- FIX --- If the number of slots in the inventory is the same as the slot in the storage, the system will swap the items rather than try to merge them.
- FIX --- Power Storage activates sound effects even if not entirely build or turn on.
- FIX --- Middle Mouse Button didn't try to merge items when moved between storage windows.
- FIX --- Craft All button in MMC didn't change MMC status to "constant work" if the list was empty at the start.
- FIX --- Dematerializing building that was not yet build did not reset the connectors triggers.
- FIX --- Gravity trigger didn't work for some of the items.
- FIX --- Dropping an item/Loading an item resets it's on pickup sound effect to default.
- FIX --- Some of the activators didn't showcase activation UI information when set to close to buildings.
- FIX --- Erased saved slot requires game reset to be useable again.
- FIX --- Running the game in full screen at low resolution and then changing it to windowed fullscreen didn't set the highest possible resolution for the screen.
- FIX --- If game spawns enemy close enough to the player spawned monster won't activate it's navigation system till player won't reactivate its proximity trigger.
- FIX --- Slider in Drop Function didn't reset after use.
- FIX --- Some of the bushes were not removed by the Construction Bot when materializing the structure.
- FIX --- By spamming holster, the player was able to block the weapon/tool from being equipped.
- FIX --- By spamming macro buttons with different equipable items, the player was able to spawn items with previous item mesh still in hands.
- FIX --- Mouse wheel won't work in 3d interfaces.
- FIX --- MMC won't update item slots on the creation list if moved between the slots while working.
- FIX --- Player was able to click his own backpack when jumping from high locations breaking the inventory system.
- FIX --- Lamps turn on even if not build when night trigger is activated.
- Added new buildable structure to the game, Bio-Recycler.
- Added bot recharge function to the game.
- Added bot repair function to the game.
- Visual improvement to Bot/Drone user interface when taking over the control.
- Improved visual damage on Bot/Drone Screen.
- Bots/Drones with hands are now able to activate Door Pads buttons.
- Bots/Drones with hands are now able to USE MMC, to create items.
- The scanner is now able to scan extensive information on every item in the game. Providing information on the structure of the item. (example, it will print out data on the biostructure of flowers).
- Rewritten building placement system (part of the RTS system) to automatically instance static parts of the buildings significantly improving performance on massive bases.
- Constructions foliage removable check is now mesh base rather than the bound base, increasing check accuracy to between 90% and 98%.
- The save/load system is now able to properly save all timers in the game. Allowing properly load and save events, items, buildings, and systems that are time-dependent.
- Construction foliage removable check is now able to check for objects that don't contain any collision, allowing objects close to the ground (such as stairs) to remove none collided foliage such a grass.
- Added new functionality to the game, the player is now able to recycler biomaterials to create biochemicals used in the creation of more complex components.
- With the improvement of item rendering we increase item visibility distance by 600%.
- Save/Load system will now save and load unconstructed buildings and add them to the construction list.
- LionsMat system is now updated to version 3 (all material effects are improved in performance and quality)
- Crouch now moves players down by 70% of their hight rather than 30%, allowing the player to crouch below most buildings.
- Added Drop All to the inventory.
- Added Exit to the main menu button.
- Sound range while crouch is lowered by 20%.
- Crouch walk speed lowered by 25%.
- Smoothen out all useable item animation.
- Improvement to data log, it will now print the name of the monster player hits.
- Added pick up sound effect to:
/// TRX Ammo /// Liquid Construction Component /// Vi-vi Drink
- Added use sound effect to:
/// Vi-vi Drink /// Nutrino Box /// Nutrino Bar /// Odo Roll
- Added sound effects to Solar Panels when they move.
- Increase player flashlight efficiency by 20 %
- Some of the items are now restricted from being scanned.
- The day-night cycle is now at a ratio of 3/1 (we are still balancing this system).
- Doors Pad, are rewritten to boost performance.
- Ease out crouch animation.
- Added support for actor grouping when saving data, allowing us to save thousands of flora and fauna actors.
- Added new tutorials to Command Center Personal computers.
- All pickable flowers/shrooms etc. are now saveable.
- Added foliage generators to the game.
- Night Vision added to RTS System (Overseer Mode) and Bot/Drones.
- All the trees and rocks have now different levels of detail transition to limit the popping effect.
- Improved Save/Load system to lower the amount of studdering in the first seconds after load.
- Added new foliage assets to Karenos levels.
- Item spawning and despawning is now more efficient. (minor performance boost when handling a large number of objects).
- C.A.T (Construction Bot) will now dematerialize all Items/Life forms located in the materialization beam (even if in the building).
- All item icons are now set to look similar to the item itself.
- Added new assets to an underground research station.
- Minor improvement to base stats calculation.
- When moving items between storages and in the inventory, items provide correct sound effects representing theirs on move sound effects.
- Bio Meters compass will work about 20 % smoother.
- Vivi Drink and Dark Matter Cola are no longer able to be created at MMC.
- Added Hunger Icon to the biometer set to warn the player at 30% and 10% hunger.
- Doors pad will now showcase if the door is locked, password-protected, or open by color on the Pad UI.
- Updated Save/Load system to allow saving all types of activators connected to other objects, buildings, creatures.
- Windows in all buildings now save their state.
- Minor visual adjustment to Oxygen Station.
- Visual update to Subnicar.
- The player is now able to use items directly from the container.
- Increase the amount of Subnicars 300%.
- Minor visual update to Liquide Construction Component.
- Visual update to Camubron - Increase the amount of Camubron by 400%.
- Visual update to set UIs.
/// Pener-07 UI. /// IMP UI. /// Ore Extractor Information Screen /// All holo sinds /// Building Information Screen /// C.A.T storage screen. /// T-1 Storage screen. /// Door Pads. /// Bio-Meter /// Personal Maps /// M.P.S UI. /// All power plant screens. /// MMC screen /// CCC screen /// All personal computers
- Improved skeletal sockets of player animation to improve scanner and other tools position adjustment.
- Visual update to textures of Noble Ore, Metal Ore, Heavy Metal Ore to make them easier to distinguish from each other.
- The player is now able to start a new game without the need of going back to the main menu.
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Penkura Patch 0.1.6.2.2
Dev-Com
Hello, world! Penkura is now patched to version 0.1.6.2.2
We are releasing a minor patch with bug fixes and improvements to already implemented features, before adding new bot related systems. Big thanks to the community for informing us about the bugs.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
LINK ----> https://discord.gg/2ukYHQm
For more information about the patch please visit our Patch Notes Archive.
LINK ----> http://penkura.com/patch-notes/
In case of problems/bugs/glitches appearing in the project feel free to visit our bug report site and inform us about the issue.
- Added smooth Ambient transition when triggering the night time.
- Eased out music and ambient transition by 50%.
- Added rested system to the game, if the player is not moving for longer than 10 seconds he will spend only half of the nutrient. (this system works also when players is in MMC, Overseer Mode, Bot Control Mode).
- Minor visual change to highlight shader.
- Quick Save and Quick Load added to the game.
- Added Quick Save and Load Inputs to the Options>Controls.
- Stimpaks are now stackable to a max of 5.
- MMC will now understand MMB when clicking on the Item List (which will result in adding the item to the list) and crafting a list (which will result in removing one item from the list).
- Erasing save files is now only available in the main menu.
- Minor visual update to MMC UI.
- When using CCC, the player will now trigger a correct work animation.
- Added the first version of the corpse spawn system after player death.
- All Command Centers even those not controlled by the player will have open MMC with base items to construct.
- Nutrient balance changes to set item:
/// Golden Malok now provides 12 nutrients from 5. /// Camubron now provides 35 nutrient from 20. /// Odo Roll provides 700 nutrients from 500. /// Nutrino Bar provides 200 nutrient from 120. /// Dark Matter Cola provides 50 from 30. /// Vi-Vi drink provides 150 from 100.
- Nutrino Box now heals 4 health when eating.
- Vi-vi drink provides 5 health when drinking rather than 2.
- Ore extractor will now inform the player if its container is full.
- Added security to ore extractor that will keep data on the ore/crystals it tries to add to the container when its full, to instantly add it when space is available.
- Improved night sky, stars, and nebula will now simulate movement.
- Minor visual update to Missions Log.
- RMB on quickslot will now clear reference of the item.
- Updated Inventory tutorial with new functionality.
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Penkura Patch 0.1.6.2.1
Dev-Com
Hello, world! Penkura is now patched to version 0.1.6.2.1
We are releasing a minor patch balancing some of the buildings and fixing reported issues.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
LINK ----> https://discord.gg/2ukYHQm
For more information about the patch please visit our Patch Notes Archive.
LINK ----> http://penkura.com/patch-notes/
In case of problems/bugs/glitches appearing in the project feel free to visit our bug report site and inform us about the issue.
- Improved Command Center Model and LOD (minor performance boost).
- Recipe changes to buildings:
/// Ore Extractor Liquid Construction Component changed from 5 to 7 Solid Construction Component changed from 0 to 3 /// Solar Panels Liquid Construction Component changed from 1 to 2 /// T-1 Storage Liquid Construction Component changed from 10 to 12 Solid Construction Component changed from 0 to 5 /// Hydrogel Purificator Liquid Construction Component changed from 60 to 50 Crystalized Construction Component changed from 0 to 4
- Ore Extractor will now print two messages on the screen indicating that ore vein is empty.
- Reference Icon now haves a 1-second cooldown when using to prevent spamming the "use" items.
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Penkura Patch 0.1.6.2
Dev-Com
Hello, world! Penkura is now patched to version 0.1.6.2
Patch 0.1.6.2 introduces the first stage of one of the core features. Planetary Map system, this system will be used throughout the entire game for traveling, exploration, research and resource gathering. Most of the tactical decisions, bot transfer and expansions will be decided from this map. For the moment player will have access to basic functionality only, after completing some of the already implemented missions. With patch 0.2.0 we will introduce planetary traveling that will use this world map and greatly expand its functions.
We also added player requested features to the game, improved buildings presentation, grid system, compass markers, minor UI changes and more.
The next patch will focus on new items, new bot functions, structures, and animations. Although the current situation around the world is not halting progress made to Penkura, it is taking some of the time that we use for the development of the project. We apologize for the slow down in development, we hope that situation will improve in a short time and allow us once again fully focus on the project.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
LINK ----> https://discord.gg/2ukYHQm
For more information about the patch please visit our Patch Notes Archive.
- FIX --- Triggers of lamps and holo signs don't react to the lever in the caves.
- FIX --- Solar Panels animation doesn't trigger till you reenter their trigger area with the player.
- FIX --- Buildings with thin walls are able to be built inside of other buildings on certain angels.
- FIX --- Alt-tabbing from the game while Overseer/Bot UI is open and then loading the game will keep the UI open even if not in the correct interface.
- FIX --- Command Center could produce energy from solar panels even at night.
- FIX --- Solar Panels didn't smoothly shut down after night time is detected.
- FIX --- Ore Extractors could work with 0 power.
- FIX --- Some of the missions on completion didn't update the last goal points.
- Added information/instruction button to Inventory and Storage, with a window that shows useful information on the Inventory system.
- Added a new animation presentation to each building in the Overseer Mode (RTS).
- Buildings connectors in Overseer mode (RTS) won't spawn if already used by unconstructed structures.
- The player is now able to put a mark on the sector map.
- Added UI animation to sector map.
- Added Grid change Button to Overseer mode (RTS)
- Player is now able to change grid size when placing buildings to:
/// 50 /// 100 (default) /// 200 /// 500 /// 1000
- Update sector map info window content.
- The player is able to mark an already known point of interest on the sector map.
- Added save markers, markers state and markers location to save/load system.
- Markers are now visible on the player Bio Meter compass.
- The player does not have any limit on how many known markers can be selected, but only one player created marker can be visible.
- Compas markers location by their respective icons.
- Drastically improved collision detection in Overseer mode.
- Visual update to Keypads.
- Improved textures/specular/normalmap of all rocks.
- Increase night brightness by 50%
- Improved night sky.
- The sector map is now much more accurate.
- Ore Extractor visual update.
- Lowering save slots amount to 4 from 5.
- Improved head bobbing when running.
- Update Save/Load window in the menu.
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Penkura Patch 0.1.6.1
Dev-Com
Hello, world! Penkura is now patched to version 0.1.6.1
Because of the player asset requests, we added new features to the player bio meter, rebalances to the nutrient system and highly improve the day-night cycle.
Also because we had minor issues with our email system and didn't receive important bug reports, we have created a bug report section on our Penkura website, which will allow players to publicly report bugs. Although the bug report is public the senders' nickname and email are visible only to the LionsArt team, in case additional information was needed by one of the developers.
LINK TO THE BUG REPORT ----> http://penkura.com/bugs/
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
LINK ----> https://discord.gg/2ukYHQm
For more information about the patch please visit our Patch Notes Archive.
- Player Bio Meter provdies additional information:
/// Player energy status /// Player health /// Player oxygen timer /// Player neuro state /// Compas system /// Day/Night visual representation
- MMC Power Status now shows the exact amount of base current and max power.
- MMC Hydrogel Status now shows the exact amount of base current and max hydrogel.
- Picking up an item will now calculate the trajectory of the pickup animation from the position of the player/bot camera to the center of their backpack/storage to ease out picking up items that can be bigger than 50 % of the player/bot height.
- Looking at the screen, at dialog starter and resetting the camera is now 30 % faster and smoother.
- At the end of look at screen animation players mouse, position will now center to make sure he is taking the control of the screen mouse cursor.
- The hunger level is now checked every 4 seconds rather than each second.
- Nutrient Value fell from 3600 to 1000.
- Rebalance all Nutrition based items in the game.
- First Oxygen alert now appears at 30 % rather than 40 %.
- Added low nutrition level warnings at 30 % and 10 %.
- Added voice effect warning to low nutrient.
- Ease out sunrise and sunset to remove light popping.
- Added secondary sunrise and sunset triggers to allow solar panels to work one hour longer.
- Lights will now turn on 1 hour earlier and turn off 1 hour later.
- Shorten the night by 15%
- Added the Bug Report button to the main menu.
- Added new input "Exit Bot".
- Minor adjustments to Bot UI.
- Added Neurocore Icon to the main character UI.
- The player is now able to use the main menu while in the bot and safely save the game.
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Penkura Patch 0.1.6.0.1
------------------------------------------------- Hello, world! Penkura is now patched to version 0.1.6.0.1
We are releasing a minor patch fixing a few issues found by our players.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
LINK ----> https://discord.gg/2ukYHQm
For more information about the patch please visit our Patch Notes Archive.
- Data Storage - Solar Panel Optimization T-1 now provides 70% energy boost from 50%
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Penkura Patch 0.1.6
Dev-Com
Hello, world! Penkura is now patched to version 0.1.6
Patch 0.1.6 is focused on the new per-vertex collision system, this type of collision detection is much heavier on the performance than standard collision system, that is why it is used only on systems that require much more detail data. For the moment we are using this system in our weapon system, from now on whenever we will shoot a bullet, that bullet will create its own environment for detecting collisions, materials, physical checks. With this data it will provide a correct impact effect and damage calculation, this means sound effects, particle effect and if needed in the future special interaction such as minor explosions. In the future, this system will be also used in explosives and much-needed melee weapons.
We are also preparing the project for three new systems. Modular bot creation system (this system is already implemented but will be more visible in patch 0.1.6.2), world map (this system will be used for planetary exploration which will be added in our next patch 0.1.6.2), and entire project localization system. We are already being asked by our players on a possible translation of our project. Game is still being developed which means that a lot of text is still being changed, adjusted or even completely rewritten depending on new features, or storyline elements. We feel that at the moment we are ready to translate the project to our team's main languages which is Polish. The translation of the project will start in the future patch and should be ready in a few weeks after. For the moment we plan to translate our project to Hungarian, French, German, and Spanish.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
LINK ----> https://discord.gg/2ukYHQm
For more information about the patch please visit our Patch Notes Archive.
- Bullets now calculate their trajectory from the start point to the endpoint with adjustments to shooter rotation, impact point rotation, and normals of the object. (increases collision accuracy of the hit and allows correct spawning of particle effects).
- Added new type of material physics collision.
- Added particle effect to plasma bullets impact point:
- Added 17 new sound effects to the plasma bullet hit.
- Added new storyline elements.
- Upgraded collision detection of fired bullets to per material impact point (increase collision accuracy of bullets)
- Added body generator system, that duplicates position and rotation of each skeletal mesh of a creature/bot and creates a correct static mesh that replaces skeletal mesh, dramatically increasing performance per body amount increases. (performance boost).
- Improved Missions Start UI animation.
- Added sound effect to Mission Start.
- Added bot partitions system.
- Bots are now split to sections:
//Left Arm //Right Arm //Engines //Storage //Visor //Accumulator //Armor
- Synt-paper visibility change speed increase by 30%.
- Added per layer on the mesh post-processing effect system.
- Improved load speed in the save/load system, by increasing the number of array checks by 30 %.
- Visual update to Temple Portal Activator.
- Improved Portal creation visual effects.
- Improved occlusion of light in the project by 30 %
- Increase object detection by around 20 % depending on object size. (this system is used for hiding unseen objects to improve performance)
- Convert all texts and strings in the game to be translation ready.
- Visual update to the game logo.
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Penkura Patch 0.1.5
Dev-Com
Hello, world! Penkura is now patched to version 0.1.5
Welcome to the first patch of 2020, in this patch we focused on adding new music, sound effects, new mission systems with a couple of missions for you to test and a new light/shadow system.
We are happy to report that with over two hundred changes to the light and shadow system, (tweaks to Level of Details, per-vertex model occlusion) we were able to increase performance in some locations even to up to 35 %. This is one of the biggest changes we made to the project which hopefully will fix a lot of visual errors, and improves frame rate stability.
With this patch, we also started to add new dialogs and missions related to them, new events that can trigger by completing in-game tasks and a roadmap for as to implement additional content for already created features. Patch 0.1.5 is the first part of patch 0.2.0 that is coming soon to the Steam. Cutting patch 0.2.0 into smaller chunks allows us to release it with more testing.
We also want to inform you that when the entire content of patch 0.2.0 is uploaded to Steam, we will be increasing the price of Penkura from 10$ to 15$, we want to inform the community about this change weeks before the change to make it as clear and transparent as we can.
Thank you once again to all the players who contacted us and reported graphical errors, bugs and errors found in our project, we are more than happy to make this project as top quality as we are able too before the final release.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
LINK ----> https://discord.gg/2ukYHQm
For more information about the patch please visit our Patch Notes Archive.
- The set Priority button in the construction system is now active.
- Pause construction in the construction system is now active.
- Added new assets to Karenos Sector 7 landscape.
- Added 6 new soundtracks to the project.
- Mission Eyes, Ears and Mind is now completable.
- Added two new completable missions.
- Added one unfinished mission.
- Added additional dialog elements to the project.
- Dematerializing buildings now provide roughly 50 % of recourses.
- The save system is now an Account base rather than slot base.
- Save system now showcases save icon on the bottom right when saving.
- Save system now saves data in chunks to lower save sizes.
- The save system will now load only the data required per level and per character.
- Added minor security to prevent possible data corruption on load.
- Improved all glass material in the game.
- Players Bio-Meter will now replenish player oxygen status by a burst of 10 units (10 seconds) from any sources that contain oxygen (not only buildings).
- Missions are now saved by the system.
- Missions data can now migrate between levels.
- Useable in hand items now have soft sway when controlled.
- New sound effects added to the project.
- Improvement to texture streaming method (performance boost)
- Update to level lighting on foliage and other environmental elements (performance boost)
- Update to organic object scaling (performance boost)
- Added animation to quick slots.
- Update to Lions Roar system.
/// Ambient Sound Effects are now able to attach themself to the correct mesh (example - birts to trees) /// Sound Effect are spawned/despawned based on player location to save on performance. /// Change behavior depending on the time of the day or special events.
- Added new ambient sound effect to Karenos Level.
- CCC Construction Bot slows down and speeds up 33% faster.
- Minor visual update to Solar Panel.
- Improvement of Solar Panel Animation.
- Improved Dialog System:
/// Dialog systems are now able to check not only player stats but each building, ore vein, the status of all types of events, time, mission progress and level statistics. /// Dialog system is now affected by the progress of each mission, changing it to fit the correct sequence.
- Improved Missions system:
/// Submissions are now updated per change, adjusting themself when needed. (Once completed submission can be changed back to uncompleted if the player changes the end status). /// Mission system is now streamed globally on the level rather than per game load. (Missions will be transferred between levels, even if they cannot be affected by the current zone, allowing the player to monitor it if needed).
- Holster weapon can now be clicked again to equipment the last holstered usable hand item.
- Item holstered by the map system will now be equipped back when leaving the map.
- Ore Vein content rebalanced. (added around 20 % resources)
- Fog in Karenos Level is now softer increasing view range by 20 %.
- Player Name creation added to the game.
- World Map will now print player name when hovering over the player icon.
- The player name/bot name is now a saveable variable.
- Improved sunlight intensity stability (more light on the map = more power for solar panels)
- Improved Engine AntiAliasing (long-range object should not flicker as much in the fog / through transparent objects such as glass)
- Improved oxygen and power base calculation (minor performance boost)
- Added on use sound effect to:
/// Dark Matter Cola /// Oxygen Tank /// Bluefloir /// Subincar /// Gracheri /// Camubron /// Stimpak /// Neuclir
- Added new on pick up sound effect to:
/// Nutrino Box /// Solid Construction Component /// Heavy Metal Ore /// Noble Metal Ore /// Metal Ore /// Dark Matter Cola
- Remodeled some of the assets in the Gemini Base to remove unused assets elements lowering the amount of calls object make while playing. (minor performance boost).
- Updated buttons in CCC (RTS System) UI. - Balance changes to Solar Panel Improvement Data Storage from 30 % to 50 %.
- Update to Geological Scanner UI font for better visibility.
- Updated project to new engine version.
- Added possible fix for the DirectX and graphics card related error.
Hello, world! Penkura is now patched to version 0.1.4
Welcome to the last patch of 2019. Patch 0.1.4 introduces new gameplay elements such as resistance system, inventory scaling system, new items, bugs fixes, sound effect improvements and more. A year ago Penkura was released to the Steam Early Access, since then we released 33 patches and 19 micro-updates. This not only fixed a lot of performance bugs, code hiccups, increase FPS from 29 to stable 68 (on our test system), added new gameplay elements, dozens of new items, buildings, creatures but most of all we were able to add nearly all player requested features. We are very to see that our community is not only very friendly but always provides valuable feedback which we later use to improve Penkura.
Thank you to all the players that contacted us this year to add their opinion and valuable feedback.
We are also happy to announce that all of the background systems are operational and we are ready to put the entire focus on content that we were forced to push back till now.
Also, we are introducing "Lions Shadow", our own system build into the Penkura project. This system will be used to create an alter project used to fix minor errors found by the player that cannot wait until the release of the major patch. This should fix problems that we encounter in the past where players had to wait for the main patch till major bug that halted their progress was fixed.
A tiny bit of information on what we are currently working on for the beginning of 2020. - Planetary discovery system. - Bot production- Technological research, and development. - Scenario and event generation depending on player progress and his own development. - Storyline/Missions update.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
LINK ----> https://discord.gg/2ukYHQm
For more information about the patch please visit our Patch Notes Archive.
- FIX --- Spawned support items (such as Black Matter Cola) didn't despawn after providing set support.
- FIX --- Save system was able to save non-existintent items by use of "Ghost Data".
- FIX --- Point of interest triggers, message triggers, scalability triggers won't be triggered by the bot if it's not under player control.
- FIX --- Player created T-1 Storage resets it's content ID, breaking storage state on load.
- FIX --- When equipping an item while another item is already equipt, the equipped item won't despawn before the animation is finished creating a visual bug of two items appearing in the hand at the same time.
- FIX --- The player was unable to add the item to the quick slot if that item is currently in use.
- FIX --- If the icon of a used item is clicked in inventory and then the said inventory is refreshed, the icon didn't show proper "use" item color.
- FIX --- Ambient sound popping when swiftly moving between buildings.
- FIX --- Global Ambient popping when triggering ambient sound activators that directly affect global ambient.
- FIX --- On rare occasion on load duplicates Lions Roar system.
- FIX --- Metos spawns from spawner each time player kills one rather than calculate chance on spawning.
- Added IMP blueprint too the Standart Command Center blueprint set.
- New Data Storage added. (Pener-07)
- New Data Storage added. (Ore Extraction Optimization T-1)
- Added weight and scale specification to items and storage/inventory.
- Added new sound effects when picking up refined and unrefined crystals.
- Added ability to scan Bots and Lifeform by M.P.S
- Added 6 new sound effects for equipping and holstering items.
- Added additional building ambient sound.
Data provided: /// Lifeform / Bot Name /// Lifeform health / Bot Intergirty /// Lifeform power (if contains) / Bot power status /// Lifeform resistance possitive and negative / Bot resitance possitive and negative
- Hunger stat is now activated, when the player depletes Nutrition value to 0, the player will start to receive damage.
- Details Window now provides more information on the object.
- Added item categories to MMC.
- Added additional information to nearly all items in the game.
- Spawners in-game now calculate the chance of spawning each creature, from the selected list.
- Lions Roar system updated to version 2
- Blue-Repo now contains an installation/uninstallation bar which takes roughly 3 seconds to complete.
- Added sound effect to Blue-Repo when installing and uninstalling.
- The details panel will now showcase objects' weight/scale specifications.
- Inventory and Storage windows will show the scale/weight specification limit.
- Position adjustments to player hands to improve visibilities of M.P.S and Bio Meter.
- Increase the Nutrition max level from 1000 to 3500.
- Sprinting now affects not only Oxygen intake but also speeds up calories burn.
- Improvement of light scattering effects from directional light, the light effect from the sun won't instantly disappear when player is not looking at the sun but slowly fade out.
- Improvement of emissive materials. (Planet will now reflect some of the light from the sun and project it onto the landscape. Providing fake light effect at night which increase visibility at almost no cost).
- Minor UI adjustments to MMC, CCC, Inventory, Chat log, Journal, message board, and Character View.
- Improved Garbage collection. (minor reduction in background hitches).
- Visual improvement to Pener-07
- Pener-07 is no longer build into starting base neurocore.
- Added notification to all missions that are still in development.
- Entire MMC UI is adjusted and visually improved for performance and better visibility.
- Optimization to Save/Load system.
- Improved Sunlight shadow accuracy fixing many visual bugs. (no changes to performance)
- Oxygen Station located in every Command Center now replenishes oxygen with 50 % more efficiency.
- Missions log buttons now indicate if their are extended.
- Minor errors fixed in the items description.
- Improved rendering and light of bullets.
- Silent missions update added to the project.
- Increase camera (sprint) speed in RTS system multiplier by 2.
- New font added (increases visibility on a smaller screen)
- Minor UI improvements to Tirix Fusion Power Plant manual.
Hello, world! Penkura is now patched to version 0.1.3.2.
Another chunk of changes is ready to be presented, patch 0.1.3.2 brings new functionality to the game, new items, visual updates and once again a large number of improvements. Blueprint Repository is now open in every Command Center and with it, we are adding a new type of item to the game, Data Storage units. From now, we are able to create objects that unlock other technology, items, structures, bots, new functionality, and improvements to nearly every player effecting system. We will be adding more items to the game around this new function with future patches.
We are also updating our scanning system, time to add more functionality to a very important item in our game. For the moment we are adding the ability to scan more types of objects and provide much more information, next patch player will be able to scan not only creatures but bots.
In the back code of our game, we were able to fix a few of the major problems that were drastically slowing our project for the last four months. We can now focus once again on not only adding new content but most of all we are able to push the limits of the entire engine to a much more demanding level. Players will see this in this patch already, showcasing much more improved visual effects, better UI, smoother transition, and better performance.
Next patches we will be releasing faster and in smaller chunks, with new content, functions, and improvements based on the background code, we were able to improve.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
LINK ----> https://discord.gg/2ukYHQm
For more information about the patch please visit our Patch Notes Archive.
- Added Blue-Repo system (new game feature for players to add buildings, items, improvements to buildings and other).
- Added new functionality to the Storage system to understand item class and subclass denying some item transfer to storage (for example Blue-Repo won't accept any anytime other than Data Storage)
- Base Neurocore is now able to learn new functionalities, MMC blueprints, RTS (Overseer) blueprints thanks to Data Storages activated in Blue-Repo.
- Tutorial on how to use Blue-Repo added to Command Center Computer station.
- Added Data Storage item set.
- Added new item Data Storage - Solar Panel improvement T-1
- Added new item Data Storage - Power Plant
- Major Improvements to Inventory/Storage system.
/// All storages and Inventory should generate much faster. /// We changed the tile-based inventory system to list base to increase visibility and provide more information. /// We removed an empty slot base calculation system to increase per storage performance. /// Storage and Inventory can block items from being moved/swapped/added, for example, Blueprint Repository won't accept anything else than Data Storage items.
- Scanners' screen increase by 30 %.
- The scanner is now able to scan buildings.
Data provided: /// Construction Name /// Current Integrity /// Current Power /// Current Oxygen /// Power Flow On/Off /// Oxygen Flow On/Off /// Power Output /// Oxygen Output
- Scanner can now scan containers/storages/furnitures.
Data provided: /// Container Name /// Consumable and Amount /// Equipment and Amount /// Components and Amount /// Weapons and Amount /// Unknown and Amount
- Scanned Items (such as Power Cell) will now provide information on its name, type, amount and additional notes if MPS will deem it important.
- Information provided by the MPS will now stay on screen till the next scan.
- The scanner is able to filter data unaffected by the object (for example won't provide Oxygen status of the lamp)
- Increased scanner scan range by 300 %
- Dialog buttons can be now activated by keyboard keys rather than mouse only.
- Added programmable tagging system to all text used in the project.
- Added text to the message window will now have colorized key elements of the text. (example: Health will now display the amount in green, tutorial information in yellow).
- Added new tutorial messages to the game.
- Mission Log now uses a programmable tagging system, important parts of the mission will now be highlighted with a different color.
- Change of Oxygen Icon in MMC to Hydrogel Icon to keep wording consistent.
- Interact button will now stop you from interacting with any interactable object such as storage, computer and so on if already interacted with.
- MMC Interface adjusted to an improved storage system.
- Double-clicking on the MMC blueprint will add it to the production list.
- When trying to activate a window with a button while being in the said window will now close the said window rather than refresh it.
- Update to LionsMat system ((to remove poping of different LOD (level of details) we are using an experimental function on our foliage that will smooth out the transition between different LOD))
- Update to T-1 Storage "item remove" calculation by RTS system. (minor performance boost).
- Added another layer of LOD (level of details) to more complex assets. (minor performance boost).
- Minor optimization to static lights.
- Changes to all scripts that depend on the current time of the day. Now each call is set by one source (the day system) rather than per object. (increase in performance).
- Solar Panels, Lights, Command Center, Vanduti Torches, per time triggers won't call check by them selfs to save performance.
- Code optimization to the day system and new functionality added to time calculation to allow other objects/actors to be triggered by the system.
- The day system is now able to change Sun pitch and yaw.
- Day system is now able to control night and day length separately and control per hour tick for future events.
- Ore Extractor power consumption when powered ON increases from 0 to 8.
- Command Center power production increase by 50 %.
- Minor optimization to Bloom effects.
- Removed unnecessary calls from Storage system (minor performance boost when creating buildings or loading new level)
- Save/Load system will now remember player interaction with the storage and load proper function (for example if the player will activate or deactivate the server before save, load system will take proper steps to replicate this status).
- Save/Load system will now load objects closes to the player first before any other objects on the load list.
- Project clean up (deletion of unused assets replaced by new ones) (minor reduction in-game size, minor speed up on load).
- Increase tutorial messages visibility by 300 %
- Each item in the game now detects the player location and triggers all of its physics property only when the player is close enough to affect it.
- The screen renders in a way to match the screen refresh rate with adjustments to the game field of view per tick.
- Minor improvement to the message system.
- Stability increased to the entire UI system.
- Updated to Lions Mat tree shaders.
- Visual update to Oxygen Station.
- Optimizing each widget to render/and change per effect rather than per tick. (performance increase)
- Added corruption prevention system to the Save/Load system when saving the game while in RTS mode.
- Visual update to player UI.
- Visual update to all computer screens UI.
- Stationary Computer meshes updated.
- Update to 71 background validation calls. (minor performance boost)