Dev-Com.
Update 0.1.1.4.2 focuses on the player requested feature of adding Voiceover volume slider. Each voiceover from the dialog, special events or direct message is now controlled from the main menu.
We are also working on graphical changes to camera shaders, visually the difference should be minor but the new way of calculating graphical effects on top of the in-game object should improve performance.
Patch 0.1.1.4.2 also introduces our P.D.R system (Point Direct React), this system opens the door for proper implementation of world reaction toward the player.
We will introduce the first features of this system in the upcoming patch.
And as always, for more information about the updates, progress and known bugs please join our Discord Community.
Dev-Com.
In this update we are fixing entire hand to item logic, this should prevent any UI or "Interactive" object interfere with items in player hand.
We are also adding Power Storage to a buildable object, this addition will allow us to introduce a major balance to Power and Oxygen the for entire game in the upcoming patch.
And as always, for more information about the updates, progress and known bugs please join our Discord Community.
- Improvement to RTS building spawning system. (building should from now on always spawn with correct collision and in-side player detection system).
- Each building will now calculate player position based on the player local position of that current building rather than overall player position in the base. (fixes for ambient sound, oxygen transfer and light/shadow activation)
- New Buildable building added to the game (Power Storage).
Dev-Com.
Patch 0.1.1.4 introduces new 3d interfaces systems, new satellite base map system, new buildable buildings and most of all system written from the ground up to prevent RTS related errors appearing on weaker machines.
Currently, all 3d interfaces (such as MMC, CCC, Computers, Tablets) are simulating detailed behaviors found in the real world. Screens fully remember your last activity such as mouse pointers left in a specific place or last seen page.
These changes are not only made for immersion sake but also to prevent problems with interfaces not receiving correct mouse position and/or buttons not being triggered by the left mouse button.
And as always, for more information about the updates, progress and known bugs please join our Discord Community.
- Door button won't activate in the storage room (in introduction level)
- Main Menu screen stays on the screen after load.
- Frame drop at the end of the crew quarters corridor.
- On rare occasions, the cursor didn't react on 3d interfaces if the game was launched in windowed mode (detected on Windows 7, not seen in any other OS)
- RTS UI stayed on screen if the player loads the game while being in the RTS mode.
- Tunnels I, X and T build hologram was placed inaccurately when hovered over "Bounding Arrow"
- Atmo. Airlock build hologram was placed inaccurately when hovered over "Bounding Arrow"
- Some of the sounds are not affected by the audio settings.
- Buildings on rare occasions didn't spawn plugs or stairs.
- The cursor on 3D User Interface isn't any longer System Base but rendered directly in the game.
- 3D UI based cursors will now stay on the screen where it was last left by the player.
- Every 3D UI is now on separate trace layer. (Player Input should never be ignored by any other collision or trigger)
- Interaction modification to all 3D based interfaces (MMC, CCC, Computers, Map)
- CCC stops and resumes stats calculation depending on if the player or bot is close enough to actually see needed information. (minor performance boost).
- CCC Bot preview graphical improvement.
- RTS Building and bot preview graphical improvement.
- Buildings plug system is rewritten from the ground up. (should prevent the system from not spawning correct plugs when no other building is connected)
- Render adjustments to object (building and bot) preview system (minor performance boost when previewing objects in RTS, CCC, Character View)
- Player Icon added to the map system.
- Map System is set dynamically by beacons set by player and ones already place in the game.
- Player Icon is dynamically set on the map based on Beacons location X and Y.
- The map can be zoomed out (if the tablet detects that the map is bigger than the screen printed on) and zoomed in.
- Visual update to the skybox.
- Karenos level clean up (slight performance boost).
- Introduction level clean up (slight performance boost).
- New points of interests added.
- Tunnel I Windowed, and Tunnel T Windowed added as buildable objects.
- Two new buildable blueprints added.
- Terrain collision improvement (Player now will be able to more easily enter and leave caves)
- Adjustments to game "on move blur" and to "distance blur effect" (for players that reported motion sickness)
- Continue button now appears only on the main menu level.
Dev-Com.
Patch 0.1.1.3 introduces our new audio control system "LionsRoar". It allows us to add more music and ambient to Penkura which changes its volume and type based on player location, and time of the day.
Main changes and over 70 of them are made in our background code, hitches appearing in Penkura every few dozens of seconds should be significantly reduced, allowing for a more smooth experience.
And as always, for more information about the updates, progress and known bugs please join our Discord Community.
Dev-Com.
Patch 0.1.1.2.2 introduces another stability fixes for the save system, save created from this patch forward should not require any more game restart after a major patch made to the project.
And as always, for more information about the updates, progress and known bugs please join our Discord Community.
Dev-Com.
Patch 0.1.1.2.1 changes every moveable (animated) object in the game to take data from changes in its position rather than forced by physics, this change should make every moveable object in the game much more "stable" when interacting with the player. We are also updating our save system with few minor changes on how it loads its data making the process a bit faster but also more resistant to corruption
(Please keep in mind that save system is still not 100 % corruption resistant and still requires some minor changes).
And as always, for more information about the updates, progress and known bugs please join our Discord Community.
- Tramps, elevators, doors, beacons, ore extractors animations are changed from physics-based to location set base. (Test fix for players passing through the walls of fast moving objects when standing still).
- Object optimization in the introduction level (minor performance boost).
- Another set of improvements to the save system (saves should be more stable and on load, functions should be slightly faster on weaker machines).
- Collision update to all caves.
- Minor changes to how the position of the Sun is calculated.
Dev-Com.
Patch 0.1.1.2 introduces a new way of calculating light and shadows in Penkura, increasing optimization to allow players with weaker machines to get a little bit more performance, without affecting in any way overall visual aspect of the game.
Besides minor changes to damage calculation and graphical improvements to Medbay, we added a new buildable structure to the game and a massive update to the "Ancients".
New content added to the "Ancients" is a preparation for missions, new items and new gameplay elements that will be soon added to the game not only increasing the depth of the game but extending overall storyline waiting to be uncovered by the player.
Please keep in mind that we are still changing and improving our save system, to make sure it won't require reset whenever the content patch is added to the project. Till than saves have a risk of being corrupted.
(we are hoping of dealing with these issues before patch 0.1.2)
And as always, for more information about the updates, progress and known bugs please join our Discord Community.
- RTS system now understands that some buildings should not be destroyed.
- UI improvements to RTS system (on building select)
- Penner-07 now fires a projectile that calculates their own damage, speed, range and penetration power based on the triggering function effect.
(Bullet knows what they are based on what shoot them out, fixing all issues with damage, range, speed, and armor effects)
- Bot calculates its state on each change rather than on each call (fix for bot not having an effect when shooting at)
- New content added to the "Ancients"
- Audio Balance to footsteps.
- Graphical Improvements to Medbay
- Graphical Improvements to Lazarus Bed
- Added Animation, Sound Effect and Light Effect on Open/Close Lazarus Bed
- Graphical Improvements to Rejuvenator Bed
- Improvements to object camera rendering relation (minor performance improvement)
- Every shadow from lights in every build-able building was programmed to change its quality base on distance from the player (performance boost)
- Lights from every door were unable to check for player location after the first trigger, resulting in them always casting shadows. (minor performance boost)
- Building - Hydrogel Facility (Hydrogel Purificator)
- New Building Blueprint Added (Hydrogel Purificator)
- Minor Improvements to RTS UI. (Long names go beyond text box)
- Added security system to save / load system, if spawn error accrues (spawning player below ground or in center of map) it will spawn player in the default position and set up entire game session around it.
- Save / Load system now checks the trigger of every interactive item. (CCC and MMC included)
- Improvemenet to global terrain material.
- Visual improvement to Karenos landscape and foliage.
- Added more visible connection between the cave system and Epsilon Base.
- Improvements to focus system fixing problems with camera rotation.
- Minor graphical improvements to MMC user interface.
- Some items didn't print correct interaction name when used.
- Cave system on the second level is now open to both playable areas.
- New Dialogs added.
- New points of interest added.
- Hydrogel Purificator now checks player current oxygen and calculates the amount needed to fill player oxygen tank up to max 100 Units of oxygen at a time.
(Hydrogel Purificator won't waste unneeded oxygen).
- Visual Update to Keypad Input IU.
- The player from now on will holster his weapon/tool whenever dialog is starting.
- Improvements to communications between buildings, bots, player and stats system. (fixes issues with MMC, CCC sometimes refusing to activate)
- Visual Update to Gracheri.
- Med-bay graphical update.
- Bioms will now adjust global fog depending on player location and time of day.
- Minor adjustments for camera sharpness and additional view effects.
- Unbuild buildings will now show their connectors to allow base planning.
- Character View now has a real-time view of the controlled being, machine.
- Oxygen and Energy are now calculated by the new formula (minor performance increase, fixes issue with stats not displaying properly)
- MMC system is written from the ground up to provide more stability. (MMC won't freeze if the player is far away from the base)
- Added new functions to add 1, 5 and 10 units of an item in MMC.
- Added a new function to remove 1, 5 and 10 units of an item in MMC.
- Items in the "to create list" located in MMC can now be swapped with each other.
- Create One button now creates one unit of an item from the list or if the list is empty a selected item from the blueprint list.
- Minor improvements to MMC User Interface.
- Beacon added to buildable buildings.
- Day/Night Cycle system code clean up, Sun angle and Moonlight intensity calculation improvements (slight performance increase)
- MPS Geological scan is now able to distinguish between ore veins and show the distance to the closest.
- MPS Geological scan will now show how many ore veins it's detecting rather than only showing which one is the closest.
- Minor visual improvemenets to MPS UI and Main Menu.
- The objects are now directly attached to the player which allows them to be affected by animation (flashlight slightly lags behind by being adjusted by player torso)
- Background Quest system related errors fixed. (Quest will now trigger without game "hitches")