Hello, world! Penkura is now patched to version 0.1.9.2
This patch was centered around improving the ambient light and shadow system, after experimenting with improved ways of creating procedural shadow, that is generated in each building or close environment, we were finally able to find a balance between the quality, precision, and performance.
With the introduction of an improved light system, we also added a new light source to the game, refresh the look of the already implemented one, and fixed a few bugs related to it. Each 3d UI in the game such as Holo Signs and Corporate Posters also produces additional light that affects the environment and player.
Lions-Mat material created specifically for the project also got an update, from now on tillet cover mesh such as moss will now be less likely to stretch on difficult to cover meshes, and the addition of very low-cost pixel displacement provides sway like effect to foliage and trees to simulate winds (an important part of the future weather system that is already worked on for patch 0.2.X).
Skeletal mesh (bones) was also updated with new behavior, from now on, some animation will be blending together to not only smooth up certain moves but also merge animations together adding a variation of 9 new animations to the game. Animations are mostly visible when interacting with weapons, tools, and bio-ring.
We are also adding a new foliage type which creates its own microbiome around itself with creatures appearing only in its vicinity. With this microbiome, we are testing new systems that affect objects inside of it and camera visual properties. The system still requires some improvements but the already results are ready to be presented to the public.
Lastly, we took some time and recreated the main menu from the ground up, to better represent the game and its aesthetic.
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://lionsart.pl/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 visual effect to "Lesser Poisoning" Debuff, which scales with the intensity of poisoning.
Each controllable character, (Main Character, MPB, Oculus etc.) now posses its own camera post-processing function that is controlled from the same global stat system. (poison effect from the main character won't affect bot view, but on return, all camera effects will reset to correct negative/positive visual effects).
Certain foliage when in high enough accumulation is now able to create a microbiome.
Redesign Main Menu UI.
New Main Menu level added to the game.
From now on, the ore extractor will automatically turn off all outside blueprint upgrades if set to Extensive Extraction as it won't be able to use them anyway.
Player is now able to use the Extensive Extraction option even if Ore Vein is not yet depleted.
Added per bone animations, allowing to show Bio-Ring/Biometer, and MPS or MRT at the same time.
All buffs and debuffs are now separated into groups of influence. For example, poisoning won't affect bots/drones, only organic and mixes.
Added additional light point to Bio-Ring/Biometer.
Improved Cemara Lag to make it less distracting.
Changed the name of structure "Lamp" to "Path Light".
Path Light now additionally requires 1 Solid Construction Component.
Increase light strength of "Path Lights" by 25%.
Improved hands and handheld item mesh rendering, to minimize object clipping.
Improved world landscape texture scale.
Gas Giant above Karenos is now 30% more active.
Added new behavior to AI, (Self-Destruct).
Increase connector size by 70% to make it easier to hover over to align buildings.
All lights in the game will now simulate the shape they are coming from (if possible and/or won't change the performance requirement for the light itself by more than 5%).
Added global material pixel displacement to all tree trunks, and its leaves to simulate a very low-cost sway on the wind.
Update to Lions-Mat v5, mesh procedurally painted by Lions-Mat save their pixel color ID to prevent texture stretch when displaced in any direction.
Created a separate Anti Aliasing system that is activated only when using 3d UI, new anti-aliasing is visible and occluded only on 3d UI while on top of a separate layer of default Anti Aliasing. This system will stabilize small details on 3d UI and sharpen text when scrolling.
Improved Head Bobbing.
Drastically improved shadow generation from mesh in all structures. Increasing accuracy by around 90%, lowering light bleeding through walls, and gaps between tunnel connectors.
Minor script optimization to the main character smoothing up camera movement.
Improvement to Holo Sinds Light visibility.
Improvement to Holo Posters Light distance rendering, visibility, and color tint.
Refreshed and optimized "Path Light" mesh.
Improved sound virtualization.
Increase sound range and volume of Metos Drone by 20 % and Metos Warrior by 50%.
Penkura Patch 0.1.9.1
Dev-Com
Hello, world! Penkura is now patched to version 0.1.9.1
Welcome again! As mention before, we are cutting patches into smaller chunks to speed up development. This chunk of the content patch is focused on bot animation, sound effects, and improve game lighting.
From now on, bots will have a variety of animation that will make them feel more "alive", and thanks to new sound effects/voices, they are now able to semi communicate with the player and with other bots.
Bots were never intended to replace the humanoid NPC (that will come at a later date) but they were intended to have some level of communication with the player. We are introducing 12 sound effects that will be treated as bots voices. The player should notice that some of the commands and triggers will have a different sound reply from the bot, from simple "yes" through "job is done/finished" to "I can't go there/error".
Sounds should not be treated as a filler that adds to the immersion of the game but as a way of hearing out which bot has a problem with navigation or is finished with its task. In the future amount of sounds will increase with the number of possible commands players will be able to give each bot.
Besides animation and sound effects, we were able to increase the quality of the light without increasing pc requirement, all that is thanks to drastic changes made to the game shaders that should not work more directly with atmospheric fog, ambient occlusion, and most of all the light itself.
Also as a thank you to the most active members of the community, we are adding names/nicknames to the credits list in the newly added "Community Bug Hunters" section.
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://lionsart.pl/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 new animations to M.P.B (bot). /// 3 new idle animations /// Hover animation blender with all other animations /// Pick Up animation /// Use/Operate Animation
Added new animations to Oculus (bot). /// 3 new idle animations /// Use/Operate Animation
Bots now emit sound effects/voice when interacting with the player, environment, completing his tasks, and between other bots.
Bots now print error messages when unable to complete a task. Messages will appear when: /// Bot with no hands will try to pick up an object. /// Bots inventory is full and cannot add any more items. /// Storage that bot wants to put items too is full. /// Item is too big to put into the inventory. /// After 8 seconds of calculating bot is still unable to find any way to the set location.
Added 12 new voices/sound effects for bots. /// 4 sound effect/voices for "affirmative" /// 4 sound effect/voices for "error" /// 2 sound effect/voices for "completed" /// 2 sound effect/voices for "attack"
Pitch of the voices/sound effect shifts depending on the bot size.
Bot Command System will now highlight interactable such us buttons and storages when selecting the "interact with target" command.
Bot Command System will now highlight, and print information about items when using the "Pick Up > Targeted Objects" command.
Bot Command System will now disable targeting when changing the command window or returning to the previous window to eliminated confusion while operating.
Fog density lowered to increase view distance.
Improved global shading (specular, and metallic) on all materials, removing shading error when in complete darkness.
Global darkness level lowered by 30% (player now should never experience complete pitch-black areas).
Improved Metos Warrior animation when idle.
Penkura Patch 0.1.9
Dev-Com
Hello, world! Penkura is now patched to version 0.1.9
One of the most complex patches released since the Early Access, patch 0.1.9 introduces bot AI, Octahedral Imposter Sprites, bot command system, and more.
First of all, I want to thank all testers and players that found bugs, errors, and other issues in the project and properly reported them in our Discord and Bug Tracker, thanks to all of you, the project will now look better, and work better.
Patch 0.1.9 introduces Octahedral Imposter Sprites, this system allows us to render a complex 3d sprite of nearly any type of model. Octahedral Imposters not only respect shadow, light but also changes in global color scheme, thanks to that transition between different Level of Details is much less noticeable, and very low requirements made by them allows us to drastically increases player view distance without much impact on the overall performance.
(for the moment this system works on all trees, and few constructions to test out all the features before we will implement it to every construction, item, and foliage in the game).
The second major change to the game is the addition of a global AI system and the Bot Command system. Global AI is very light on the CPU system that will store and transfer data between the AI, level, and player to make sure that each AI in the game knows where to walk, how, and when. (same is with attacking, patrolling, guarding, and so on). Because of the low requirement on the system, we will be able to add more complex "orders" to bots and even allow minor programming features for players to use on bots.
Right now, the player is able to control the bot thanks to Bot Command System, added to their Bio-Ring/Biometers, when rising his hand player is now able to target the bot and activate Bot Command system that will provide a link between him, global AI and targeted bot, allowing him to give bot orders, such as return to base, or take all items from the storage. (In the future player will be able to sequence those orders in the CCC, in the exact same matter, "Take all items > Go to Base > Leave all Items > Return to Me" this will give the player much better control over the bots, and allow them to do some of the players' tasks)
The third major change is in in-game 3d UI, from now on all 3d UI will display much sharper, will provide its own light source to affect models around it (without the addition of performant heavy shadows), and animations to ease in and out some of the 3d UI whenever activated. The camera should focus on the 3d UI much closer while respecting player FOV (Field of View) settings, as we got reports that on massive screens and massive fields of view, the screen can get too small for players to read, additional changes that we will work on in the future patches is ease out 3d UI rendering to remove as much as a possible blur effect on rendered text when scrolling.
While adding those effects we also refresh some of the UI's in the game to make them look a little bit better.
The last major change is the addition of new construction, Oxygen Station, as requested by the community, and model/texture remake of some of the items, structures, interactable, doors, and foliage. Changes should not only look better but are also improved performance-wise, having fewer polygons and much better-optimized textures to lower RAM requirements.
On the last note, from now on, patches such as this will be cut to smaller chunks to speed up development, unfortunately sometimes some of the systems added to the game, globally effect other already implemented requiring adjustments and a massive amount of testing, which slows development. By cutting patches into smaller chunks and testing them separately on different builds we should speed up development and in the future allow most active community members to look behind the curtains and provide us with their opinion on not yet implemented additions.
Future minor patches will focus on animation, more bot control, brain save system for AI (key element for future bot programming), and Polish Translation.
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://lionsart.pl/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.
/// Pick Up --- Targeted Objects --- All objects around (self) --- All of Specific Objects (scan) /// Go --- To Targeted position --- Back to Base --- To specific Beacon /// What's your Status? /// Cancel Orders /// Follow --- Me --- Target Character /// Interact with target (allows to use normal and additional interaction if possible)
- Added warning horn and lights to C.A.T if it detects any bot or organic life in the construction zone.
- AI is now smart enough to understand the C.A.T warning horn. All bots in the construction range will now find a location away from the danger zone IF the bot is turned on, and is smart enough to make the decision (Metos bugs won't understand what horn means even if they register it).
- Bot Control System will adjust its command systems after the first communication with the bot, changing possible orders. (ex. all orders that depend on hands will disappear from the command list if the bot is not equipt with any hands/interaction systems)
- Adjusted camera position for bots to see the small keypad.
- When loading the game, all AI will now refresh to make sure they are properly activated around the player.
- Player is now unable to pick up or interact with items when using a biometer/bio-ring.
- Player is now able to interact with bots using a bot control system, accessible when using biometer/bio-ring.
- Improved Camera Zoom to in-game screens, from now on it will adjust itself better to the player field of view, in the range of 20% difference rather than 70%.
- Bots are now aware of their body and their abilities:
/// If they have hands or not. /// If they have storage attached to them. /// Their health and power level. /// Their position on the map and world map. /// Understand that player can be their owner, enemy, ally, or unknown status to them. /// Understand the time of the day. ///Can scan for objects, buildings, and creatures around them (this system is used with command system by default at the start of each order that uses the information of object surrounding the bot). /// Understand the process of interaction with objects (for example if they are able to and contain hands they are now able to open doors). /// Understands its velocity and informs the player if it's stuck or cannot get to the set location (but it will try a few times to make sure)
- Bots now possess basic systems of adjusting commands per event change (for the moment working only with changes made to the doors and environment). Example - Bot will move to the ordered position but will adjust its route if the locked door is in the way. (number of changes is unlimited until the command is completed).
- Added Octahedral Imposter Sprites support.
- Added two new key inputs: /// Bot Control Accept /// Bot Control Return
- Minor improvement to key bindings options visibility.
- All trees have now octahedral sprites as the last level of details (performance boost)
- Buildings in stage 0 of their build process have NO collision.
- Activating the RTS system will turn on all construction holograms for buildings that are still on stage 0 of construction.
- Construction skeleton appears on Stage 1 rather than Stage 0.
- Construction holograms are now clickable.
- When attempting to start a conversation or command a bot, a new icon will appear in the UI.
- Changed names of interacted flora items to distinguish them from the one not yet interacted with:
/// "Subincar" to "Subincar Cap" /// "Gracheri" to "Gracheri Cap" /// "Golden Malok" to "Golden Malok Fruit" /// "Camubron" to "Camubron Cap" /// "Blufloir" to "Blufloir Pistil" /// "Arachnorex" to "Arachnorex Cap"
- Model and texture updated to:
/// Battery ST-1 /// Solid Construction Component /// Medium doors /// Beacons /// Tirix Fusion Power Plant (Power Cells)
- Removed wall from Tirix Fusion Power Plant to adjust construction to new navigation mesh and future content.
- Lowered system calls from Storage T-1 and Tirix Fusion Power Plant (minor performance boost).
- Doors no longer have to recalculate nav mesh on opening and closing. (minor performance boost).
- When activating Oxygen Replenishers on Oxygen Stations, the hand with bio-ring/biometer will be automatically risen to show oxygen status.
- Improved LOD (Level of Details) visibility switchers in all trees to smooth out transitions.
- Improved Ambient Occlusion to work even in full light.
- Adjustments to global shadowing, shadows from inner objects (inner tunnel armor, boxes in caves, etc. ) will now respect shadow covering from outer objects, removing minor graphical errors. (minor performance boost).
- Removed option to drop items directly from the interacted storage unit.
- All buildings in stage 0 construction will NOT spawn any collision, physics objects, or any other asset that may affect navigation mesh.
- When checking player status (by holding TAB by default), the hand with biometer/bio-ring will now be closer to the camera to make it easier to read.
- Improved Nav mesh regeneration by around 20% depending on the navmesh scale and object density on the navmesh area of effect.
- Ore Extractors animation is now set to 60 FPS.
- Improved UI in Command Center Oxygen Station and increase its refresh rate.
- Oxygen Stations in Command Center now changes light depending on the status of Hydrogel, above 20% Green, below Red.
- Beacon construction requirement changed: FROM - 10 Liquid Construction Component. TO - 8 Liquid Construction Component / 5 Solid Construction Component
- Beacon max energy risen from 10 to 200.
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Penkura Patch 0.1.8
Dev-Com
Hello, world! Penkura is now patched to version 0.1.8
We are near the release of patch 0.2.0 only one more main patch before the release, and with that, we are starting to prepare the project for world expansion and game localization. As previously mention first language that will be added to the game is Polish. Of course please keep in mind that the community can help with this, simply by pointing out mistakes in the text, because of that we added the "Localization Support" section to the Steam Discussion forum, a new channel on our Official Discord channel, and a new type of error report in our official bug report system.
In preparation for the major project update, we are adding two new systems to the game, first is the new global navigation system.
This system was designed to allow each AI full map navigation. The major difference between the new system and the old one is not only a higher range (from 5 000 units to 400 000) but also that it's directly baked into the game. The navigation system is of course fully dynamic, it will adjust itself to player base building and movement, but thanks to already baked navigation it will recreate only a tiny chunk of the data to keep PC requirements as low as possible.
The second edition is our new modular base creation system. This system was designed to use all of our pre-created Lions systems such as Lions-Mat which allow us to swiftly paint each structure with as little memory (RAM) requirement as possible, lowering also the number of draw calls to as little number as (for the moment) possible.
The modular construction system will not only save time to set up bases and small cities but thanks to the pre-determent over 80 measurement types, it will allow us to add/create new modular parts without restricting artists, by door placement, window placement, height, length, amount of lights, navigation restrictions and dozens of other variables.
In short, this will allow us to make buildings much faster and as different from each other as possible without much of an effect on performance to make sure players with weaker PC will still be able to enjoy our project).
Next patches up to 0.1.9 will focus on additional content for our modular base creation system, more storyline, and creating AI for bots adjusted to the new global navigation system (it will introduce bots commands to help the player with base management, exploration, and fighting).
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://lionsart.pl/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 --- Solar Panels instantly snap to the correct position after build if it's day time at the time of construction.
- FIX --- Ore Extractor was able to print "Warning Container Full" when he didn't detect any ore.
- FIX --- Putting down the Tablet (map system) always triggered holstered item to be equipped even if we didn't have it equipped before using the map system.
- FIX --- Some of the buildings didn't register in the base power logs.
- FIX --- Light beams had visual errors created by mist.
- FIX --- Bio Meter could detect oxygen bubbles in buildings the player was not occupying. (stoping oxygen timer)
- Added special function buttons to the buildings info window in RTS mode.
- Updated the Ore Extraction tutorial.
- Added Extensive Extraction function to Ore Extractor.
- M.P.B now uses hands to pick up items and when interacting with active ables.
- Added two new animations to M.P.B:
/// Grab Animation /// Click Animation
- Added sound effect to M.P.B hands when (picking up/activating).
- Projectiles can now trigger behaviors in items, interactable, and instances.
- Items can now change their behavior depending on the trigger.
- All pickable flowers will now burn off if hit with a plasma shot from Pener-07 or IMP.
- Added Turn On/Off Extraction function to Ore Extractor.
- Added energy consumption indicator to the bot user interface.
- Improved extractor calculation, now it will always find something to extract if there is something to be extracted. (no chance of getting 0 if there still is something)
- Improved extraction randomization, now everything has the same chance of being extracted.
- Improved Power and Hydrogel calculation in RTS.
- Material Improvement for bluefloir and forest deco flora.
- Each base now starts with maxed out power and hydrogel. (rather than 50%)
- Max stack size changes to selected items:
/// Basic Electronic Repository (from 10 to 5) /// Subincar (from 50 to 30)
- LionsMat glass materials updated to version 3.0.
- Balance changes to the Energy cost of constructions:
/// Ore Extractor from 1000 to 2500 (stages from 2 to 3) /// Atmo. Airlock from 1000 to 1500 /// Bio-Recycler from 8000 to 6000 (stages from 3 to 4) /// Beacon from 5000 to 3000 (stages from 2 to 3) /// Lamp from 1000 to 1500 (stages from 1 to 2) /// Solar Panels from 3000 to 3500 (stages from 2 to 4) /// Tunnel Type - I from 1000 to 2000 (stages 2 from to 3) /// Tunnel Type - I Short from 500 to 1000 /// Tunnel Type - I Windowed from 2000 to 2500 (stages from 2 to 3) /// Tunnel Type - L from 1000 to 2000 (stages from 2 to 3) /// Tunnel Type - T from 1000 to 2000 (stages from 2 to 3) /// Tunnel Type - T Windowed from 2000 to 2500 (stages from 2 to 3) /// Tunnel Type - X from 1000 to 2000 (stages from 2 to 3) /// Hydrogel Purificator from 9000 to 15000 (stages from 4 to 8) /// Maintenance Platform from 15000 to 12000 (stages from 3 to 6) /// Hydrogel Storage from 3000 to 4000 /// T-1 Storage from 5000 to 6000 (stages from 3 to 5) /// Power Storage from 10000 to 8000 (stages from 3 to 5) /// Tirix Fusion Power Plant from 35000 to 50000 (stages from 4 to 15)
- Player basic armor minor texture improvement.
- Visual update to Einstein–Rosen bridge between Gemini Base to Karenos.
-------------------------------------------------
Patch 0.1.7.3.1
Dev-Com
Hello, world! Penkura is now patched to version 0.1.7.3.1
In this minor patch, we focused on fixing player reported bugs, new animations to player character (mostly to improve immersion and overall quality), the ability for bots to use world map, and minor improvements to player keybinding.
We also started to improve the quality of the materials in the game, enhancing there look without increasing game requirements or load time. After some time we were able to improve our LionsMat system to allow switching between not only the quality of the textures but changing it entirely on-demand.
This system was used to refresh all ancient temples, but will also be used in each new level containing any terrain/landscape.
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 additional Quick Slot input keys to control settings.
- All bots now have access to a holographic world map.
- Bot world map is a physical in-game object rather than 2D user interface (can be blocked by other objects / can block other objects).
- Added 6 new animations to player hands.
- From now on players will be using "grab" and "press" animation on interactive objects (such as closets, cans, flowers, etc.).
- Added Hands Up input key to "control" settings. (not yet operational).
- Amount of Quick Slots in, M.P.B, and Oculus increase from 3 to 9.
- Amount of Quick Slots in Player increase from 5 to 9.
- Visual update Character View Window.
- Visual update to Quick Slots.
- The user interface now shows also the number of items currently hovered over.
- Added keybindings reminder to "Interaction" and "Additional Interaction" when hovering over items.
- Visual update to Main Temple and all side structures of the main temple.
- Visual improvements to world map.
- Added Antarctic armor to the player at the start.
- Changed sound effect of Information Ping (to be more unique)
-------------------------------------------------
Penkura Patch 0.1.7.3
Dev-Com
Hello, world! Penkura is now patched to version 0.1.7.3
Welcome to the patch 0.1.7.3, in this patch we focused on implementing the positive and negative effects system to player, bots, buildings, and every being in the game.
From now on, most of the items in the game have some kind of effect on the player, positive like minor regeneration or negative from strong drug effects, overdose to even extensive poisoning.
This is one of the balance methods we wanted to introduce to the game from the start. Rather than provide cooldown that will artificially limit the player from using (for example a stimpak) to heal himself. The player will be able to use stimpak at will but there is a chance of overdose which may lead to extensive poisoning if used more than once in a short amount of time.
This system will be greatly extended in the future with the addition of biochips that will shorten the time, weaken the effect or even change some of the negative effects to positive, and vice versa.
We also added new items to the game, and change some of the functionality of the already implemented ones, the reason for that is balance.
After the player reports and extensive conversations, we decided to balance some of the systems, mostly "nutrient". That lead to a boost of some of the flora and consumables to make it a bit easier to keep a steady nutrient level, and additionally, we added "stuffed" effect, which will halt diminishing of nutrient level for a short time after consuming something that added more nutrient than our possible max.
Next updates we will focus on additional player requested tutorial messages, tutorial videos, animations to the player protagonist, and of course more content.
Thank you to all the players who actively help us develop Penkura by pointing out possible changes that may improve the overall experience.
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 positive and negative temporary effects system (Buffs and Debuffs), to players, bots, and buildings.
- Added 9 positive/negative temporary effects:
/// Lesser Bleeding /// Extensive Bleeding /// Minor Poisoning /// Major Poisoning /// Radiated /// Stuffed /// Sick /// Overdose /// Minor Regeneration /// Major Regeneration /// Affected by strong drug
- The main character window will now show all positive and negative active effects.
- Added 5 new items:
/// Med-Spray /// Nutrino Bar (Expired) /// Nutrino Box (Expired) /// Vi-vi Drink (Expired) /// Dark Matter Cola (Expired)
- Med-Spray added to the MMC.
- Nutrino Box now provides very minor regeneration on consumption.
- Subnicar now provides a sick effect on consumption and 10 Nutrient.
- Gracheri now adds 10 Nutrient on consumption and have a chance to provide a large dose of lesser poisoning.
- Golden Malok now adds 20 Nutrient rather than 10.
- Arachnorex can now be consumed, on consumption, it adds 10 nutrient and lesser poisoning.
- Stimpak now provides major Regeneration over time rather than set heal at the start and have a high chance to add negative effect "Affected by Strong Drug".
- Neuclir will now counter minor poisoning rather than provide health.
- Bluefloir additional to minor regeneration effect, now have a small chance of helping with "sick" debuff.
- Metos Drones are now cappable of poisoning the player.
- Metos Warriors are now capable of not only poisoning the player but also inflict minor bleeding.
- Each consumable that effects nutrient level will now trigger "Stuffed" buff if the player consumes the item while being near full.
- Added additional interaction options to all items in the game (if they are useable).
- CCC screen will now refresh itself even if the player is not directly interacting with it.
- Details option in the inventory was changed to Inspect.
- Created a new inspect window for all items.
- Bio Recyclers will now enhance the extraction of bio-matter (traces level) from biological material. (1 nearly always ends at 0 now 1 will equal to 50 % chance between 0 and 1)
- To provide more information, bot/player energy and nutrient will now be printed with an additional fractional digit.
- Balance changes to TRX Ammo, Solid Construction Component lovered from 2 to 1, and Ercore Bio Component from 0 to 5.
- Added security to save/load system that will unable player to save a game while it is still saving. (the system is connected directly to the saving process rather than set delay, this delay may be near zero on high-end computers).
- Personal computer videos will now keep playing when leaving it.
- Default keys to rotate building left and right when in RTS mode are now Q and E.
- Save/Load System will now save the positive and negative temporary effects of players, bots, and buildings.
- Improved Construction Bot materialization sound effect.
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Patch 0.1.7.2.1
Dev-Com
Hello, world! Penkura is now patched to version 0.1.7.2.1
We are realising a swift minor patch that will fix an issue with the object interaction.
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.
LINK ----> http://penkura.com/bugs/
Till the next Dev-Com over and out. -------------------------------------------------
Penkura Patch 0.1.7.2
Dev-Com
Hello, world! Penkura is now patched to version 0.1.7.2
After weeks of hard work, we are finally able to release patch 0.1.7.2. In it, players will have a chance to play with the new bot, create new construction and most of all continue our storyline thought new quests.
We added our new questing system to the project, it allows us to dynamically change the quest depending on player input. Inputs that affect the quests are for example the time in which player activates triggers, the sequence that players choose, or even if he didn't even take the quest in the first place.
We were also able to add this feature to our dialog system allowing players to be more unique when playing the game. (In time we will expend this system to add much more dialog options, and quest branches to make the game more applying for the second playthrough).
We are adding new construction to the game, "The Maintenance Platform", with it players will be able to recharge their bots, and because of that, from now on bots use energy when doing any activity. That, of course, means that even being idle, bots use energy, that is why we are now allowing to completely disable bots when not needed.
With the Maintenance Platform, we are also adding a new bot to the game, the Oculus Scout Bot. For the moment with limited usability, in the next few small patches that we plan to release in the span of next weeks, we will slowly add more functions to both Oculus and M.P.B to not only make them more usable but near necessary to survive.
Next patches we will once again focus on content, this time on RPG elements of Penkura, it's about time to implement stats and attributes to the game, which will affect player expansion in the future major content patch.
We once again want to thank each player that contacted us on Discord, via Email or directly through our website bug report system, and provided us information on the bugs found throughout the playthrough. Each repaired bug increases the quality of our project, which is an important part of our development. To those who actively playtest our game in search of errors and bugs, happy hunting!
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 --- Mouse sensitive is bound with the frame rate.
- FIX --- Show FPS option didn't save properly.
- FIX --- Player and bots were able to open storages through the close doors.
- FIX --- Items details panel stays on the screen if the player disables the inventory screen by triggering UI closure by activation key.
- FIX --- When moving items between storages while holding shift, inventory split moved item but didn't try to merge with the same item if detected in the inventory.
- FIX --- Nutrino Box had an incorrect description and lacked information on minor healing effects.
- FIX --- At the "Set your name" part of the introduction dialog, the player could leave the window empty and Sara didn't trigger the correct dialog response to that.
- FIX --- Player didn't stand up if crouched when trying to use CCC.
- FIX --- Some of Saras' dialog was not connected to the Voice Volume settings.
- FIX --- Player was able to open M.P.B storage in front of the bot (trace didn't respected bots body).
- FIX --- When bot lowered its position (same as crouching) when "uncrouching" bot didn't reset its movement speed lowering it to player base speed.
- FIX --- Player could block the mission trigger if while being briefed by Sara quit the game, blocking access to the said mission.
- Added new structure to the game. (The Maintenance Platform)
- Bots now spend energy when moving, sprinting, idling, and when using night vision.
- Added random loot generation to enemy corpses.
- Added new bot type to the game "Oculus"
- Added two new missions to the game.
- Mission "Into the Void" is now completable.
- Added Engine and Storage settings to bots.
- Added new animations to M.P.B.
- Added new dialog lines to the main story.
- Added new voice events.
- Save system will now save/load bots ownership.
- Bots can be powered down to save energy.
- Disable/Enable bot button in CCC is now clickable.
- Bots without legs now have the same movement speed "crouched" and "uncrouched".
- Added bot position calculation and surface scanning to allow bots perfectly land on the surface no matter the distance from the surface (in case of emergency).
- CCC will disconnect the player from the bot operation when it will detect insufficient power. (after which bot will power down).
- Added 6 new items:
/// Metos Wings /// Metos (Drone) Body /// Metos (Warrior) Body /// Metos Jaw /// Metos Claws /// Metos Antennae
- Added new key input "Additional Interaction", used for activating additional triggers/actions/events when hovering over items/interactable.
- Metos Warriors and Metos Drones now generate random loot on death.
- The save system is now able to save the MMC production list queue, state of the MMC, and currently craftable item.
- Minor improvement to post-processing quality.
- The player is now able to unload and reload tools and weapons from within the inventory/storage.
- The player is now able to drop items directly from the inventory.
- Improved bloom effects.
- Added multi outcome trigger feature to the Mission system.
- Dialogs can now check Mission status and adjust its dialog accordingly providing different dialog options depending on the current player situation.
- An error message will appear if bot without functional hands tries to use objects/interactable that requires hands to operate.
- Bots and Player Character have now separated mouse input control settings, (the bot will now rotate slower than the player and are both independent of each other settings).
- Decouple mouse and keyboard input from the frame rate.
- Structures that didn't pass the first phase of construction will be instantly removed when canceling construction rather than awaiting dematerialization by bot.
- MMC creates each item based on its own time requirement.
- Increase edge detection range by 40 %, allowing the player to step over higher obstacles.
- Improved AI navigation mesh rendering improving AI performance when moving.
- Background code fixes to MMC, increasing its stability when creating objects.
- Improved Global Lions-Mat system, allowing objects to use normal map layering.
- Minor changes to M.P.S UI.
- Graphical update to M.P.B.
- Added two new sound effects when opening inventory.
- Major graphical improvements to Main Menu.
- Controls are now called Mouse Control in main menu options.
- Added Key Binding section to Options Menu.
- Added Camera Smoothing to RTS and FP options in the main menu mouse control options. (this smoothing is not bound to frame rate).
- Changed Oxygen Tank production requirements from 1 Liquide Construction Component to 1 Solid Construction Component.
- Added an additional level of details to Bio-Recycler (minor performance increase)
- Added icons to all building status screens.
- Save Slot will now ask the player if he is certain of erasing the save slot before deleting.
- Minor spelling fixes.
- Minor graphical improvement to Clouds.
- Bodies will despawn after 10 minutes rather than (5 min + environmental settings).
- Every corpse can now be disposed of with the use of "Additional Interaction".
- Improved Save/Load system, loading should be around 15% faster, depending on the save file size.
- Improved render distancing to all "Ancients" assets. (minor performance boost)
- Added manual save file adjustment system (allows the developer to add/delete objects directly from the save file to remove the requirement of restarting the game to see/experience new content).
- Improved Pener-07 and IMP holographic indicators.
- Balance changes to items:
/// Liquide Construction Component Increase metal ore requirement from 15 to 20 / Heavy Metal from 3 to 5. /// Crystalized Construction Component added 5 Noble Metal ore to the recipe. /// Battery ST-1 added 1 Noble Metal ore to the recipe.
-------------------------------------------------
Penkura Patch 0.1.7.1.1
------------------------------------------------- Hello, world! Penkura is now patched to version 0.1.7.1.1
We are realising a swift minor patch that will fix an issue and add support for left-handed players in our inventory/storage system.
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 support for left-handed use of Shift and Ctrl in the inventory and storage system.
-------------------------------------------------
Penkura Patch 0.1.7.1
Dev-Com
Hello, world! Penkura is now patched to version 0.1.7.1
In this patch, we introduce a new structure an Atmospheric Vaporator, one of the key structures required by every settlement to produce hydrogel that is used to produce oxygen and in the future water your crops.
Besides the new structure, we completely redesigned our RTS system and rewrote almost half of the inventory system to remove bugs and smooth out some of the functions.
We also added dynamic object instancing to some of the buildings and components, this system will increase performance in the game, the bigger the base the stronger the effect, this system will allow players to build even bigger and more complex bases.
And because of the players request, we redesigned our Command Center tutorial station, with the addition of video presentation, for the moment video presentation is only added to the M.P.S but we will improve it and add it to all of the tutorials in the upcoming patch.
In the upcoming patch, we will focus on bots, another structure, and additional improvements to tutorials.
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 Atmospheric Vaporator to the construction list.
- When holding the right mouse button, the player is able to rotate while holding his map.
- The moment player dies his personal map system will record his last known position.
- Increase the distance of light rendering in buildings by 400%.
- Increase Geological scanner range and precision in M.P.S by 20%.
- Changed Overseer Mode name to Robotics Taskamster System.
- Added Left Shift detection to the inventory, on simple move items between the slots and by RMB move to the slot. Holding Left Shift while performing any of the move actions will split the stack in half.
- Empty slots in inventory are now visible.
- Added double click to the inventory which will use the useable item.
- You can now unequip item by clicking LMB on the equipped item in the inventory.
- Added new information to the tutorial/information window in inventory.
- Energy and Hydrogel icons on the top left in the RTS system are now buttons that show calculations made by the system. (It will print out all the buildings that have to affect on the hydrogel or power and their effects).
- Refreshed all tutorials in the Command Center personal computer by providing rich text with colored highlights.
- Added video system to the tutorial screens providing a short video presentation of more difficult to understand systems. (for the moment only for the scanner system to test the system).
- From now on, buildings that don't have hydrogel/oxygen by default won't show the "Disable Oxygen Flow" button in the RTS system, and their Hydrogel/oxygen status will show NONE rather than 0%.
- If the player cancels construction by mistake, from now on he will be able to uncheck call for cancelation if C.A.T didn't start dematerialization.
- Added camera distance object high offset rendering (grass size object will fade out/in more smooth rather than just pop in or out) effect focuses on close to player elements.
- Added dynamic object instancing system to Solar Panels, Ore Extractor, Windows, all types of Doors, interactable components (such as buttons).
- Added Right Mouse Button click to RTS to clear any selected drone, building.
- Major changes to RTS UI.
- Updated Information screen on the map.
- Minor changes to MMC UI.
- Bio-Recycler now takes 25 units of hydrogel while working rather than 5.