Penkura Patch 0.1.1.2
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.
LINK ----> https://discord.gg/2ukYHQm
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Patch 0.1.1.2
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BUG FIXES:
- Medbay didn't provide oxygen to the player if spawned in the corners of the room.
- Power plant didn't spawn correctly object after creation.
- Power plant didn't dematerialize itself properly leaving some of the items floating in the air.
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IMPROVEMENTS/CHANGES/ADDITIONS:
- 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)
--------------------------------------------------------------
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.
LINK ----> https://discord.gg/2ukYHQm
--------------------------------------------------------------
Patch 0.1.1.2
--------------------------------------------------------------
BUG FIXES:
- Medbay didn't provide oxygen to the player if spawned in the corners of the room.
- Power plant didn't spawn correctly object after creation.
- Power plant didn't dematerialize itself properly leaving some of the items floating in the air.
--------------------------------------------------------------
IMPROVEMENTS/CHANGES/ADDITIONS:
- 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)
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