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Penkura Patch 0.1.3.2



Dev-Com.
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.

LINK ----> http://penkura.com/patch-notes/

Till the next Dev-Com over and out.

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Patch 0.1.3.2
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BUG/ERROR FIXES:

- FIX --- Minor fixes to Main Menu settings system.

- FIX --- Scanner UI breaks when switching mode while already scanning objects.

- FIX --- Bluefloir didn't stack.

- FIX --- Player was able to interact with 3d interfaces without triggering their activation.

- FIX --- Player was able to shoot himself in a foot ending his life in an awkward way.

- FIX --- Saving in RTS mode (Overseer mode) may corrupt save slots.

- FIX --- Building preview didn't delete itself after leaving RTS mode (Overseer)

- FIX --- Solar Panels didn't activate their Sun alignment if the player is in RTS mode (Overseer)

- FIX --- The player was able to swap items between storages if both of them are locked. 

- FIX --- Teleporting to Karenos from Gemini base won't reset Field of View.

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IMPROVEMENTS/CHANGES/ADDITIONS:

- 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)  

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