Penkura Patch 0.1.2.4
Dev-Com.
Hello, world! Patch 0.1.2.4 is finally released to the public, this patch is focused on three things, balance, RTS mode "Overseer", and overall world assets.
Let's start with the "Overseer" mode, for some time now we wanted to rebuild the entire system of calculating power, oxygen, resources, building placement, building detection system and many other RTS related functions. Finally thanks to few previous preparation patches we were able to bring all main changes to the RTS system, those changes will not only fix a lot of background issues, add a massive performance boost to bigger outposts but also allow as to finally add a proper balance system to the entire RTS system.
With the balance changes, most of the buildings were adjusted to the new system to present more less final settings player will see throughout the game. All activable buildings take power, or/and oxygen when needed, and the player himself is able to control power and oxygen flow through the "Overseer" mode.
With almost two hundred of changes made to the background calculation we were able to save up a little bit of extra performance space, because of that, we added new assets to the levels, refresh few items, buildings and most of all added new buildable objects to the game.
Rest of the extra performance will be spent in the next patch which will focus on the environment, AI, bots, missions, and storyline elements.
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/
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Patch 0.1.2.4
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BUG FIXES:
- Player no longer will hear his own footsteps after death.
- Player backpack won't spawn in the wrong location and rotation.
- T-1 Storage won't spawn containers before it's built.
- Shadow fixes for Tunnel plugs.
- Fix for performance hitch on each load/new game.
- Fix for Base "Overseer" interface providing incorrect data on base oxygen and energy output.
- Tunnel Type I Windowed didn't change light settings for stable performance.
- Tunnel Type I Windowed and T Windowed had visual errors in Overseer presentation interface.
- Solar Panels didn't reactivate their animation when the player reenters their view distance.
- The entire body of Solar Panel is now clickable rather than base only in RTS mode "Overseer"
- You are no longer able to construct building inside other building when hovered on specific trigger box between the arrow and the construction.
- Solar Panels didn't trigger a correct sound effect when walked over.
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IMPROVEMENTS/CHANGES/ADDITIONS:
- Fall damage added to the game.
- Fall damage is calculated by the fall distance, kinetic damage resistance, fall damage resistance, type of possessed character and speed.
- Landing from any distance will now trigger smooth head movement scaled by the distance from which the effect was first activated.
- Added compass to the Map system.
- Small Residence building created from the ground up.
- New window type added to the game.
- New door type added to the game.
- Added personalization system, example: Doors in Small Residence are now correctly labeled with the name of the owner or room classification.
- New furnitures added to the project.
- All personal computers are refreshed with new models.
- Addition of Per Instance Shader Color manipulation.
- All foliage in the game is now controlled by new shader manipulator which will slightly alter the color of every instance of foliage to break the repetition.
- Assets added to Karenos Cave system.
- Visual improvement to the mission display window.
- Player Quickslot settings are transferred between bodies (after death).
- Added camera effect to death system.
- Visual update to death window.
- New chest type added.
- Added Tunnel type L and I short to the game.
- Added new buildable buildings to standard base blueprints.
- 4 new sound effect added to UI.
- Added sound effects to "Overseer" mode, Personal Computers, and C.C.C.
- Power Flow and Oxygen Flow Buttons added to the RTS UI (Overseer)
- Power of each building is now controlled from the Base Sources (Command Center) rather than per building instance (minor performance increase)
- Building Power stats now affect its status, turning from fully on to emergency systems when the power goes below 20% and to completely off when it reaches 0.
- RTS UI (Overseer) is able to showcase the energy and oxygen flow of each building after clicking on it. Calculated numbers show the amount of energy produce - energy consumption - energy needed for the max charge up to max base energy/oxygen transfer.
- T-1 Storage used the wrong icon in the RTS (Overseer) mode.
- Added sound effect when player losses connection between his neurocore and his body.
- Armor presentation window is now created by the game load system rather than per player/bot instance. (prevents duplication of performance heavy cameras)
- Death system is now based on the ragdoll effect of currently possessed character.
- Every door/gate is now saved by the system.
- Doors and Airlocks are now effected by power output.
- Added light and power change effect too Doors and Airlocks.
- Changed position of buildings in support structures list.
- Improved save/load system with additional save able data.
- All activators in the game are now saveable.
- Added security system to ID generation system to make sure there will never be an object with the same ID at the same level.
- On load doors/gate will load every player affected states, such as if its wide open, was it unlocked by using a proper password and so on.
- All visible end result calculations in the game are now shortened to a single digit after the dot. (this change effects "Overseer" mode, Player Character screen, and results provided in message window)
- All calculations are done in "Overseer" are now simplified, rather than presenting 751 912 Power, "Overseer" UI will now show 751.9T.
- Base Power calculation and Oxygen transfer are now done via a single data stream rather than per building consumption data output. (Base power and oxygen calculation speed is now increased by up to 400 %).
- Animation update to solar panels.
- Added new type of glass material for screens in all personal computers, visibility of said screens is dependent on the angle from which player is observing the computer.
- Added max render distance of all objects inside of buildings. (minor performance boost)
- Improvements to angel calculation based on the sun position in the sky. (79% reduction in CPU requirement from Solar Panels)
- Power Storage base power capacity increase lowered to 20 000 from 25 000.
- Power consumption balances made to buildings:
All types of Tunnels from 0.5 to 1
All doors from 0.5 to 1
T-1 Storage from 1 to 3
Command Center from 2 to
Lamps from 1 to 3
Beacon from 0 to 2
Atmo. Airlock from 0.5 to 1
Tirix Fusion Power Plant from 0 to 3
Hydrogel Purificator from 0 to 25
- Power production balances made to buildings:
Tirix Fusion Power Plant from 100 to 200
Command Center from 1:1 sun power to 4:1 sun power
Solar Panels from 1:1 sun power to 2:1 sun power
- Power capacity adjustments made to buildings:
Command Center from 2500 to 10000
Tirix Fusion Power Plant from 100 to 1000
Beacon from 1 to 10
T-1 Storage from 100 to 300
Hydrogel Purificator from 300 to 1000
All types of Tunnels from 10 to 100
Lamp from 4 to 10
- Hydrogel Purificator will now stop Oxygen production when energy levels reach 0, and it will lower its production to 20 if on Emergency power.
- Text in holo signs takes its size and adjusts itself to fix its position relative to the center of the object.
- Base Oxygen and Energy transfer rate increase from 10 to 50.
- Visual adjustments to "Overseer" Interface.
- Base standard energy capacity lowered from 750 000 to 50 000
- Base standard oxygen capacity increased from 2000 to 2500
- Minor grammatical improvements.
- Minor normal map fix for Medicine Repository.
- Added Level of details to all light posts.
- Added security system for randomly-generated loot containers to prevent abuse of the system.
- Added Async calculation system to C.A.T Depository and T-1 Storage to eliminate hitches when approaching objects.
- C.A.T Depository size reduced from 24 to 20.
- Added shadow/light performance update to Atmo. Airlock (minor performance boost)
- Improved level of details to Tunnel T, Command Center, and T-1 Storage.
--------------------------------------------------------------
Hello, world! Patch 0.1.2.4 is finally released to the public, this patch is focused on three things, balance, RTS mode "Overseer", and overall world assets.
Let's start with the "Overseer" mode, for some time now we wanted to rebuild the entire system of calculating power, oxygen, resources, building placement, building detection system and many other RTS related functions. Finally thanks to few previous preparation patches we were able to bring all main changes to the RTS system, those changes will not only fix a lot of background issues, add a massive performance boost to bigger outposts but also allow as to finally add a proper balance system to the entire RTS system.
With the balance changes, most of the buildings were adjusted to the new system to present more less final settings player will see throughout the game. All activable buildings take power, or/and oxygen when needed, and the player himself is able to control power and oxygen flow through the "Overseer" mode.
With almost two hundred of changes made to the background calculation we were able to save up a little bit of extra performance space, because of that, we added new assets to the levels, refresh few items, buildings and most of all added new buildable objects to the game.
Rest of the extra performance will be spent in the next patch which will focus on the environment, AI, bots, missions, and storyline elements.
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/
--------------------------------------------------------------
Patch 0.1.2.4
--------------------------------------------------------------
BUG FIXES:
- Player no longer will hear his own footsteps after death.
- Player backpack won't spawn in the wrong location and rotation.
- T-1 Storage won't spawn containers before it's built.
- Shadow fixes for Tunnel plugs.
- Fix for performance hitch on each load/new game.
- Fix for Base "Overseer" interface providing incorrect data on base oxygen and energy output.
- Tunnel Type I Windowed didn't change light settings for stable performance.
- Tunnel Type I Windowed and T Windowed had visual errors in Overseer presentation interface.
- Solar Panels didn't reactivate their animation when the player reenters their view distance.
- The entire body of Solar Panel is now clickable rather than base only in RTS mode "Overseer"
- You are no longer able to construct building inside other building when hovered on specific trigger box between the arrow and the construction.
- Solar Panels didn't trigger a correct sound effect when walked over.
--------------------------------------------------------------
IMPROVEMENTS/CHANGES/ADDITIONS:
- Fall damage added to the game.
- Fall damage is calculated by the fall distance, kinetic damage resistance, fall damage resistance, type of possessed character and speed.
- Landing from any distance will now trigger smooth head movement scaled by the distance from which the effect was first activated.
- Added compass to the Map system.
- Small Residence building created from the ground up.
- New window type added to the game.
- New door type added to the game.
- Added personalization system, example: Doors in Small Residence are now correctly labeled with the name of the owner or room classification.
- New furnitures added to the project.
- All personal computers are refreshed with new models.
- Addition of Per Instance Shader Color manipulation.
- All foliage in the game is now controlled by new shader manipulator which will slightly alter the color of every instance of foliage to break the repetition.
- Assets added to Karenos Cave system.
- Visual improvement to the mission display window.
- Player Quickslot settings are transferred between bodies (after death).
- Added camera effect to death system.
- Visual update to death window.
- New chest type added.
- Added Tunnel type L and I short to the game.
- Added new buildable buildings to standard base blueprints.
- 4 new sound effect added to UI.
- Added sound effects to "Overseer" mode, Personal Computers, and C.C.C.
- Power Flow and Oxygen Flow Buttons added to the RTS UI (Overseer)
- Power of each building is now controlled from the Base Sources (Command Center) rather than per building instance (minor performance increase)
- Building Power stats now affect its status, turning from fully on to emergency systems when the power goes below 20% and to completely off when it reaches 0.
- RTS UI (Overseer) is able to showcase the energy and oxygen flow of each building after clicking on it. Calculated numbers show the amount of energy produce - energy consumption - energy needed for the max charge up to max base energy/oxygen transfer.
- T-1 Storage used the wrong icon in the RTS (Overseer) mode.
- Added sound effect when player losses connection between his neurocore and his body.
- Armor presentation window is now created by the game load system rather than per player/bot instance. (prevents duplication of performance heavy cameras)
- Death system is now based on the ragdoll effect of currently possessed character.
- Every door/gate is now saved by the system.
- Doors and Airlocks are now effected by power output.
- Added light and power change effect too Doors and Airlocks.
- Changed position of buildings in support structures list.
- Improved save/load system with additional save able data.
- All activators in the game are now saveable.
- Added security system to ID generation system to make sure there will never be an object with the same ID at the same level.
- On load doors/gate will load every player affected states, such as if its wide open, was it unlocked by using a proper password and so on.
- All visible end result calculations in the game are now shortened to a single digit after the dot. (this change effects "Overseer" mode, Player Character screen, and results provided in message window)
- All calculations are done in "Overseer" are now simplified, rather than presenting 751 912 Power, "Overseer" UI will now show 751.9T.
- Base Power calculation and Oxygen transfer are now done via a single data stream rather than per building consumption data output. (Base power and oxygen calculation speed is now increased by up to 400 %).
- Animation update to solar panels.
- Added new type of glass material for screens in all personal computers, visibility of said screens is dependent on the angle from which player is observing the computer.
- Added max render distance of all objects inside of buildings. (minor performance boost)
- Improvements to angel calculation based on the sun position in the sky. (79% reduction in CPU requirement from Solar Panels)
- Power Storage base power capacity increase lowered to 20 000 from 25 000.
- Power consumption balances made to buildings:
All types of Tunnels from 0.5 to 1
All doors from 0.5 to 1
T-1 Storage from 1 to 3
Command Center from 2 to
Lamps from 1 to 3
Beacon from 0 to 2
Atmo. Airlock from 0.5 to 1
Tirix Fusion Power Plant from 0 to 3
Hydrogel Purificator from 0 to 25
- Power production balances made to buildings:
Tirix Fusion Power Plant from 100 to 200
Command Center from 1:1 sun power to 4:1 sun power
Solar Panels from 1:1 sun power to 2:1 sun power
- Power capacity adjustments made to buildings:
Command Center from 2500 to 10000
Tirix Fusion Power Plant from 100 to 1000
Beacon from 1 to 10
T-1 Storage from 100 to 300
Hydrogel Purificator from 300 to 1000
All types of Tunnels from 10 to 100
Lamp from 4 to 10
- Hydrogel Purificator will now stop Oxygen production when energy levels reach 0, and it will lower its production to 20 if on Emergency power.
- Text in holo signs takes its size and adjusts itself to fix its position relative to the center of the object.
- Base Oxygen and Energy transfer rate increase from 10 to 50.
- Visual adjustments to "Overseer" Interface.
- Base standard energy capacity lowered from 750 000 to 50 000
- Base standard oxygen capacity increased from 2000 to 2500
- Minor grammatical improvements.
- Minor normal map fix for Medicine Repository.
- Added Level of details to all light posts.
- Added security system for randomly-generated loot containers to prevent abuse of the system.
- Added Async calculation system to C.A.T Depository and T-1 Storage to eliminate hitches when approaching objects.
- C.A.T Depository size reduced from 24 to 20.
- Added shadow/light performance update to Atmo. Airlock (minor performance boost)
- Improved level of details to Tunnel T, Command Center, and T-1 Storage.
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