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(Midway Branch) Penkura Patch 0.2.0 MW 1

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 1


After nearly a hundred patches, we are leaving 0.1.+ behind us, entering 0.2.+ Penkura patches.
0.1.+ branch was designed to create global systems that would speed up our game development while testing out dozens of key gameplay systems. With the creation of LionsRoar, LionsMat, LionsMind, and eliminating hundreds of bugs (thanks to our bug hunting community), we drastically increase the performance and stability of the game.

0.2.+ branch will focus on overall content, new gameplay elements, features, structures, biomes, and visual improvements to UI, models, animations. With Midway branch version 1 of 0.2.0 branch, we are adding two buildings, two new features, and two community request visual changes.

Small Habitation Module, was in the game since the beginning, but besides the storyline, it never had any use. Thanks to a massive rewrite of each system that calculates or depends on time, we are able to add sleeping mechanics to the game allowing players to skip the night.



We are also adding a new tunnel type, "Tunnel Type I Windowed Long", to improve player base visual esthetics.



Players will notice a different look of each tunnel, and certain main buildings, thanks to the LionsMat v3 we drastically lowered the number of calls each structure needs to make for proper render.
This change allowed us to add much more details to each affected structure while also lower their render requirement from 20% to even 60% improving overall performance.



Another game mechanic added is a physics-based pick-up item system. Thanks to this system, players will be able to put objects found in the game world, not only inside the tables but also on them.



Two community-requested changes affect the visual esthetic of the game.

For high-resolution monitors and players with poor eyesight, we created a system that will change each 3d monitor screen material from flat unlit, to properly affected by Anti-Aliasing translucent lit based. This should drastically increase visibility, and thanks to the system that dynamically changes the materials when needed, performance should not change.

Lastly, our community was always requesting changes to the inventory based on the previous titles they played and got used to. One side wished for Line-based inventory while the other grid-based.
As we ourselves like both systems, and didn't want some players to feel left behind, we added both of them at the same time. From now on, players are able to change their Inventory UI presentation from line to grid and vice versa in the UI options.



As the last note in this long patch note, we wanted to also inform players who choose to support the project in the Midway branch, that from now on, we will be changing our approach on patching the Midway branch.
From now on, we will be sending patches as soon as a feature, model, bug fix, or material improvement is available. To not spam the players who aren't using Midway branch, minor single line patch notes will be shown on our Community Discord channel in the new #midway-dev-notes, and on our official Trello.

Trello -> https://trello.com/b/ZMdPnKYl/penkura
Discord -> https://discord.gg/2ukYHQm

At the end of a week, or when major changes are made, we will create official patch notes on Steam.

A small tutorial on how to access the Midway branch is available in the link below.

Link ---> https://steamcommunity.com/sharedfiles/filedetails/?id=2357998690

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

LINK ----> https://discord.gg/2ukYHQm

In case of problems/bugs/glitches appearing in the Midway Branch version of Penkura, please contact us on Discord (Link above) or post in the "Midway Branch of Penkura" section of the Steam Forum.

LINK ----> https://steamcommunity.com/app/739720/discussions/4/

Till the next Dev-Com over and out.

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Patch 0.2.0 MW 1
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/////////////////////////////////////////////////////////////
//////////////// BUG|ERROR FIXES ////////////////
////////////////////////////////////////////////////////////

  • Wind Turbine build by Sara at the start of the second level, was not properly saved.

  • There is a chance that the wind system resets global wind modification to all materials, making them invisible until the next wind speed change.

  • There was a chance that after game load, buildings didn't properly set their red alarm state from on to off.


////////////////////////////////////////////////////////////////////////////
//////// IMPROVEMENTS|CHANGES|ADDITIONS /////////
///////////////////////////////////////////////////////////////////////////

  • Small Habitation Module is now buildable.

  • Added Tunnel Type I Windowed Long, to the construction list.

  • Added sleep function to the game.

  • Added physics-based pick-up item system.

  • All buildings in the RTS UI will now present their fully lighted 3d model rather than a simplified sketch-based 3d simulation.

  • Added Grid-Based Inventory UI modification to the options menu.

  • Added improved screen material for all computers in the game, drastically improving the text visibility, and allowing translucency. (Experimental system)

  • Improved light, emergency light, and red alarm calls in all buildings.

  • Mission Logs, Character Screen, P.D.S now uses an improved font, to increase visibility.

  • Moved all time-based code to one global timer check, to allow time modification.

  • Structures video thumbnails are now much more smooth.

  • Added two new sound effects to beds (Lazarus Bed included).

  • Base Neurocores (for example Sara) are now able to add buildings to the construction list without player permission. (Player don't have to worry about Sara)

  • Adjusted 39, 3d models to use LionsMat v3 (between 20% to 60% of drawcall reduction, globally improving performance).

  • Messages from Sara, will now check players' state to make sure, no messages send/displayed when the player is unconscious or sleeping.

  • Visual improvement and reduction in mesh polygons amount (global performance improvement) to set buildings:
    /// Command Center
    /// Tunnel Type I
    /// Tunnel Type T
    /// Tunnel Type L
    /// Tunnel Type T Windowed
    /// Tunnel Type I Short
    /// Tunnel Type I Windowed
    /// Tunnel Type X
    /// Storage T-1
    /// Ore Extractor
    /// Maintanance Platform
    /// Gemini Base Tram Platform

  • Added additional 3d elements to Gemini Base for visual improvement.

  • Removed FPS counter from the game screen and permanently added it to the Main Menu and in-game Menu.

  • Added new inputs to the player control options.