(Midway Branch) Penkura Patch 0.1.9.3 MW 7

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.1.9.3 MW 7
Midway 7 is finally ready for release, the most important patch in MW of 0.1.9.3, Midway 7 fixes two major fundamental parts of the game, the inventory system (which is item creation, item management, storage, player inventory, bot inventory, buildings inventory, flowers (as spawned items), monsters and so on), and weather system.

With those two fundamental functions, we were not only able to fix all the reported issues but also add new functionality and balance improvement.
A new inventory system that controls nearly every aspect of the game, is now between 25 to 60 times faster (depending on the number of buildings, items in the world, monsters, and so on). With all that additional processing power we decided to spend it on a much more advanced weather system that allowed not only the addition of complex weather effects such as full-fledged storms but, we are also improving global ambient sounds.
The new weather system is not only a pretty effect but also a major impact on the gameplay, wind changes its speed which affects the magnetic wind turbine (just like in the last patch) but with the addition of complex 2d wave clouds, all objects, buildings, and foliage that is affected by the power of the sun will change their behavior. For the moment, some of the flowers will grow faster on rainy days, some slower because of the lack of sunlight. The same with the solar panels, which from now on, will provide much less power the more cloudy it is.
We are also improving sound effects, some of the sounds made by the building will now be occluded by other objects and buildings, pumping up the immersion aspect of the game. The system is still not perfect as it's not taking opening and closing doors when calculating the volume, pitch, and other variables, but we already are improving the system, and it should appear in the next upcoming patch.

Because of the new inventory system, a lot of balance aspects of the game had changed. Ore Extractors aren't limited by the numbers of slots, but rather the size and tonnage of the items that are added, it's indicated by the IP (inventory points), same with MMC, CCC, bots, and so on. For the moment we did our best to translate the game to new systems as best as we could to make sure that players that played Penkura for some time, won't feel alienated by new systems.
We also drastically improved our saving system, it will not only automatically adjust to new systems and content, but it will also recompile the save to make sure it will use all the new functions on each new save/load. The system was tested on saves from version 0.1.7.3 to make sure even older saves work as they should.
Once again I want to thank each member of our community on Discord, that send me their older saves to test our new save/load functionality.
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 0.1.9.3 MW 7
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//////////////// BUG|ERROR FIXES ////////////////
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- There was a chance that on weaker machines, bots didn't reset their global variable data before the main player character could imprint their own data.
- On slower machines, the player was able to consume more ammunition when reloading than the weapon is able to hold if swiftly repeating reload command while the weapon/tool is already reloading.
- When manually moving items between storages, the call to move is sometimes ignored.
- While moving stackable items from one storage to another, items moves would be split to fill up the first stackable item of the same type, and then halt transfer rather than search another stack or create a new one.
- On weaker machines, storage generation could potentially happen after the call for storage content breaking storage interaction.
- Ore Extractors screen didn't trigger if the player spawned next to it on load.
- RTS system didn't properly showcase the build process if the player spawned too far away from the C.A.T on load.
- Command Center main storage screen didn't update properly on game load (required player to leave and reenter the building for it to work properly).
- MMC Screen didn't properly update its primary data on game start if player loads next to it (required player to leave and reenter the building for it to work properly).
- Command Center light, didn't change shadow settings if the player spawned in it when loading.
- Path Lamp didn't trigger correct shadow effects if the player was spawned near it when loading.
- Bot could delete its items if the player ordered a bot to extract items from storage while manually removing them from the same storage.
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//////// IMPROVEMENTS|CHANGES|ADDITIONS /////////
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- Added a new inventory system to the game.
- Inventory and storage are no longer set slot base but upgraded to use IP system (Inventory Points)
- Inventory and Storage can now have as many slots for items as IP allows.
- Every single item in the game is now IP weight Based.
- When reloading a weapon or tool, the inventory system will now find all ammunition in the inventory and fill the weapon till it is at max, rather than using only the first found ammo slot.
- Player is now able to once again split items in the storage with the ability to drop items directly from it to the ground.
- Player is once again able to eat directly from the storage.
- Over 40 % of the script was optimized into four mathematical sequences increasing inventory, item, and storage logic by over 4500%.
- User Interfaces of all Storage Screens, will now display the percentage of used space rather than the number of slots taken (as slots aren't a limit anymore).
- Updated Inventory Legend.
- Command Centers, Bio-Recyclers, and Ore Extractors can now have a randomly generated loot.
- Drastically increase the calculation speed of all storage screens.
- Bio-Recycler will now set its work time, by 2 x (Amount of IP used) with a minimum of 60 and a maximum of 1000 seconds, rather than 60 seconds per slot (even if the slot had only 1 flower).
- Holster weapon/tool will now remember the item as if it was a quick slot. (even if we remove the item from the inventory, and at a later date pick it up again, unholster weapon/tool will still work).
- Items that are locked in the inventory can now be moved.
- Added item and storage generation into separate asynchronous code, speeding up game start.
- When shooting a weapon, or using a tool that uses ammo, each shot will decrease the IP in the inventory.
- Weapons and tools will now calculate their weight based on their set IP and the addition of ammunition IP per unit.
- Added drag over function to the inventory.
- All stackable items stack limit is increased to 1000.
- Nutrino box is now stackable.
- Player is now able to drag items from inventory and storage directly on Reference Bar (as a reference).
- Player is now able to throw away items from inventory or storage by just dragging them out of the window, and letting go.
- Added sound effects on Reference Icons when hovered over, or dragged over.
- Visual improvement to set of UI's:
/// Inventory
/// Storage
/// Blueprint Repository
/// CCC
/// Character view
/// Item split
/// Item Details
/// Character Stats
/// Buffs and Debuffs - Wind Power, Wind Direction, and Weather Type are now saveable.
- Improved ambient audio of weather system.
- Added new weather types to the weather system:
/// Clear Sky
/// 25% Cloudy
/// 50% Cloudy
/// 75% Cloudy
/// 100% Cloudy
/// Foggy
/// Light Rain
/// Strong Rain
/// Storm - Global Ambient sound triggers such as birds, will now change their behavior depending on the time of the day and weather.
- Solar Panels, Ore Extractors, Bio-Recyclers, and Beacons sound effects are now occluded by objects.
- Added physics-based rain particles.
- Improved ambient light coming from the sun and Gas Giant.
- 3d Gas giant replaced with hand-painted 2D.
- Magnetic Wind Mills, will now restore their state after game load.
- Increase flashlight range by 35%.
- Improved speed of saving/loading functions by minimizing unnecessary security calls and cleaning arrays (removing tested objects) after each test.
- Save/load system is now able to recompile older saves and adjust them to the new systems by creating a separate line of functions for each check that requires adjustment to a new improved script.
- Save/load system is now able to check minor corrupted objects and removed them from the checklist and arrays to prevent crashes. (errors appearing from turning off mid saves on weaker machines).
- Saving is now adjusted to use more than one core.
- Loading system will now pause the game before each event check to make sure all the systems are properly loaded.