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(Midway Branch) Penkura Patch 0.2.0 MW 2

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 2


Patch notes are a combination of patches MW 1.1, 1.2, 1.21, 1.3, and 1.4.

In the recent MW patches, we were working on a new MMC (Molecular Matter Converter) and its UI.
After extensive testing and comments from community members, we manage to drastically improve the visual aspect of MMC but also improve UI usability. UI although much better, is still something we wish to improve, but for the moment there are more important content patches that need to be addressed.



We added a new debuff to the game "overburden" and changed how the inventory system is calculating item weight.
Thanks to that player, and bots will be able to carry much more, at a price of speed and certain limitations the higher the overburden.

We also added an improved Ambient Occlusion system, from now on players won't be able to just toggle Ambient OFF/ON, but rather control its Intensity, Density, and Radius of effect. On the lowest setting of Ambient Occlusion, AO is turned OFF and a new simulated shadowing is activated, cheaper than AO but much weaker in its effect.

Before the release of 0.2.0 MW 3, we want to drastically improve our save system, current system although already very good, limits the minor details that can be saved in sub-sub systems. There are dozens of minor features of the game that we wish to implement, that at the moment, cannot be saved. Because of that, we want to implement three major changes to the save system.

- First, players will be able to save on more than one save slot, allowing each player to have dozens of saves of the same game at different times.
- Second, we want to save all minor effects and systems, allowing players to change doors settings, save bots brain functions (all its effects, range, settings, tasks, and so on). Which will allow the implementation of a bot programming system.
- Third, implement Steam Cloud Saving, which some players requested.

At the moment new save improvements are finished in 70%, we still need to have extensive testing to allow players to transfer their old save to the new system without any problems, and start to implement new gameplay features that were as of yet impossible to be saved.

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.

-------------------------------------------------
Patch 0.2.0 MW 2
-------------------------------------------------

/////////////////////////////////////////////////////////////
//////////////// BUG|ERROR FIXES ////////////////
////////////////////////////////////////////////////////////

  • MMC Inventory screen, didn't properly place icons when in "Inventory Grid Mode"

  • Buffs and Debuffs, appear on the character screen after opening and reopening the character screen (if it was open when the effect was triggered).

  • Epsilons Base doors buttons UI didn't properly refresh after unlocking the doors.

  • In Inventory Grid Mode, there was a chance that Item Name stayed on the screen after changing the UI screen.

  • 2d mouse indicator on CCC screen could get stuck when moved out of screen range.

  • Some buildings allowed players to access their storage before they were built.

  • Two Habitat buildings didn't place chairs in the correct position.

  • M.P.B hands were too far from the camera.

  • MPS was unable to scan through solid rock, such as ancient monoliths.

  • Fixed minor spelling error.


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

  • Added new debuff, "Overburden".

  • MMC was recreated with the new model, sound effects, and animations.

  • Improved MMC user interface rendered on MMC Screen.
    - Energy and Hydrogel status is now displayed directly on the screen. (rather on hover only)
    - All warnings are now printed on screen rather than on alarm hover.
    - Object materialization bar will now display work completed as a percentage.
    - Increase the size of MMC storage to improve visibility.
    - Widen object information window.
    - Increase distance between windows to decrease clutter effect.
    - Stop button is removed.
    - Create All button renamed to Start Queue Materialization.
    - On activation "Start Queue Materialization" button, the button will change to "Stop Queue Materialization".

  • Bots and Main Player can now go over their maximum inventory capacity.

  • Buffs and Debuffs indicators on the list will now be presented with proper color, red for debuff, and green for the buff.

  • Buffs and Debuffs can now be clicked for more information.

  • Multi Purposes Scan, will now inform the player if the Bot is On/OFF.

  • Added check to Oxygen Stations, to make sure player is equipped with Bio-Ring for oxygen/hydrogel transfer.

  • Depending on the % of over the maximum player/bot inventory capacity. Text in the inventory will adjust its color.

  • Visual adjustments to CCC Bot Control UI.

  • Item time creation change on:
    - M.P.S from 190 seconds to 80.
    - IMP from 230 seconds to 100.
    - Pener-07 from 200 seconds to 140.
    - Molecular Reconstruction Tool from 300 seconds to 120.
    - Refined Polan Crystal from 90 seconds to 60.

  • Minor improvement to RTS UI.

  • Added sound effect of an item being moved when using MMB.

  • Improved fall animation, to eliminate wind-up sequence which may feel like an unnecessary delay.

  • Icon of the dragged item in the inventory will now display the amount of dragged item.

  • In RTS mode, camera movement speed (by both keyboard and mouse) is dependent on the distance of the camera from the ground. The closer it is, the slower the camera movement, and vice versa.

  • While holding Shift (when dragging or pressing the middle mouse button) an item (in the inventory and storage) will be split by half of its amount.

  • While holding Ctrl (when dragging or pressing the middle mouse button) a single unit of an item (in the inventory and storage) will be moved.

  • Updated Inventory legend with new instructions.

  • Improved C.A.T spinning animation, to not flicker after each construction stage.

  • Improved Main Menu UI to increase visibility.

  • Options settings now save and are set automatically.

  • Changing Screen 3d Resolution now happens instantly.

  • Improved sharpen post-processing shader.

  • Added random time setter to the main menu.

  • Minor optimization to some of the items.

  • CCC camera position when facing the screen was lowered to encompass the entire UI.

  • A new type of ambient occlusion was added. (rather than simple ON/OFF player will have a higher settings access)

  • All items that can be created via MMC, are now rendered with a materialization material system.

(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.

-------------------------------------------------
Patch 0.2.0 MW 1
-------------------------------------------------

/////////////////////////////////////////////////////////////
//////////////// 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.

Penkura Patch 0.1.9.3.3

Dev-Com
Hello, world! Penkura is now updated to 0.1.9.3.3


Another most likely last patch before the 0.2.0 MW 1. This patch introduces two very important changes. First is a new way of calculating energy and hydrogel. We added a filtering system to the calculation formula, that will allow skipping buildings that don't have a certain requirement, or their flow is turned off by the player. Base calculations are not only faster but we were able to remove most of the hitches when creating bases with over 100 sturcutres.

The second change is the update of our material system to Lionsmat v3. Players that follow our patch notes, know that Lionsmat is the in-house material system that allows us to swiftly speed up the process of creating new buildings, bots, (some of the items), and most of the environmental assets.
Lionsmat v3, is a major leap forward as from now on, it will take the workload of nearly all normalmaps in the game. This change drastically lowers the number of calls the engine needs to make to CPU, allowing us to create bigger bases and add more to the game levels.

Current models need to be adjusted to Lionsmat v3, but each future one will already be created with Lionsmat v3 in mind. (We will adjust all possible models in the game to use Lionsmat v3 in the upcoming patch 0.2.0 MW 1).

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.

-------------------------------------------------
Patch 0.1.9.3.3
-------------------------------------------------

/////////////////////////////////////////////////////////////
//////////////// BUG|ERROR FIXES ////////////////
////////////////////////////////////////////////////////////

  • When adding items to MMC, the MMC window didn't refresh currently selected craftable blueprints stats.


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

  • Updated LionsMat to version 3. We are now able to reduce the number of drawcalls on a mesh, whenever the mesh requires a dedicated normalmap atlas.

  • Added new system after game load, to make sure that on slower PC each building is properly added to the player structure list, even if the game loads in improper sequence.

  • Emergency Manual Rest panel, in Tirix Power Plant, will now show a filling up bar above the third switch to inform the player when it's ready for reactivation.

  • Added activation and deactivation buttons to Atmospheric Vaporators in the RTS system.

  • Improved player statistic visibility, rather than a percentage, a full number will be displayed in the main character window.

  • Show map, animation is 50% faster.

  • When the player stops rotating itself with the map out, it will center his mouse cursor to the middle of the screen.

  • Added new instructions to the map legend window.

  • Improved font visibility for smaller resolution.

  • Improved Atmospheric Vaporator normalmap.

  • Added additional signs to the Research Base.

  • Buildings missing energy and/or hydrogel won't be added to the global base energy/hydrogel calculation if building power flow and/or hydrogel flow is turned off.

  • Base power and hydrogel calculation now filter buildings based on their requirements, speeding up the overall calculation by up to 60%.

  • Minor adjustments to wording in most of the missions, making them a bit more clear, and easier to understand.

Penkura Patch 0.1.9.3.2

Dev-Com
Hello, world! Penkura is now updated to 0.1.9.3.2


In this minor patch, we fixed few bugs reported by the community and added requested changes.

We reset all the new furniture at the base near the ancient temple, changes will be using our save adjustment system, so there is no need to start from the beginning to see the changes.

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.

-------------------------------------------------
Patch 0.1.9.3.2
-------------------------------------------------

/////////////////////////////////////////////////////////////
//////////////// BUG|ERROR FIXES ////////////////
////////////////////////////////////////////////////////////

  • Fixed multiple grammar errors.

  • Player was able to unlock, locked item in the inventory if spawning macro icons.

  • Some of the furniture added in the Midway branch didn't spawn their generated loot in the Main Branch.

  • Fixed issues with lights turning on on powerless buildings after loading the game.


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

  • From now on, if the player weapon/tool is equipped, the players' sprint is 10% slower.

  • Signifingly improved spawning pool for all interactable items.

  • From now on, players' bodies will ping an S.O.S audio signal to make it much easier to find in tall grass.

  • Increase fall damage threshold from 6 to 7 meters.

  • Adding items to the Construction List in the MMC will not change the currently viewed item.

  • All tree types will now remember their last wind intensity setting on dematerialization to not break the sway flow.

  • Added Power On/Off to Beacon, Path Lamp, and Post Lamp.

  • Player can now force On/Off lamps during day and night.

  • Player is now able to turn off automatic On/Off on low light intensity.

  • Updated Light and Power saving methods, on load player will now instantly see correct power and light status of every building.

Penkura Patch 0.1.9.3.1

Dev-Com
Hello, world! Penkura is now updated to 0.1.9.3.1


A minor patch to fix few visual issues, triggers and to add a small improvement to the weather system.

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.

-------------------------------------------------
Patch 0.1.9.3.1
-------------------------------------------------

/////////////////////////////////////////////////////////////
//////////////// BUG|ERROR FIXES ////////////////
////////////////////////////////////////////////////////////

  • Pushing the camera to the wall in the temple allowed you to see past it.

  • Player was able to save the game when a special event is on if trying to save and go back to the main menu.

  • Game didn't trigger his primary default Field of View settings on the first launch, make some of the computer's screens a bit too big.

  • Doors animation and sound effects at the Gemini Base could be triggered multiple times affecting sound triggers and animation reset points.

  • If players walk in back to the tramp, after getting out, it will trigger "Z control system" for 53 seconds that prevented the player from jumping. (system in place for weaker CPU to make sure player won't phase out through the tramp in case of loading problem).


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

  • Clouds' move speed is now controlled by the wind speed.

  • Clouds' speed are now part of the save/load pool.