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(Midway Branch) Penkura Patch 0.2.0 MW 11

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 11


Patch notes are a combination of patches MW 10.1, 10.2, 10.3, 10.4, 10.5, 10.6, 10.61, 10.7, 10.8, 10.81, and 11.

In today's patch, we are introducing a new building, the "Medbay" the biggest structure player is able to build. Medbay is one of the main constructions that each base should acquire as soon as possible. Used to spawn players in a safe, locked location, far from any danger, and in the upcoming patches, we will also introduce a compendium of medical information that players will be able to fill up with scanners, healing systems, and a medical lab.



In this patch, we also introduced a massive amount of ease-of-life upgrades to the game buildings/systems and code improvement/optimizations to more complex parts of the game.
Few examples of those changes/improvements, RTS energy, and hydrogel view screen will now showcase a much more precise energy/hydrogel state of each building and it will properly update itself each second.



By player request, we also introduced inventory/storage content tagging. From now on, players are able to sort items by category type. Icons of each category are also added to MMC, and Items Detail window. We also extended the number of categories within the game, to make item sorting a bit easier.



Another ease-of-life improvement is an overall change in Growbed UI and Plant placement. Rather than manually drag and drop each seed on the proper slot, Growbed UI will now self-update with each seed container the player possesses and allow swift plantation by simply clicking on the proper seed container and pressing on each open growbed slot.



The next major patch is the Monorail station where we will introduce one of the main transportation systems for the player, and a lockpicking system needed for future adventures.
The monorail station patch will be the last major patch before the release of two new biomes, "The Dying Forest of Karenos" and "The Swamps". A small work-in-progress preview of the upcoming biomes can be seen below.

Please note, that new biomes are also new levels within the game, with their own content, base building locations, missions, gameplay elements, flora, and fauna.



In case of any problems, always feel free to contact me here on Steam in Sub Forum "Midway Branch of Penkura"

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

or contact me personally on Discord.

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

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

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

Till the next Dev-Com, over and out.

-------------------------------------------------
Patch 0.2.0 MW 11
-------------------------------------------------
------------------
⊞ Bugs/Errors ⊞
------------------

◈ First Dialog with Sara had the wrong text reply.

◈ If the player asks for the last available repeatable question in the last section of the Power Surge Dialog, the game won't trigger the 4-th question.

◈ Main Menu screen was off-centered by 30% on 4k screens.

◈ Fixed C.A.T twitch the moment a build request is sent.

◈ RTS building window will now properly refresh all elements after structure completion, hiding unnecessary elements.

◈ Fixed a few holes in the world collision.

◈ Minor error in calculating Hydrogel.

◈ Bot Control Interface, was offset to left, on resolution 2560x1440.

◈ Take All button, didn't properly reset the inventory when trying to move items that cannot be stacked.

◈ Take All button and Store All Button, didn't respect the Input events.

◈ Ore Refinery allowed inserting all types of items into Ore Slot.

◈ After using Growbed while having M.P.S equipped, it defaults to being activated rather than a toggle.

--------------------------------------------
⊞ Improvements / changes / additions ⊞
--------------------------------------------

◈ Added a new building to the game "Medbay".

◈ Player is now able to set his own spawn point in the Medbay.

◈ New building added to the build-able list.

◈ Added HoloCall to the game (for the moment only in the Medbay).

◈ Improved shadow rendering (performance boost)

◈ Improved foliage rendering (minor performance boost)

◈ Flowers and Mushrooms understand weather systems, if they will detect that the current weather is rain, heavy rain, thunderstorm, or super thunderstorm, they don't take any hydrogel from growbed to grow.

◈ C.A.T minimum speed changed from 1 to 3.

◈ C.A.T will now play error sound (lack of energy or resources) only once per build.

◈ C.A.T will check for resources once per 15 seconds rather than once per 60.

◈ C.A.T will check for power once per 5 seconds rather than once per 30.

◈ C.A.T AI is now able to receive pause command even before constructing the building.

◈ C.A.T will now understand the messages it sends to C.C.C console preventing him from repeating the same message.

◈ RTS building info will now show building production in % rather than the number of stages.

◈ RTS Construction hologram will now change color depending on its priority status, or if its construction is on halt.

◈ RTS building info buttons will now change color and text, depending if the building is set to priority or construction is halted.

◈ RTS dematerialization of the building will now start at the building's current build stage, rather than always from a 100% completed building.

◈ Improved FOV and Screen resolution adjustments on 4k+ screens in 3d Main Menu.

◈ Updated the "Base Construction" section in the in-game Manual.

◈ When Ore Vein is depleted, lower the chance for ore extractor to unsuccessfully extract ore from 33% to 20%.

◈ Ore Extraction extraction rate raised from 3 to 6.

◈ Data Storage - Ore Extractor Optimization T-1, improvement rose from 5 to 7.

◈ When Ore Vein is depleted, and Ore Extractor is set to Extensive Extraction, Ore Extractor will now dig out ore/crystal between 1 and 4, rather than always 1.

◈ Ore Extractors Container IP rose from 300 to 400.

◈ Improved render quality of clouds.

◈ Improved long-distance shadow rendering. (minor performance boost).

◈ Added security system to Save System, it will now inform the player if a save is made on a game build before any change to the core code.

◈ Added recompilation adjustment to save system which will try to adjust the save made before core code changes to a new build with core changes.

◈ Improved communication between systems and UI, allowing us to add input support directly to UI even if that input is used by something else.

◈ Take all Button in Storage can now be activated with keyboard input (default T).

◈ Added new Input to Settings > Controls. (Take All).

◈ Improved loading sequence. (the game should load faster).

◈ Improved distance rendering of foliage. (minor performance boost).

◈ Hydrogel change window in RTS will now show buildings that require Hydrogel converted into Oxygen, not only buildings that require pure Hydrogel.

◈ Ore Veins will now generate with bigger yield.

◈ Hydrogel and Power list in RTS will now update each second, rather than once per opening.

◈ Added Ore Refinery and Atmo-Growbed to the Hydrogel and Power list.

◈ Optimized code of RTS Hydrogel and Power list. (minor performance boost).

◈ Both Hydrogel and Power list can now be open at the same time.

◈ Added additional security to the inventory system, to prevent any events, triggers, death, items, and missions from depleting IP (Inventory Points) below zero.

◈ Added Unstuck feature.

◈ Added a new window to Options Menu (HELP).

◈ Moved Contact Us to HELP window.

◈ Changed IP of set items:
- Battery ST-1 from 8 to 4.5.
- Refined Polan Crystal from 3.5 to 2.5.
- Polan Crystal from 0.7 to 0.6.
- Crystalized Construction Component from 10 to 8.
- Solid Construction Component from 12 to 10.
- Liquid Construction Component from 15 to 12.

◈ Update the Inventory UI.

◈ Updated Character View UI.

◈ Updated Quick Slot UI.

◈ Added item sorting system to Inventory and Storage, per category.

◈ Added new item category types.
- Component Organic
- Ammo
- Weapon
- Medical

◈ Added new Inputs to RTS.
- Select CAT
- Show Energy
- Show Hydrogel
- Main Buildings
- Modules
- Utilities
- Defenses
- Enhance Vision
- Log

◈ Added category type Icons to MMC, and Items Details.

◈ Reduced save file size.

◈ Improved loading speed.

◈ Improved saving speed.

◈ Changed entire system of Item generation from per instance to data table (minor performance improvement).

◈ Improved Take All system, and item Icon generation in UI, removing all hitches related to interacting with overflowing storage/inventory.

◈ Added Clear Queue button to MMC.

◈ Added Store All button in Inventory/Storage.

◈ Added Store All input.

◈ Added ability to manually set amount of items to drop/split.

◈ Improved visual look of split/drop UI.

◈ Balance changes to item creation.
- Metal Bar materialization time was lowered to 15 from 20 seconds.
- Noble Metal Bar materialization time lowered to 15 from 20 seconds.
- Heavy Metal Bar materialization time lowered to 15 from 20 seconds.

◈ Ore Refinery melting speed is now risen by 10% in the lowest setting (from 20 seconds to 18) and 20% in the highest setting (from 10 to 8 seconds).

◈ Minor visual and stability improvement to MMC 3d interface.

◈ Added new UI to Growbed planting system, that allows swift placement of seeds into slots.

◈ Removed manual drag and drop seed container on growbed slots. (replaced with the new system)

◈ Smoothed out plants/mushroom growth animation.

◈ Added ability to manually set amount of biowaste to Growbed intake.

◈ Improved visual look of biowaste insertion UI.

◈ Plants grow 50% slower.

◈ 100% increase of Biowaste growth boost in Growbed.

(Midway Branch) Penkura Patch 0.2.0 MW 10

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 10


Patch notes are a combination of patches MW 9.1, 9.2, 9.21, 9.23, 9.24, and 10.

In this patch, we are introducing Atmo-Growbed which is used to grow and harvest flowers and mushrooms, for bio-chemical creation. We also changed how Blue-Repository works to make it more user-friendly, and with the introduction of the new structure, we are also adding 18 new items and a new game mechanic.

Atmo-Growbed required for the creation of the entire plant and mushrooms growth system. From now on all pickable plants/mushrooms will have at least three stages of development (Seedling, Maturing, Developt). Each mushroom and plant will grow at its own specific speed requiring a different amount of Hydrogel. In the future, the environment will also have an effect on plant growth, and even completely halt its development if placed in a harsh environment.

From now on we plan to make a small tutorial/presentation videos of each major change in the game to not only present how the game is developing but also to help new players with the game mechanics.

[previewyoutube][/previewyoutube]

We are also changing how Blue-Repository works in our game, from now on players won't have to unlock the Repository to inset new Data Storage. Data Storage will now automatically install itself the moment they are inserted into the Blue-Repo (simulating installing new software to base Neurocore). After which it will automatically affect all buildings/machines with the programmed changes.

The next major patch will focus on another building, the Medbay. Allowing players for setting up their own spawn point, healing, bio-item creation, and more.

In case of any problems, always feel free to contact me here on Steam in Sub Forum "Midway Branch of Penkura"

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

or contact me personally on Discord.

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

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

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

Till the next Dev-Com, over and out.

-------------------------------------------------
Patch 0.2.0 MW 10
-------------------------------------------------
------------------
⊞ Bugs/Errors ⊞
------------------

◈ Dynka (Matured), and Dynka (Seedling) didn't trigger physics when dropping from the inventory.

◈ The maintenance Platform didn't accept MPB.

◈ Screens in the archaeological base were difficult to read because of the details on the window.

◈ The Player was able to save the game on special events if he previously set the save window up.

◈ Resolution options didn't refresh on the game start.

◈ When starting a new game, saving then loading those saves, and starting the game from the main menu after the load, the game won't start from the beginning but from that save.

◈ Blueprint-Repository duplicates its effect to all bases rather than only the one connected directly.

--------------------------------------------
⊞ Improvements / changes / additions ⊞
--------------------------------------------

◈ Added a new building, the Atmo-Growbed.

◈ Added the new building to the construction list in CCC.

◈ Added new Items to the game:
- Gracheri (Maturing)
- Gracheri (Seedling)
- Blufloir (Maturing)
- Blufloir (Seedling)
- Arachnorex (Maturing)
- Arachnorex (Seedling)
- Camubron (Maturing)
- Camubron (Seedling)
- Subincar (Maturing)
- Subincar (Seedling)
- Golden Malok (Maturing)
- Golden Malok (Seedling)
- Gracheri Seed Container.
- Blufloir Seed Container.
- Arachnorex Seed Container.
- Camubron Seed Container.
- Subincar Seed Container.
- Golden Malok Seed Container.

◈ Name changes to selected items:
- Changed from Dynka (Matured) to Dynka (Maturing).
- Changed from Dynka (Overgrown) to Dynka (Matured).
- Changed from Gracheri to Gracheri (Matured)
- Changed from Blufloir to Blufloir (Matured)
- Changed from Golden Malok to Golden Malok (Matured)
- Changed from Subincar to Subincar (Matured)
- Changed from Camubron to Camubron (Matured)
- Changed from Arachnorex to Arachnorex (Matured)

◈ Recreated the Blue-Repo User Interface.

◈ Blue-Repo no longer requires to be open before using.

◈ All Blue-Repo data storage will now install automatically.

◈ Data Storage units now require a certain amount of time to be installed (installation time depends on data complexity).

◈ Updated Blueprint Repository manual, on Command Centers computer station.

◈ The player Icon on the map will now show which way the player is facing.

◈ Improved the behavior of vines on the wind.

◈ Foliage that is attached to another object, will have different wind behavior, to fix visual errors.

◈ Added notification text to Ore Refinery if the player will try to insert anything other than Ore.

◈ Added new sound effects when picking up flowers.

◈ When hovering over an interactable, the system is now able to read players' inventory and connected object state to provide more information.

◈ Increase Atmospheric Vaporators Hydrogel production from 1.5 to 2.5.

◈ Bio-Recycler Hydrogel consumption lowered from 5 to 2.5.

◈ Bio-Recycler will now prevent the player from resetting the timer when it's already working, adding a small note to the player.

◈ Blufloir weight lowered from 3 to 2.

◈ Golden Malok's weight lowered from 9 to 5.

◈ Gracheri weight lowered from 15 to 9.

◈ Added animation security calls to hands when interacting with items that change/adjust player position, to smooth out the transition.

◈ Improved Icon generation system, allowing us to provide higher quality icons with custom backgrounds depending on the state.

◈ Graphicly improved all bushes in the game.

◈ Added missing sound effects (hover) on some buttons.

◈ Minor adjustment to foliage rendering (specifically all trees), the game should have a minor performance boost.

◈ Updated Karenos Forest map with additional foliage, stones, and minor collision changes.

◈ Minor graphical improvements to Main Menu Level.

(Midway Branch) Penkura Patch 0.2.0 MW 9

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 9


In this patch, we are introducing a new building, the Ore Refinery. Ore refinery was one of the most problematic buildings added to Penkura, it required us to change how we manage the entire UI in the game. Rather than doing simple copy-paste, inventory to storage, and vice versa system, we wanted to test something new.
Thanks to that, we created a new communication system for our game that allows us to transfer large quantities of data between UI, buildings, and game systems (such as save and load). We are from now on able to add much more interactivity to the game, not only through UI but also on the buildings themself.



With Ore Refinery three new items are added to the game which are, of course, Metal Bar, Noble Metal Bar, and Heavy Metal Bar. By adding those new items we had to change the blueprints of many items, those changes aren't of course final, and we plan to add much more items thanks to the Ore Refinery.



The addition of new components increases the time needed to create some of the items and all of the buildings, because of that Ore Refinery is designed to drastically lower those time requirements. The player will be able to melt 3 stacks of ore at the same time and even change the speed of bar creation (with the price of additional energy).

We also added some requested quality of life improvements in the RTS and CCC system.
We have changed how player connects buildings to each other, making it much easier to control, and we added a proper construction list view in the CCC with total resources requirements for buildings.
This should make planning players' actions a bit easier.

[previewyoutube][/previewyoutube]

In case of any problems, always feel free to contact me here on Steam in Sub Forum "Midway Branch of Penkura"

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

or contact me personally on Discord.

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

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

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

Till the next Dev-Com, over and out.

-------------------------------------------------
Patch 0.2.0 MW 9
-------------------------------------------------
------------------
⊞ Bugs/Errors ⊞
------------------

◈ Fixed Sara printing wrong text to her voice line in first contact.

◈ Fixed collision trigger that teleported player near the temple in case of collision errors.

◈ Fixed minor view errors in Main Menu.

◈ Added additional security system to Inventory system that should prevent negative numbers or nameplate of an item appearing after closing the inventory widget.

◈ The Player was unable to exit the conversation with Empty Neurocore at Communication Station.

--------------------------------------------
⊞ Improvements / changes / additions ⊞
--------------------------------------------

◈ Added new building Ore Refinery.

◈ Added 3 new items.
- Metal Bar
- Noble Metal Bar
- Heavy Metal Bar

◈ Added all three items to MMC blueprints.

◈ Added new items to randomly generated content in some of the chests and buildings.

◈ Improved RTS UI.

◈ Improved CCC UI.

◈ Improved RTS system.
- Holographic connection outputs and inputs are now different depending on if they are part of the already placed building or the player's currently being placed building.
- Altered building placement system, from now on, the camera will center the building to the first selected connector rather than the center of the building.
- Added ability to center the building by holding Shift (both Left and Right work).
- Player can now rotate the building around the selected connector, or it's center.

◈ Added information window (and button to activate it) to RTS UI.

◈ Added two new functionalities to CCC.
- Player is now able to see the sum of all buildings requirements.
- Player is now able to see the list of all buildings that require CCC assistance and their completion requirement.

◈ Drastically improved item collision and physics trigger increasing performance around a large number of objects.

◈ Items can now detect their behavior state, allowing items to (for example) check if they are moving to make sure they provide more "realistic" behavior.

◈ Escape Menu will now automatically close after loading or starting the game.

◈ Magnetic Wind Turbines now produce 12% more energy.

◈ Solar Panels now produce 20% more energy.

◈ Improved textures on:
- Atmospheric Vaporators
- Bio Recyclers

◈ Improved description of:
- Metal Ore
- Heavy Metal Ore
- Noble Metal ORe

◈ Changes to the Item Blueprints:
- Neuclir
/ 1 Solid Construction Component, changed to 1 Metal Bar.

- Aqua Jelly
/ 1 Solid Construction Component, changed to 1 Metal Bar.

- Battery ST-1
/ 1 Noble Metal Ore, changed to 1 Noble Metal Bar.
/ Energy cost lowered from 5000 to 2000.

- Crystalized Construction Component
/ 5 Noble Metal Ore, changed to 3 Noble Metal Bar.
/ Energy cost lowered from 1500 to 1000.
/ Creation time lowered from 50 to 20.

- Liquid Construction Component
/ 18 Metal Ore, changed to 5 Metal Bar.
/ 5 Heavy Metal Ore, changed to 3 Heavy Metal Bar.
/ 2 Noble Metal Ore, changed to 1 Noble Metal Bar.
/ Creation time lowered from 15 to 10.
/ Energy cost lowered from 1000 to 800.

- Med-Spray
/ 1 Solid Construction Component, changed to 1 Metal Bar.

- Oxygen Tank
/ 1 Solid Construction Component, changed to 2 Metal Bar.
/ Time to create increase from 3 to 7 seconds.

- Refined Polan Crystal
/ Energy cost lowered from 1250 to 1000.
/ Creation time lowered from 60 to 20 seconds.

- Refined Xavoc Crystal
/ Energy cost lowered from 1200 to 800.
/ Creation time lowered from 60 to 20 seconds.

- Solid Construction Component
/ 8 Metal Ore, changed to 2 Metal Bar.
/ 12 Heavy Metal Ore, changed to 5 Heavy Metal Bar.
/ Energy cost lowered from 850 to 600.
/ Construction time lowered from 15 to 8 seconds.

- Stimpak
/ 1 Solid Construction Component, changed to 1 Metal Bar.

- TRX Ammo Pack
/ 2 Noble Metal Ore, changed to 2 Noble Metal Bar.
/ Energy Cost lowered from 1000 to 500.

- Water Bottle (Materialized)
/ 2 Metal Ore, changed to 1 Metal Bar.

- M.P.S
/ Energy cost lowered from 6000 to 3500.
/ Creation time lowered from 80 to 50 seconds.

- Molecular Reconstruction Tool
/ Energy cost lowered from 8000 to 4500.
/ Creation time lowered from 120 to 70 seconds.

- Pener-07
/ 3 Liquide Construction Component lowered to 1.
/ Energy cost lowered from 5000 to 4000.
/ Creation time lowered from 140 to 80 seconds.

- IMP
/ 2 Liquide Construction Component lowered to 1.
/ 4 Solid Construction Component lowered to 3.
/ Energy cost lowered from 7000 to 3000.
/ Creation time lowered from 100 to 50 seconds.

(Midway Branch) Penkura Patch 0.2.0 MW 8

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 8


Patch notes are a combination of patches MW 7.1, 8.

In this patch, we improved two major Penkura introduction vehicles, the Antarctic Transporter, and Gemini Tram, both of which are important to create a proper atmospherical setting. We also drastically improve M.M.C with player-requested changes and like always minor performance improvement.

Because we are slowly working on a proper game intro, that will provide much-needed answers to some of the questions about the game setting, timeline, events surrounding the player, we started to improve older assets, and even add new ones just to smooth out the transitions when starting the game.
Player no longer will start their game talking to an unknown voice, from an unknown place.



Other major changes are made in M.M.C, because of the requests made by some of the players, we completely changed how the user manipulates his materialization queue.
Proper dragging and merging functions are now available in M.M.C and a completely new window that dynamically updates by the machine and player interaction with the information of all the material requirements needed to fulfill the materialization queue.

[previewyoutube][/previewyoutube]

We are also pushing our planned items and building updates by one week, balancing out all the items and buildings in the game will take a little bit more time.

In case of any problems, always feel free to contact me here on Steam in Sub Forum "Midway Branch of Penkura"

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

or contact me personally on Discord.

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

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

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

Till the next Dev-Com, over and out.

-------------------------------------------------
Patch 0.2.0 MW 8
-------------------------------------------------
------------------
⊞ Bugs/Errors ⊞
------------------

◈ The continuation button didn't appear after starting the power surge.

--------------------------------------------
⊞ Improvements / changes / additions ⊞
--------------------------------------------

◈ Entire Gemini Tram created from scratch.

◈ Antarctic Transporter added to the start of the game.

◈ Chief of Security is now an NPC at the start of the game.

◈ Another batch of UI improvements for Main Menu and RTS.

◈ Improved performance of Power Fluctuation event at Tirix Power Plant.

◈ Improved manual content at every Command Center P.D.S.

◈ Added drag and drop functionality to M.M.C.

◈ When dropping an item on another item of the same type in Materialization Queue (of M.M.C) they will now merge together.

◈ Added information button and window to M.M.C.

◈ Added Materialization requirement system and window to M.M.C.

◈ Improved UI player detection, to improve UI refresh rate when needed. (minor performance boost).

◈ Lowered amount of draw calls in Gemini Base by improving materials on some of the decoration pieces. (minor performance boost).

◈ UI and animation improvements to Main Menu & RTS (work in progress).

◈ M.P.S will now ping the player if he scanned a new (undiscovered) ore vein.

◈ Improved New Missions notification.

◈ Improved Mission Update notification.

(Midway Branch) Penkura Patch 0.2.0 MW 7

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 7


Patch notes are a combination of patches MW 6.1 / 6.2 / 6.3 / 7.0

In this patch, we are introducing a new dialog system, special effects, a more "personal" appearance of Sara, improvements to all buttons, switches, and visual updates to Command Center and Med-Bay.

We felt that before we can introduce new even bigger dialogs in Penkura, we had to rewrite our dialog system. In the first rendition, it was designed with somewhat cumbersome features that slow down our development.
Now not only we can add much longer and more complex dialogs, but we can even insert exit points for players to "halt and save" conversations before making drastic decisions (very useful for the future feature). Of course, visual improvements and "fell" of using the system are also improved.

Next on our list are special effects. There are few "special encounters/events" in Penkura that we felt aren't a proper representation of the situation. For the last week, we added particle effects, sounds, lights, and everything else needed to make a proper "impression". To not spoil the future events, we will showcase one of the first problems the player will encounter. Tirix Power Plant power fluctuation, in the first rendition it was just a red alarm without any sounds or effects, now it showcases proper power discharges, sound effects, and light flickering.



Now, graphical updates, besides visually updating Med-Bay (which will soon become a buildable structure) and Command Center, we decided to finally give Sara some major appearance changes. In the older version of Penkura, Sara was just a simple Box labeled Neurocore, later on, we added an Avatar that showcased our concept art of Sara. But because Sara is one of the key NPCs of the game, we finally gave her some deserved attention and completely visually change her into what we originally imagen her to be.



Lastly, we want to talk about Buttons and Switches, a simple thing, but unfortunately in our first rendition, sometimes players didn't even know that they could be pressed, or inform us that they provide too little information. From now on, all buttons in the game will have a holographic display, representing exactly what they are affecting, how they are affecting it and most of all, they will change their look depending on the situation. This should make every interaction with machinery much easier.



We plan to release the next patch in 7 days, it will contain 3 new items, a new building, and rebalance of buildings and craftable items.

In case of any problems, always feel free to contact me here on Steam in Sub Forum "Midway Branch of Penkura"

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

or contact me personally on Discord.

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

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

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

Till the next Dev-Com, over and out.

-------------------------------------------------
Patch 0.2.0 MW 7
-------------------------------------------------
------------------
⊞ Bugs/Errors ⊞
------------------

◈ Fixed window in Small Habitat being loaded with proper setter but improper position.

◈ Fixed trigger refresh for all doors in the Archeological Research Base.

◈ If the enemy body is despawned by the timer while the player is interacting with it, it will freeze the inventory UI making it impossible to exit.

◈ There was a chance for the Options Save trigger to not be triggered.

◈ Bio-Recycler didn't reset its power consumption/hydrogel consumption, in case of its tanks being empty.

◈ Minor spelling error fixed at Epsilon Base.

◈ C.A.T Storage, T-1 Storage, Ore Extractor Storage, and MMC Storage will now properly refresh when adding or removing objects from outside sources.

◈ Minor collision fix in cave tunnel connecting research base with communication station.

◈ Fixed sliders in Main Menu not loading properly.

--------------------------------------------
⊞ Improvements / changes / additions ⊞
--------------------------------------------

◈ Added new deco models that improve starting location to make navigation a little bit easier.

◈ Added soft hover sound effect in a dialog system.

◈ Drastically improve fog coloring, depending on the light intensity, cloud coverage, sun position, and time of the day.

◈ Improved "mission added" notification to make it more visible.

◈ On Journal open, if no missions were previously selected, the first available mission will be.

◈ Minor visual improvement to Journal.

◈ Changed wording of all Tirix Power Plant instructions to make it easier to comprehend.

◈ Improved Tirix Power Plant UI.

◈ Recreated power control panel in Tirix Power Plant, provides much more information to the player.

◈ Recreated Emergency Manual Reset Panel, provides more information to the player about the state of the Power Plant.

◈ Power Plant Fluctuating Error, now provides more visual effects.

◈ Added window to the med-bay (and improve visual errors).

◈ Improved Command Center Window.

◈ All buttons that control windows, and panels, now have screens that provide useful information.

◈ The dialog system is now saveable, adding points of exit.

◈ Added icons to the dialog system. (Exit Icon, Looping Icon).

◈ Sara is now physical rather than an empty Neurcore Box.

◈ Removed unnecessary background calculations after each dialog. (minor improvement to performance).

◈ Added Soft Fail to the mission system (if the player has data on the next step in the mission, and skips it while still completing other steps, the step will turn to Soft Fail, which will gray out the step as it cannot be completed anymore).

◈ Added additional steps to "Blackout Investigation" missions, to make it less confusing.

◈ Minor improvement to sound attenuation.

◈ World Material upgraded to make landscape textures less repetitive at long distances.

◈ Added security system to all objects, NPC-s connected to the inventory system, to make sure any effect done to them, won't block player UI from interacting.

◈ Improved building stat refresh when loading the game. (Game should load slightly faster and smoother).

◈ Quality improvement to some of the voice lines.

◈ Improved Missions Update notification.