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(Midway Branch) Penkura Patch 0.1.9.3 MW 1

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.1.9.3 MW 1


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

Link (vvvv)

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 0.1.9.3 MW 1
-------------------------------------------------

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

  • One dialog line missing from Sara Neurocore Main Base.

  • Typos fixed at the Miss Onishi Base.

  • Save repair system activated itself when progressing to the next level, even if the player never was in this level before (leading to one of the missions being progressed too soon).

  • MMC didn't refresh "can be created" checks after changing items on the list, and pressing STOP and CREATE to reset MMC.

  • Solid Construction Component used wrong preview item.

  • Dialog System didn't properly save triggers.


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

  • Added a new structure to the game, Small Hydrogel Tank.

  • Hydration requirement added to the game.
    (Player now requires 1500 hydrogel units to hydrate which is equal to 3 liters of water).

  • Added environment based dirt/damage/corrosion effect on buildings, interactables (furniture).

  • Added 4 new items:
    /// Aqua Jelly
    /// Water (Materialized)
    /// Rotten Aqua Jelly
    /// Dirty Water (Materialized)
    /// Clips

  • Added Aqua Jelly and Water (Materialized) to MMC blueprints.

  • Balans changes to set items:
    /// Dark Matter Cola and Rotten Dark Matter Cola now provides 40 Hydration rather than 50 Nutrient.
    /// Vivi now provides 25 Nutrient (from 150) and additionally 250 Hydration.
    /// Rotten Vivi now provides 5 Nutrient (from 50) and additionally 250 Hydration.
    /// Camubron still provides 35 Nutrients but also takes away 25 Hydration.
    /// Golden Malok now adds 5 Nutrients (from 10) but also adds 15 Hydration.

  • Increased Path Lamp, light range by 15 %.

  • Switched Medium Cabinet to Large Cabinet in Command Center increasing storage from 15 to 20.

  • Graphical improvement to CCC.

  • Size of the Bio-Ring screen was increased by 40%.

  • Added Nutrient and Hydration bars to the Bio-Rings.

  • Changed position of Blueprint Repository and Large Cabinet in Command Center.

  • Improved atmospheric coloring change when the sun rises and sets.

  • Improved textures of clouds.

  • Improved sun position calculation (minor performance boost).

  • Change the name of Hydrogel Storage to Hydrogel Tank.

  • Hydrogel Tank now adds 10000 Hydrogel Storage rather than 5000.

  • Hydrogel Tank construction cost increase:
    /// From 4000 energy to 6000.
    /// From 3 Stages to 4.
    /// From 7 Liquid Construction Component to 10.
    /// From 0 Solid Constrcution Component to 4.

  • Hydrogel rebalances:
    /// Command Center now stores 1 hour of oxygen (from 45 minutes) and contains 360 Hydrogel.
    /// Atmospheric Vaporator now produces 1.5 Hydrogel rather than 10.
    /// Oxygen Tank requires 60 Hydrogel for construction rather than 600.
    /// Oxygen Station now stores 180 hydrogels rather than 1800.
    /// Med-Spray from 750 Hydrogel to 120.
    /// Stimpak from 750 Hydrogel to 200.
    /// Neuclir from 500 Hydrogel to 100.
    /// Nutrino Bar from 300 Hydrogel to 60.
    /// Nutrino Box from 1000 Hydrogel to 250.
    /// All tunnel connectors from 100 Hydrogel to 10.
    /// Bio-Recycler now stores 200 Hydrogel from 1000, and use 5 Hydrogel when activated rather than 25.
    /// Tirix Fusion Power Plant now stores 100 Hydrogel rather than 300.
    /// Hydrogel Purificator now stores 500 Hydrogle rather than 1000.
    /// T-1 Storage now stores 50 Hydrogle rather than 1000.

  • Added curve effect to some of the UI elements (this effect is bound directly to the UI rather than directly to the camera effects, which won't lower the frame rate/performance).

  • Improved fog by adjusting its color depending on sun position on top of self coloring effects.

  • Clouds will now change colors depending on the sun in the day and Gas Giant color at night.

  • Gas Gaint now reflects stars light on to landscape, providing correct shadow rotation, and coloring.

  • Beacon button will now change the color of its text in the "Planetary Surface Overlook" if it's our current position.

  • Change function name of "Extensive Extraction" in Ore Extractor to "Extensive Ore Extraction Mode", to minimize confusion.

  • Save and Load system can now adjust to new furniture (storage) added to the game by the developer, it can also adjust save to load the content of one furniture into another in case of furniture switch was needed.

  • Information window of a currently selected beacon in the "Planetary Surface Overlook" will now adjust its size to the amount of information in it.

  • Global Music and Global Ambient will now respect the save system and instantly change on load rather than gradually adjust.

  • Visual improvement to holographic keyboards, they also generate their own emanating light.

  • Visual improvement to Hydrogel Tank.

  • Added new sound effect when player "Journal" is updated.

  • Decrease in draw calls in Lamps, Hydrogel Tank, Power Storage. (very minor performance boost).

  • Increased the item name, and message board text size.

  • Failed Objective Bar was removed from Objectives Window. (failed missions are now stored in the completed objectives bar).

  • Visual update to Macro Bar.

  • Added new items scattered around the level.

  • Added new tutorial triggers to explain new and already implemented gameplay elements.

  • Minor visual changes to mission title notification.

Midway Branch now Available

Dev-Com
Hello, world!


A small update to the development workflow. Soon, we are going to open up Penkura to new levels, new mechanics, and most of all completely new systems that require a large amount of testing, to make sure everything is working correctly.

That may lead to updates on the main branch of Penkura to slow down, even though sometimes there is a need to release a swift bug fix.

Because of that, we are opening a "midway" branch of Penkura to everyone who already owns Penkura. This branch is the same as the main one with the difference that it will be updated a few times a week sometimes a few times a day. On this branch errors and bugs found by the players will be repaired as fast as possible and released for testing as soon as possible.

This branch as the name implies is a "Midway" between two patches, this branch is not an experimental version that showcases content that may never appear, everybody can enter and check what's coming soon to Penkura or in case of experiencing a bug on the main branch, be able to continue their progress with possible solutions and/or fixes. At the end of the Midway patch development process, all previous patches released on the "midway" branch will be zip up and moved to the main branch as an update that you all know.

Work on Penkura was always open to interested members of the community, we want to extend this to give you even more access, to show the workflow and changes made to the game, as soon as they are available.

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

For more information about the patch please visit our Patch Notes Archive.

LINK ----> http://lionsart.pl/patch-notes/

In case of problems/bugs/glitches appearing in the project feel free to visit our bug report site and inform us about the issue.

LINK ----> http://lionsart.pl/bugs/

Till the next Dev-Com over and out.

Penkura Patch 0.1.9.2.2

Dev-Com
Hello, world! Penkura is now patched to version 0.1.9.2.2


This small update is focused mostly on reported bug fixes, related to moving the project to a newer version of the unreal engine.

But as always we wanted to add something extra, scanner (M.P.S) is updated with a slightly bigger screen, and it will provide more information on selected items. (more info on the patch notes).



Also, we have added visual and sound cues to the Bio-Meter the moment the player drops to 1% and below in oxygen and nutrient.

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://lionsart.pl/patch-notes/

In case of problems/bugs/glitches appearing in the project feel free to visit our bug report site and inform us about the issue.

LINK ----> http://lionsart.pl/bugs/

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.1.9.2.2
-------------------------------------------------

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

  • When connecting to RTS mode or Bot Control, wrong Anti Aliasing was used.

  • Minor typos fixed in CCC.

  • Neurocore in MedBay didn't react after the first conversation (which is correct) but It didn't show an empty dialog window.

  • Metos Wing was unscannable.

  • Argus bot (type Oculus) could be added to the bot ownership list twice if missions didn't load from saving before CCC creates its list.

  • Player was able to use items from the quick slot bar when interacting with computers or in the middle of a conversation with NPC.

  • When interacting with the Computer Screen or starting a dialog, the play holstered his weapon after focusing on animation rather than before.

  • Player didn't reequip his weapon/tool after using the computer screen or ending the conversation.

  • Character View had a chance to not reset properly after ending manual control of a bot.

  • MMC didn't refresh its construction list after changing its slot sequence, when "create all" is active.

  • MMC will now always create the first item on its list rather than check item ID and its position on the construction list.

  • After death Metos Drone and Metos Warrior bones starter to twitch because of the physics system not registering that animations are no longer active.

  • NPC bones collision reset to default disabling ragdoll physics.

  • Neurocore save slot didn't refresh its time imprint info if "Quick Save" was used while Neurocore save slots are visible on the screen.

  • Save Icon didn't appear after the second load when using the "Quick Save" function.

  • Activating Steam Overlay, broke some of the background calculation.

  • When selecting bot in CCC, the current status always defaults to idle. (rather than checking if the bot is on/off).

  • Oculus showed the wrong preview when selecting in CCC.

  • Bot could have zero power consumption if the player exits bot control while jumping with sprint activated and deactivating nightvision at the same time.


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

  • M.P.S screen increase by 15%.

  • UI of M.P.S increase by 15%, font size by 10%, icons lowered by 15%.

  • Added ID security system to all bots, buildings, etc. when adding to ownership lists.

  • Minor visual improvement to MMC UI.

  • Added location bound sound cue to Bio-Meter activated when the player is below 1% of oxygen or nutrient.

  • Added light and UI visual cue when the player is below 1 % of oxygen or nutrient, status is triggered once per status change to save performance.

  • Oxygen, Nutrient, and Energy calculation were moved from player direct calculation to globalize system, saving minor performance and fixing issues connected to activating third part overlays.

  • M.P.B max energy increases from 1000 to 1500.

  • Oculus Bot max energy increases from 800 to 1200.

  • CCC now informs the player of Bot power requirements/consumption when selected.

  • Added more information when scanning these items:
    /// Bio-Container Aequus
    /// Bio-Container Bilitor
    /// Biowaste
    /// Bio-Container Curatio
    /// Bio-Container Dissol
    /// Bio-Container Ercore
    /// Bio-Container Ferox
    /// Metos Wing
    /// Metos Jaw
    /// Metos Claw
    /// Gracheri
    /// Arachnorex
    /// Noble Metal Ore
    /// Metal Ore
    /// Heavy Metal Ore
    /// Refined Polan Crystal
    /// Polan Crystal
    /// Xavoc Crystal
    /// Refined Xavoc Crystal
    /// TRX Ammo Pack
    /// Subincar
    /// Odo Roll
    /// Nutrino Bar
    /// Nutrino Bar (Expired)
    /// Nutrino Box (Expired)
    /// Nutrino Box
    /// Camubron
    /// Golden Malok
    /// Bluefloir
    /// Dynka (Seedling)
    /// Dynka (Matured)
    /// Dynka (Overgrown)

Penkura Patch 0.1.9.2.1

Dev-Com
Hello, world! Penkura is now patched to version 0.1.9.2.1


We are releasing a minor patch to fix rendering problems connected with shader operating on high-end graphic cards, (Fatal Error). The fix is experimental, and it may fail (as we aren't able to cover all the testing procedures at such short notice). We will be still monitoring the project for possible crash related problems and make sure to fix them as fast as possible.

We are sorry for the inconvenience.

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://lionsart.pl/patch-notes/

In case of problems/bugs/glitches appearing in the project feel free to visit our bug report site and inform us about the issue.

LINK ----> http://lionsart.pl/bugs/

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.1.9.2.1
-------------------------------------------------

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

  • Quick Save and Quick Load keybinding were not visible in the Main Menu Controls Window.

  • Metos (Warrior) Abdomen item had wrong texture material.

  • By manipulating save files, the player was able to trigger completion of the "Preparing for the Storm" mission.

  • Experimental fix for possible Fatal Error related crashes.


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

  • When in RTS mode, selecting a building will now highlight the entire building rather than just the main part of it.

  • Right-click on the selected item in the inventory/storage will now unselect it.

  • Added mention of right-clicking to unselect to the info window in the inventory.

  • Improved collision calculation at high-speed moveable objects. (bullets fly now 75% faster).

  • Anti Aliasing quality improved on higher Anti Aliasing option settings.

  • Solid Construction Component now requires 15 Heavy Metal Ore for creation rather than 2.

Penkura Patch 0.1.9.2

Dev-Com
Hello, world! Penkura is now patched to version 0.1.9.2


This patch was centered around improving the ambient light and shadow system, after experimenting with improved ways of creating procedural shadow, that is generated in each building or close environment, we were finally able to find a balance between the quality, precision, and performance.

With the introduction of an improved light system, we also added a new light source to the game, refresh the look of the already implemented one, and fixed a few bugs related to it. Each 3d UI in the game such as Holo Signs and Corporate Posters also produces additional light that affects the environment and player.



Lions-Mat material created specifically for the project also got an update, from now on tillet cover mesh such as moss will now be less likely to stretch on difficult to cover meshes, and the addition of very low-cost pixel displacement provides sway like effect to foliage and trees to simulate winds (an important part of the future weather system that is already worked on for patch 0.2.X).



Skeletal mesh (bones) was also updated with new behavior, from now on, some animation will be blending together to not only smooth up certain moves but also merge animations together adding a variation of 9 new animations to the game. Animations are mostly visible when interacting with weapons, tools, and bio-ring.

We are also adding a new foliage type which creates its own microbiome around itself with creatures appearing only in its vicinity. With this microbiome, we are testing new systems that affect objects inside of it and camera visual properties. The system still requires some improvements but the already results are ready to be presented to the public.



Lastly, we took some time and recreated the main menu from the ground up, to better represent the game and its aesthetic.

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://lionsart.pl/patch-notes/

In case of problems/bugs/glitches appearing in the project feel free to visit our bug report site and inform us about the issue.

LINK ----> http://lionsart.pl/bugs/

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.1.9.2
-------------------------------------------------

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

  • RTS system didn't refresh the UI of Ore Extractors after loading the game.

  • Light Fog interaction is activate even when light is turned off.

  • Some of the Metos body parts had offset collision mesh.


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

  • Added new structure "Post Light".

  • Added Post Light to construction list.

  • Added new foliage.

  • Added gas like zones.

  • Added new creature.

  • Added area of effect buffs and debuffs.

  • Added visual effect to "Lesser Poisoning" Debuff, which scales with the intensity of poisoning.

  • Each controllable character, (Main Character, MPB, Oculus etc.) now posses its own camera post-processing function that is controlled from the same global stat system. (poison effect from the main character won't affect bot view, but on return, all camera effects will reset to correct negative/positive visual effects).

  • Certain foliage when in high enough accumulation is now able to create a microbiome.

  • Redesign Main Menu UI.

  • New Main Menu level added to the game.

  • From now on, the ore extractor will automatically turn off all outside blueprint upgrades if set to Extensive Extraction as it won't be able to use them anyway.

  • Player is now able to use the Extensive Extraction option even if Ore Vein is not yet depleted.

  • Added per bone animations, allowing to show Bio-Ring/Biometer, and MPS or MRT at
    the same time.

  • All buffs and debuffs are now separated into groups of influence. For example, poisoning won't affect bots/drones, only organic and mixes.

  • Added additional light point to Bio-Ring/Biometer.

  • Improved Cemara Lag to make it less distracting.

  • Changed the name of structure "Lamp" to "Path Light".

  • Path Light now additionally requires 1 Solid Construction Component.

  • Increase light strength of "Path Lights" by 25%.

  • Improved hands and handheld item mesh rendering, to minimize object clipping.

  • Improved world landscape texture scale.

  • Gas Giant above Karenos is now 30% more active.

  • Added new behavior to AI, (Self-Destruct).

  • Increase connector size by 70% to make it easier to hover over to align buildings.

  • All lights in the game will now simulate the shape they are coming from (if possible and/or won't change the performance requirement for the light itself by more than 5%).

  • Added global material pixel displacement to all tree trunks, and its leaves to simulate a very low-cost sway on the wind.

  • Update to Lions-Mat v5, mesh procedurally painted by Lions-Mat save their pixel color ID to prevent texture stretch when displaced in any direction.

  • Created a separate Anti Aliasing system that is activated only when using 3d UI, new anti-aliasing is visible and occluded only on 3d UI while on top of a separate layer of default Anti Aliasing. This system will stabilize small details on 3d UI and sharpen text when scrolling.

  • Improved Head Bobbing.

  • Drastically improved shadow generation from mesh in all structures. Increasing accuracy by around 90%, lowering light bleeding through walls, and gaps between tunnel connectors.

  • Minor script optimization to the main character smoothing up camera movement.

  • Improvement to Holo Sinds Light visibility.

  • Improvement to Holo Posters Light distance rendering, visibility, and color tint.

  • Refreshed and optimized "Path Light" mesh.

  • Improved sound virtualization.

  • Increase sound range and volume of Metos Drone by 20 % and Metos Warrior by 50%.