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Penkura Patch 0.1.6.0.1



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Hello, world! Penkura is now patched to version 0.1.6.0.1

We are releasing a minor patch fixing a few issues found by our players.

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://penkura.com/patch-notes/

Till the next Dev-Com over and out.

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Patch 0.1.6.0.1
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/////////////////////////////////////////////////////////////
//////////////// BUG|ERROR FIXES ////////////////
////////////////////////////////////////////////////////////

- FIX --- Dialog stops working in the second quest third section of the dialog.

- FIX --- Bots bug dialog system if interacted with Neurocore.

- FIX --- MMC creation sound is not distance-based.

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

- Improved main menu level.

- Solar Panels provide 40% more energy.

- Command Center provides 30% more energy

- Data Storage - Solar Panel Optimization T-1 now provides 70% energy boost from 50%

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Penkura Patch 0.1.6

Dev-Com
Hello, world! Penkura is now patched to version 0.1.6


Patch 0.1.6 is focused on the new per-vertex collision system, this type of collision detection is much heavier on the performance than standard collision system, that is why it is used only on systems that require much more detail data. For the moment we are using this system in our weapon system, from now on whenever we will shoot a bullet, that bullet will create its own environment for detecting collisions, materials, physical checks. With this data it will provide a correct impact effect and damage calculation, this means sound effects, particle effect and if needed in the future special interaction such as minor explosions.
In the future, this system will be also used in explosives and much-needed melee weapons.

We are also preparing the project for three new systems. Modular bot creation system (this system is already implemented but will be more visible in patch 0.1.6.2), world map (this system will be used for planetary exploration which will be added in our next patch 0.1.6.2), and entire project localization system. We are already being asked by our players on a possible translation of our project. Game is still being developed which means that a lot of text is still being changed, adjusted or even completely rewritten depending on new features, or storyline elements. We feel that at the moment we are ready to translate the project to our team's main languages which is Polish. The translation of the project will start in the future patch and should be ready in a few weeks after. For the moment we plan to translate our project to Hungarian, French, German, and Spanish.

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://penkura.com/patch-notes/

Till the next Dev-Com over and out.

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Patch 0.1.6
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/////////////////////////////////////////////////
//////////////// BUG|ERROR FIXES ////////////////
/////////////////////////////////////////////////

- FIX --- Soft lock when activating note in power plant #5 in an underground base.

- FIX --- Scanners at Underground Temple research base didn't save their triggers.

- FIX --- Minor object popping.

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

- Bullets now calculate their trajectory from the start point to the endpoint with adjustments to shooter rotation, impact point rotation, and normals of the object. (increases collision accuracy of the hit and allows correct spawning of particle effects).

- Added new type of material physics collision.

- Added particle effect to plasma bullets impact point:

//Wood
//Grass
//Ground
//Metal
//Glass
//Plastic
//Organic
//Stone
//Sand

- Added 17 new sound effects to the plasma bullet hit.

- Added new storyline elements.

- Upgraded collision detection of fired bullets to per material impact point (increase collision accuracy of bullets)

- Added body generator system, that duplicates position and rotation of each skeletal mesh of a creature/bot and creates a correct static mesh that replaces skeletal mesh, dramatically increasing performance per body amount increases. (performance boost).

- Improved Missions Start UI animation.

- Added sound effect to Mission Start.

- Added bot partitions system.

- Bots are now split to sections:

//Left Arm
//Right Arm
//Engines
//Storage
//Visor
//Accumulator
//Armor

- Synt-paper visibility change speed increase by 30%.

- Added per layer on the mesh post-processing effect system.

- Added new post processing effects to:

//Character View
//Bot View
//CCC bot view
//Overseer (RTS system) building view

- Improved load speed in the save/load system, by increasing the number of array checks by 30 %.

- Visual update to Temple Portal Activator.

- Improved Portal creation visual effects.

- Improved occlusion of light in the project by 30 %

- Increase object detection by around 20 % depending on object size. (this system is used for hiding unseen objects to improve performance)

- Convert all texts and strings in the game to be translation ready.

- Visual update to the game logo.

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Penkura Patch 0.1.5

Dev-Com
Hello, world! Penkura is now patched to version 0.1.5


Welcome to the first patch of 2020, in this patch we focused on adding new music, sound effects, new mission systems with a couple of missions for you to test and a new light/shadow system.

We are happy to report that with over two hundred changes to the light and shadow system, (tweaks to Level of Details, per-vertex model occlusion) we were able to increase performance in some locations even to up to 35 %. This is one of the biggest changes we made to the project which hopefully will fix a lot of visual errors, and improves frame rate stability.

With this patch, we also started to add new dialogs and missions related to them, new events that can trigger by completing in-game tasks and a roadmap for as to implement additional content for already created features. Patch 0.1.5 is the first part of patch 0.2.0 that is coming soon to the Steam. Cutting patch 0.2.0 into smaller chunks allows us to release it with more testing.

We also want to inform you that when the entire content of patch 0.2.0 is uploaded to Steam, we will be increasing the price of Penkura from 10$ to 15$, we want to inform the community about this change weeks before the change to make it as clear and transparent as we can.

Thank you once again to all the players who contacted us and reported graphical errors, bugs and errors found in our project, we are more than happy to make this project as top quality as we are able too before the final release. 

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://penkura.com/patch-notes/

Till the next Dev-Com over and out.

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Patch 0.1.5
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BUG/ERROR FIXES:

- FIX --- Main Menu freezes for few seconds if all of the save slots are used.

- FIX --- Bots engine audio stops working when the player takes control over a bot when the audio system changes the ambient sound from day to night.

- FIX --- Shadow errors on trees and bushes.

- FIX --- Minor memory leak in Gemini Base.

- FIX --- M.P.S is not triggering discovery in Ore Veins till game reload.

- FIX --- Small Residence building didn't change the ambient sound.

- FIX --- Graphical Options Menu, shows resolution settings when window borderless is the first to load.

- FIX --- Solar Panels animations jump between the frames on the first load and on sunrise.

- FIX --- Player is able to use Quick Slot while interacting with computers or in the middle of a dialog.

- FIX --- Glass material won't rotate with the mesh giving visual errors.

- FIX --- On low frame rate player is able to faze through collision when teleporting from Gemini to Karenos.

- FIX --- When the building is finished constructing, Base Dome registers that building twice. (opening for possible logistic bugs)

- FIX --- Player is not receiving oxygen if using CCC. (RTS system, World Map System, Bot Control System).

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IMPROVEMENTS/CHANGES/ADDITIONS:

- The set Priority button in the construction system is now active.

- Pause construction in the construction system is now active.

- Added new assets to Karenos Sector 7 landscape.

- Added 6 new soundtracks to the project.

- Mission Eyes, Ears and Mind is now completable.

- Added two new completable missions.

- Added one unfinished mission.

- Added additional dialog elements to the project.

- Dematerializing buildings now provide roughly 50 % of recourses.

- The save system is now an Account base rather than slot base.

- Save system now showcases save icon on the bottom right when saving.

- Save system now saves data in chunks to lower save sizes.

- The save system will now load only the data required per level and per character.

- Added minor security to prevent possible data corruption on load.

- Improved all glass material in the game.

- Players Bio-Meter will now replenish player oxygen status by a burst of 10 units (10 seconds) from any sources that contain oxygen (not only buildings).

- Missions are now saved by the system.

- Missions data can now migrate between levels.

- Useable in hand items now have soft sway when controlled.

- New sound effects added to the project.

- Improvement to texture streaming method (performance boost)

- Update to level lighting on foliage and other environmental elements (performance boost)

- Update to organic object scaling (performance boost)

- Added animation to quick slots.

- Update to Lions Roar system.

/// Ambient Sound Effects are now able to attach themself to the correct mesh (example - birts to trees)
/// Sound Effect are spawned/despawned based on player location to save on performance.
/// Change behavior depending on the time of the day or special events.

- Added new ambient sound effect to Karenos Level.

- CCC Construction Bot slows down and speeds up 33% faster.

- Minor visual update to Solar Panel.

- Improvement of Solar Panel Animation.

- Improved Dialog System:

/// Dialog systems are now able to check not only player stats but each building, ore vein, the status of all types of events, time, mission progress and level statistics.
/// Dialog system is now affected by the progress of each mission, changing it to fit the correct sequence.

- Improved Missions system:

/// Submissions are now updated per change, adjusting themself when needed. (Once completed submission can be changed back to uncompleted if the player changes the end status).
/// Mission system is now streamed globally on the level rather than per game load. (Missions will be transferred between levels, even if they cannot be affected by the current zone, allowing the player to monitor it if needed).

- Holster weapon can now be clicked again to equipment the last holstered usable hand item.

- Item holstered by the map system will now be equipped back when leaving the map.

- Ore Vein content rebalanced. (added around 20 % resources)

- Fog in Karenos Level is now softer increasing view range by 20 %.

- Player Name creation added to the game.

- World Map will now print player name when hovering over the player icon.

- The player name/bot name is now a saveable variable.

- Improved sunlight intensity stability (more light on the map = more power for solar panels)

- Improved Engine AntiAliasing (long-range object should not flicker as much in the fog / through transparent objects such as glass)

- Improved oxygen and power base calculation (minor performance boost)

- Added on use sound effect to:

/// Dark Matter Cola
/// Oxygen Tank
/// Bluefloir
/// Subincar
/// Gracheri
/// Camubron
/// Stimpak
/// Neuclir

- Added new on pick up sound effect to:

/// Nutrino Box
/// Solid Construction Component
/// Heavy Metal Ore
/// Noble Metal Ore
/// Metal Ore
/// Dark Matter Cola

- Remodeled some of the assets in the Gemini Base to remove unused assets elements lowering the amount of calls object make while playing. (minor performance boost).

- Updated buttons in CCC (RTS System) UI.
- Balance changes to Solar Panel Improvement Data Storage from 30 % to 50 %.

- Update to Geological Scanner UI font for better visibility.

- Updated project to new engine version.

- Added possible fix for the DirectX and graphics card related error.

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Penkura Patch 0.1.4

Dev-Com
Hello, world! Penkura is now patched to version 0.1.4


Welcome to the last patch of 2019. Patch 0.1.4 introduces new gameplay elements such as resistance system, inventory scaling system, new items, bugs fixes, sound effect improvements and more.
A year ago Penkura was released to the Steam Early Access, since then we released 33 patches and 19 micro-updates. This not only fixed a lot of performance bugs, code hiccups, increase FPS from 29 to stable 68 (on our test system), added new gameplay elements, dozens of new items, buildings, creatures but most of all we were able to add nearly all player requested features. We are very to see that our community is not only very friendly but always provides valuable feedback which we later use to improve Penkura. 

Thank you to all the players that contacted us this year to add their opinion and valuable feedback.

We are also happy to announce that all of the background systems are operational and we are ready to put the entire focus on content that we were forced to push back till now. 

Also, we are introducing "Lions Shadow", our own system build into the Penkura project. This system will be used to create an alter project used to fix minor errors found by the player that cannot wait until the release of the major patch.  This should fix problems that we encounter in the past where players had to wait for the main patch till major bug that halted their progress was fixed.

A tiny bit of information on what we are currently working on for the beginning of 2020.
- Planetary discovery system.
- Bot production- Technological research, and development.
- Scenario and event generation depending on player progress and his own development.
- Storyline/Missions update.

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://penkura.com/patch-notes/

Till the next Dev-Com over and out.

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Patch 0.1.4
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BUG/ERROR FIXES:

- FIX --- Spawned support items (such as Black Matter Cola) didn't despawn after providing set support.

- FIX --- Save system was able to save non-existintent items by use of "Ghost Data".

- FIX --- Point of interest triggers, message triggers, scalability triggers won't be triggered by the bot if it's not under player control.

- FIX --- Player created T-1 Storage resets it's content ID, breaking storage state on load.

- FIX --- When equipping an item while another item is already equipt, the equipped item won't despawn before the animation is finished creating a visual bug of two items appearing in the hand at the same time.

- FIX --- The player was unable to add the item to the quick slot if that item is currently in use.

- FIX --- If the icon of a used item is clicked in inventory and then the said inventory is refreshed, the icon didn't show proper "use" item color.

- FIX --- Ambient sound popping when swiftly moving between buildings.

- FIX --- Global Ambient popping when triggering ambient sound activators that directly affect global ambient.

- FIX --- On rare occasion on load duplicates Lions Roar system.

- FIX --- Metos spawns from spawner each time player kills one rather than calculate chance on spawning.

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IMPROVEMENTS/CHANGES/ADDITIONS:

- New weapon added. (IMP)

- Added IMP blueprint too the Standart Command Center blueprint set.

- New Data Storage added. (Pener-07)

- New Data Storage added. (Ore Extraction Optimization T-1)

- Added weight and scale specification to items and storage/inventory.

- Added new sound effects when picking up refined and unrefined crystals.

- Added ability to scan Bots and Lifeform by M.P.S

- Added 6 new sound effects for equipping and holstering items.

- Added additional building ambient sound.

Data provided:
/// Lifeform / Bot Name
/// Lifeform health / Bot Intergirty
/// Lifeform power (if contains) / Bot power status
/// Lifeform resistance possitive and negative / Bot resitance possitive and negative

- The resistance system is added to the game.

Added resistance:
/// Kinetic
/// Thermal
/// Toxic
/// Radiation

- Hunger stat is now activated, when the player depletes Nutrition value to 0, the player will start to receive damage.

- Details Window now provides more information on the object.

- Added item categories to MMC.

- Added additional information to nearly all items in the game.

- Spawners in-game now calculate the chance of spawning each creature, from the selected list.

- Lions Roar system updated to version 2

- Blue-Repo now contains an installation/uninstallation bar which takes roughly 3 seconds to complete.

- Added sound effect to Blue-Repo when installing and uninstalling.

- The details panel will now showcase objects' weight/scale specifications.

- Inventory and Storage windows will show the scale/weight specification limit.

- Position adjustments to player hands to improve visibilities of M.P.S and Bio Meter.

- Increase the Nutrition max level from 1000 to 3500.

- Sprinting now affects not only Oxygen intake but also speeds up calories burn.

- Improvement of light scattering effects from directional light, the light effect from the sun won't instantly disappear when player is not looking at the sun but slowly fade out.

- Improvement of emissive materials. (Planet will now reflect some of the light from the sun and project it onto the landscape. Providing fake light effect at night which increase visibility at almost no cost).

- Minor UI adjustments to MMC, CCC, Inventory, Chat log, Journal, message board, and Character View.

- Improved Garbage collection. (minor reduction in background hitches).

- Visual improvement to Pener-07

- Pener-07 is no longer build into starting base neurocore.

- Added notification to all missions that are still in development.

- Entire MMC UI is adjusted and visually improved for performance and better visibility.

- Optimization to Save/Load system.

- Improved Sunlight shadow accuracy fixing many visual bugs. (no changes to performance)

- Oxygen Station located in every Command Center now replenishes oxygen with 50 % more efficiency.

- Missions log buttons now indicate if their are extended.

- Minor errors fixed in the items description.

- Improved rendering and light of bullets.

- Silent missions update added to the project.

- Increase camera (sprint) speed in RTS system multiplier by 2.

- New font added (increases visibility on a smaller screen)

- Minor UI improvements to Tirix Fusion Power Plant manual.

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Penkura Patch 0.1.3.2



Dev-Com.
Hello, world! Penkura is now patched to version 0.1.3.2.


Another chunk of changes is ready to be presented, patch 0.1.3.2 brings new functionality to the game, new items, visual updates and once again a large number of improvements. Blueprint Repository is now open in every Command Center and with it, we are adding a new type of item to the game, Data Storage units. From now, we are able to create objects that unlock other technology, items, structures, bots, new functionality, and improvements to nearly every player effecting system. We will be adding more items to the game around this new function with future patches. 



We are also updating our scanning system, time to add more functionality to a very important item in our game. For the moment we are adding the ability to scan more types of objects and provide much more information, next patch player will be able to scan not only creatures but bots.

In the back code of our game, we were able to fix a few of the major problems that were drastically slowing our project for the last four months. We can now focus once again on not only adding new content but most of all we are able to push the limits of the entire engine to a much more demanding level. Players will see this in this patch already, showcasing much more improved visual effects, better UI, smoother transition, and better performance. 

Next patches we will be releasing faster and in smaller chunks, with new content, functions, and improvements based on the background code, we were able to improve. 

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://penkura.com/patch-notes/

Till the next Dev-Com over and out.

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Patch 0.1.3.2
--------------------------------------------------------------

BUG/ERROR FIXES:

- FIX --- Minor fixes to Main Menu settings system.

- FIX --- Scanner UI breaks when switching mode while already scanning objects.

- FIX --- Bluefloir didn't stack.

- FIX --- Player was able to interact with 3d interfaces without triggering their activation.

- FIX --- Player was able to shoot himself in a foot ending his life in an awkward way.

- FIX --- Saving in RTS mode (Overseer mode) may corrupt save slots.

- FIX --- Building preview didn't delete itself after leaving RTS mode (Overseer)

- FIX --- Solar Panels didn't activate their Sun alignment if the player is in RTS mode (Overseer)

- FIX --- The player was able to swap items between storages if both of them are locked. 

- FIX --- Teleporting to Karenos from Gemini base won't reset Field of View.

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IMPROVEMENTS/CHANGES/ADDITIONS:

- Added Blue-Repo system (new game feature for players to add buildings, items, improvements to buildings and other).

- Added new functionality to the Storage system to understand item class and subclass denying some item transfer to storage (for example Blue-Repo won't accept any anytime other than Data Storage)

- Base Neurocore is now able to learn new functionalities, MMC blueprints, RTS (Overseer) blueprints thanks to Data Storages activated in Blue-Repo.

- Tutorial on how to use Blue-Repo added to Command Center Computer station.

- Added Data Storage item set.

- Added new item Data Storage - Solar Panel improvement T-1

- Added new item Data Storage - Power Plant

- Major Improvements to Inventory/Storage system.

/// All storages and Inventory should generate much faster.
/// We changed the tile-based inventory system to list base to increase visibility and provide more information.
/// We removed an empty slot base calculation system to increase per storage performance.
/// Storage and Inventory can block items from being moved/swapped/added, for example, Blueprint Repository won't accept anything else than Data Storage items.

- Scanners' screen increase by 30 %.

- The scanner is now able to scan buildings.

Data provided:
/// Construction Name
/// Current Integrity
/// Current Power
/// Current Oxygen
/// Power Flow On/Off
/// Oxygen Flow On/Off
/// Power Output
/// Oxygen Output

- Scanner can now scan containers/storages/furnitures.

Data provided:
/// Container Name
/// Consumable and Amount
/// Equipment and Amount
/// Components and Amount
/// Weapons and Amount
/// Unknown and Amount

- Scanned Items (such as Power Cell) will now provide information on its name, type, amount and additional notes if MPS will deem it important.

- Information provided by the MPS will now stay on screen till the next scan.

- The scanner is able to filter data unaffected by the object (for example won't provide Oxygen status of the lamp)

- Increased scanner scan range by 300 %

- Dialog buttons can be now activated by keyboard keys rather than mouse only.

- Added programmable tagging system to all text used in the project.

- Added text to the message window will now have colorized key elements of the text. (example: Health will now display the amount in green, tutorial information in yellow).

- Added new tutorial messages to the game.

- Mission Log now uses a programmable tagging system, important parts of the mission will now be highlighted with a different color.

- Change of Oxygen Icon in MMC to Hydrogel Icon to keep wording consistent.

- Interact button will now stop you from interacting with any interactable object such as storage, computer and so on if already interacted with.

- MMC Interface adjusted to an improved storage system.

- Double-clicking on the MMC blueprint will add it to the production list.

- When trying to activate a window with a button while being in the said window will now close the said window rather than refresh it.

- Update to LionsMat system ((to remove poping of different LOD (level of details) we are using an experimental function on our foliage that will smooth out the transition between different LOD))

- Update to T-1 Storage "item remove" calculation by RTS system. (minor performance boost).

- Added another layer of LOD (level of details) to more complex assets. (minor performance boost).

- Minor optimization to static lights.

- Changes to all scripts that depend on the current time of the day. Now each call is set by one source (the day system) rather than per object. (increase in performance).

- Solar Panels, Lights, Command Center, Vanduti Torches, per time triggers won't call check by them selfs to save performance.

- Code optimization to the day system and new functionality added to time calculation to allow other objects/actors to be triggered by the system.

- The day system is now able to change Sun pitch and yaw.

- Day system is now able to control night and day length separately and control per hour tick for future events.

- Ore Extractor power consumption when powered ON increases from 0 to 8.

- Command Center power production increase by 50 %.

- Minor optimization to Bloom effects.

- Removed unnecessary calls from Storage system (minor performance boost when creating buildings or loading new level)

- Save/Load system will now remember player interaction with the storage and load proper function (for example if the player will activate or deactivate the server before save, load system will take proper steps to replicate this status).

- Save/Load system will now load objects closes to the player first before any other objects on the load list.

- Project clean up (deletion of unused assets replaced by new ones) (minor reduction in-game size, minor speed up on load).

- Increase tutorial messages visibility by 300 %

- Each item in the game now detects the player location and triggers all of its physics property only when the player is close enough to affect it.

-  The screen renders in a way to match the screen refresh rate with adjustments to the game field of view per tick.

- Minor improvement to the message system.

- Stability increased to the entire UI system.

- Updated to Lions Mat tree shaders.

- Visual update to Oxygen Station.

- Optimizing each widget to render/and change per effect rather than per tick. (performance increase)

- Added corruption prevention system to the Save/Load system when saving the game while in RTS mode.

- Visual update to player UI.

- Visual update to all computer screens UI.

- Stationary Computer meshes updated.

- Update to 71 background validation calls. (minor performance boost)  

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