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Penkura Patch 0.1.3



Dev-Com.
Hello, world! Penkura is now patched to version 0.1.3.

This patch besides hundreds of micro-changes, new sound system, experimental mesh polygon adjustments, and storyline elements, was mostly dedicated to one of the key elements of Penkura, artificial intelligence. We were able to add new enemies, completely new behavior system, spawn system and many more gameplay elements needed for the introduction of gameplay features that will be introduced in the big release of patch 0.2.0

New AI system added to Penkura was created based on (currently) 92 micro behavior systems with their own dozens of settings. This means that AI can be swiftly changed/adjusted/improved based on player experience. Over the course of future patches, we will be adjusting this artificial intelligence with not only new micro behavior systems but adjusting already implemented one. We want to make sure that with each patch AIs behaviors will be more and more believable, pathfinding more complex and optimized for bigger locations and complex players bases, this will come with time but from now on we will be adjusting those systems with every new content added to the game to make sure players will notice a constant improvement to AI. 



Patch 0.1.3 is our last big patch before the major release of update 0.2.0, we will still update Penkura with few small patches adjusting the entire project before the major patch 0.2.0. Most of the adjustments will be focused on the first and second zone of the game by implementing better transitions between the storyline elements, gameplay elements, tutorials focused on adjusting players with the game, and on finishing Karenos Sector - 4 first episode of the storyline. 

Patch 0.2.0 that we are already working on for the last three months will introduce new gameplay elements, assets, sounds, story elements, and massive playable zone.

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

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

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Patch 0.1.3
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BUG/ERROR FIXES:

- FIX --- Wrist Bio Meter takes a long time to activate after player death.

- FIX --- There a chance for footsteps to be mute after a dialog.

- FIX --- Door when walked through didn't provide correct footstep sound effect.

- FIX --- Sound effect of footsteps didn't change when spriting or walking.

- FIX --- Major light bleed through some of the buildings.

- FIX --- AI stops moving around the map on load.

- FIX --- Ore Extractor sound didn't trigger if there were too many sounds playing around it.

- FIX --- If a player dies by an AI, that AI won't be able to detect revived player as his corpse is still the target even after body decomposition.

- FIX --- Refraction visual error in Temple below Gemini Base.

- FIX --- Temple Activation mutes itself after 7 seconds of playing if the player stands to close to sound trigger.

- FIX --- Memory leak protection system creates a small hitch.

- FIX --- Usable items won't trigger if clicked very fast.

- FIX --- No visual effect of a silent alarm in Epsilon base.

- FIX --- Pottery is affected by sunlight even in dark places,

- FIX --- One of the tree model types break dematerialization material when constructing over it.

- FIX --- Power Storage ambient sound randomly stops playing when near other objects with their own ambient sounds.

- FIX --- On game load, there was a chance that on weaker PC's game could duplicate some of the post-processing materials providing too strong of an effect. 

- FIX --- Metos Bug Swarm sound effect cuts out randomly.

- FIX --- Cave ambient cuts off if player swiftly runs inside than out and back in.

- FIX --- Custom camera effects didn't work on some of the levels.

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IMPROVEMENTS/CHANGES/ADDITIONS:

- Added two new enemies to the game project.

- Added new experimental nav mesh generation system. (the system is still in its early phase but it removes hitches players notice when moving around AI).

- Added two organic spawners to the game.

- Added new consumable.

- Added new craftable blueprint.

- Added improved navigation system to the game, fixing problems detected while reloading maps with an already saved navigation map.

- Added new points of interests in Karenos Sector - 4.

- Added new foliage to the game.

- AI now share data between them selfs when detecting similar nav mesh loaded around them saving on performance.

- Models used by the AI are now affected by the collision of other AI models.

- AI now respect each other collision and mesh space by calculating the average bounding box of the model, preventing them from merging with each other.

- AI won't lose player sighs if moving between trees. (player is still able to lose AI sight if moved swiftly and be able to hide for longer than a couple of seconds).

- AI damage system is now based on collision hit detection rather than collision space (if AI hits the player with a "knife" that knife is damage dealer, not the AI) preventing an unfair situation where the player is hit by an invisible object.

------ Added localized spawners system to the game:

/// Spawner is able to check player localization and damage player did to the group under spawner control. With the data, spawner is able to determine if more "monsters" are needed for balance.
/// Spawner will create "monsters" based on set rules set by the environment, localization, and stat of the monsters.
/// Spawned monsters have randomized statistic based on minimum and maximum of monsters set stats.

------ Added new logical reaction system to AI:

/// Roam system - AI is now able to calculate its own roaming space in randomly generated space based on the AI terrain protection.
/// Aggression system - AI will change its attack based on its own aggression/fear/desperation.
/// Special attack system - AI is now able to use its own special moves, for example, a chance to poison the player if special conditions will be met.
/// Warning system - AI is able to warn the player if he's on territory that AI protects or getting to close to him rising his Aggression stats.
/// Shouts/Calls system - AI is able to call other AI to help against the player. (if specific conditions are meet and/or other friendly AI are nearby)
/// Alpha Selector - AI will now create dominated AI that will change rest of the group statistic, making them more/less aggressive, more prone to use special attacks and so on.
/// Memory system - AI is able to remember key data on player/environment/global settings and then use it to make simple decisions.
/// Simple Assumption - AI is able to use data in its memory to assume possible future changes (for example it is able to predict the location of the player if AI loses sight of the player while chasing)

- Added Hearing sense to the AI.

- Added Damage senses to the AI.

- AI meshes (such as animation skeletal mesh) is now occluded not only by other objects but also distance. (minor performance boost).

- AI will raise its aggression meter based on player interaction (for example, entering AI territories) when aggression reaches 100 % it will attack the player. AI will calm down by itself after time or by other actions created by other AI and/or player.

- AI with aggression meter below 100 % will now showcase his status to the player as a warning signal by visual animation or/and sound.

- AI will reset its memory and simple logical skills after a set amount of time, that amount of time is depended on the enemy intelligence.

- Pener-07 when shooting now creates very laud trigger sound effect, and when reloading a small trigger sound effect.

- Scanner when activated and/or when switching modes creates a trigger sound effect.

- Visual update to Polan Crystal.

- Player movement now creates a trigger sound effect with its power/range/sound volume depending on speed, from lowest to highest, crouching, walking, running, sprinting.

- Jumping and landing create a trigger sound effect.

- Fallowing new models we improve the UI of all computers to fit the screen.

- Adjustments to camera view distance when using computers.

- Added new story elements.

- Visual update to Xavoc Crystals.

- Visual update to Xavoc and Polan Icons for both inventory and MMC reference.

- Instructions on how to gather minerals create objects and use RTS systems were rewritten and adjusted to new content.

- Added images to instructions for easier understanding of in-game systems.

- Added security system to all storage systems, it will prevent any possible crashes if a class none object is detected. (prevention system)

- Added a new system to game project "Lions_Eye".

- All in-game cameras are now controlled by one system Lions_Eye (performance boost)

- All maps used now and future will be always pointing North UP.

- RTS mode "Overseer", Bots, and Player cameras are now synchronized with each other and are affected by single function with all effects. (performance boost)

- Added new screen effect to bots and Overseer mode to showcase that controlled machines are from a computer screen, not direct possession.

- Added new screen effect on player death.

- Added new screen effect that will simulate pain, the effect is as strong as the damage player is receiving from any source.

- Added new screen effect that will stimulate healing, just like pain it is effected by the strength of the effect.

------- Sound Changes to Footsteps:

/// Added 6 new standard footsteps sound effect.
/// Added 5 new grass footsteps sound effect.
/// Added 7 new metal footsteps sound effect.
/// Added 5 new sand footsteps sound effect.
/// Added 4 new wood footsteps sound effect.
/// Added 6 new plastic footsteps sound effect.
/// Added 5 new water footsteps sound effect.
/// Added 6 new ground footsteps sound effect.

- Added sound effect on jump start and jump end (landing) with material texture detection to control sound volume and type.

- Added sound effect to Pener-07 reload.

- Landscape textures now trigger a correct sound effect when walked over.

- Improvement to all Trees collisions.

- Footsteps trigger detection is now able to check instances of all objects in the level and check what surface material it's using with it adjust proper sound effect.

- Trees provide proper sound effect when walked over.

- Footsteps sound effect adjusted to all buildings in the game.

- Minor player character optimizations, all trigger effects are now more stable and calculation checks go through one source control rather than three. (minor performance boost)

- Fallowing storyline improvements we opened some of the structures.

- Randomly generated loot will now be calculated based on the maximum and the minimum of possible content rather than only on maximum.

- Ore Veins are now generated with its content by maximum and minimum amount rather than maximum only.

- Damage done by creatures is now calculated in a range between minimal and maximum damage.

- Containers with randomly generated loot adjusted to the new-generation system.

- Added Asychronized ID generation system to all objects in the game. (small performance boost on spawning objects in the game)

- Added ID allocation emergency system, to prevent spawning any object in the game with empty ID or wrong ID that may negatively affect save the file.

- Improvements to Wrist Bio Meters status calculation. (calculation performance increase by 330%)

- Wrist Bio Meters activation on game start/load speed up by over 1 second.

- Minor visual improvement to construction holographic correct/incorrect placement indicators.

- Space of standard multi-purposes bot container lowered from 10 to 6.

- Minor adjustments to first-person hands animation "show bio-meter".

- Minor visual improvement to all door controls.

- Minor visual improvement to Neurocore station.

- Added new experimental model optimization system (performance boost)

------- Model and all levels of details optimization/recreation to improve performance (lowering global polygon count between 12 % to 48 % depending on location) : 

/// All types of grass
/// All types of tress
/// 39 out of 49 types of rockes/boulders
/// All ice cliffs
/// Gemini Base tunnels
/// Gemini Temple
/// Gemini Registration Office
/// All ancient walls
/// All ancient temple elements
/// All ancient pottery
/// Ancient Pylon
/// All cave systems
/// 3 out of 7 bushes
/// Solar Panels
/// Base Walls
/// 7 out of 19 background mountains

- Player speed calculation is now done per trigger instance rather than per tick, now player will change speed depending on player stance (crouch, walk, run, sprint) and if he is moving forward or backward.

- Disable navigation effect on small objects that are too small than have any effect besides small impact on performance.

- Minor visual changes to a crosshair and crosshair now change it's appearance if we trigger any damage from any source or healing.

- Minor optimization to 31 background animations.

- Minor visual update to Pener-07 bullets.

- Minor improvements to material refraction effect (minor performance boost)

- Added minor save/load security to prevent creatures from spawning off bound.

- Adjusted draw distance to 918 objects in Karenos - Sector 4 (minor performance boost)

- The light intensity of day and night cycle are now controlled by the environmental stats rather than pre-set stats.

- World day and night colors, and light intensity are controlled by fog, environment color, atmospheric color, planets, moons, and clouds rather than a static set.

- Flashlight light intensity rose by 150 %.

- The improved landscape of Karenos - Sector 4.

- M.P.B will now change it's engine sound effect depending on the speed of the bot, to simulate engine power.

- Added crouch to M.P.B (bot is not affected by body limitation which means that bot can move at the same max speed as if he wasn't crouching).

- Drastic improvement to traces signal for objects and foliage (minor performance boost)

- Added layered calculation system to Skybox, fog, night/day calls, and sun angle calculation (minor performance boost)

- Script calling is now reduced to only once per game load, in NPC's, Player and bots. (minor performance boost)

- "Lion's Roar" system now triggers ambient/music change in each construction and environment only once per load and saves that function call to prevent any future calls. (minor performance boost)

- Code optimization to Ore Extractors. (reduction on CPU each time extractor digs up and stores found an object).

- Added Asychronize UI update to all widgets affected by storage/containers. (minor performance boost).

- Adjustment to texture size and memory consumption.

- Adjustments to mesh memory consumption, level of details and their spawn.

- Project update to newest engine version. (Unreal Engine 4.23).

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Penkura Patch 0.1.2.4

Dev-Com.
Hello, world! Patch 0.1.2.4 is finally released to the public, this patch is focused on three things, balance, RTS mode "Overseer", and overall world assets.

Let's start with the "Overseer" mode, for some time now we wanted to rebuild the entire system of calculating power, oxygen, resources, building placement, building detection system and many other RTS related functions. Finally thanks to few previous preparation patches we were able to bring all main changes to the RTS system, those changes will not only fix a lot of background issues, add a massive performance boost to bigger outposts but also allow as to finally add a proper balance system to the entire RTS system.

With the balance changes, most of the buildings were adjusted to the new system to present more less final settings player will see throughout the game. All activable buildings take power, or/and oxygen when needed, and the player himself is able to control power and oxygen flow through the "Overseer" mode.

With almost two hundred of changes made to the background calculation we were able to save up a little bit of extra performance space, because of that, we added new assets to the levels, refresh few items, buildings and most of all added new buildable objects to the game.

Rest of the extra performance will be spent in the next patch which will focus on the environment, AI, bots, missions, and storyline elements.

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/

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Patch 0.1.2.4
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BUG FIXES:

- Player no longer will hear his own footsteps after death.

- Player backpack won't spawn in the wrong location and rotation.

- T-1 Storage won't spawn containers before it's built.

- Shadow fixes for Tunnel plugs.

- Fix for performance hitch on each load/new game.

- Fix for Base "Overseer" interface providing incorrect data on base oxygen and energy output.

- Tunnel Type I Windowed didn't change light settings for stable performance.

- Tunnel Type I Windowed and T Windowed had visual errors in Overseer presentation interface.

- Solar Panels didn't reactivate their animation when the player reenters their view distance.

- The entire body of Solar Panel is now clickable rather than base only in RTS mode "Overseer"

- You are no longer able to construct building inside other building when hovered on specific trigger box between the arrow and the construction.

- Solar Panels didn't trigger a correct sound effect when walked over.

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IMPROVEMENTS/CHANGES/ADDITIONS:

- Fall damage added to the game.

- Fall damage is calculated by the fall distance, kinetic damage resistance, fall damage resistance, type of possessed character and speed.

- Landing from any distance will now trigger smooth head movement scaled by the distance from which the effect was first activated.

- Added compass to the Map system.

- Small Residence building created from the ground up.

- New window type added to the game.

- New door type added to the game.

- Added personalization system, example: Doors in Small Residence are now correctly labeled with the name of the owner or room classification.

- New furnitures added to the project.

- All personal computers are refreshed with new models.

- Addition of Per Instance Shader Color manipulation.

- All foliage in the game is now controlled by new shader manipulator which will slightly alter the color of every instance of foliage to break the repetition.

- Assets added to Karenos Cave system.

- Visual improvement to the mission display window.

- Player Quickslot settings are transferred between bodies (after death).

- Added camera effect to death system.

- Visual update to death window.

- New chest type added.

- Added Tunnel type L and I short to the game.

- Added new buildable buildings to standard base blueprints.

- 4 new sound effect added to UI.

- Added sound effects to "Overseer" mode, Personal Computers, and C.C.C.

- Power Flow and Oxygen Flow Buttons added to the RTS UI (Overseer)

- Power of each building is now controlled from the Base Sources (Command Center) rather than per building instance (minor performance increase)

- Building Power stats now affect its status, turning from fully on to emergency systems when the power goes below 20% and to completely off when it reaches 0.

- RTS UI (Overseer) is able to showcase the energy and oxygen flow of each building after clicking on it. Calculated numbers show the amount of energy produce - energy consumption - energy needed for the max charge up to max base energy/oxygen transfer.

- T-1 Storage used the wrong icon in the RTS (Overseer) mode.

- Added sound effect when player losses connection between his neurocore and his body.

- Armor presentation window is now created by the game load system rather than per player/bot instance. (prevents duplication of performance heavy cameras)

- Death system is now based on the ragdoll effect of currently possessed character.

- Every door/gate is now saved by the system.

- Doors and Airlocks are now effected by power output.

- Added light and power change effect too Doors and Airlocks.

- Changed position of buildings in support structures list.

- Improved save/load system with additional save able data.

- All activators in the game are now saveable.

- Added security system to ID generation system to make sure there will never be an object with the same ID at the same level.

- On load doors/gate will load every player affected states, such as if its wide open, was it unlocked by using a proper password and so on.

- All visible end result calculations in the game are now shortened to a single digit after the dot. (this change effects "Overseer" mode, Player Character screen, and results provided in message window)

- All calculations are done in "Overseer" are now simplified, rather than presenting 751 912 Power, "Overseer" UI will now show 751.9T.

- Base Power calculation and Oxygen transfer are now done via a single data stream rather than per building consumption data output. (Base power and oxygen calculation speed is now increased by up to 400 %).

- Animation update to solar panels.

- Added new type of glass material for screens in all personal computers, visibility of said screens is dependent on the angle from which player is observing the computer.

- Added max render distance of all objects inside of buildings. (minor performance boost)

- Improvements to angel calculation based on the sun position in the sky. (79% reduction in CPU requirement from Solar Panels)

- Power Storage base power capacity increase lowered to 20 000 from 25 000.

- Power consumption balances made to buildings:

All types of Tunnels from 0.5 to 1
All doors from 0.5 to 1
T-1 Storage from 1 to 3
Command Center from 2 to
Lamps from 1 to 3
Beacon from 0 to 2
Atmo. Airlock from 0.5 to 1
Tirix Fusion Power Plant from 0 to 3
Hydrogel Purificator from 0 to 25

- Power production balances made to buildings:

Tirix Fusion Power Plant from 100 to 200
Command Center from 1:1 sun power to 4:1 sun power
Solar Panels from 1:1 sun power to 2:1 sun power

- Power capacity adjustments made to buildings:

Command Center from 2500 to 10000
Tirix Fusion Power Plant from 100 to 1000
Beacon from 1 to 10
T-1 Storage from 100 to 300
Hydrogel Purificator from 300 to 1000
All types of Tunnels from 10 to 100
Lamp from 4 to 10

- Hydrogel Purificator will now stop Oxygen production when energy levels reach 0, and it will lower its production to 20 if on Emergency power.

- Text in holo signs takes its size and adjusts itself to fix its position relative to the center of the object.

- Base Oxygen and Energy transfer rate increase from 10 to 50.

- Visual adjustments to "Overseer" Interface.

- Base standard energy capacity lowered from 750 000 to 50 000

- Base standard oxygen capacity increased from 2000 to 2500

- Minor grammatical improvements.

- Minor normal map fix for Medicine Repository.

- Added Level of details to all light posts.

- Added security system for randomly-generated loot containers to prevent abuse of the system.

- Added Async calculation system to C.A.T Depository and T-1 Storage to eliminate hitches when approaching objects.

- C.A.T Depository size reduced from 24 to 20.

- Added shadow/light performance update to Atmo. Airlock (minor performance boost)

- Improved level of details to Tunnel T, Command Center, and T-1 Storage.

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Penkura Patch 0.1.2.3

Dev-Com.
We are happy to announce that patch 0.1.2.3 is the last patch focused on performance, bug fixes and visual update for some time. We feel that for the moment Penkura is running as smooth as possible without major changes to the overall system that would require an extensive amount of time. We will, of course, add improvements if a certain system will have a major impact or a bug will be reported by the players but for the moment we can focus on more important parts of the game.

In this patch we also introduce new building to the game, T-1 Storage, with it we completely recreated most of the storage system, 3d models and the way each slot in each storage is calculated in the game from base calculation to asynchronous grouping which will dramatically lower CPU requirement while calculating simple information, for example how many Stimpaks players have in the entire base. Because of the addition of a storage building we also rebalanced some of the items to something we planned from the start, and we adjusted Overseer system to take in to account other storage building when calculating resources required for construction (player is not required to use only Command Center storage for construction, C.A.T will detect other storage buildings and gather items himself to make gameplay more pleasant).

In Patch 0.1.2.3 we also added player requested changes to the inventory system. From now on inventory system will print information about the content of the objects more clearly and objects them self will be properly saved and load each time the player will change item state. This changes will remove few bugs and most of all confusion on certain game mechanics.

We are also introducing a new way of compressing the entire project, this method will lower game size by half, in case of any emergency, or if patching system won't be able to properly create small packs of patches because of the new compressing method we will revert back to the old way of compressing the project.

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/

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Patch 0.1.2.3
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BUG FIXES:

- Right click on inventory/storage slot won't spawn "Action Menu" with incorrect offset.

- Fixes for performance spikes during storage check.

- Fixes for performance spikes when hovering over the construction menu.

- Fixes for C.A.T performance spike when awaiting and checking for the correct amount of resources to continue construction.

- Player won't be able to remove his equipment from inventory while still equipping it.

- Items won't duplicate when manipulating slots in the storage when C.A.T is using the resources to build.

- Fixes for building placement not detecting more than one "connector" when placing.

- Fixes for items losing their content when dropping from the inventory or moving between storages.

- Fix for Audio giving "popping" sound when triggering more than 6 at a time.

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IMPROVEMENTS/CHANGES/ADDITIONS:

- Introduction of new project compression method.

- T-1 Storage added to the game.

- Added new blueprint to the build option T-1 Storage.

- Storage building visual update to T-1 Storage.

- Command Center C.A.T depository slot lowered to 24.

- UI improvement to player info message panel.

- Improvement to physics calculation to all items based object in the game.

- Audio adjustments to 58 sound effect to prevent "popping".

- Audio adjustments to 41 dialogs to prevent "popping".

- Visual improvement to Landscapes material to give more depth.

- Visual improvement to all rock materials with higher quality normalmaps, roughness, and ambient occlusion.

- Interact system can now detect if "Player" is interacting with the object or "Bot" being possessed by the player. (player won't be able to use player only features while possessing the bot).

- RTS ("Overseer Mode") can now adjust buildings based on the location of its connectors to allow objects such us tunnels be connected to more than one building at the same time.

- Added asynchronous calculation to Overseer resources check. (performance boost while the system is activated)

- C.A.T will now asynchronously check for required resources for building. (performance boost while the system is activated)

- Each building, storage, player and bots calculate required data from containers in a group system rather than per object calculation, drastically increasing its performance.

- Details window in Overseer Mode will now recalculate base rescues each time player will hover on construction button. (each calculation will use build in asynchronous container slot check for performance sake).

- Each equipable item will now lock its inventory slot and adjust its color.

- All items in the game adjust their "Action Menu" depending on its status.

- All items that can be loaded with other objects (for example Pener-07 loaded with TRX Ammo) can now be unloaded in the inventory using Action Menu.

- Each item that haves its own content will print the correct amount and max amount on the slot in the storage.

- Save system will now save items own content. (save system will save all item states no matter if it's in player inventory, on the ground, containers and so on).

- Items with its own content will remember their status if dropped on the ground.

- Building "Status Display" screen size incress by 30 %.

- Placement of each "Status Display" screen adjusted in every building.

- LionsMat system improved to lower game memory cost.

- Visual update to Glass Shader.

- Visual update to UI of "Status Display" screen.

- Visual update of Command Center C.A.T depository.

- Visual update to containers used in T-1 Storage.

- C.A.T depository will now showcase the amount of available space on a screen above the depository.

- Added Blueprint Repository to Command Centers in priperation for the Blueprint management system.

- Update to shadow/light in Command Center (minor performance boost in and around Command Center).

- Update to the recalculation of each frame of Ambient Occlusion (performance boost)

- Update to the way translucency effects light and vice versa (performance boost)

- A slight increase in camera smoothness in Player Character only.

- Visual update to Inventory and Storage UI ("None" type slots added).

- All UI properly checks for mouse position on the screen to properly spawn additional UI when called.

- Minor background calculation tweaks to Ore Extractor (small performance boost)

- Container, when locked, will now print their name and status (locked/disabled/damage), rather than just it's status.

- Level adjustment to new content and systems.

- Stimpak will now heal player between 5 to 10 health points rather than flat 7.

- Metal Ore, Noble Metal Ore, and Heavy Metal Ore max stack lowered to 50 from 100.

- Liquid Construction Component max stack lowered to 5 from 10.

- Refined Xavoc and Polon Crystal max stack lowered to 10 from 20.

- Solid Construction Component max stack lowered to 10 from 30.

- TRX Ammo Pack max stack lowered from 100 to 50 (equivalent to two fully loaded Pener-07).

- Stimpak max stack lowered to 10 from 20.

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Penkura Patch 0.1.2.2

Dev-Com.
Patch 0.1.2.2 released a little bit earlier than we planned. Introduces much-needed update to the "Overseer" (RTS System) part of the game.
Overseer system which is one of the main gameplay element of Penkura had few major changes in its way of materializing and dematerializing objects, from now on, every bot directly connected to "Overseer" system will be able to directly send messages to it about its status or activity. This should not only make using the "Overseer" system a bit easier but will also make every activity or errors made by bot more clear.

Another big update, after a lot of work we are able to implement our own navigation system to the game called "Lion's Path". This system allows us to control every AI in the game in all three dimensions, size of the AI, it's speed, turn rate and even its deduction speed can all be changed within this system which greatly speeds up AI development for future updates. For now, the entire system is used by C.A.T, which is used as our AI test in this scenario.

Also, we are starting to place new dialog triggers, missions triggers and event triggers around the entire playable landscape, those triggers will be soon used to implement much-needed gameplay elements, storyline progress, and NPC AI.

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/

--------------------------------------------------------------
Patch 0.1.2.2
--------------------------------------------------------------

BUG FIXES:

- C.A.T won't speed up above its maximum allowed speed.

- Unconstructed buildings will be added to the build request list after loading the game.

- C.A.T animations will properly play when dematerializing buildings.

- Gate at cave entrance will now register player use key.

- Tunnel I Windowed, Tunnel T, Tunnel T Windowed, Tunnel I, and Hydrogel Purificator won't affect items physics.

- Oxygen Tanks didn't trigger physics activation on the drop.

- Dialog Cues won't be ignored if we activate them with a possessed bot.

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IMPROVEMENTS/CHANGES/ADDITIONS:

- Added in-house 3d navigation system "Lion's Path" v 1.0.

- Overseer Screen (RTS mode) have an additional button "Log".

- Overseer Screen will now showcase a base message board used by C.A.T.

- Overseer Screen "Leave" button is moved to the right to give space for the message board.

- C.A.T now uses "Lion's Path" system to set path to the requested building.

- C.A.T will now smoothly rotate towards the correct building when flying to it.

- C.A.T now understands its maximum speed, max rotation speed and corresponding systems allowing it to smoothly change its location.

- C.A.T provides information about its status by sound and Text as a form of in base communication (audio can be heard by everyone in the base, text only in the Overseer system).

- C.A.T will now print proper log information to Overseer Screen (RTS mode) adjusted by reason, affected building/object, and base status.

- C.A.T will now use a new sound effect to inform about an error.

- Two new sounds added to C.A.T behavior.

- C.A.T is calculating position and requests of every building in the base by itself rather than requesting information per instance from the base dome. (minor performance boost)

- C.A.T AI will now decide by itself the proper procedure of every action depending on location in the base, amount of resources, amount of energy, and priority of action/request.

- C.A.T materialization ray now produces 2000 radiation and heat damage in the affected area, which will disintegrate all organic matter.

- Added safety Holoposters to Command Center to inform the player about the Materialization Ray.

- RTS system is merged with the base system to save performance when checking data for construction purposes.

- C.A.T added new dematerialization systems for buildings that will match materialization.

- Redesign of the M.M.C user interface to keep all interactive parts of the interface in the close proximity of each other, while providing more space for important parts of the UI.

- M.M.C storage lowered from 30 to 12.

- 29 Material optimization (minor reduction in ram uses)

- Shadows and lights visual update and minor performance boost.

- Minor adjustments to C.C.C bot and building presentation.

- Added sound effect for storage and inventory when moving items between slots.

- Added sound effect for Storage "Take All" button.

- Small update to Karenos Landscape. (Additional foliage, minor fixes to terrain, and new normal maps to grass and sand)

- Wall Gates now use the same operating system as every other door in the game.

- Foots steps sound (Metal) volume increase by 80 %.

- Visual update to Polan Crystal.

- Visual update to Oxygen Station.

- New Dialog triggers added to Karenos.

- Missions activators, and event triggers set in preparation for the next patch.

- Optimization of 33 materials (lowers Memory requirement, and stables its workflow when fully loaded).

- Minor Text corrections.

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Penkura Patch 0.1.2.1

Dev-Com.

Patch 0.1.2.1 introduces a new item, new features, bug fixes but most of all a much-needed project clean up from all pass systems that could have affected the stability of the entire project.

Penkura went through many engine version and player request changes that affect a large number of game systems, this patch will make sure that all those changes won't affect players saves and improved in-game gameplay elements.

With the patch, we also introduce a quick reference bar to make inventory management a bit easier, fixes for the audio system, inventory system, and RTS 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

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

LINK ----> http://penkura.com/patch-notes/

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Patch 0.1.2.1
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BUG FIXES:

- Command Center didn't calculate it's energy correctly.

- Player won't be able to select and swap empty slots in the inventory and storage.

- Inventory slots properly reset their function if we closed inventory/storage with slot selected.

- The object won't fall through the landscape in a larger cluster of objects

- Doors Open/Close sound won't stop playing if sound effect settings ever are set to 0.

- Fix for doors open event triggering animation after few seconds of delay, rather than instantly.

- Fix of 53 background calls to nonexisting objects.

- Karenos outdoors Ambient won't restart if anything makes any sound louder than the ambient.

- Buildings ambients won't stop playing if too many sounds play at once.

- Opening door sound effect won't take priority to mute interface activation sound effect.

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IMPROVEMENTS/CHANGES/ADDITIONS:

- Quick Reference Bar added to the game (similar to hotkey bar, reference bar will not directly contain items but will allow a swift check and use of an item from the inventory or inform the player that the item is no longer in his possession)

- 5 Quickslot controls added to the controls tab.

- Save/Load system will now save quick reference bars and load them to correct characters within the game.

- Every character able to be possessed has their own Quick Reference bars with the correct size depending on character equipment and in the future skills (At the time maximum of 5 slots).

- Optimization of all outer armor textures (buildings). (lowers memory requirement)

- Optimization of all normal maps mega atlases. (lowers memory requirement)

- New Component type item added to the project (Basic Electronic Repository)

- Basic Electronic Repository blueprint added to the MMC.

- Scanner blueprint rebalancing.

- Improved Save/Load System to allow Saving and Loading Underground Ore Deposits.

- Underground Ore Deposits content and discovery marks are now saved and their data transmitted directly to RTS system (Overseer System) on load.

- Minor visual improvement of all crystalline liquid panels (all type of solar panels).

- All Item based objects (stimpak, nutrino bar, ore and so on) can now detect the player location and based on it change their own detail settings, visibility, shadows quality, and physics to increase overall performance.

- Item-based objects have a much more sensitive collision detection which should prevent object clipping, falling through the landscape and flickering when objects are hitting each other at larger speed.

- A small adjustment to notification messages only high priority notification such as tutorial messages will have a sound notification.

- Improved visual effects of holo sing.

- Refresh of all door animations in the game with the use of the new float base animation system.

- Doors sound effect is now spawned in the correct location within the door and destroyed after the correct event.

- Construction bot call sound effect lowered to reduce audio clipping.

- Doors locked / incorrect password / open sound effect lowered to reduce audio clipping.

- Holographic Character presentation takes over 95 % less Memory to properly showcase all post-processing effects.

- Pener-07 Ammo Screen scaled up to fit the weapons screen.

- Ore Extractor dig sound effect lowered by 20 % and sound range increase by 30 %.

- Added direction sings to Epsilon Base.

- Added Level of details to Karenos Landscape (minor performance boost)

- Light improvement in the Gemini Base (minor level performance improvement)

- Additional security added for all buildings to make sure that correct "plug" is loaded after starting the game from older saves.

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