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Penkura Patch 0.1.1.2.1



Dev-Com.
Patch 0.1.1.2.1 changes every moveable (animated) object in the game to take data from changes in its position rather than forced by physics, this change should make every moveable object in the game much more "stable" when interacting with the player. We are also updating our save system with few minor changes on how it loads its data making the process a bit faster but also more resistant to corruption

(Please keep in mind that save system is still not 100 % corruption resistant and still requires some minor changes).

And as always, for more information about the updates, progress and known bugs please join our Discord Community.

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

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Patch 0.1.1.2.1
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BUG FIXES:

- Test fix for player passing through the tramp wall when standing still.

- Falling through the elevator floor on weaker machines.

- Can't jump after exiting the tramp in the introduction level.

- Sun slightly shakes when moving on weaker machines.

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IMPROVEMENTS/CHANGES/ADDITIONS:

- Tramps, elevators, doors, beacons, ore extractors animations are changed from physics-based to location set base. (Test fix for players passing through the walls of fast moving objects when standing still).

- Object optimization in the introduction level (minor performance boost).

- Another set of improvements to the save system (saves should be more stable and on load, functions should be slightly faster on weaker machines).

- Collision update to all caves.

- Minor changes to how the position of the Sun is calculated.

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Penkura Patch 0.1.1.2

Dev-Com.
Patch 0.1.1.2 introduces a new way of calculating light and shadows in Penkura, increasing optimization to allow players with weaker machines to get a little bit more performance, without affecting in any way overall visual aspect of the game.
Besides minor changes to damage calculation and graphical improvements to Medbay, we added a new buildable structure to the game and a massive update to the "Ancients".
New content added to the "Ancients" is a preparation for missions, new items and new gameplay elements that will be soon added to the game not only increasing the depth of the game but extending overall storyline waiting to be uncovered by the player.

Please keep in mind that we are still changing and improving our save system, to make sure it won't require reset whenever the content patch is added to the project. Till than saves have a risk of being corrupted.
(we are hoping of dealing with these issues before patch 0.1.2)

And as always, for more information about the updates, progress and known bugs please join our Discord Community.

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

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Patch 0.1.1.2
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BUG FIXES:

- Medbay didn't provide oxygen to the player if spawned in the corners of the room.

- Power plant didn't spawn correctly object after creation.

- Power plant didn't dematerialize itself properly leaving some of the items floating in the air.

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IMPROVEMENTS/CHANGES/ADDITIONS:

- RTS system now understands that some buildings should not be destroyed.

- UI improvements to RTS system (on building select)

- Penner-07 now fires a projectile that calculates their own damage, speed, range and penetration power based on the triggering function effect.
(Bullet knows what they are based on what shoot them out, fixing all issues with damage, range, speed, and armor effects)

- Bot calculates its state on each change rather than on each call (fix for bot not having an effect when shooting at)

- New content added to the "Ancients"

- Audio Balance to footsteps.

- Graphical Improvements to Medbay

- Graphical Improvements to Lazarus Bed

- Added Animation, Sound Effect and Light Effect on Open/Close Lazarus Bed

- Graphical Improvements to Rejuvenator Bed

- Improvements to object camera rendering relation (minor performance improvement)

- Every shadow from lights in every build-able building was programmed to change its quality base on distance from the player (performance boost)

- Lights from every door were unable to check for player location after the first trigger, resulting in them always casting shadows. (minor performance boost)

- Building - Hydrogel Facility (Hydrogel Purificator)

- New Building Blueprint Added (Hydrogel Purificator)

- Minor Improvements to RTS UI. (Long names go beyond text box)

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Penkura Patch 0.1.1.1

For more information about the updates, progress and known bugs please join our Discord Community.

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


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Patch 0.1.1.1
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BUG FIXES:

- Camera sometimes spins when interacting with focusable objects.

- Player didn't showcase proper name at the start of a new game.

- When Mission title appears on the screen user interface is unclickable till it disappears.

- Mission Update interface blocks access to other user interfaces till it disappears.

- On Load MMC and CCC may not trigger on interact.

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IMPROVEMENTS/CHANGES/ADDITIONS:

- New foliage added.

- New content added to "the natives".

- New Consumable item added.

- Two new materials items added.

- Two new components items added.

- Two new MMC blueprints added.

- Ore and Mineral veins adjusted to new content.

- MMC and CCC blueprints adjusted to new content.

- Added security system to save / load system, if spawn error accrues (spawning player below ground or in center of map) it will spawn player in the default position and set up entire game session around it.

- Save / Load system now checks the trigger of every interactive item. (CCC and MMC included)

- Improvemenet to global terrain material.

- Visual improvement to Karenos landscape and foliage.

- Added more visible connection between the cave system and Epsilon Base.

- Improvements to focus system fixing problems with camera rotation.

- Minor graphical improvements to MMC user interface.

- Some items didn't print correct interaction name when used.

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Penkura Patch 0.1.1.0.1

For more information about the updates, progress and known bugs please join our Discord Community.

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


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Patch 0.1.1.0.1
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BUG FIXES:

- Dialog with Neurocore didn't print answers after one of NPC dialog trigger.

- Level of details fixes to static objects from patch 0.1.1.

- Objects dropped in Medbay didn't spawn with physics on.

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IMPROVEMENTS/CHANGES/ADDITIONS:

- Collision improvements to new content from patch 0.1.1.

- Collision improvements to all trees.

- Light/Shadow now affect materials with translucency without creating overlaps (minor performance increase in rooms with windows)

- Adjustments to fog density, color, and view range distance.

- Solar Panels now adjust their angel to the sun location rather than fixed by time location.

- Improvements to minimize performance hitches when ambient light changes from Day type to Night type.

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Penkura Patch 0.1.1

For more information about the updates, progress and known bugs please join our Discord Community.

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


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Patch 0.1.1
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BUG FIXES:

- MMC "Create one" button can be triggered while MMC is at work which will consume items but won't provide any items.

- MMC "Create All" button could randomly trigger the creation of an empty slot, breaking crafting list.

- Scanning sound in MPS is permanently silent after a successful scan.

- Cave Ambient and Temple Ambient sound won't rise if Ambient sound in Main Menu was once set to 0.

- Bluefloir and Subincar didn't show description after the scan.

- Gracheri was unpickable.

- Main Menu controls duplicated when loading the game.

- Some tutorials could be triggered twice.

- "Into the Void" Quest update 2 triggers twice.

- Dr. Januszkiewicz computer triggers quest update each time player retriggers computer.

- Reload Animation didn't trigger when reloading your weapon.

- Hydrogel Purificator could provide more oxygen than the player is able to contain.

- Mouse Sensitivity Slider didn't affect mouse settings.

- Buildings Holographic presentation didn't stick to the Terrain if it does not contain and adjustable legs.

- Buildings without adjustable legs didn't spawn on the correct height when building on an uneven surface.

- Buildings with only one connector were not detected by the system to be bound with other connectors on hover.

- Building Tunnel Type X didn't reset his connectors on the switch.

- Powerplant didn't hide its connectors after leaving RTS system.

- Messages from NPC were not saved properly.

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IMPROVEMENTS/CHANGES/ADDITIONS:

- Added new playable area.

- Cave system on the second level is now open to both playable areas.

- New Dialogs added.

- New points of interest added.

- Hydrogel Purificator now checks player current oxygen and calculates the amount needed to fill player oxygen tank up to max 100 Units of oxygen at a time.
(Hydrogel Purificator won't waste unneeded oxygen).

- Visual Update to Keypad Input IU.

- The player from now on will holster his weapon/tool whenever dialog is starting.

- Improvements to communications between buildings, bots, player and stats system. (fixes issues with MMC, CCC sometimes refusing to activate)

- Visual Update to Gracheri.

- Med-bay graphical update.

- Bioms will now adjust global fog depending on player location and time of day.

- Minor adjustments for camera sharpness and additional view effects.

- Unbuild buildings will now show their connectors to allow base planning.

- Character View now has a real-time view of the controlled being, machine.

- Oxygen and Energy are now calculated by the new formula (minor performance increase, fixes issue with stats not displaying properly)

- MMC system is written from the ground up to provide more stability. (MMC won't freeze if the player is far away from the base)

- Added new functions to add 1, 5 and 10 units of an item in MMC.

- Added a new function to remove 1, 5 and 10 units of an item in MMC.

- Items in the "to create list" located in MMC can now be swapped with each other.

- Create One button now creates one unit of an item from the list or if the list is empty a selected item from the blueprint list.

- Minor improvements to MMC User Interface.

- Beacon added to buildable buildings.

- Day/Night Cycle system code clean up, Sun angle and Moonlight intensity calculation improvements (slight performance increase)

- MPS Geological scan is now able to distinguish between ore veins and show the distance to the closest.

- MPS Geological scan will now show how many ore veins it's detecting rather than only showing which one is the closest.

- Minor visual improvemenets to MPS UI and Main Menu.

- The objects are now directly attached to the player which allows them to be affected by animation (flashlight slightly lags behind by being adjusted by player torso)

- Background Quest system related errors fixed. (Quest will now trigger without game "hitches")

- Project Cleanup. (minor change in game size)

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