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(Midway Branch) Penkura Patch 0.1.9.3 MW 8

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.1.9.3 MW 8


Midway patch 8, is the last planned Midway patch for 0.1.9.3 if no more problems arrive after the next scheduled testing. All of the Midway patches will be moved to the Main branch. We will be opening Midway 1 of patch 0.2.0 shortly after opening 0.1.9.3 to the main branch.



In this patch, we focus on adding more interactive content to the game. Player will be able to use the in-game currency for purchasing items from the Corporate Assets Dispenser, for the moment only DMC products, but we will widen the range of corporations that will use this system, from food products, through components to even weaponry.

We also added new portable mini P.D.S, this asset is used as another way of providing players with lore, mission updates, environment presentation, and more. This system is also a test of the upcoming portable CCC which still needs some testing before the release.

The addition of new furniture and decorative items to the generation pool should improve the immersion of the world and make it feel more liveable. We will be still adding more items to the pool, new lights, even more furniture, interactive items, and so on, to eliminate repetition as much as possible.



After a lot of work, and use of different ambient occlusion posts processing methods, we were able to drastically improve the world colors, shadows, and light and were finally able to eliminate a known bug of ghostly black shadows and spots, that appear when the player moves swiftly between dark and lighter areas. We did our best to make sure that the performance of the game stays at the same level, and we can happily report that not only we didn't go past the level, but actually manage to improve it slightly, even after drastic changes in the light and rendering.

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

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 8
-------------------------------------------------

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

  • Player corpse didn't contain player loot.

  • Fixed all 12 normalmap errors in modular base assets.

  • Very strong wind could clip vines below ground.


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

  • Added 6 decorative interactable items.

  • Added Corporate Assets Dispensers to the game (DMC version).

  • Added two new corporate posters.

  • Added 4 new items:

    /// Corporate Meal (Malok Flavour)
    /// Corporate Meal (Odo Flavour)
    /// Spoiled Corporate Meal
    /// Bioceramic

  • Added Pause Menu (by default bound to F12).

  • Added new portable P.D.S as readable role.

  • Foliage sway strength is now dependent on their height, thickness, and wind strength, rather than wind strength only.

  • Added complete set of furniture to Archeological base.

  • Added 14 new furniture for modular none player buildable building set.

  • Added new storyline elements.

  • Improved ambient occlusion rendering on all foliage, and environmental assets (rocks, stones, mountains). FIxing all black spots, lines, and black ghosts appearing in darker corners of caves.

  • Increased size of door buttons and switches to make them more visible.

  • Improved camera shadow distance rendering. (minor performance boost).

  • Base Construction tutorial updated to showcase changes made to RTS.

  • Material improvement to Oxygen Station.

  • Drawcall reduction and material improvement of all chairs.

  • Grammatical fixes to text in archeological base.

  • Improved hover sound effect in Inventory (more options section).

  • Improved game smoothing, removing as many hitches from the garbage dump, data allocation as possible for the time being.

  • Clean up of background spawning code (minor performance boost).

(Midway Branch) Penkura Patch 0.1.9.3 MW 7.1

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.1.9.3 MW 7.1


In this Midway update, we focused on balance, the RTS system, and minor bug fixes related to the new inventory system released in the previous patch.

We added a third holographic color ID to buildings in RTS mode whenever the player will try to connect the building to another by use of connection arrow, the system will change the holographic representation of that building to green (from blue) to indicate that the building is perfectly aligned with the building.



This change comes with one more improvement, from now on ONLY connectors that the building is able to connect to will light up, rather than all of them with different colors. This should not only limit the confusion but also make sure that the player exactly knows where he is able to place the building.

Because of the changes made to the weather system, and the addition of global effects that affect solar panels, magnetic wind turbines, we had to once again balance out the energy consumption of items, and buildings.

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

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 7.1
-------------------------------------------------

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

  • Metoses body didn't accept items from the new inventory system.

  • (In RTS mode) Holographic Connection Arrows didn't light back up if a holographic version of the building connected to it was canceled.

  • Buildings in the Energy/Hydrogel Input/Output list were duplicated on the load game.

  • Ore Extractions special functions change their name of load. (they reset themself to the base name).


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

  • Added wind and solar power indicators in the RTS mode.

  • Added color change to buildings holograms when they are perfectly connected with buildings connector.

  • Added Connection ID check to RTS system (only connection arrows that building is able to connect to will light up rather than all of them).

  • Holographic representation of a building will now change its color when properly connected to the connection arrow.

  • Balance changes to the set items:
    /// Refined Xavoc Crystal, energy requirement lowered from 1500 to 1200.
    /// TRX Ammo, energy requirement lowered from 2000 to 1000.
    /// Stimpak, energy requirement lowered from 500 to 300.
    /// Refined Polan Crystal, energy requirement lowered from 2000 to 1250.
    /// Solid Construction Component, Heavy Metal requirement lowered from 15 to 12, Metal ore from 10 to 8, and energy from 1000 to 850.
    /// Oxygen tank, energy requirement lowered from 400 to 150.
    /// Nutrino Box, energy requirement lowered from 500 to 300.
    /// Nutrino Bar, energy requirement lowered from 100 to 80.
    /// Med-Spray, energy requirement lowered from 500 to 350.
    /// Liquid Construction Component, Metal Ore lowered from 20 to 18, energy from 1250 to 1000, and addition of 2 Noble Metal Ore.
    /// Crystalized Construction Component, energy requirement lowered from 2000 to 1500.
    /// Neuclir, energy requirement lowered from 500 to 300.
    /// Basic Electronic Repository, energy requirement lowered from 2500 to 2000.
    /// Aqua Jelly, energy requirement lowered from 200 to 150.
    /// Pener-07, energy requirement lowered from 9000 to 5000, Liquid Construction Component reduced from 5 to 3, added 1 battery requirement, and build time from 250 to 200 seconds.
    /// Water Bottle, Metal Ore requirement lowered from 7 yo 2.

  • Balance changes to the set buildings:
    /// Atmospheric Vaporator, will now consume 3 energy when active (from 5).
    /// Bio-Recycler will now consume 5 energy when active (from 10).
    /// Magnetic Wind Turbine, Solid Construction Component lowered from 5 to 3.

  • Magnetic Wind Turbines will now produce 2.0 (from 1.5) energy at the lowest, and 14 at the highest wind speed (from 8).

  • Solar Panels will now produce 25 energy at peak sunlight and clear sky (from 12 at peak no negative weather effect).

  • Minor visual update to Main Menu to make it easier to read.

  • Minor adjustment to temple texture, to improve blending.

(Midway Branch) Penkura Patch 0.1.9.3 MW 7

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.1.9.3 MW 7


Midway 7 is finally ready for release, the most important patch in MW of 0.1.9.3, Midway 7 fixes two major fundamental parts of the game, the inventory system (which is item creation, item management, storage, player inventory, bot inventory, buildings inventory, flowers (as spawned items), monsters and so on), and weather system.



With those two fundamental functions, we were not only able to fix all the reported issues but also add new functionality and balance improvement.

A new inventory system that controls nearly every aspect of the game, is now between 25 to 60 times faster (depending on the number of buildings, items in the world, monsters, and so on). With all that additional processing power we decided to spend it on a much more advanced weather system that allowed not only the addition of complex weather effects such as full-fledged storms but, we are also improving global ambient sounds.

The new weather system is not only a pretty effect but also a major impact on the gameplay, wind changes its speed which affects the magnetic wind turbine (just like in the last patch) but with the addition of complex 2d wave clouds, all objects, buildings, and foliage that is affected by the power of the sun will change their behavior. For the moment, some of the flowers will grow faster on rainy days, some slower because of the lack of sunlight. The same with the solar panels, which from now on, will provide much less power the more cloudy it is.

We are also improving sound effects, some of the sounds made by the building will now be occluded by other objects and buildings, pumping up the immersion aspect of the game. The system is still not perfect as it's not taking opening and closing doors when calculating the volume, pitch, and other variables, but we already are improving the system, and it should appear in the next upcoming patch.



Because of the new inventory system, a lot of balance aspects of the game had changed. Ore Extractors aren't limited by the numbers of slots, but rather the size and tonnage of the items that are added, it's indicated by the IP (inventory points), same with MMC, CCC, bots, and so on. For the moment we did our best to translate the game to new systems as best as we could to make sure that players that played Penkura for some time, won't feel alienated by new systems.

We also drastically improved our saving system, it will not only automatically adjust to new systems and content, but it will also recompile the save to make sure it will use all the new functions on each new save/load. The system was tested on saves from version 0.1.7.3 to make sure even older saves work as they should.

Once again I want to thank each member of our community on Discord, that send me their older saves to test our new save/load functionality.

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

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 7
-------------------------------------------------

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

  • There was a chance that on weaker machines, bots didn't reset their global variable data before the main player character could imprint their own data.

  • On slower machines, the player was able to consume more ammunition when reloading than the weapon is able to hold if swiftly repeating reload command while the weapon/tool is already reloading.

  • When manually moving items between storages, the call to move is sometimes ignored.

  • While moving stackable items from one storage to another, items moves would be split to fill up the first stackable item of the same type, and then halt transfer rather than search another stack or create a new one.

  • On weaker machines, storage generation could potentially happen after the call for storage content breaking storage interaction.

  • Ore Extractors screen didn't trigger if the player spawned next to it on load.

  • RTS system didn't properly showcase the build process if the player spawned too far away from the C.A.T on load.

  • Command Center main storage screen didn't update properly on game load (required player to leave and reenter the building for it to work properly).

  • MMC Screen didn't properly update its primary data on game start if player loads next to it (required player to leave and reenter the building for it to work properly).

  • Command Center light, didn't change shadow settings if the player spawned in it when loading.

  • Path Lamp didn't trigger correct shadow effects if the player was spawned near it when loading.

  • Bot could delete its items if the player ordered a bot to extract items from storage while manually removing them from the same storage.


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

  • Added a new inventory system to the game.

  • Inventory and storage are no longer set slot base but upgraded to use IP system (Inventory Points)

  • Inventory and Storage can now have as many slots for items as IP allows.

  • Every single item in the game is now IP weight Based.

  • When reloading a weapon or tool, the inventory system will now find all ammunition in the inventory and fill the weapon till it is at max, rather than using only the first found ammo slot.

  • Player is now able to once again split items in the storage with the ability to drop items directly from it to the ground.

  • Player is once again able to eat directly from the storage.

  • Over 40 % of the script was optimized into four mathematical sequences increasing inventory, item, and storage logic by over 4500%.

  • User Interfaces of all Storage Screens, will now display the percentage of used space rather than the number of slots taken (as slots aren't a limit anymore).

  • Updated Inventory Legend.

  • Command Centers, Bio-Recyclers, and Ore Extractors can now have a randomly generated loot.

  • Drastically increase the calculation speed of all storage screens.

  • Bio-Recycler will now set its work time, by 2 x (Amount of IP used) with a minimum of 60 and a maximum of 1000 seconds, rather than 60 seconds per slot (even if the slot had only 1 flower).

  • Holster weapon/tool will now remember the item as if it was a quick slot. (even if we remove the item from the inventory, and at a later date pick it up again, unholster weapon/tool will still work).

  • Items that are locked in the inventory can now be moved.

  • Added item and storage generation into separate asynchronous code, speeding up game start.

  • When shooting a weapon, or using a tool that uses ammo, each shot will decrease the IP in the inventory.

  • Weapons and tools will now calculate their weight based on their set IP and the addition of ammunition IP per unit.

  • Added drag over function to the inventory.

  • All stackable items stack limit is increased to 1000.

  • Nutrino box is now stackable.

  • Player is now able to drag items from inventory and storage directly on Reference Bar (as a reference).

  • Player is now able to throw away items from inventory or storage by just dragging them out of the window, and letting go.

  • Added sound effects on Reference Icons when hovered over, or dragged over.

  • Visual improvement to set of UI's:
    /// Inventory
    /// Storage
    /// Blueprint Repository
    /// CCC
    /// Character view
    /// Item split
    /// Item Details
    /// Character Stats
    /// Buffs and Debuffs

  • Wind Power, Wind Direction, and Weather Type are now saveable.

  • Improved ambient audio of weather system.

  • Added new weather types to the weather system:
    /// Clear Sky
    /// 25% Cloudy
    /// 50% Cloudy
    /// 75% Cloudy
    /// 100% Cloudy
    /// Foggy
    /// Light Rain
    /// Strong Rain
    /// Storm

  • Global Ambient sound triggers such as birds, will now change their behavior depending on the time of the day and weather.

  • Solar Panels, Ore Extractors, Bio-Recyclers, and Beacons sound effects are now occluded by objects.

  • Added physics-based rain particles.

  • Improved ambient light coming from the sun and Gas Giant.

  • 3d Gas giant replaced with hand-painted 2D.

  • Magnetic Wind Mills, will now restore their state after game load.

  • Increase flashlight range by 35%.

  • Improved speed of saving/loading functions by minimizing unnecessary security calls and cleaning arrays (removing tested objects) after each test.

  • Save/load system is now able to recompile older saves and adjust them to the new systems by creating a separate line of functions for each check that requires adjustment to a new improved script.

  • Save/load system is now able to check minor corrupted objects and removed them from the checklist and arrays to prevent crashes. (errors appearing from turning off mid saves on weaker machines).

  • Saving is now adjusted to use more than one core.

  • Loading system will now pause the game before each event check to make sure all the systems are properly loaded.

(Midway Branch) Penkura Patch 0.1.9.3 MW 6.1

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.1.9.3 MW 6.1


Another patch for Midway Branch, in this patch we are adding more functionality to the RTS mode, by adding a proper construction list to the C.A.T bot.



Also a handy button at the bottom right of the RTS mode screen to smoothly move the camera to the pre-selected C.A.T. In patch 0.2.+ players will be able to create bases much bigger and more complex than currently, so finding C.A.T could be difficult in a sea of buildings.

We are also adding a new options menu, Game & UI, with two requested features, of disabling certain camera effects for those with sensitive eyesight. In the future, we will be adding more options to make the game more tailored to player preferences.

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

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 6.1
-------------------------------------------------

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

  • Items in the cave connector were unable to be picked up thanks to the new trace channels.


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

  • Magnetic Wind Turbine can't provide less than 1.5 energy (from 0.8).

  • Iron out some of the wind effects to make them more subtle.

  • Added audio volume adjustment system to the jump system. From now on, the volume of all sound effects triggered by player landing will now increase depending on the height difference from position A to B.

  • Added find and select C.A.T Icon to RTS mode.

  • C.A.T construction list is now active.

  • Added new window to the Main Menu options, (Game & UI).

  • Added option to turn off special camera effects (screen distortion) to RTS mode and Bot mode.

  • Removed Polan Crystal from the First Ore Vein. (this change is only visible on the new game).

  • Increase amount of Noble, Heavy, and Metal Ore, in both first and second ore vein.

  • Minor visual improvement to CCC interface.

  • Added experimental system that should put all buildings in the instancing group of the building type.
    (It means that the more there is of the same type of structure the less GPU will be required to render next one on the screen). (performance boost)

(Midway Branch) Penkura Patch 0.1.9.3 MW 6

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.1.9.3 MW 6


For the moment this is the biggest Midway patch released since the Midway Branch started. We will provide a detailed report on the Midway Branch results since it was open to the public with the full release of patch 0.1.9.3 to the Main Branch.

Till then, in this Midway Patch, we introduced a new building called Magnetic Wind Turbine. It is one of the power production buildings we wanted to add in the patch 0.2.0 but because of the balance issues and reports from our community, we not only decided to add it sooner but also rebalance the power consumption of MMC when creating certain items. With these changes, the early game should be a little bit more manageable.



With the addition of Magnetic Wind Turbines, we needed to create an entirely new weather system, for the moment weather system will control only the wind (its power and direction) and foliage on the map, but with the development of the game, we will be adding more systems to it. As of now, we plan to add standard weather behaviors that can be found in nearly all games such as, rain, heavy rain, storm, snow, dust storms, and so on. We plan to add a few Penkura only related weathers but, more on that in patch 0.2.+.

After extensive comments from the community, tips, and even ideas, we will be making changes to the RTS, RPG, Inventory System, and progression systems. We will make sure that the game feels as it felt at the start of the development to not alienate players that are with us from the start, but we will be adding new base management systems that will make the game more interesting. All the changes will be introduced after the full release of the 0.1.9.3 patch, in the Midway Branch 0.2.0 MW 1.

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

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 6
-------------------------------------------------

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

  • Main Menu was offset off the screen on 4k monitors.

  • Archeological base doors were affected by the environment from both sides.

  • Bots didn't activate proper functions on power management after loading the game.

  • Not all collision triggers were loading at Command Center Armor Mesh.

  • Oculus Bot was capable of glitching through collision, which triggered in-game security systems pushing the bot on top of the model (in this case buildings) to not allow it to fall under the ground.

  • Player was able to interact with Lazarus Bed through its outer armor.

  • Solar Panel and Ore Extractors animations didn't trigger properly when the player spawns after game load.


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

  • Magnetic Wind Turbine added to the game.

  • Added Magnetic Wind Turbine to the construction list.

  • Added auto UI adjustment system for 4k and above screens.

  • C.A.T is now clickable in the RTS mode.

  • Added 6 new consumable:
    /// Dark Matter Cola Malloc Extreme
    /// Dark Matter Cola Sour Acid
    /// Dark Matter Cola Neuron Breaker
    /// Dark Matter Cola Malloc Extreme Expired
    /// Dark Matter Cola Sour Acid Expired
    /// Dark Matter Cola Neuron Breaker Expired

  • Added new global wind system.

  • Added 4 weather types (for the moment affecting only foliage, wind, and all objects affected by the wind, for example, magnetic wind turbines).
    /// Calm Weather
    /// Windy
    /// Strong Wind
    /// Extremely Windy

  • Wind system will now change its wind power.

  • Wind now will change its direction each time there is a shift.

  • Added wind effect to all non pickable foliage in the game.

  • Added new wind animation on all types of grass.

  • Improved wind system on all trees, now trees bend according to their density from top to bottom.

  • Global wind system takes a gas giant location on the sky to change its wind power.

  • Whenever taking over a bot, it will trigger a global check to activate all animations, AI, triggers, and every visual effect at the view distance to reduce errors in sudden camera position change.

  • Graphicly improved Dark Matter Cola Original, Aqua Jelly, and Rotten Aqua Jelly.

  • Added Gamma settings to the Video Options.

  • Options settings not properly save each time the main menu is closed. Even if the player forgot to apply and save it directly in the main menu.

  • Player jump range increase by 15%.

  • Added Sprint Toggle to the Key Binding Menu.

  • Crouch is now more smooth. (added additional check to make sure there aren't hitches in the animation).

  • Added Crouch Toggle to the Key Binding Menu (on by default).

  • Added Walk Toggle to the Key Binding Menu.

  • Optimization off over 29 background calculations (minor performance boost, reduction of game hitches).

  • Energy Balance Changes:
    /// Liquide Construction Component energy requirement lowered from 2000 to 1250.
    /// Refined Polan Crystal energy requirement lowered from 5000 to 2000.
    /// Refined Xavoc Crystal energy requirement lowered from 3000 to 1500.
    /// Crystalized Construction Component energy requirement lowered from 4000 to 2000.
    /// Battery ST-1 energy requirement lowered from 10 000 to 5 000.

  • Improved M.P.B textures.

  • Improved texture of small foliage.

  • All tree collisions are now much more precise.

  • Added new storyline pages, to Epsilon Base, and Underground Temple Base.

  • Improved grass rendering (minor performance boost).