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Penkura News

Patch 0.1.7.2.1

Dev-Com
Hello, world! Penkura is now patched to version 0.1.7.2.1


We are realising a swift minor patch that will fix an issue with the object interaction.

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

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

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

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

LINK ----> http://penkura.com/bugs/

Till the next Dev-Com over and out.
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Penkura Patch 0.1.7.2

Dev-Com
Hello, world! Penkura is now patched to version 0.1.7.2


After weeks of hard work, we are finally able to release patch 0.1.7.2. In it, players will have a chance to play with the new bot, create new construction and most of all continue our storyline thought new quests. 

We added our new questing system to the project, it allows us to dynamically change the quest depending on player input. 
Inputs that affect the quests are for example the time in which player activates triggers, the sequence that players choose, or even if he didn't even take the quest in the first place.

We were also able to add this feature to our dialog system allowing players to be more unique when playing the game. (In time we will expend this system to add much more dialog options, and quest branches to make the game more applying for the second playthrough). 

We are adding new construction to the game, "The Maintenance Platform", with it players will be able to recharge their bots, and because of that, from now on bots use energy when doing any activity. That, of course, means that even being idle, bots use energy, that is why we are now allowing to completely disable bots when not needed. 



With the Maintenance Platform, we are also adding a new bot to the game, the Oculus Scout Bot. For the moment with limited usability, in the next few small patches that we plan to release in the span of next weeks, we will slowly add more functions to both Oculus and M.P.B to not only make them more usable but near necessary to survive. 



Next patches we will once again focus on content, this time on RPG elements of Penkura, it's about time to implement stats and attributes to the game, which will affect player expansion in the future major content patch. 

We once again want to thank each player that contacted us on Discord, via Email or directly through our website bug report system, and provided us information on the bugs found throughout the playthrough. Each repaired bug increases the quality of our project, which is an important part of our development. To those who actively playtest our game in search of errors and bugs, happy hunting! 

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/

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

LINK ----> http://penkura.com/bugs/

Till the next Dev-Com over and out.

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Patch 0.1.7.2
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/////////////////////////////////////////////////////////////
//////////////// BUG|ERROR FIXES ////////////////
////////////////////////////////////////////////////////////

- FIX --- Mouse sensitive is bound with the frame rate.

- FIX --- Show FPS option didn't save properly.

- FIX --- Player and bots were able to open storages through the close doors.

- FIX --- Items details panel stays on the screen if the player disables the inventory screen by triggering UI closure by activation key.

- FIX --- When moving items between storages while holding shift, inventory split moved item but didn't try to merge with the same item if detected in the inventory.

- FIX --- Nutrino Box had an incorrect description and lacked information on minor healing effects.

- FIX --- At the "Set your name" part of the introduction dialog, the player could leave the window empty and Sara didn't trigger the correct dialog response to that.

- FIX --- Player didn't stand up if crouched when trying to use CCC.

- FIX --- Some of Saras' dialog was not connected to the Voice Volume settings.

- FIX --- Player was able to open M.P.B storage in front of the bot (trace didn't respected bots body).

- FIX --- When bot lowered its position (same as crouching) when "uncrouching" bot didn't reset its movement speed lowering it to player base speed.

- FIX --- Player could block the mission trigger if while being briefed by Sara quit the game, blocking access to the said mission. 

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

- Added new structure to the game. (The Maintenance Platform)

- Bots now spend energy when moving, sprinting, idling, and when using night vision.

- Added random loot generation to enemy corpses.

- Added new bot type to the game "Oculus"

- Added two new missions to the game.

- Mission "Into the Void" is now completable.

- Added Engine and Storage settings to bots.

- Added new animations to M.P.B.

- Added new dialog lines to the main story.

- Added new voice events.

- Save system will now save/load bots ownership.

- Bots can be powered down to save energy.

- Disable/Enable bot button in CCC is now clickable.

- Bots without legs now have the same movement speed "crouched" and "uncrouched".

- Added bot position calculation and surface scanning to allow bots perfectly land on the surface no matter the distance from the surface (in case of emergency).

- CCC will disconnect the player from the bot operation when it will detect insufficient power. (after which bot will power down).

- Added 6 new items:

/// Metos Wings
/// Metos (Drone) Body
/// Metos (Warrior) Body
/// Metos Jaw
/// Metos Claws
/// Metos Antennae

- Added new key input "Additional Interaction", used for activating additional triggers/actions/events when hovering over items/interactable.

- Metos Warriors and Metos Drones now generate random loot on death.

- The save system is now able to save the MMC production list queue, state of the MMC, and currently craftable item.

- Minor improvement to post-processing quality.

- The player is now able to unload and reload tools and weapons from within the inventory/storage.

- The player is now able to drop items directly from the inventory.

- Improved bloom effects.

- Added multi outcome trigger feature to the Mission system.

- Dialogs can now check Mission status and adjust its dialog accordingly providing different dialog options depending on the current player situation.

- An error message will appear if bot without functional hands tries to use objects/interactable that requires hands to operate.

- Bots and Player Character have now separated mouse input control settings, (the bot will now rotate slower than the player and are both independent of each other settings).

- Decouple mouse and keyboard input from the frame rate.

- Structures that didn't pass the first phase of construction will be instantly removed when canceling construction rather than awaiting dematerialization by bot.

- MMC creates each item based on its own time requirement.

- Increase edge detection range by 40 %, allowing the player to step over higher obstacles.

- Improved AI navigation mesh rendering improving AI performance when moving.

- Background code fixes to MMC, increasing its stability when creating objects.

- Improved Global Lions-Mat system, allowing objects to use normal map layering.

- Minor changes to M.P.S UI.

- Graphical update to M.P.B.

- Added two new sound effects when opening inventory.

- Major graphical improvements to Main Menu.

- Controls are now called Mouse Control in main menu options.

- Added Key Binding section to Options Menu.

- Added Camera Smoothing to RTS and FP options in the main menu mouse control options. (this smoothing is not bound to frame rate).

- Changed Oxygen Tank production requirements from 1 Liquide Construction Component to 1 Solid Construction Component.

- Added an additional level of details to Bio-Recycler (minor performance increase)

- Added icons to all building status screens.

- Save Slot will now ask the player if he is certain of erasing the save slot before deleting.

- Minor spelling fixes.

- Minor graphical improvement to Clouds.

- Bodies will despawn after 10 minutes rather than (5 min + environmental settings).

- Every corpse can now be disposed of with the use of "Additional Interaction".

- Improved Save/Load system, loading should be around 15% faster, depending on the save file size.

- Improved render distancing to all "Ancients" assets. (minor performance boost)

- Added manual save file adjustment system (allows the developer to add/delete objects directly from the save file to remove the requirement of restarting the game to see/experience new content).

- Improved Pener-07 and IMP holographic indicators.

- Balance changes to items:

/// Liquide Construction Component Increase metal ore requirement from 15 to 20 / Heavy Metal from 3 to 5.
/// Crystalized Construction Component added 5 Noble Metal ore to the recipe.
/// Battery ST-1 added 1 Noble Metal ore to the recipe.

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Penkura Patch 0.1.7.1.1

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Hello, world! Penkura is now patched to version 0.1.7.1.1

We are realising a swift minor patch that will fix an issue and add support for left-handed players in our inventory/storage system.

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

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

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

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

LINK ----> http://penkura.com/bugs/

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.1.7.1
-------------------------------------------------

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

- FIX --- MMC items didn't accept -1, and -5 remove item triggers.

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

- Added support for left-handed use of Shift and Ctrl in the inventory and storage system.

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Penkura Patch 0.1.7.1

Dev-Com
Hello, world! Penkura is now patched to version 0.1.7.1


In this patch, we introduce a new structure an Atmospheric Vaporator, one of the key structures required by every settlement to produce hydrogel that is used to produce oxygen and in the future water your crops. 


Besides the new structure, we completely redesigned our RTS system and rewrote almost half of the inventory system to remove bugs and smooth out some of the functions. 


We also added dynamic object instancing to some of the buildings and components, this system will increase performance in the game, the bigger the base the stronger the effect, this system will allow players to build even bigger and more complex bases. 

And because of the players request, we redesigned our Command Center tutorial station, with the addition of video presentation, for the moment video presentation is only added to the M.P.S but we will improve it and add it to all of the tutorials in the upcoming patch. 

In the upcoming patch, we will focus on bots, another structure, and additional improvements to tutorials. 

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/

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

LINK ----> http://penkura.com/bugs/

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.1.7.1
-------------------------------------------------

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

- FIX --- Bot was unable to use MMC if the player took control of it, from the Overseer Mode rather than directly from the CCC.

- FIX --- Selecting useable item, and then clicking on a non-reusable item could remove said item from the inventory.

- FIX --- M.P.S set to geological scan will provide the last known amount of detected ore rather than reset itself when there are none nearby.

- FIX --- Added security system to fix 0/5 item amount bug.

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

- Added new structure Atmospheric Vaporator.

- Added Atmospheric Vaporator to the construction list.

- When holding the right mouse button, the player is able to rotate while holding his map.

- The moment player dies his personal map system will record his last known position.

- Increase the distance of light rendering in buildings by 400%.

- Increase Geological scanner range and precision in M.P.S by 20%.

- Changed Overseer Mode name to Robotics Taskamster System.

- Added Left Shift detection to the inventory, on simple move items between the slots and by RMB move to the slot. Holding Left Shift while performing any of the move actions will split the stack in half.

- Empty slots in inventory are now visible.

- Added double click to the inventory which will use the useable item.

- You can now unequip item by clicking LMB on the equipped item in the inventory.

- Added new information to the tutorial/information window in inventory.

- Energy and Hydrogel icons on the top left in the RTS system are now buttons that show calculations made by the system. (It will print out all the buildings that have to affect on the hydrogel or power and their effects).

- Refreshed all tutorials in the Command Center personal computer by providing rich text with colored highlights.

- Added video system to the tutorial screens providing a short video presentation of more difficult to understand systems. (for the moment only for the scanner system to test the system).

- From now on, buildings that don't have hydrogel/oxygen by default won't show the "Disable Oxygen Flow" button in the RTS system, and their Hydrogel/oxygen status will show NONE rather than 0%.

- If the player cancels construction by mistake, from now on he will be able to uncheck call for cancelation if C.A.T didn't start dematerialization.

- Added camera distance object high offset rendering (grass size object will fade out/in more smooth rather than just pop in or out) effect focuses on close to player elements.

- Added dynamic object instancing system to Solar Panels, Ore Extractor, Windows, all types of Doors, interactable components (such as buttons).

- Added Right Mouse Button click to RTS to clear any selected drone, building.

- Major changes to RTS UI.

- Updated Information screen on the map.

- Minor changes to MMC UI.

- Bio-Recycler now takes 25 units of hydrogel while working rather than 5.

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Penkura Patch 0.1.7

Dev-Com
Hello, world! Penkura is now patched to version 0.1.7


Penkura is now updated to version 0.1.7, this patch is one of our biggest yet to be released adding not only new content, fixes but also dozens of changes, features, and hundredths of changes to the background code that will increase not only performance but also the quality of the content in the project. 

We made a significant amount of changes to nearly every system in the game, improving most of the features but also adding new ones based on the changes, bots are not more usable, being able to affect 3d widgets just like the player.  We updated both of our in house systems "LionsMat" which improves most of the materials in the game, not only lowering their memory usage but also improving the quality of the textures and their looks based on the light and/or shadow, and "LionsRoar" which improves sound-based systems, some of the equipment/structures will now change their sound effects based on the current action.

With the new structure Bio-Recycler we are finally able to add long-awaited biochemicals which are important components in the game world. Those components currently effect most of the consumable in the game but in the near future will be required for any medical procedure and bioengineering. 



With the introduction of M.R.T players will be able to repair and recharge their bots, this function will soon be extended to buildings and constructing small objects such as containers, holo sings, etc.
Because of this feature in the next patch, we will introduce even more ways to affect bots and self, using similar systems.



With the addition of 7 new bio components (biochemicals), we improved M.P.S (Multi Purposes Scanner) from now on, scanners are not only able to scan more objects within the game but also provide much more detailed information on those items, for example, scanning flora will provide the player with the information on the biochemical structure of the scanned biomass. 



We have also added a large number of new objects scattered all over the playable area, but most of all we are finally able to introduce a self-sustainable nature, all plants, mushrooms will now be part of a global system that will gather data from the player actions, based on them, the system will be able to regenerate the land with new flowers, mushrooms taking into the account time spend, amount of player "harvest" type of land, type of biodomes and many more factors. We worked hard and long to make sure that this system will have as little impact on the performance as possible. It will be under further observation for balancing purposes but at the moment the system takes roughly between 0.8 and 1.4 % of the current CPU requirement of our test machines. 

Because of the current situation around the world, LionsArt will change its strategy when it comes to the development of Penkura, from now on we will focus on releasing a larger amount of patches in small sizes to make sure that players will be up to date with the content, bug fixes, and system improvements. 

The next patch will focus on two additional new buildable structures, RTS System and bot control, UI improvements, and storyline.  


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/

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

LINK ----> http://penkura.com/bugs/

Till the next Dev-Com over and out.

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Patch 0.1.7
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/////////////////////////////////////////////////////////////
//////////////// BUG|ERROR FIXES ////////////////
////////////////////////////////////////////////////////////

- FIX --- If the number of slots in the inventory is the same as the slot in the storage, the system will swap the items rather than try to merge them.

- FIX --- Power Storage activates sound effects even if not entirely build or turn on.

- FIX --- Middle Mouse Button didn't try to merge items when moved between storage windows.

- FIX --- Craft All button in MMC didn't change MMC status to "constant work" if the list was empty at the start.

- FIX --- Dematerializing building that was not yet build did not reset the connectors triggers.

- FIX --- Gravity trigger didn't work for some of the items.

- FIX --- Dropping an item/Loading an item resets it's on pickup sound effect to default.

- FIX --- Some of the activators didn't showcase activation UI information when set to close to buildings.

- FIX --- Erased saved slot requires game reset to be useable again.

- FIX --- Running the game in full screen at low resolution and then changing it to windowed fullscreen didn't set the highest possible resolution for the screen.

- FIX --- If game spawns enemy close enough to the player spawned monster won't activate it's navigation system till player won't reactivate its proximity trigger.

- FIX --- Slider in Drop Function didn't reset after use.

- FIX --- Some of the bushes were not removed by the Construction Bot when materializing the structure.

- FIX --- By spamming holster, the player was able to block the weapon/tool from being equipped.

- FIX --- By spamming macro buttons with different equipable items, the player was able to spawn items with previous item mesh still in hands.

- FIX --- Mouse wheel won't work in 3d interfaces.

- FIX --- MMC won't update item slots on the creation list if moved between the slots while working.

- FIX --- Player was able to click his own backpack when jumping from high locations breaking the inventory system.

- FIX --- Lamps turn on even if not build when night trigger is activated.

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

- Added new items to the game:

/// Bio-Container Aequus
/// Bio-Container Bilitor
/// Bio-Container Curatio
/// Bio-Container Dissol
/// Bio-Container Ercore
/// Bio-Container Ferox
/// Bio-Container Biowaste
/// Arachnorex
/// MRT Fuel Rods
/// Molecular Reconstruction Tool

- Added new buildable structure to the game, Bio-Recycler.

- Added bot recharge function to the game.

- Added bot repair function to the game.

- Visual improvement to Bot/Drone user interface when taking over the control.

- Improved visual damage on Bot/Drone Screen.

- Bots/Drones with hands are now able to activate Door Pads buttons.

- Bots/Drones with hands are now able to USE MMC, to create items.

- The scanner is now able to scan extensive information on every item in the game. Providing information on the structure of the item. (example, it will print out data on the biostructure of flowers).

- Rewritten building placement system (part of the RTS system) to automatically instance static parts of the buildings significantly improving performance on massive bases.

- Constructions foliage removable check is now mesh base rather than the bound base, increasing check accuracy to between 90% and 98%.

- The save/load system is now able to properly save all timers in the game. Allowing properly load and save events, items, buildings, and systems that are time-dependent.

- Construction foliage removable check is now able to check for objects that don't contain any collision, allowing objects close to the ground (such as stairs) to remove none collided foliage such a grass.

- Added new functionality to the game, the player is now able to recycler biomaterials to create biochemicals used in the creation of more complex components.

- With the improvement of item rendering we increase item visibility distance by 600%.

- Save/Load system will now save and load unconstructed buildings and add them to the construction list.

- LionsMat system is now updated to version 3 (all material effects are improved in performance and quality)

- Crouch now moves players down by 70% of their hight rather than 30%, allowing the player to crouch below most buildings. 

- Added Drop All to the inventory.

- Added Exit to the main menu button.

- Sound range while crouch is lowered by 20%.

- Crouch walk speed lowered by 25%.

- Smoothen out all useable item animation.

- Improvement to data log, it will now print the name of the monster player hits.

- Added pick up sound effect to:

/// TRX Ammo
/// Liquid Construction Component
/// Vi-vi Drink

- Added use sound effect to:

/// Vi-vi Drink
/// Nutrino Box
/// Nutrino Bar
/// Odo Roll

- Added sound effects to Solar Panels when they move.

- Increase player flashlight efficiency by 20 %

- Some of the items are now restricted from being scanned.

- The day-night cycle is now at a ratio of 3/1 (we are still balancing this system).

- Doors Pad, are rewritten to boost performance.

- Ease out crouch animation.

- Added support for actor grouping when saving data, allowing us to save thousands of flora and fauna actors.

- Added new tutorials to Command Center Personal computers. 

- All pickable flowers/shrooms etc. are now saveable.

- Added foliage generators to the game.

- Night Vision added to RTS System (Overseer Mode) and Bot/Drones.

- All the trees and rocks have now different levels of detail transition to limit the popping effect.

- Improved Save/Load system to lower the amount of studdering in the first seconds after load.

- Added new foliage assets to Karenos levels.

- Item spawning and despawning is now more efficient. (minor performance boost when handling a large number of objects).

- C.A.T (Construction Bot) will now dematerialize all Items/Life forms located in the materialization beam (even if in the building).

- All item icons are now set to look similar to the item itself.

- Added new assets to an underground research station.

- Minor improvement to base stats calculation.

- When moving items between storages and in the inventory, items provide correct sound effects representing theirs on move sound effects.

- Bio Meters compass will work about 20 % smoother.

- Vivi Drink and Dark Matter Cola are no longer able to be created at MMC.

- Added Hunger Icon to the biometer set to warn the player at 30% and 10% hunger.

- Doors pad will now showcase if the door is locked, password-protected, or open by color on the Pad UI.

- Updated Save/Load system to allow saving all types of activators connected to other objects, buildings, creatures.

- Windows in all buildings now save their state.

- Minor visual adjustment to Oxygen Station.

- Visual update to Subnicar.

- The player is now able to use items directly from the container.

- Increase the amount of Subnicars 300%.

- Minor visual update to Liquide Construction Component.

- Visual update to Camubron
- Increase the amount of Camubron by 400%.

- Visual update to set UIs.

/// Pener-07 UI.
/// IMP UI.
/// Ore Extractor Information Screen
/// All holo sinds
/// Building Information Screen
/// C.A.T storage screen.
/// T-1 Storage screen.
/// Door Pads.
/// Bio-Meter
/// Personal Maps
/// M.P.S UI.
/// All power plant screens.
/// MMC screen
/// CCC screen
/// All personal computers

- Improved skeletal sockets of player animation to improve scanner and other tools position adjustment.

- Visual update to textures of Noble Ore, Metal Ore, Heavy Metal Ore to make them easier to distinguish from each other.

- The player is now able to start a new game without the need of going back to the main menu.

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