+New Achievments +Sacred Forest The sacred Forest is one of the coolest spaces I've worked on so far. It is home to lots of in game events. Multiple monster events, Forever encounter, Samara rematch, multiple achievements, Apastron crossover event, hidden item drops, and more. +9 New Monsters +Monster moves rebalance. A large portion of Entodrive got moves shuffled around. Some older monsters were updated to have more balanced and relevant moves to the new meta. +Better monster catching rng +Apastron crossover event +Bridge rescue event +Ingodile & Guardor event +Samara Rematch +Elijah Rematch +Report station for the sacred forest. +Updated report station guide https://steamcommunity.com/sharedfiles/filedetails/?id=2464065273
What I've been struggling with :
Still working on Item implementation while in battle.
What's coming next :
Implementation of using items in battle. More usable items! Updated community guides. Maple Peak Updated Snowball City Instant Action
Another most likely last patch before the 0.2.0 MW 1. This patch introduces two very important changes. First is a new way of calculating energy and hydrogel. We added a filtering system to the calculation formula, that will allow skipping buildings that don't have a certain requirement, or their flow is turned off by the player. Base calculations are not only faster but we were able to remove most of the hitches when creating bases with over 100 sturcutres.
The second change is the update of our material system to Lionsmat v3. Players that follow our patch notes, know that Lionsmat is the in-house material system that allows us to swiftly speed up the process of creating new buildings, bots, (some of the items), and most of the environmental assets. Lionsmat v3, is a major leap forward as from now on, it will take the workload of nearly all normalmaps in the game. This change drastically lowers the number of calls the engine needs to make to CPU, allowing us to create bigger bases and add more to the game levels.
Current models need to be adjusted to Lionsmat v3, but each future one will already be created with Lionsmat v3 in mind. (We will adjust all possible models in the game to use Lionsmat v3 in the upcoming patch 0.2.0 MW 1).
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
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.
Updated LionsMat to version 3. We are now able to reduce the number of drawcalls on a mesh, whenever the mesh requires a dedicated normalmap atlas.
Added new system after game load, to make sure that on slower PC each building is properly added to the player structure list, even if the game loads in improper sequence.
Emergency Manual Rest panel, in Tirix Power Plant, will now show a filling up bar above the third switch to inform the player when it's ready for reactivation.
Added activation and deactivation buttons to Atmospheric Vaporators in the RTS system.
Improved player statistic visibility, rather than a percentage, a full number will be displayed in the main character window.
Show map, animation is 50% faster.
When the player stops rotating itself with the map out, it will center his mouse cursor to the middle of the screen.
Added new instructions to the map legend window.
Improved font visibility for smaller resolution.
Improved Atmospheric Vaporator normalmap.
Added additional signs to the Research Base.
Buildings missing energy and/or hydrogel won't be added to the global base energy/hydrogel calculation if building power flow and/or hydrogel flow is turned off.
Base power and hydrogel calculation now filter buildings based on their requirements, speeding up the overall calculation by up to 60%.
Minor adjustments to wording in most of the missions, making them a bit more clear, and easier to understand.
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Follow Us For More Info! Make sure to Follow My Singing Monsters to stay on top of every exciting announcement and update! There is tons more magical fun to come to your Monster World soon!
Save correction and my apologize. When I went to test it on Steam, the save doesn't work due to being stored by Storage Local. I am now using native save. I still don't know if this will compromise future updates. Thanks!
Hey, everyone! Sorry for the silence. At the moment we are working on the levels and adding more content. The game is definitely releasing this year, but we still can't say the date – it will be announced soon enough. Look forward to our upcoming updates and visit our Discord community if you'd like to have a chat.
Lumberhill is having a big day this Sunday, June 13. Not only is it being released (!!!), it’s making its big debut at the PC Gaming Show! Be sure to tune in here at 23:30 CEST/ 17:30 EDT/ 14:30 PDT and catch an exclusive trailer. Afterwards, prepare to get chopping!
Can’t wait until the show? Check out the ongoing stream on our main Steam page and see more gameplay or check out our article on all the different game modes you can use in Lumberhill.
If you haven’t yet, wishlist Lumberhill so you’re notified the minute it’s ready to play.
Update 0.3.7.0 has arrived! New starting scenarios allow you to get straight into the action by starting the game in different places. Get started by crafting the new improvised axe and pickaxe. Then store your new items in the improvised leather backpack. Take a look at the fancy new visuals for several NPCs!
This update has a lot of fixes thanks to the continual support of our Steam testing community. The fixes are varied, but many of them aim to address issues surrounding saving/loading issues, progression and NPCs.
Additionally, several new techniques aimed at improving performance have been implemented as part of the ongoing work into gameplay optimisation.
Developer Comment: Due to some of the game's default keybindings being remapped, it would be advisable to remove your original keybindings before launching the game (version 0.3.5.0a) if you have played before. This can be found in appdata/local/joegame_a/saved/savegames. Delete the file named “DefaultJOEPlayer_KeyBindings.sav”. This file will then be regenerated upon launching the game.
New Game Start Scenarios
New game scenario selection menu on new games. Choose from Driftwood, Survivor and Nomad (these are NOT difficulty modes, just starting scenarios)
Driftwood Follow the story from the start, meet Sheriff Sen and Kenneth Hughes with a couple of small tasks to complete in order to leave the safety of Backwater Beacon. Recommended for players wanting to start the story from the very beginning.
Survivor Start down on the beach with a stranger known as James Bell, a jolly man that can assist you in your survival as well as trade with you from his eclectic collection of items. But be aware he has a steep markup. Make your own way in the world, while still being able to attempt Sen’s Wreck Quest and visit the Backwater Beacon Safe Zone at any time.
Nomad You are your own completely from the get go. Spawn in the nomad camp with access to sleeping provisions and a warm campfire only. Safe-camp tents cannot be used as save points or storage - you will need to make your own. You will not have access to the Sen’s Wreck quest, but will temporarily have access to Backwater Beacon and noticeboard quests while the three scenarios are fleshed out.
Player
Fixed melee weapons disappearing after showering.
Fixed upper-body disappearing if showering with a melee weapon in-hand while in first person and after having swung the weapon prior.
Fixed circumstances causing the character’s body to appear without arms after showering.
Fixed losing ammunition loaded into weapons on death. Ammo is returned to the inventory and can be scavenged from body bags.
Fixed MK18 weapons having iron sights installed while using a scope/sight.
Fixed removal of a scope attachment causing the weapon to appear partially missing while aiming in first person.
Fixed using number inputs to enter safe code numbers simultaneously cycling weapons and using health items.
Fixed issue when exiting an NPC trade menu in first person causing the character to appear headless on the next trade interaction.
Campfire
Fixed character getting stuck at an odd angle after sitting at a campfire.
Fixed being able to give crouch inputs while sitting at a campfire.
Improved heat source falloff curve which was causing the player to overheat too quickly. Applies to campfires, burning barrels, etc.
Fixed issue when adding too much meat to campfires causing it to continually add meat to the fire.
Fixed spit attachment requiring zero sticks to manufacture.
Reduced scrap cost of spit and grill.
Grill no longer requires a workbench to craft.
Fixed campfire rest locations allowing characters to fall through the ground.
Fixed campfire continually applying heat modifier to the player when extinguished, no matter how far character is from the campfire.
Quests
Fixed supply run quests allowing the player to collect additional supplies causing the quest to incorrectly progress.
Fixed noticeboard not refreshing at 7am.
Items & Crafting
Fixed old unusable item 'Water Flask' being sold at traders.
Fixed crafting benches only crafting one item at a time, even when set to craft 'Max'.
Reduced weight of Extreme Survival Backpacks from 15KG to 2KG.
Removed invalid chrome weapon variants from the trader.
Added additional lootable crates around the map.
Added an improvised pickaxe to the inventory crafting list.
Added an improvised axe to the inventory crafting list.
Added a basic leather backpack to the inventory crafting list.
NPCs
All traders now use the cinematic camera system when interacting with them.
Fixed Liam’s truck hitbox always blocking collisions in the safe zone even when it is not there.
Fixed NPCs turning their head to look at Amy like something out of The Exorcist.
Updated Sheriff Sen’s model.
Updated Kenneth Hughes model.
New trader "James Bell" was added to the new safe camp.
Fixed corpses from nest spawns not despawning after leaving the area.
Fixed horde spawned NPC corpses not despawning.
Fixed traders not updating their wallets at midnight.
Fixed nest spawns spawning infected whether active or not.
Environment
Fixed double-toilet mesh issue in house near breakfast cafe.
Fixed road barricades missing their textures.
Fixed various walls in the Hanouten Safe-zone medical centre allowing the player to get stuck inside them.
Fixed not being able to shoot through shop/store windows.
Updated garage door models. These will be intractable at a later date.
Vehicles now spawn in driveways and garages again.
Fixed bushes turning into tree stumps when harvested.
Fixed positioning of interaction UI on Kenneth Hughes basement door .
Fixed invisible collision around basement exits.
Fixed backwards collision on stairs on the starboard side of the drydock ship with a new platform and ladder.
Fixed caravan door showing incorrect door mesh and being open by default.
Fixed gaps between embankment and landscape near the dry dock.
Added a new dock shed on the east shore near the Hanouten lighthouse.
Introduced additional basic workbenches around the map.
Fixed items getting lost when stored in a vehicle and reloading a saved game.
Fixed inventory not generating the correct number of rows in loaded games.
Weapon fire mode now saves.
UI
Improved order of items in the crafting menu.
Various spelling error corrections.
Fixed health showing incorrect value on the ST-RV and inventory UI.
Performance
Fixed crash while in inventory.
Various error fixes potentially contributing to CPU performance.
Implemented new instanced meshes throughout the environment to improve performance (ongoing process).
Updated all traders to use non-AI based mechanics similar to Sen and Kenneth. This reduces the need for AI pathing and other costly calculations.
Known issues & outstanding changes
Torch doesn’t illuminate directly towards the center of the screen making it difficult to examine objects in close spaces.
Game is missing left-handed support.
Swapping an item with a Jerry Can in the fuel slot on the quad causes the other item to be placed in the fuel slot.
When LED light runs out of battery, it unequips but does not re-enable belt chem-light.
NPCs can have ‘black beams’ coming out of their eyes when running the game using FXAA.
Sleeping bags placed on foundations or flat ground can sometimes be placed at an unusual angle.
Number of Bandages and Medkits appears incorrectly on the HUD after loading a savegame.
Disturbance Meter appears incorrectly on the HUD after loading a savegame.
Alpha Version 0.3.7.1a
• Fixed issue with crafting from the inventory not taking any resources. • Fixed issue with vehicles spawning on top of other vehicles on a loaded save game. • Fixed issue with items placed in a vehicles inventory getting overwritten on loaded save games. • Fixed cooking pots and buckets of dirty water, clean water or animal fat scraping to 250 empty cooking pots. • Fixed not being able to fill cooking pots or buckets with dirty water in the ocean or lakes (Rivers do not currently fill pots) • Fixed not being able to hand in quests to Kenneth Hughes on Survivor / Nomad starting scenarios (Will not work with earlier save games) • Added the ability to wash with soap in the ocean and lakes, stand in the water and use the consume item function from the inventory. Each bar of soap will give you 12% but will only wash you until you are at 70%.