- Improved Command Center Model and LOD (minor performance boost).
- Recipe changes to buildings:
/// Ore Extractor Liquid Construction Component changed from 5 to 7 Solid Construction Component changed from 0 to 3 /// Solar Panels Liquid Construction Component changed from 1 to 2 /// T-1 Storage Liquid Construction Component changed from 10 to 12 Solid Construction Component changed from 0 to 5 /// Hydrogel Purificator Liquid Construction Component changed from 60 to 50 Crystalized Construction Component changed from 0 to 4
- Ore Extractor will now print two messages on the screen indicating that ore vein is empty.
- Reference Icon now haves a 1-second cooldown when using to prevent spamming the "use" items.
Hello, world! Penkura is now patched to version 0.1.6.2
Patch 0.1.6.2 introduces the first stage of one of the core features. Planetary Map system, this system will be used throughout the entire game for traveling, exploration, research and resource gathering. Most of the tactical decisions, bot transfer and expansions will be decided from this map. For the moment player will have access to basic functionality only, after completing some of the already implemented missions. With patch 0.2.0 we will introduce planetary traveling that will use this world map and greatly expand its functions.
We also added player requested features to the game, improved buildings presentation, grid system, compass markers, minor UI changes and more.
The next patch will focus on new items, new bot functions, structures, and animations. Although the current situation around the world is not halting progress made to Penkura, it is taking some of the time that we use for the development of the project. We apologize for the slow down in development, we hope that situation will improve in a short time and allow us once again fully focus on the project.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
- FIX --- Triggers of lamps and holo signs don't react to the lever in the caves.
- FIX --- Solar Panels animation doesn't trigger till you reenter their trigger area with the player.
- FIX --- Buildings with thin walls are able to be built inside of other buildings on certain angels.
- FIX --- Alt-tabbing from the game while Overseer/Bot UI is open and then loading the game will keep the UI open even if not in the correct interface.
- FIX --- Command Center could produce energy from solar panels even at night.
- FIX --- Solar Panels didn't smoothly shut down after night time is detected.
- FIX --- Ore Extractors could work with 0 power.
- FIX --- Some of the missions on completion didn't update the last goal points.
Hello, world! Penkura is now patched to version 0.1.6.1
Because of the player asset requests, we added new features to the player bio meter, rebalances to the nutrient system and highly improve the day-night cycle.
Also because we had minor issues with our email system and didn't receive important bug reports, we have created a bug report section on our Penkura website, which will allow players to publicly report bugs. Although the bug report is public the senders' nickname and email are visible only to the LionsArt team, in case additional information was needed by one of the developers.
- Player Bio Meter provdies additional information:
/// Player energy status /// Player health /// Player oxygen timer /// Player neuro state /// Compas system /// Day/Night visual representation
- MMC Power Status now shows the exact amount of base current and max power.
- MMC Hydrogel Status now shows the exact amount of base current and max hydrogel.
- Picking up an item will now calculate the trajectory of the pickup animation from the position of the player/bot camera to the center of their backpack/storage to ease out picking up items that can be bigger than 50 % of the player/bot height.
- Looking at the screen, at dialog starter and resetting the camera is now 30 % faster and smoother.
- At the end of look at screen animation players mouse, position will now center to make sure he is taking the control of the screen mouse cursor.
- The hunger level is now checked every 4 seconds rather than each second.
- Nutrient Value fell from 3600 to 1000.
- Rebalance all Nutrition based items in the game.
- First Oxygen alert now appears at 30 % rather than 40 %.
- Added low nutrition level warnings at 30 % and 10 %.
- Added voice effect warning to low nutrient.
- Ease out sunrise and sunset to remove light popping.
- Added secondary sunrise and sunset triggers to allow solar panels to work one hour longer.
- Lights will now turn on 1 hour earlier and turn off 1 hour later.
- Shorten the night by 15%
- Added the Bug Report button to the main menu.
- Added new input "Exit Bot".
- Minor adjustments to Bot UI.
- Added Neurocore Icon to the main character UI.
- The player is now able to use the main menu while in the bot and safely save the game.
Hello, world! Penkura is now patched to version 0.1.6
Patch 0.1.6 is focused on the new per-vertex collision system, this type of collision detection is much heavier on the performance than standard collision system, that is why it is used only on systems that require much more detail data. For the moment we are using this system in our weapon system, from now on whenever we will shoot a bullet, that bullet will create its own environment for detecting collisions, materials, physical checks. With this data it will provide a correct impact effect and damage calculation, this means sound effects, particle effect and if needed in the future special interaction such as minor explosions. In the future, this system will be also used in explosives and much-needed melee weapons.
We are also preparing the project for three new systems. Modular bot creation system (this system is already implemented but will be more visible in patch 0.1.6.2), world map (this system will be used for planetary exploration which will be added in our next patch 0.1.6.2), and entire project localization system. We are already being asked by our players on a possible translation of our project. Game is still being developed which means that a lot of text is still being changed, adjusted or even completely rewritten depending on new features, or storyline elements. We feel that at the moment we are ready to translate the project to our team's main languages which is Polish. The translation of the project will start in the future patch and should be ready in a few weeks after. For the moment we plan to translate our project to Hungarian, French, German, and Spanish.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
- Bullets now calculate their trajectory from the start point to the endpoint with adjustments to shooter rotation, impact point rotation, and normals of the object. (increases collision accuracy of the hit and allows correct spawning of particle effects).
- Added new type of material physics collision.
- Added particle effect to plasma bullets impact point:
- Added 17 new sound effects to the plasma bullet hit.
- Added new storyline elements.
- Upgraded collision detection of fired bullets to per material impact point (increase collision accuracy of bullets)
- Added body generator system, that duplicates position and rotation of each skeletal mesh of a creature/bot and creates a correct static mesh that replaces skeletal mesh, dramatically increasing performance per body amount increases. (performance boost).
- Improved Missions Start UI animation.
- Added sound effect to Mission Start.
- Added bot partitions system.
- Bots are now split to sections:
//Left Arm //Right Arm //Engines //Storage //Visor //Accumulator //Armor
- Synt-paper visibility change speed increase by 30%.
- Added per layer on the mesh post-processing effect system.
Hello, world! Penkura is now patched to version 0.1.5
Welcome to the first patch of 2020, in this patch we focused on adding new music, sound effects, new mission systems with a couple of missions for you to test and a new light/shadow system.
We are happy to report that with over two hundred changes to the light and shadow system, (tweaks to Level of Details, per-vertex model occlusion) we were able to increase performance in some locations even to up to 35 %. This is one of the biggest changes we made to the project which hopefully will fix a lot of visual errors, and improves frame rate stability.
With this patch, we also started to add new dialogs and missions related to them, new events that can trigger by completing in-game tasks and a roadmap for as to implement additional content for already created features. Patch 0.1.5 is the first part of patch 0.2.0 that is coming soon to the Steam. Cutting patch 0.2.0 into smaller chunks allows us to release it with more testing.
We also want to inform you that when the entire content of patch 0.2.0 is uploaded to Steam, we will be increasing the price of Penkura from 10$ to 15$, we want to inform the community about this change weeks before the change to make it as clear and transparent as we can.
Thank you once again to all the players who contacted us and reported graphical errors, bugs and errors found in our project, we are more than happy to make this project as top quality as we are able too before the final release.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
- The set Priority button in the construction system is now active.
- Pause construction in the construction system is now active.
- Added new assets to Karenos Sector 7 landscape.
- Added 6 new soundtracks to the project.
- Mission Eyes, Ears and Mind is now completable.
- Added two new completable missions.
- Added one unfinished mission.
- Added additional dialog elements to the project.
- Dematerializing buildings now provide roughly 50 % of recourses.
- The save system is now an Account base rather than slot base.
- Save system now showcases save icon on the bottom right when saving.
- Save system now saves data in chunks to lower save sizes.
- The save system will now load only the data required per level and per character.
- Added minor security to prevent possible data corruption on load.
- Improved all glass material in the game.
- Players Bio-Meter will now replenish player oxygen status by a burst of 10 units (10 seconds) from any sources that contain oxygen (not only buildings).
- Missions are now saved by the system.
- Missions data can now migrate between levels.
- Useable in hand items now have soft sway when controlled.
- New sound effects added to the project.
- Improvement to texture streaming method (performance boost)
- Update to level lighting on foliage and other environmental elements (performance boost)
- Update to organic object scaling (performance boost)
- Added animation to quick slots.
- Update to Lions Roar system.
/// Ambient Sound Effects are now able to attach themself to the correct mesh (example - birts to trees) /// Sound Effect are spawned/despawned based on player location to save on performance. /// Change behavior depending on the time of the day or special events.
- Added new ambient sound effect to Karenos Level.
- CCC Construction Bot slows down and speeds up 33% faster.
- Minor visual update to Solar Panel.
- Improvement of Solar Panel Animation.
- Improved Dialog System:
/// Dialog systems are now able to check not only player stats but each building, ore vein, the status of all types of events, time, mission progress and level statistics. /// Dialog system is now affected by the progress of each mission, changing it to fit the correct sequence.
- Improved Missions system:
/// Submissions are now updated per change, adjusting themself when needed. (Once completed submission can be changed back to uncompleted if the player changes the end status). /// Mission system is now streamed globally on the level rather than per game load. (Missions will be transferred between levels, even if they cannot be affected by the current zone, allowing the player to monitor it if needed).
- Holster weapon can now be clicked again to equipment the last holstered usable hand item.
- Item holstered by the map system will now be equipped back when leaving the map.
- Ore Vein content rebalanced. (added around 20 % resources)
- Fog in Karenos Level is now softer increasing view range by 20 %.
- Player Name creation added to the game.
- World Map will now print player name when hovering over the player icon.
- The player name/bot name is now a saveable variable.
- Improved sunlight intensity stability (more light on the map = more power for solar panels)
- Improved Engine AntiAliasing (long-range object should not flicker as much in the fog / through transparent objects such as glass)
- Improved oxygen and power base calculation (minor performance boost)
- Added on use sound effect to:
/// Dark Matter Cola /// Oxygen Tank /// Bluefloir /// Subincar /// Gracheri /// Camubron /// Stimpak /// Neuclir
- Added new on pick up sound effect to:
/// Nutrino Box /// Solid Construction Component /// Heavy Metal Ore /// Noble Metal Ore /// Metal Ore /// Dark Matter Cola
- Remodeled some of the assets in the Gemini Base to remove unused assets elements lowering the amount of calls object make while playing. (minor performance boost).
- Updated buttons in CCC (RTS System) UI. - Balance changes to Solar Panel Improvement Data Storage from 30 % to 50 %.
- Update to Geological Scanner UI font for better visibility.
- Updated project to new engine version.
- Added possible fix for the DirectX and graphics card related error.
Hello, world! Penkura is now patched to version 0.1.4
Welcome to the last patch of 2019. Patch 0.1.4 introduces new gameplay elements such as resistance system, inventory scaling system, new items, bugs fixes, sound effect improvements and more. A year ago Penkura was released to the Steam Early Access, since then we released 33 patches and 19 micro-updates. This not only fixed a lot of performance bugs, code hiccups, increase FPS from 29 to stable 68 (on our test system), added new gameplay elements, dozens of new items, buildings, creatures but most of all we were able to add nearly all player requested features. We are very to see that our community is not only very friendly but always provides valuable feedback which we later use to improve Penkura.
Thank you to all the players that contacted us this year to add their opinion and valuable feedback.
We are also happy to announce that all of the background systems are operational and we are ready to put the entire focus on content that we were forced to push back till now.
Also, we are introducing "Lions Shadow", our own system build into the Penkura project. This system will be used to create an alter project used to fix minor errors found by the player that cannot wait until the release of the major patch. This should fix problems that we encounter in the past where players had to wait for the main patch till major bug that halted their progress was fixed.
A tiny bit of information on what we are currently working on for the beginning of 2020. - Planetary discovery system. - Bot production- Technological research, and development. - Scenario and event generation depending on player progress and his own development. - Storyline/Missions update.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
- FIX --- Spawned support items (such as Black Matter Cola) didn't despawn after providing set support.
- FIX --- Save system was able to save non-existintent items by use of "Ghost Data".
- FIX --- Point of interest triggers, message triggers, scalability triggers won't be triggered by the bot if it's not under player control.
- FIX --- Player created T-1 Storage resets it's content ID, breaking storage state on load.
- FIX --- When equipping an item while another item is already equipt, the equipped item won't despawn before the animation is finished creating a visual bug of two items appearing in the hand at the same time.
- FIX --- The player was unable to add the item to the quick slot if that item is currently in use.
- FIX --- If the icon of a used item is clicked in inventory and then the said inventory is refreshed, the icon didn't show proper "use" item color.
- FIX --- Ambient sound popping when swiftly moving between buildings.
- FIX --- Global Ambient popping when triggering ambient sound activators that directly affect global ambient.
- FIX --- On rare occasion on load duplicates Lions Roar system.
- FIX --- Metos spawns from spawner each time player kills one rather than calculate chance on spawning.
- Added IMP blueprint too the Standart Command Center blueprint set.
- New Data Storage added. (Pener-07)
- New Data Storage added. (Ore Extraction Optimization T-1)
- Added weight and scale specification to items and storage/inventory.
- Added new sound effects when picking up refined and unrefined crystals.
- Added ability to scan Bots and Lifeform by M.P.S
- Added 6 new sound effects for equipping and holstering items.
- Added additional building ambient sound.
Data provided: /// Lifeform / Bot Name /// Lifeform health / Bot Intergirty /// Lifeform power (if contains) / Bot power status /// Lifeform resistance possitive and negative / Bot resitance possitive and negative
- Hunger stat is now activated, when the player depletes Nutrition value to 0, the player will start to receive damage.
- Details Window now provides more information on the object.
- Added item categories to MMC.
- Added additional information to nearly all items in the game.
- Spawners in-game now calculate the chance of spawning each creature, from the selected list.
- Lions Roar system updated to version 2
- Blue-Repo now contains an installation/uninstallation bar which takes roughly 3 seconds to complete.
- Added sound effect to Blue-Repo when installing and uninstalling.
- The details panel will now showcase objects' weight/scale specifications.
- Inventory and Storage windows will show the scale/weight specification limit.
- Position adjustments to player hands to improve visibilities of M.P.S and Bio Meter.
- Increase the Nutrition max level from 1000 to 3500.
- Sprinting now affects not only Oxygen intake but also speeds up calories burn.
- Improvement of light scattering effects from directional light, the light effect from the sun won't instantly disappear when player is not looking at the sun but slowly fade out.
- Improvement of emissive materials. (Planet will now reflect some of the light from the sun and project it onto the landscape. Providing fake light effect at night which increase visibility at almost no cost).
- Minor UI adjustments to MMC, CCC, Inventory, Chat log, Journal, message board, and Character View.
- Improved Garbage collection. (minor reduction in background hitches).
- Visual improvement to Pener-07
- Pener-07 is no longer build into starting base neurocore.
- Added notification to all missions that are still in development.
- Entire MMC UI is adjusted and visually improved for performance and better visibility.
- Optimization to Save/Load system.
- Improved Sunlight shadow accuracy fixing many visual bugs. (no changes to performance)
- Oxygen Station located in every Command Center now replenishes oxygen with 50 % more efficiency.
- Missions log buttons now indicate if their are extended.
- Minor errors fixed in the items description.
- Improved rendering and light of bullets.
- Silent missions update added to the project.
- Increase camera (sprint) speed in RTS system multiplier by 2.
- New font added (increases visibility on a smaller screen)
- Minor UI improvements to Tirix Fusion Power Plant manual.
Hello, world! Penkura is now patched to version 0.1.3.2.
Another chunk of changes is ready to be presented, patch 0.1.3.2 brings new functionality to the game, new items, visual updates and once again a large number of improvements. Blueprint Repository is now open in every Command Center and with it, we are adding a new type of item to the game, Data Storage units. From now, we are able to create objects that unlock other technology, items, structures, bots, new functionality, and improvements to nearly every player effecting system. We will be adding more items to the game around this new function with future patches.
We are also updating our scanning system, time to add more functionality to a very important item in our game. For the moment we are adding the ability to scan more types of objects and provide much more information, next patch player will be able to scan not only creatures but bots.
In the back code of our game, we were able to fix a few of the major problems that were drastically slowing our project for the last four months. We can now focus once again on not only adding new content but most of all we are able to push the limits of the entire engine to a much more demanding level. Players will see this in this patch already, showcasing much more improved visual effects, better UI, smoother transition, and better performance.
Next patches we will be releasing faster and in smaller chunks, with new content, functions, and improvements based on the background code, we were able to improve.
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
- Added Blue-Repo system (new game feature for players to add buildings, items, improvements to buildings and other).
- Added new functionality to the Storage system to understand item class and subclass denying some item transfer to storage (for example Blue-Repo won't accept any anytime other than Data Storage)
- Base Neurocore is now able to learn new functionalities, MMC blueprints, RTS (Overseer) blueprints thanks to Data Storages activated in Blue-Repo.
- Tutorial on how to use Blue-Repo added to Command Center Computer station.
- Added Data Storage item set.
- Added new item Data Storage - Solar Panel improvement T-1
- Added new item Data Storage - Power Plant
- Major Improvements to Inventory/Storage system.
/// All storages and Inventory should generate much faster. /// We changed the tile-based inventory system to list base to increase visibility and provide more information. /// We removed an empty slot base calculation system to increase per storage performance. /// Storage and Inventory can block items from being moved/swapped/added, for example, Blueprint Repository won't accept anything else than Data Storage items.
- Scanners' screen increase by 30 %.
- The scanner is now able to scan buildings.
Data provided: /// Construction Name /// Current Integrity /// Current Power /// Current Oxygen /// Power Flow On/Off /// Oxygen Flow On/Off /// Power Output /// Oxygen Output
- Scanner can now scan containers/storages/furnitures.
Data provided: /// Container Name /// Consumable and Amount /// Equipment and Amount /// Components and Amount /// Weapons and Amount /// Unknown and Amount
- Scanned Items (such as Power Cell) will now provide information on its name, type, amount and additional notes if MPS will deem it important.
- Information provided by the MPS will now stay on screen till the next scan.
- The scanner is able to filter data unaffected by the object (for example won't provide Oxygen status of the lamp)
- Increased scanner scan range by 300 %
- Dialog buttons can be now activated by keyboard keys rather than mouse only.
- Added programmable tagging system to all text used in the project.
- Added text to the message window will now have colorized key elements of the text. (example: Health will now display the amount in green, tutorial information in yellow).
- Added new tutorial messages to the game.
- Mission Log now uses a programmable tagging system, important parts of the mission will now be highlighted with a different color.
- Change of Oxygen Icon in MMC to Hydrogel Icon to keep wording consistent.
- Interact button will now stop you from interacting with any interactable object such as storage, computer and so on if already interacted with.
- MMC Interface adjusted to an improved storage system.
- Double-clicking on the MMC blueprint will add it to the production list.
- When trying to activate a window with a button while being in the said window will now close the said window rather than refresh it.
- Update to LionsMat system ((to remove poping of different LOD (level of details) we are using an experimental function on our foliage that will smooth out the transition between different LOD))
- Update to T-1 Storage "item remove" calculation by RTS system. (minor performance boost).
- Added another layer of LOD (level of details) to more complex assets. (minor performance boost).
- Minor optimization to static lights.
- Changes to all scripts that depend on the current time of the day. Now each call is set by one source (the day system) rather than per object. (increase in performance).
- Solar Panels, Lights, Command Center, Vanduti Torches, per time triggers won't call check by them selfs to save performance.
- Code optimization to the day system and new functionality added to time calculation to allow other objects/actors to be triggered by the system.
- The day system is now able to change Sun pitch and yaw.
- Day system is now able to control night and day length separately and control per hour tick for future events.
- Ore Extractor power consumption when powered ON increases from 0 to 8.
- Command Center power production increase by 50 %.
- Minor optimization to Bloom effects.
- Removed unnecessary calls from Storage system (minor performance boost when creating buildings or loading new level)
- Save/Load system will now remember player interaction with the storage and load proper function (for example if the player will activate or deactivate the server before save, load system will take proper steps to replicate this status).
- Save/Load system will now load objects closes to the player first before any other objects on the load list.
- Project clean up (deletion of unused assets replaced by new ones) (minor reduction in-game size, minor speed up on load).
- Increase tutorial messages visibility by 300 %
- Each item in the game now detects the player location and triggers all of its physics property only when the player is close enough to affect it.
- The screen renders in a way to match the screen refresh rate with adjustments to the game field of view per tick.
- Minor improvement to the message system.
- Stability increased to the entire UI system.
- Updated to Lions Mat tree shaders.
- Visual update to Oxygen Station.
- Optimizing each widget to render/and change per effect rather than per tick. (performance increase)
- Added corruption prevention system to the Save/Load system when saving the game while in RTS mode.
- Visual update to player UI.
- Visual update to all computer screens UI.
- Stationary Computer meshes updated.
- Update to 71 background validation calls. (minor performance boost)
Hello, world! Penkura is now patched to version 0.1.3.1.
With this patch, we bring new functions and most of all overall balance to the construction (CCC) and crafting system (MMC).
For the last weeks, we were in contact with our Early Access testers that helped us locate visual, performance, gameplay and function bugs/errors all over the project, thank you to all the players that contact us by Email and Discord. With the fixes, we introduced new visual improvements to glass materials, holographic materials, shadows, large object scaling, field of view auto adjustments (adjusts camera field of view based on players screen resolution), improved balancing to nearly all buildings and craftable objects in the game, changes to sound effects and their volume/range, massive amount minor performance fixes that should stabilize the gameplay and more.
With the fixes and changes made to some of the already implemented systems, we are prepared to release two new systems in the next patch 0.1.3.2, "blueprint system" and "action and affect system". We will be updating our roadmap with new information about those functions in preparation for 0.1.3.2 release. (ROADMAP can be found >>>HERE<<< ).
On the Community side of updates, we added a link to the Penkura roadmap in the Steam Forum and we are adding new Forum Channel to Steam (Bugs / Errors), visible to all but postable only to Game Owners as requested by our players. (we will be moving bug and error related posts from General Forum to Bugs / Errors Forum)
And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
- New Item added to the game (Crystalized Construction Component).
- New crafting blueprint added to the game.
- Metos bugs sound range increase by 40%.
- Metos volume when flying risen by 50%.
- New Field of View calculation system ((FOV was calculated only based on Y of the screen (engine standard), now FOV is calculated based on entire screen ratio)).
- Field of View now sets the percentage of preset in-game FOV.
- MMC can now construct Hydrogel based Items.
- Updated Lion's Roar system to version 2.0 (Lionsart audio system)
- Every sound effect in the game is now spawned with its respected area of affect range, if the player is not in the range it will automatically deactivate/pause/delete sound effects to save performance.
- In RTS mode (Overseer) when placing the structure in the wrong location, an error will appear in the Overseer log and error sound effect.
- Added sound effect on correct construction placement.
- Background navigation invokers optimization to NPC system (increase instability and performance)
- Increased speed to all calls/triggers made to NPC by player position or status change. (NPC performance boost)
- Slight improvement to NPC receptors (hearing and sight).
- Added two tutorials to Tirix Fusion Power Plant control screens.
- Added Main Control Panel to Tirix Fusion Power Plant, to easier, activate and deactivate the power plant.
- Increase Karenos Sector - 4 life form density by 600 %.
- Recreated Key Pad to the new design (now requires manual input).
- All audio settings are set to 75 % (from 100%) in base settings.
- Added Foliage Density Settings to provide more graphical control. (Density can be changed from 100 % to 80 % and 60 %).
- Added RTS Pan sensitivity to control settings.
- Blueprints of items can now demand Hydrogen (Oxygen/Water) for production.
- Update to Save/Load system. (Game is now able to save Power and Oxygen Flow and apply them in RTS mode)
- Added additional crash prevention system to the Save/Load system (on NPC load).
- Save/Load system is now able to save and load complex building behaviors, for example, special events that are randomly triggered in buildings such as power fluctuation.
- Lowered amount of calculation needed for the Load system by about 8 %. (speed up load time).
- Improvement of Gas Giant visual effects and activity to showcase storms located on the surface of the planet.
- Gas Giant is now more affected by the position of the sun.
- Optimization to Gas Giant planet and all of its effects. (minor performance boost).
- Visual improvement to the player icon on the map (icon now shows which direction the player is looking at).
- The map system will now check player rotation and correct player icon on the map.
- Improvement to Save/Load system (Penkura is now able to implement development placed characters directly into the old save file to update file to a newer version of the game)
- To improve performance on load, the game will now delete any corpse that does not have any possible loot.
- Increase Lamp light strength by 50%.
- Visual improvement to all Light Beams effects in the game.
- We removed the FPS counter and activated the build-in engine fps counter with milliseconds per frame counter. (more data for the player)
- Replace pure text status notification in MMC with Icon base notification. (Icons will change color to red to indicate the problem, on hover text-based status will appear with more information)
- Added new warning information to MMC, Oxygen Status.
- Optimization of footsteps function (trigger effects and calculations made for proper sound effects and footprint). (minor performance boost).
- Reduction in the amount of polygons on the last level of details (by up to 85 %) in:
/// all wall types
/// connectors
/// wall gates
/// Lamps
/// Beacon
/// Ore Extractor
/// Metos Nest Small
- Added Level of Details to items:
/// Noble Metal Ore
/// Heavy Metal Ore
/// Metal Ore
- Balance changes to blueprints (only changes are noted below):
/// Liquid Construction Component from 30 Metal Ore ||| to 25 Metal Ore
/// MPS from 2 Liquid Construction Component, 2 Battery ST-1, 2 Basic Electronic Repository ||| to 2 Solid Construction Component, 1 Battery ST-1, 1 Polan Crystal Refined, 3 Basic Electronic Repository
/// Stimpak from 2 Solid Construction Component ||| to 1 Solid Construction Component
/// Battery ST-1 from 5 Liquid Construction Component, 1 Polan Crystal Refined, Energy Cost 1000 ||| to 2 Solid Construction Component, 3 Polan Crystal Refined, Energy Cost 10 000
/// Basic Electronic Repository from Energy Cost 500 ||| to Energy Cost 2500
/// Refined Xavoc Crystal from 2 Solid Construction Component, Energy Cost 0 ||| to 0 Solid Construction Component, Energy Cost 3000
/// Refined Polan Crystal from 2 Solid Construction Component, Energy Cost 0 ||| to 0 Solid Construction Component, Energy Cost 5000
/// Neuclir from 2 Solid Construction Component ||| to 1 Solid Construction Component
/// Pener-07 from 5 Polan Crystal, 10 Liquid Construction Component, Energy 5000 ||| to 2 Crystalized Construction Component, 5 Liquide Construction Component, Energy 9000
/// Oxygen Tank from 1 Liquide Construction Component, Oxygen 0 ||| to 1 Solid Construction Component, Oxygen 600
- Balance changes to Constructions (only changes are noted below):
/// Solar Panels from 2 Liquide Construction Component, 5 Solid Construction Component, 2 Polan Crystal Refined ||| to 1 Liquide Construction Component, 3 Solid Construction Component, 0 Polan Crystal Refined, 1 Crysalized Construction Component
/// Tirix Fusion Power Plant from 130 Liquide Construction Component, 25 Refined Xavoc Crystal, 30 Refined Polan Crystal, Energy Cost 12000 ||| to 80 Liquide Construction Component, 0 Refined Xavoc Crystal, 0 Refined Polan Crystal, 25 Solid Construction Component, 15 Crystalized Construction Component, Energy Cost 35000
/// Power Storage from 5 Liquide Construction Component, 2 Refined Polan Crystal ||| to 3 Liquide Construction Component, 0 Refined Polan Crystal, 1 Crystalized Construction Component
- Crash prevention added in case of NPC being spawned before he is able to be set to a correct spawn spot.
- Increase in production size of TRX Ammo from 20 to 25.
- Visual improvement to Gemini Temple Materials.
- Optimization to Player Animation scripts. (minor performance boost)
- Visual update to DMC Poster
- Visual update to Holographic Connectors (in RTS system) type A, B and Selected.
- Mesh optimization to tunnels plugs.
- Minor Visual update to Command Center
- Visual update to Tirix Fusion Power Plant
- Visual update to Positive and Negative hologram construction placement.
- Added system to visual all overlapping objects in construction holograms.
- Adjustments (Object Creation) tutorial to new content.
- Major improvement to Widget/UI graphical refresh (minor performance boost).
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.
- 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.
- 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).