Penkura - LionsArt

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 6

In this patch, we released our own Lions_Path system (Pathfinding and Cell generation System).
While creating the next zone for the upcoming patch 0.2.0, we notice that some test players with weaker machines started to struggle when loading their game, and because of the complexity of the map, NPC (AI) started to get stuck in corners that they thought they could maneuver around.

We did our best to find the best possible solution but in the end, we only had two options.
Increase even more the resolution and complexity of the Unreal build-in navigation system (which will fix most of the problems) but drastically increase load time, memory use, and affect overall performance, or, build our own navigation system that would work together with the build-in Unreal system.

After a few minor tests, we decided that the player experience would be degraded way too much with the first option.
Two weeks after, Lions_Path was created, and more precisely seventeen systems that work together to generate a cell-based navigation system, with a pathfinding solution, used by bots, and NPCs. Below there is an image taken directly from the engine, to present the amount of calculation that is made while loading the level (that is Lions_Path alone).



Because 99% of the calculation is done asynchronously while loading the game and the system uses basic cells, players should notice lower memory use, faster load speed, and fewer mistakes made by bots when moving very long distances. That 1% calculation left, is the path created with the use of the cells added by Lions_Path. Because only a tiny portion of the calculation is done when the bot requests navigation, the current most difficult and complex path ((distance of around 2km (1.24 Mile)) is generated on our test machine in 0.21 seconds.

We did extensive testing of Lions_Path before the release, to make sure players will experience as few problems as possible, but because of the complexity of the system, we still need to keep an eye on bot movement and their behavior.

Until any problems arrive, we are going back to work on the next zones, new missions, and dialogs.
More information on the zones, and missions next week.

In case of any problems, always feel free to contact me here on Steam in Sub Forum "Midway Branch of Penkura"

Link ---> https://steamcommunity.com/app/739720/discussions/4/

or contact me personally on Discord.

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

A small tutorial on how to access the Midway branch is available in the link below.

Link ---> https://steamcommunity.com/sharedfiles/filedetails/?id=2357998690

Till the next Dev-Com, over and out.

-------------------------------------------------
Patch 0.2.0 MW 6
-------------------------------------------------
------------------
⊞ Bugs/Errors ⊞
------------------

◈ Solar Panels always show that their energy flow is 0%.

◈ Materialization Complete Sound Effect in MMC could be heard from ten times its normal range.

◈ MMC Storage UI didn't refresh Icon style when changing Grid Style in Options Settings.

◈ Interaction animation in player/bot characters didn't trigger if used on locked doors.

--------------------------------------------
⊞ Improvements / changes / additions ⊞
--------------------------------------------

◈ Added a new type of pathfinding solution called Lions_Path.

◈ M.P.S scans 50% faster.

◈ Added Interactive Item (Small Desk Lamp)

◈ Added Interactive Item (Medium Desk Lamp)

◈ Added Interactive Item (HoloPet)

◈ Added new items to the game world, and improve foliage spread to make some areas a bit less empty.

◈ Added ability to reset/cancel any command given to the bot.

◈ Rebuilded a small section of the cave system in preparation for Monorail station content.
Penkura - LionsArt

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 5

In this patch we recreated the entire map system, converting old fashion 2d images, into full-fledged 3d holographic representations of the entire map. With this map, the player will be able to exactly tell his and his bots' position, caves, and underground bases will be holographically projected directly onto the map, and thanks to 3d view of the map, the player is able to determine the height and slops of the map.



With the new map, we are also introducing an exploration system, players will now have to uncover the map piece by piece to see all its ins and outs, something that was asked since the beginning.

The main reason for this change is as always ease of development and long term time save. In the process of developing Penkura, we made alterations to the map in more than dozen of patches. While developing the new map the same problem appeared again and again. Too much time was wasted on the constant alteration to the 2d map, which was of course needed.
The new system will save much-needed time, as any changes made to the game level will be directly translated into the holo map, saving us time in the long run.

Besides the map system, we also made changes to how character is affected by in-game physics, speed, ground friction, slop angles, in short, player character should feel less "floaty" but the bots thanks to their anti-grav engines, should have much more freedom when moving.

Creating 3d map while translating player camera on a 2d plane, and then converting the 2d position of 2d plane on to 3d environment while raytracing from secondary camera on a angle was a complex endeavor, that is why if any developer is interested in the process of creating this system, please feel free to contact me directly via our Discord server (link below), I will be more than happy to provide few tips, and present the system in more detail.

In case of any problems with transferring the save to the new system, always feel free to contact me here on Steam in Sub Forum "Midway Branch of Penkura"

Link ---> https://steamcommunity.com/app/739720/discussions/4/

or contact me personally on Discord.

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

A small tutorial on how to access the Midway branch is available in the link below.

Link ---> https://steamcommunity.com/sharedfiles/filedetails/?id=2357998690

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.2.0 MW 5
-------------------------------------------------
--------------------------------------------
⊞ Improvements / changes / additions ⊞
--------------------------------------------

◈ Player is now able to move, run, sprint, jump, and crouch when holding the map (when pressing and holding right mouse button)

◈ Complete visual and functional redone of the player map system.

◈ The Player will now see the cave, underground passages on the map.

◈ The Player map is now a fully 3d holographic representation of the current playable area, rather than pre-rendered 2d.

◈ Increased the player map accuracy to 1:1.

◈ Added map discovery system, the player will now have to manually discover parts of the map.

◈ Improved foliage rendering to eliminate poping of foliage.

◈ Added sound effects when the player opens or closes the map.

◈ Added new functionality to player personal map.

◈ Improvement to Shader of Personal Map to eliminate cursor flickering at swift movement.

◈ Increase the size of the main character Personal Map by 15%.

◈ Improved character movement physics to make it feel less "floaty".

◈ Improved bot movement physics, when jumping bot will fall much slower thanks to his own anti-grav field, and will have near full flight control when in the air.

◈ Increase personal bot map size by 60%

◈ Visual upgraded to night sky shader, the player will now see faint colorful nebulas.

◈ Bots and Main character, share the same map data, they can see and change selected markers.

◈ Added invert X and Y mouse options to the Options > Mouse Control menu, for personal holo map.

◈ Improved memory allocation of streamed texture to improve rendering on weaker machines.
Penkura - LionsArt

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 4

Patch notes are a combination of patches MW 3.1 / 3.2

In this patch, we heavily upgraded our weather and atmosphere system. In Penkura weather and atmosphere was always very important, the weather already affects solar panels, wind turbine but thanks to the added upgrades we will start to introduce proper dangers from natural sources.

Changes made to the system affect the lighting within the game, clouds, and fog will now change the light intensity, making some nights very bright and some pitch black. Because of that, we made nights a little bit shorter, nights will now start at 21:00 rather than 18:00.



As mention above we made heavy changes to the fog system, it will change its color depending on the time of the day, current weather, cloud intensity, and most of all, light itself. Light will now penetrate the fog simulating volumetric fog.

Performance of Penkura was and will be always important, because of that we do our best to find a compromise between the features of the system, it's not always possible but, extra steps allow us to take advanced features of complex systems, while still keeping GPU/CPU usage to an absolute minimum. Light coming from the sun will now affect fog density based on its angle, this will "simulate" fog changes very similar to those that normally would happen in volumetric fog. Simulation is not as perfect as proper volumetric fog but, we drastically lowered the system requirements to do so.

Thanks to that, players with weaker PC will still be able to enjoy Penkura on maximum settings.



The entire system above is fully automatic, and it's very easy to adjust for new biomes making our work a bit easier, while also speeding up game development. The system can be easily balanced in the future in case of nights becoming too dark, or whether to aggressive.

In case of any problems with transferring the save to the new system, always feel free to contact me here on Steam in Sub Forum "Midway Branch of Penkura"

Link ---> https://steamcommunity.com/app/739720/discussions/4/

or contact me personally on Discord.

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

With this release, we are going back to work on the Monorail station, which will connect the player with new levels, additional missions, dialogs, and player-requested changes to UI.

A small tutorial on how to access the Midway branch is available in the link below.

Link ---> https://steamcommunity.com/sharedfiles/filedetails/?id=2357998690

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.2.0 MW 4
-------------------------------------------------
------------------
⊞ Bugs/Errors ⊞
------------------

◈ Minor typos fixed.

◈ Buttons in the Options Window were unaffected by volume settings.

◈ Command Center Main Door, wrongly set state indicator to red (close) when it was open.

◈ Some sound effects made by M.P.S were unaffected by volume settings.

◈ Eating flowers sound effect was unaffected by volume settings.

◈ Close proximity message from Bot on Follow Command, had a visual error when presenting the character to follow.

--------------------------------------------
⊞ Improvements / changes / additions ⊞
--------------------------------------------

◈ Added 5 new thunder sounds to the weather system.

◈ Clouds now cast a fake shadow on the entire level using light function property. Shadows move with the same speed as the clouds, simulating roughly the size of the clouds.

◈ Gas Giant Planet, now properly shows a light shaft with the proper color.

◈ Mouse sensitivity is now split between the player and the bot.

◈ Added Bot mouse sensitivity.

◈ Added vehicle turret/camera mouse sensitivity.

◈ Added new Sub Menu Option for Game & UI, "Game Behavior"

◈ Added ESC button control button for RTS mode to "Game & UI > Game Behavior"

◈ RTS UI will adjust its appearance to the ESC button control switch.

◈ Added new weather mode "Light Storm"

◈ Added new weather mode "Super Storm"

◈ Clouds will now adjust their color depending on the weather type (example: Storm will now make clouds darker, lowering sun-bright orange color.)

◈ Fog will now change its color to blend with the sun color with adjustments of cloud coverage and fog density.

◈ Global Light will now adjust its strength not only to the time of the day, but also to fog density, cloud density, sun/gas giant position on the sky, and weather type.

◈ Day Starts at 06:00 and ends at 21:00 hours rather than 18:00.

◈ Solar Panels now work till 21:00 rather than 18:00

◈ Remove automatic weather calculations made by the sky system. Moved to a manual system to speed up the game.

◈ Added new Input (Dive) Used only in swimming mode.

◈ Added new Input (Ascend) Used only in swimming mode.

◈ Improvement to Ray Traced Cascade Shadow Calculations made by Gas Giant and Sun. (Minor performance improvement).

◈ Visual and Performance improvement to height fog.

◈ In-game fog will now move up and down, covering more background space depending on the type of weather, time of the day, and player position.
Penkura - LionsArt

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 3

Patch notes are a combination of patches MW 2.0.1 / 2.1 and 2.2.

As mention in the previous patch notes, we spend the last few weeks creating an improved new version of the save system.
I'm more than happy to inform you that not only the system works as intended but it also provides more freedom than we expected. From now on, we are able to implement dozens of minor content improvements that will greatly increase interaction with the game world, items, buildings, AI.

To provide an example, we were never able to save a user interface that is not part of the level when the game starts, as all data is reset or changed on the next activation. Currently, we can save an icon state, in a UI of a machine that is part of a building, that is part of a base, that is part of a controlled dome, that is part of a level, which none of (besides the level) exist on initial load, with a press of a single button. In short, it will save us weeks of work and dozens of possible logistics errors in the future.



As we promise a few months ago, we will always do our best to make sure that players won't have to start from scratch each time a major change is coming to the game. That's why we spend a week creating a secondary system that will translate the already made saves into a new one. Players will just have to load the game as nothing was changed, but from now on, each time they save, a new save slot will be created in a new save window.
This system will be also used in the future, to hopefully find and eliminated any possible errors that we overlooked.



In case of any problems with transferring the save to the new system, always feel free to contact me here on Steam in Sub Forum "Midway Branch of Penkura"

Link ---> https://steamcommunity.com/app/739720/discussions/4/

or contact me personally on Discord.

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

With this release, we are going back to work on the Monorail station, which will connect the player with new levels, additional missions, dialogs, and player-requested changes to UI.

A small tutorial on how to access the Midway branch is available in the link below.

Link ---> https://steamcommunity.com/sharedfiles/filedetails/?id=2357998690

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.2.0 MW 3
-------------------------------------------------

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

  • C.A.T had the wrong position above Hydrogel Purificator when constructing.

  • MMC didn't reset the START QUEUE MATERIALIZATION button when the list is empty.

  • C.A.T had a chance to not display the proper content value on load until the player uses it.

  • Bio-Recycler could work even if no hydrogel was detected.

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

  • New Save System added.

  • Quick Save is now a separate save slot.

  • The player is now able to save to as many slots as he wishes.

  • Save slots will now contain "Last Seen Event" a screenshots representation of the last frame from the RTS or Player Camera while saving.

  • The player is now able to name the save slots.

  • Improved shadowing effects on some of the ancient structures.

  • Improved load time, by up to 40%.

  • Bot logs are now saveable.

  • Save system now properly saves the player state triggered by an outside source. (for example overburden from backpack content)

  • Priority Construction Mark in RTS is now saveable.

  • Pause Construction Mark in RTS is now saveable.

  • Solar Panels now save their rotation.

  • C.A.T location is now saveable.

  • RTS Log toggle is now saveable.

  • RTS Night View Enhancement toggle is now saveable.

  • RTS Grid Size is not saveable.

  • Building Construction Stage is now saveable.

  • Improved Building Dematerialization.

  • Smooth out C.A.T movement between constructions.

  • Auto-Hide Quickbar added to Options > Game & UI (by default set to ON).

  • Auto clean player state messages, with smooth fade out.

  • Move Battery ST-1 from Consumable to Components.

  • New option to Game & UI added. The player is now able to deactivate damage receive notification.

  • New option to Game & UI added. The player is now able to deactivate the damage dealt notification.

  • Adjusted Ambient Occlusion shader.

  • Improved Light reaction range, in Command Center, Storage T-1, and Hydrogel Purificator.

  • Visual improvement to Main Menu.

  • Visual improvement to save indicator animation and icon.
Penkura - LionsArt

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 2

Patch notes are a combination of patches MW 1.1, 1.2, 1.21, 1.3, and 1.4.

In the recent MW patches, we were working on a new MMC (Molecular Matter Converter) and its UI.
After extensive testing and comments from community members, we manage to drastically improve the visual aspect of MMC but also improve UI usability. UI although much better, is still something we wish to improve, but for the moment there are more important content patches that need to be addressed.




We added a new debuff to the game "overburden" and changed how the inventory system is calculating item weight.
Thanks to that player, and bots will be able to carry much more, at a price of speed and certain limitations the higher the overburden.

We also added an improved Ambient Occlusion system, from now on players won't be able to just toggle Ambient OFF/ON, but rather control its Intensity, Density, and Radius of effect. On the lowest setting of Ambient Occlusion, AO is turned OFF and a new simulated shadowing is activated, cheaper than AO but much weaker in its effect.

Before the release of 0.2.0 MW 3, we want to drastically improve our save system, current system although already very good, limits the minor details that can be saved in sub-sub systems. There are dozens of minor features of the game that we wish to implement, that at the moment, cannot be saved. Because of that, we want to implement three major changes to the save system.

- First, players will be able to save on more than one save slot, allowing each player to have dozens of saves of the same game at different times.
- Second, we want to save all minor effects and systems, allowing players to change doors settings, save bots brain functions (all its effects, range, settings, tasks, and so on). Which will allow the implementation of a bot programming system.
- Third, implement Steam Cloud Saving, which some players requested.

At the moment new save improvements are finished in 70%, we still need to have extensive testing to allow players to transfer their old save to the new system without any problems, and start to implement new gameplay features that were as of yet impossible to be saved.

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 0.2.0 MW 2
-------------------------------------------------

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

  • MMC Inventory screen, didn't properly place icons when in "Inventory Grid Mode"

  • Buffs and Debuffs, appear on the character screen after opening and reopening the character screen (if it was open when the effect was triggered).

  • Epsilons Base doors buttons UI didn't properly refresh after unlocking the doors.

  • In Inventory Grid Mode, there was a chance that Item Name stayed on the screen after changing the UI screen.

  • 2d mouse indicator on CCC screen could get stuck when moved out of screen range.

  • Some buildings allowed players to access their storage before they were built.

  • Two Habitat buildings didn't place chairs in the correct position.

  • M.P.B hands were too far from the camera.

  • MPS was unable to scan through solid rock, such as ancient monoliths.

  • Fixed minor spelling error.

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

  • Added new debuff, "Overburden".

  • MMC was recreated with the new model, sound effects, and animations.

  • Improved MMC user interface rendered on MMC Screen.
    - Energy and Hydrogel status is now displayed directly on the screen. (rather on hover only)
    - All warnings are now printed on screen rather than on alarm hover.
    - Object materialization bar will now display work completed as a percentage.
    - Increase the size of MMC storage to improve visibility.
    - Widen object information window.
    - Increase distance between windows to decrease clutter effect.
    - Stop button is removed.
    - Create All button renamed to Start Queue Materialization.
    - On activation "Start Queue Materialization" button, the button will change to "Stop Queue Materialization".

  • Bots and Main Player can now go over their maximum inventory capacity.

  • Buffs and Debuffs indicators on the list will now be presented with proper color, red for debuff, and green for the buff.

  • Buffs and Debuffs can now be clicked for more information.

  • Multi Purposes Scan, will now inform the player if the Bot is On/OFF.

  • Added check to Oxygen Stations, to make sure player is equipped with Bio-Ring for oxygen/hydrogel transfer.

  • Depending on the % of over the maximum player/bot inventory capacity. Text in the inventory will adjust its color.

  • Visual adjustments to CCC Bot Control UI.

  • Item time creation change on:
    - M.P.S from 190 seconds to 80.
    - IMP from 230 seconds to 100.
    - Pener-07 from 200 seconds to 140.
    - Molecular Reconstruction Tool from 300 seconds to 120.
    - Refined Polan Crystal from 90 seconds to 60.

  • Minor improvement to RTS UI.

  • Added sound effect of an item being moved when using MMB.

  • Improved fall animation, to eliminate wind-up sequence which may feel like an unnecessary delay.

  • Icon of the dragged item in the inventory will now display the amount of dragged item.

  • In RTS mode, camera movement speed (by both keyboard and mouse) is dependent on the distance of the camera from the ground. The closer it is, the slower the camera movement, and vice versa.

  • While holding Shift (when dragging or pressing the middle mouse button) an item (in the inventory and storage) will be split by half of its amount.

  • While holding Ctrl (when dragging or pressing the middle mouse button) a single unit of an item (in the inventory and storage) will be moved.

  • Updated Inventory legend with new instructions.

  • Improved C.A.T spinning animation, to not flicker after each construction stage.

  • Improved Main Menu UI to increase visibility.

  • Options settings now save and are set automatically.

  • Changing Screen 3d Resolution now happens instantly.

  • Improved sharpen post-processing shader.

  • Added random time setter to the main menu.

  • Minor optimization to some of the items.

  • CCC camera position when facing the screen was lowered to encompass the entire UI.

  • A new type of ambient occlusion was added. (rather than simple ON/OFF player will have a higher settings access)

  • All items that can be created via MMC, are now rendered with a materialization material system.
Penkura - LionsArt

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 1

After nearly a hundred patches, we are leaving 0.1.+ behind us, entering 0.2.+ Penkura patches.
0.1.+ branch was designed to create global systems that would speed up our game development while testing out dozens of key gameplay systems. With the creation of LionsRoar, LionsMat, LionsMind, and eliminating hundreds of bugs (thanks to our bug hunting community), we drastically increase the performance and stability of the game.

0.2.+ branch will focus on overall content, new gameplay elements, features, structures, biomes, and visual improvements to UI, models, animations. With Midway branch version 1 of 0.2.0 branch, we are adding two buildings, two new features, and two community request visual changes.

Small Habitation Module, was in the game since the beginning, but besides the storyline, it never had any use. Thanks to a massive rewrite of each system that calculates or depends on time, we are able to add sleeping mechanics to the game allowing players to skip the night.



We are also adding a new tunnel type, "Tunnel Type I Windowed Long", to improve player base visual esthetics.



Players will notice a different look of each tunnel, and certain main buildings, thanks to the LionsMat v3 we drastically lowered the number of calls each structure needs to make for proper render.
This change allowed us to add much more details to each affected structure while also lower their render requirement from 20% to even 60% improving overall performance.



Another game mechanic added is a physics-based pick-up item system. Thanks to this system, players will be able to put objects found in the game world, not only inside the tables but also on them.



Two community-requested changes affect the visual esthetic of the game.

For high-resolution monitors and players with poor eyesight, we created a system that will change each 3d monitor screen material from flat unlit, to properly affected by Anti-Aliasing translucent lit based. This should drastically increase visibility, and thanks to the system that dynamically changes the materials when needed, performance should not change.

Lastly, our community was always requesting changes to the inventory based on the previous titles they played and got used to. One side wished for Line-based inventory while the other grid-based.
As we ourselves like both systems, and didn't want some players to feel left behind, we added both of them at the same time. From now on, players are able to change their Inventory UI presentation from line to grid and vice versa in the UI options.



As the last note in this long patch note, we wanted to also inform players who choose to support the project in the Midway branch, that from now on, we will be changing our approach on patching the Midway branch.
From now on, we will be sending patches as soon as a feature, model, bug fix, or material improvement is available. To not spam the players who aren't using Midway branch, minor single line patch notes will be shown on our Community Discord channel in the new #midway-dev-notes, and on our official Trello.

Trello -> https://trello.com/b/ZMdPnKYl/penkura
Discord -> https://discord.gg/2ukYHQm

At the end of a week, or when major changes are made, we will create official patch notes on Steam.

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 0.2.0 MW 1
-------------------------------------------------

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

  • Wind Turbine build by Sara at the start of the second level, was not properly saved.

  • There is a chance that the wind system resets global wind modification to all materials, making them invisible until the next wind speed change.

  • There was a chance that after game load, buildings didn't properly set their red alarm state from on to off.

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

  • Small Habitation Module is now buildable.

  • Added Tunnel Type I Windowed Long, to the construction list.

  • Added sleep function to the game.

  • Added physics-based pick-up item system.

  • All buildings in the RTS UI will now present their fully lighted 3d model rather than a simplified sketch-based 3d simulation.

  • Added Grid-Based Inventory UI modification to the options menu.

  • Added improved screen material for all computers in the game, drastically improving the text visibility, and allowing translucency. (Experimental system)

  • Improved light, emergency light, and red alarm calls in all buildings.

  • Mission Logs, Character Screen, P.D.S now uses an improved font, to increase visibility.

  • Moved all time-based code to one global timer check, to allow time modification.

  • Structures video thumbnails are now much more smooth.

  • Added two new sound effects to beds (Lazarus Bed included).

  • Base Neurocores (for example Sara) are now able to add buildings to the construction list without player permission. (Player don't have to worry about Sara)

  • Adjusted 39, 3d models to use LionsMat v3 (between 20% to 60% of drawcall reduction, globally improving performance).

  • Messages from Sara, will now check players' state to make sure, no messages send/displayed when the player is unconscious or sleeping.

  • Visual improvement and reduction in mesh polygons amount (global performance improvement) to set buildings:
    /// Command Center
    /// Tunnel Type I
    /// Tunnel Type T
    /// Tunnel Type L
    /// Tunnel Type T Windowed
    /// Tunnel Type I Short
    /// Tunnel Type I Windowed
    /// Tunnel Type X
    /// Storage T-1
    /// Ore Extractor
    /// Maintanance Platform
    /// Gemini Base Tram Platform

  • Added additional 3d elements to Gemini Base for visual improvement.

  • Removed FPS counter from the game screen and permanently added it to the Main Menu and in-game Menu.

  • Added new inputs to the player control options.
Penkura - LionsArt

Dev-Com
Hello, world! Penkura is now updated to 0.1.9.3.3

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.

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 0.1.9.3.3
-------------------------------------------------

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

  • When adding items to MMC, the MMC window didn't refresh currently selected craftable blueprints stats.

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

  • 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.
Penkura - LionsArt

Dev-Com
Hello, world! Penkura is now updated to 0.1.9.3.2

In this minor patch, we fixed few bugs reported by the community and added requested changes.

We reset all the new furniture at the base near the ancient temple, changes will be using our save adjustment system, so there is no need to start from the beginning to see the changes.

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 0.1.9.3.2
-------------------------------------------------

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

  • Fixed multiple grammar errors.

  • Player was able to unlock, locked item in the inventory if spawning macro icons.

  • Some of the furniture added in the Midway branch didn't spawn their generated loot in the Main Branch.

  • Fixed issues with lights turning on on powerless buildings after loading the game.

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

  • From now on, if the player weapon/tool is equipped, the players' sprint is 10% slower.

  • Signifingly improved spawning pool for all interactable items.

  • From now on, players' bodies will ping an S.O.S audio signal to make it much easier to find in tall grass.

  • Increase fall damage threshold from 6 to 7 meters.

  • Adding items to the Construction List in the MMC will not change the currently viewed item.

  • All tree types will now remember their last wind intensity setting on dematerialization to not break the sway flow.

  • Added Power On/Off to Beacon, Path Lamp, and Post Lamp.

  • Player can now force On/Off lamps during day and night.

  • Player is now able to turn off automatic On/Off on low light intensity.

  • Updated Light and Power saving methods, on load player will now instantly see correct power and light status of every building.
Penkura - LionsArt

Dev-Com
Hello, world! Penkura is now updated to 0.1.9.3.1

A minor patch to fix few visual issues, triggers and to add a small improvement to the weather system.

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 0.1.9.3.1
-------------------------------------------------

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

  • Pushing the camera to the wall in the temple allowed you to see past it.

  • Player was able to save the game when a special event is on if trying to save and go back to the main menu.

  • Game didn't trigger his primary default Field of View settings on the first launch, make some of the computer's screens a bit too big.

  • Doors animation and sound effects at the Gemini Base could be triggered multiple times affecting sound triggers and animation reset points.

  • If players walk in back to the tramp, after getting out, it will trigger "Z control system" for 53 seconds that prevented the player from jumping. (system in place for weaker CPU to make sure player won't phase out through the tramp in case of loading problem).

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

  • Clouds' move speed is now controlled by the wind speed.

  • Clouds' speed are now part of the save/load pool.
May 27, 2021
Penkura - LionsArt

Dev-Com
Hello, world! Penkura is now patched to version 0.1.9.3

First of all, we want to thank our community who tested each build of Penkura in the Midway branch. Those community members that reported the most amount of bugs/problems/suggestions on Discord and/or our Bug Report Page, were added to the credits list. In the upcoming days, we will also release information on changes we plan to make to the workflow in the Midway branch to speed up the development even more.

Patch 0.1.9.3 for those who didn't visit any update of the Midway Branch will showcase a massive step forward for Penkura.



Over a month of extensive testing with light, shadows, 2D planar spherical projections, and sound effect improvement, we were able to implement not only a proper cloud system to our day/night cycle but also a full set of weather systems. Weather in the game will have a big impact on the overall gameplay, not only the wind will affect buildings such as Magnetic Wind Turbines (the stronger the wind the higher power output) but clouds and weather type will have an effect on solar panels (the higher the coverage the lower sun intensity). Players in the future will have to adjust their base construction strategy depending not only on the environment but weather effect dominant in the playable area.



While we are talking about RTS mode, we made some changes to the overall system, from now on connectors that allow the player to connect buildings to each other, will only showcase connectors that the building is able to attach to, multiple arrow (connection) types are a thing of the past. An automatic filter system should make the gameplay a bit easier and allow us to implement much more connection types in the future (also automatically filtered of course). Besides a large number of balance changes to the building construction requirements, power, and hydrogel input and output, we also added few changes to the UI. From now on, the player will be able to see required items for construction when selecting an unconstructed building, sun intensity, and wind power.

We have also improved our save and load system, from now on, it can adjust already made saves to switched content. For example, if it will be required to implement new furniture (storages) in buildings that are already used by the player, the save system will create a micro save that will collect data from deleted storages, and imprint them into newly added by the developer. Thanks to this, we will have more freedom in adding new content without the need of resetting the saves.
Improvements such as this will make it possible for the player, to play Penkura even on every old saves file as they will adjust themself to new content automatically.



Lastly, we were able to fix all the issues with ambient occlusion, light bleeding, and color blending within the world, allowing us to not only drastically improve the transition between day and night, but also lower the requirements the game needs for proper shadow rendering. The new function will also fix a well-known bug of black ghosts appearing in very dark places. The screenshot above is a showcase of color transition within the game with the hand-painted planet made by our Artist Mirwen.

Once again we want to thank every community member who tested over a dozen of builds in the Midway branch, next major Midway branch will begin the transition to patch 0.2.0 and new levels.

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://lionsart.pl/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://lionsart.pl/bugs/

Till the next Dev-Com over and out.

-------------------------------------------------
Patch 0.1.9.3
-------------------------------------------------

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

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

  • 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.

  • Fixed all 12 normalmap errors in modular base assets.

  • 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.

  • One dialog line missing from Sara Neurocore Main Base.

  • One dialog from the Chief of Security didn't have its voice acting enable.

  • Typos fixed at the Miss Onishi Base.

  • Save repair system, activated itself when progressing to the next level, even if the player never was in this level before (leading to one of the missions being progressed too soon).

  • MMC didn't refresh "can be created" checks after changing items on the list, and pressing STOP and CREATE to reset MMC.

  • Solid Construction Component used wrong preview item.

  • Dialog System didn't properly save triggers.

  • Wrong names on some of the personal computers.

  • Animation error in Tirix Power Plant (light flicker at end of animation).

  • Player was unable to change key input settings in the main menu.

  • Buildings give Ambient Occlusion, even if not build.

  • Large items when drop from inventory, rubs the player collision slowing its fall down.

  • There was a chance connected to RTS system, that would not save or register building on stage 0. (Hologram would not appear).

  • All Tunnel Types were unscannable from inside.

  • Collision fixes in Gemini Base.

  • Player was head bobbing when interacting with the map.

  • Fixed player position to ground detection, player won't head bob when in the air.

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

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

  • Main menu didn't correct its position on the screen when changing the resolution.

  • 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.

  • (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 on load. (they reset themself to the base name).

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

  • Added a new structure to the game, Small Hydrogel Tank.

  • 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 decorative interactable items.

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

  • Added two new corporate posters.

  • Added Pause Menu (by default bound to F4).

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

  • Added complete set of furniture to Archeological base.

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

  • Hydration requirement added to the game.
    (Player now requires 1500 hydrogel units to hydrate which is equal to 3 liters of water).

  • Added environment based dirt/damage/corrosion effect on buildings, interactables (furniture).

  • Added 14 new items:
    /// Aqua Jelly
    /// Water (Materialized)
    /// Rotten Aqua Jelly
    /// Dirty Water (Materialized)
    /// Clips
    /// 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
    /// Corporate Meal (Malok Flavour)
    /// Corporate Meal (Odo Flavour)
    /// Spoiled Corporate Meal
    /// Bioceramic

  • Added Aqua Jelly and Water (Materialized) to MMC blueprints.

  • Balans changes to set items:
    /// Dark Matter Cola and Rotten Dark Matter Cola now provides 40 Hydration rather than 50 Nutrient.
    /// Vivi now provides 25 Nutrient (from 150) and additionally 250 Hydration.
    /// Rotten Vivi now provides 5 Nutrient (from 50) and additionally 250 Hydration.
    /// Camubron still provides 35 Nutrients but also takes away 25 Hydration.
    /// Golden Malok now adds 5 Nutrients (from 10) but also adds 15 Hydration.

  • Increased Path Lamp, light range by 15 %.

  • Switched Medium Cabinet to Large Cabinet in Command Center increasing storage from 15 to 20.

  • Graphical improvement to CCC.

  • Added tutorial message window.

  • Added new elements to Ancient Temples.

  • Size of the Bio-Ring screen was increased by 40%.

  • Added Nutrient and Hydration bars to the Bio-Rings.

  • Changed position of Blueprint Repository and Large Cabinet in Command Center.

  • Improved atmospheric coloring change when the sun rises and sets.

  • Solar panels provide 12% more energy at a full day peak.

  • Days are now 18% brighter.

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

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

  • Material improvement to Oxygen Station.

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

  • Drawcall reduction and material improvement of all chairs.

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

  • 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.

  • Clouds will now change colors depending on the sun in the day and Gas Giant color at night.

  • Gas Gaint now reflects stars' light on to landscape, providing correct shadow rotation, and coloring.

  • Falling Stars added to the night sky.

  • Added Experimental Helmet Effect.

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

  • Added color change to buildings holograms when they are perfectly connected with the building's 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.

  • Modification to main character UI (UI size is changed to eliminate content being cut from smaller resolution).

  • Added light to Maintenance Platform Screen.

  • Maintenance Platform will now detect the first entering character and trigger a constant scan each second.

  • All particle effects are now activated and deactivated per player camera frustum and distance from the center of the effect. (minor performance boost).

  • Color improvement and Ore Extractors and Maintenance Platform.

  • Improved close distance texture rendering on Ore Extractors and furniture.

  • MPS will now inform the player if Ore/Crystal type in the Ore Vein is depleted.

  • Improved camera dirt effect. I will now change color depending on the dominating light, and the center of the screen will always be clean to not hinder player visibility.

  • Day-night cycle is now 25% shorter.

  • Transition between the night and day (the complete darkness moment right before the sun rises) is now shorter by 70%.

  • Fog color now depends on the sun color, planet color, and environmental effects.

  • Gas Giant is now moveable, properly reflecting light from the star.

  • Depending on the position of the planet, nights can become 50% of its normal brightness to 150%.

  • Improved sun position calculation (minor performance boost).

  • Change the name of Hydrogel Storage to Hydrogel Tank.

  • Hydrogel Tank now adds 10000 Hydrogel Storage rather than 5000.

  • Hydrogel Tank construction cost increase:
    /// From 4000 energy to 6000.
    /// From 3 Stages to 4.
    /// From 7 Liquid Construction Component to 10.
    /// From 0 Solid Constrcution Component to 4.

  • Hydrogel rebalances:
    /// Command Center now stores 1 hour of oxygen (from 45 minutes) and contains 360 Hydrogel.
    /// Atmospheric Vaporator now produces 1.5 Hydrogel rather than 10.
    /// Oxygen Tank requires 60 Hydrogel for construction rather than 600.
    /// Oxygen Station now stores 180 hydrogels rather than 1800.
    /// Med-Spray from 750 Hydrogel to 120.
    /// Stimpak from 750 Hydrogel to 200.
    /// Neuclir from 500 Hydrogel to 100.
    /// Nutrino Bar from 300 Hydrogel to 60.
    /// Nutrino Box from 1000 Hydrogel to 250.
    /// All tunnel connectors from 100 Hydrogel to 10.
    /// Bio-Recycler now stores 200 Hydrogel from 1000, and use 5 Hydrogel when activated rather than 25.
    /// Tirix Fusion Power Plant now stores 100 Hydrogel rather than 300.
    /// Hydrogel Purificator now stores 500 Hydrogle rather than 1000.
    /// T-1 Storage now stores 50 Hydrogle rather than 1000.

  • 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.

  • Completely redone scanning light effect on MPS.

  • Glass is now also affected by environmental degradation (dirt/dust).

  • Set objects are now scan-able by MPS.
    /// Metos Drone.
    /// Metos Warrior.
    /// Metos Grower.
    /// Alien Obelisks.
    /// Alien Temple.
    /// Alien Square.
    /// Alien Sarcophagus.
    /// Vanduti Crystal Beacon.
    /// All Door Controls (buttons).
    /// Cave Support Beams (with light).
    /// Holo Signs.
    /// Holo-Viewers.
    /// Corporate Containers.
    /// Metos Nest.

  • Minor graphical improvement to MRT.

  • MPS information can now change depending on the object's live properties (MPS will reset data each second when scanning even after the initial scan to change the information provided if needed).

  • MPS will now provide "container dimension" (class size) when scanning any type of storage container.

  • Added additional scan-able objects into the Ancient City.

  • Minor adjustments to Gemini Section of the game.

  • Added curve effect to some of the UI elements (this effect is bound directly to the UI rather than directly to the camera effects, which won't lower the frame rate/performance).

  • Beacon button will now change the color of its text in the "Planetary Surface Overlook" if it's our current position.

  • Change function name of "Extensive Extraction" in Ore Extractor to "Extensive Ore Extraction Mode", to minimize confusion.

  • Save and Load system can now adjust to new furniture (storage) added to the game by the developer, it can also adjust save to load the content of one furniture into another in case of furniture switch was needed.

  • Information window of a currently selected beacon in the "Planetary Surface Overlook" will now adjust its size to the amount of information in it.

  • Gas Planes removed from the game, switched with new localized fog emitters.

  • Drasticly improved environmental gas zone distance calculation. (calculations needed for affecting players stats based on player distance, type of gas, amount of gas .etc).

  • CCC bot list now shows bot name and bot type.

  • Speed up interaction with the screen when weapon/tool is equipped.

  • Graphical modification to the camera rendering (text sharpening on UI) will be activated after the map is shown not before.

  • Global Music and Global Ambient will now respect the save system and instantly change on load rather than gradually adjust.

  • Reductions in drawcalls by 70% in all holographic signs.

  • Visual improvement to holographic keyboards, they also generate their own emanating light.

  • Visual improvement to Hydrogel Tank.

  • Added new sound effect when player "Journal" is updated.

  • Decrease in draw calls in Lamps, Hydrogel Tank, Power Storage. (very minor performance boost).

  • Increased the item name, and message board text size.

  • Failed Objective Bar was removed from Objectives Window. (failed missions are now stored in the completed objectives bar).

  • Complete rebuild of CCC UI.

  • CCC now features Base Status, Bot Control, Crew Status, Planetary Map, RTS (Base Construction) as separated screens.

  • Added Base Statistics to the Base Status window in CCC.

  • Added Operations logs to Base Status window in CCC.

  • Construction bot will now print all of his movement triggers, commands, and errors in the Operations Log.

  • Added ability to change the base name.

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

  • Minor adjustment to temple texture, to improve blending.

  • Base name is now connected to Map Points of Interest Detection.

  • Bots will now read points of interest and base beacons by name and not by code. Allowing the player to use his own base name as the target location.

  • Bots will now trigger messages to the player only when in close proximity.

  • Player is now able to read bots logs from CCC.

  • 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. It will then remove 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.

  • Added new messages to Bot AI (to improve communication):
    /// Bot will now inform what he was ordered to follow.
    /// Turning Off.
    /// Turning On.
    /// Detecting Manual Control.
    /// Lifting Manual control.
    /// Returning to the home beacon.

  • Added new global wind system.

  • Added 4 wind variations (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).

  • 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).

  • Visual update to Macro Bar.

  • Added new items scattered around the level.

  • Added new items to the randomly generated loot (furniture/chests)

  • Added new tutorial triggers to explain new and already implemented gameplay elements.

  • Minor visual changes to mission title notification.

  • Save system will now save players and other bio characters thirst.

  • 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.

  • Eliminated over 400 drawcalls by model optimization (small performance boost).

  • Tirix Fusion Power Plant construction requirement lowered till new items are added to the game. ( Liquide Construction Component lowered from 80 to 65).

  • Dark Matter Cola and Expired Dark Matter Cola now provides 100 Hydration from 40.

  • Vivi Drink and Expired Vivi Drink now provides 330 Hydration from 250.

  • Visual update to Double Door mesh.

  • LionsMat system updated to version 3. LionsMat is now able to render multiple textures on a single drawcall while still providing high-quality textures with different resolutions.
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