Penkura - LionsArt

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 12

Patch notes are a combination of patches MW 11.1, 11.2, 11.21, 11.3, 11.31, 11.4, 11.41, 11.5, and 12.

In this patch, we are introducing three new core systems to the game, a new building "Monorail", and a small push with the storyline.

But first of all, this is the last big patch before opening the first part of the new level the "Dying Forests of Karenos", which will leave a massive mark on our journey. Before that, we will release a few small patches, that will polish up our core systems, and add new content behind the scene (in case anyone will wonder why those tiny patches will have over 400+mb each, with very few changes).

Back to the current patch. As mentioned above we are adding three new core systems, one of them is the Code Override system, specially created by one of our in-game characters code override system will allow players to open up locked containers and doors those doors and containers will have a yellow indicator on them to showcase that the door is locked and may be open by a password OR code override system.



Another core system that we are introducing in its early stages is the character creation system.
In Penkura body reconstruction and Neurocores are key elements of the world setting. We are introducing the first stages of manipulating those key elements. Players will be able to create their characters by setting their chromosomes and manipulating their DNA to create a more suited host.
Even though the system is in its first stage of development, it already shows what direction we will take with the entire character creation feature.



Lastly on our list of important systems implemented to Penkura, is our bug report feature introduced in Midway Patch 11.5. Something that we worked on for some time now, it's fully built into our game, mail system, which will directly send player reports and even screenshots of the game to our official Penkura Mailbox. We think that this is a very important system for our Early Access game which will allow players much more direct communication with us the devs.



We also want to mention that we will slowly start to add new voices to our project, for a long time now, we wanted to add much more lore to the game, but with it, we didn't want to bombard the player with dozens upon dozens of pages of text. We will deal with this problem by just, adding those dozens upon dozens of pages of text but with them most of the time a full voice-over, for those who are too focused on watching their back for dangers but also want to know what's happening in the game world.



Lastly, we want to mention the Monorail building, this is one of the main buildings players will use to travel vast distances, Midway Patch 13 will be the one that will fully activate this building and allow players to travel to the new sector.



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 12
---------------------
⊞ Bugs/Errors ⊞
---------------------

◈ Fixed Input press/release in user widget.

◈ Fixed Dialog system input.

◈ There was a chance for the "Take All" button to not take the focus of the keyboard when visible.

◈ Medbay didn't properly remove foliage when build.

◈ CCC didn't properly refresh the screen if the player spawns in its detection area.

◈ MMC didn't properly refresh the screen if the player spawns in its detection area.

◈ Storage Facility didn't properly refresh their User Interface when the player spawns inside the building.

◈ C.A.T storage didn't refresh its content for the screen if the player spawns in front of it.

◈ Heavy Metal Bar, and Metal Bar, spawned Noble Metal Bar on the split.

◈ Minor spelling error in the RTS.

◈ Fixed collision issues in Command Center.

◈ Fixed clouds readjusting visual error when wind speed is changing.

◈ Fixed ghost items appearing at the base.

◈ Fixed ghost collisions.

◈ Possible fix for the Solar Panels rotation error. (more testing required).

◈ Possible fix for 4k screens causing text to stretch on voice messages user interface. (requires more testing).

◈ If C.A.T builds a building immediately after the previous one, the materialization process starts from the middle rather than smoothly from stage 1.

◈ Nutrino Box used the wrong Icon.

◈ Growbed didn't properly save the amount of Biowaste.

◈ Players were able to create DMC at non-player-controlled bases.

◈ Mouse smoothing didn't properly change the icon in mouse option settings, leading to confusion that mouse smoothing didn't save.

◈ There was a chance that C.A.T materialization sound, didn't properly finish, making it loop until the next work call.

◈ Ore Extractors Screens are always on, even if the player is not near them until the player enters and leaves its range to reset.

◈ RTS didn't close the detail window of an object after that object was dematerialized.

◈ Small Residence window, didn't properly display its state on the button screen.

◈ Key bindings in Control Settings were duplicated if the player exits the game to the main menu, and then starts the new game.

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

◈ Added all 9 Dialog buttons to the Key Binding Settings.

◈ Battery ST-1 can now be used by both player and bot, to recharge 250 energy.

◈ Player body suit is now able to produce energy using player body heat.

◈ Player body will now produce heat from physical activity, 1 energy when walking/running, 2 energy when sprinting, and 0.5 when idling.

◈ Visual update of chests.

◈ Bots are now able to use Battery ST-1 if they have hands, to recharge their accumulators.

◈ Added Code Override system.

◈ Improved Ambient Occlusion system, removing flickering micro shadows in tight corners and slightly improving performance.

◈ Added Trigger Overclock and Trigger Override Input to control settings.

◈ Chests will now show their lock status by glowing screen (Red = locked / Yellow = Locked but can be open using Code Override / Green = Open).

◈ "Take All" button won't trigger when the container is empty and will provide an error text.

◈ "Store All" button won't trigger when the player's backpack is empty and will provide an error text.

◈ Added Toggle Archive Visibility to Key Binding Settings.

◈ Added Sound effects to archive window opening and closing.

◈ Added first stages of character creation system.

◈ Added new dialog lines to Sara.

◈ Added new chest loot to the first Karenos Forest Level.

◈ Updated mission "In search of answers".

◈ Added monorail station.

◈ Added blood effect to the game.

◈ Medbay (Lazarus) computer will now hold useful information on the creation of custom Bio-Host.

◈ Improved text visibility of popup text.

◈ Added gentle animation to popup text.

◈ Improved sound of popup text to make it less sharp.

◈ Bio-Reconstruction Chamber will now be open when the player is being spawned next to it, which will then automatically close.

◈ Improved visibility of Metal Bars, and the color difference between them to make them easier to distinguish.

◈ Improved Metal Bars Icons in the inventory/storage system to make them easier to distinguish.

◈ Improved ambient and music transition, when first entering the forest in Karenos.

◈ Added new building "Path Light (Wide)".

◈ Added new building to construction list.

◈ Main interaction on the door will always trigger only open or close, from now on if the player wants to enter a password he will have to press secondary interaction, to keep consistency.

◈ C.A.T construction queue will now show if the building is set to priority and/or is currently on hold.

◈ Magnetic Wind Turbine now uses LionsMat v.4 (significant performance boost related to this specific object).

◈ Drastically improve object collision detection on player spawn.

◈ Improved Magnetic Wind Turbine render distance and level of details transition.

◈ Solar Panels now use LionsMat v.4 (significant performance boost related to this specific object).

◈ Improved Blueprint Repository, Data Storage will now update their effect even on buildings that will be built in the future.

◈ All trees and rocks that were removed by RTS system (dematerialize) will now be removed permanently. Dematerializing the building won't reset the foliage on the level load.

◈ Added additional trees and rocks to starting base.

◈ Dematerialization of trees and rocks is now done by the C.A.T, not by the holographic representation of the building.

◈ C.A.T display in RTS will now show energy as BASE energy.

◈ Removed Hydrogel from C.A.T RTS display as it's not used by C.A.T.

◈ C.A.T RTS display will now show the last written command.

◈ Ore Extractors will now show an image of everything their extract from the ore vein.

◈ Minor visual improvement to Post Light and Path light.

◈ Significantly lowered the explosion range of Dynka.

◈ All buildable lights are now updated to use LionsMat v.4 (significant performance boost related to this specific object).

◈ Improved garbage collection system, should be less visible.

◈ Code clean-up on buildings assets setup (the game should load/start smoother).

◈ You can now hold shift (right or left) while placing a building in RTS mode to reactivate the same building, allowing swift placement.

◈ All Tunnel type structures in the game, are updated to use LionsMat v.4 (significant performance boost related to these specific objects).

◈ Improved data allocation while saving, cleaning memory from unused assets, and stabilizing frame rate.

◈ Atmospheric Vaporator adjusted to LionsMat v.4 (significant performance boost related to these specific objects).

◈ Players are now able to set items to the quickslot bar, by just hovering over an item (in the inventory or storage user interface) and pressing the appropriate quickslot input.

◈ Added grid mode to the MMC Blueprint List.

◈ Players are now able to click on trees and bigger boulders in RTS mode, to interact with them.

◈ Players can now remove trees and bigger boulders from the player base area in RTS mode directly with C.A.T rather than by placing buildings on top of them (that option is still available).

◈ Added new assets to MedBay.

◈ Improved Multi-threaded saving. (improved saving speed).

◈ Optimized data naming in the save system (reduction in save file size).

◈ Players can now activate and deactivate bots in RTS mode.

◈ Player can now hold shift when dragging items outside of inventory to drop half of the stack.

◈ Players can now hold ctrl when dragging items outside of inventory to drop a single item from the stack.

◈ Added dozens of minor improvements to the RTS code, improving its speed and removing hitches when placing buildings on weaker machines.

◈ Improved Hydrogel fluid effect.

◈ Added security trigger to save system which will prevent loading from reactivating the same building more than once. (smooth loading).

◈ Improved area detection of items on load, making sure that items that are 100 meters from the player are loaded first, after which it will start to load the rest of the items.

◈ Added asynchronous object deletion for load system. (lowers the amount of hitches player experiences a few seconds after game load).

◈ Added a new in-game bug report system, that fully replaces the website bug report system.

◈ Player is now able to send messages directly to the developer using the in-game bug report system.

◈ Player is now able to send player location, rotation, and current level name using the in-game bug report system.

◈ Player is now able to send screenshots of the current camera view, which is afterward automatically deleted to keep the player's PC clean.

◈ Save system will now load assets in layers to minimize frame spikes.

◈ Added smooth after-load transition.

◈ New DMC poster added to the game.

◈ Improved sound effects of main menu buttons, and windows.

◈ QuickSlots won't allow any longer to set items that cannot be used by the player.

◈ Improved Gas Giant rendering on the night sky.
Penkura - LionsArt

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 11

Patch notes are a combination of patches MW 10.1, 10.2, 10.3, 10.4, 10.5, 10.6, 10.61, 10.7, 10.8, 10.81, and 11.

In today's patch, we are introducing a new building, the "Medbay" the biggest structure player is able to build. Medbay is one of the main constructions that each base should acquire as soon as possible. Used to spawn players in a safe, locked location, far from any danger, and in the upcoming patches, we will also introduce a compendium of medical information that players will be able to fill up with scanners, healing systems, and a medical lab.



In this patch, we also introduced a massive amount of ease-of-life upgrades to the game buildings/systems and code improvement/optimizations to more complex parts of the game.
Few examples of those changes/improvements, RTS energy, and hydrogel view screen will now showcase a much more precise energy/hydrogel state of each building and it will properly update itself each second.



By player request, we also introduced inventory/storage content tagging. From now on, players are able to sort items by category type. Icons of each category are also added to MMC, and Items Detail window. We also extended the number of categories within the game, to make item sorting a bit easier.



Another ease-of-life improvement is an overall change in Growbed UI and Plant placement. Rather than manually drag and drop each seed on the proper slot, Growbed UI will now self-update with each seed container the player possesses and allow swift plantation by simply clicking on the proper seed container and pressing on each open growbed slot.



The next major patch is the Monorail station where we will introduce one of the main transportation systems for the player, and a lockpicking system needed for future adventures.
The monorail station patch will be the last major patch before the release of two new biomes, "The Dying Forest of Karenos" and "The Swamps". A small work-in-progress preview of the upcoming biomes can be seen below.

Please note, that new biomes are also new levels within the game, with their own content, base building locations, missions, gameplay elements, flora, and fauna.



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 11
-------------------------------------------------
------------------
⊞ Bugs/Errors ⊞
------------------

◈ First Dialog with Sara had the wrong text reply.

◈ If the player asks for the last available repeatable question in the last section of the Power Surge Dialog, the game won't trigger the 4-th question.

◈ Main Menu screen was off-centered by 30% on 4k screens.

◈ Fixed C.A.T twitch the moment a build request is sent.

◈ RTS building window will now properly refresh all elements after structure completion, hiding unnecessary elements.

◈ Fixed a few holes in the world collision.

◈ Minor error in calculating Hydrogel.

◈ Bot Control Interface, was offset to left, on resolution 2560x1440.

◈ Take All button, didn't properly reset the inventory when trying to move items that cannot be stacked.

◈ Take All button and Store All Button, didn't respect the Input events.

◈ Ore Refinery allowed inserting all types of items into Ore Slot.

◈ After using Growbed while having M.P.S equipped, it defaults to being activated rather than a toggle.

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

◈ Added a new building to the game "Medbay".

◈ Player is now able to set his own spawn point in the Medbay.

◈ New building added to the build-able list.

◈ Added HoloCall to the game (for the moment only in the Medbay).

◈ Improved shadow rendering (performance boost)

◈ Improved foliage rendering (minor performance boost)

◈ Flowers and Mushrooms understand weather systems, if they will detect that the current weather is rain, heavy rain, thunderstorm, or super thunderstorm, they don't take any hydrogel from growbed to grow.

◈ C.A.T minimum speed changed from 1 to 3.

◈ C.A.T will now play error sound (lack of energy or resources) only once per build.

◈ C.A.T will check for resources once per 15 seconds rather than once per 60.

◈ C.A.T will check for power once per 5 seconds rather than once per 30.

◈ C.A.T AI is now able to receive pause command even before constructing the building.

◈ C.A.T will now understand the messages it sends to C.C.C console preventing him from repeating the same message.

◈ RTS building info will now show building production in % rather than the number of stages.

◈ RTS Construction hologram will now change color depending on its priority status, or if its construction is on halt.

◈ RTS building info buttons will now change color and text, depending if the building is set to priority or construction is halted.

◈ RTS dematerialization of the building will now start at the building's current build stage, rather than always from a 100% completed building.

◈ Improved FOV and Screen resolution adjustments on 4k+ screens in 3d Main Menu.

◈ Updated the "Base Construction" section in the in-game Manual.

◈ When Ore Vein is depleted, lower the chance for ore extractor to unsuccessfully extract ore from 33% to 20%.

◈ Ore Extraction extraction rate raised from 3 to 6.

◈ Data Storage - Ore Extractor Optimization T-1, improvement rose from 5 to 7.

◈ When Ore Vein is depleted, and Ore Extractor is set to Extensive Extraction, Ore Extractor will now dig out ore/crystal between 1 and 4, rather than always 1.

◈ Ore Extractors Container IP rose from 300 to 400.

◈ Improved render quality of clouds.

◈ Improved long-distance shadow rendering. (minor performance boost).

◈ Added security system to Save System, it will now inform the player if a save is made on a game build before any change to the core code.

◈ Added recompilation adjustment to save system which will try to adjust the save made before core code changes to a new build with core changes.

◈ Improved communication between systems and UI, allowing us to add input support directly to UI even if that input is used by something else.

◈ Take all Button in Storage can now be activated with keyboard input (default T).

◈ Added new Input to Settings > Controls. (Take All).

◈ Improved loading sequence. (the game should load faster).

◈ Improved distance rendering of foliage. (minor performance boost).

◈ Hydrogel change window in RTS will now show buildings that require Hydrogel converted into Oxygen, not only buildings that require pure Hydrogel.

◈ Ore Veins will now generate with bigger yield.

◈ Hydrogel and Power list in RTS will now update each second, rather than once per opening.

◈ Added Ore Refinery and Atmo-Growbed to the Hydrogel and Power list.

◈ Optimized code of RTS Hydrogel and Power list. (minor performance boost).

◈ Both Hydrogel and Power list can now be open at the same time.

◈ Added additional security to the inventory system, to prevent any events, triggers, death, items, and missions from depleting IP (Inventory Points) below zero.

◈ Added Unstuck feature.

◈ Added a new window to Options Menu (HELP).

◈ Moved Contact Us to HELP window.

◈ Changed IP of set items:
- Battery ST-1 from 8 to 4.5.
- Refined Polan Crystal from 3.5 to 2.5.
- Polan Crystal from 0.7 to 0.6.
- Crystalized Construction Component from 10 to 8.
- Solid Construction Component from 12 to 10.
- Liquid Construction Component from 15 to 12.

◈ Update the Inventory UI.

◈ Updated Character View UI.

◈ Updated Quick Slot UI.

◈ Added item sorting system to Inventory and Storage, per category.

◈ Added new item category types.
- Component Organic
- Ammo
- Weapon
- Medical

◈ Added new Inputs to RTS.
- Select CAT
- Show Energy
- Show Hydrogel
- Main Buildings
- Modules
- Utilities
- Defenses
- Enhance Vision
- Log

◈ Added category type Icons to MMC, and Items Details.

◈ Reduced save file size.

◈ Improved loading speed.

◈ Improved saving speed.

◈ Changed entire system of Item generation from per instance to data table (minor performance improvement).

◈ Improved Take All system, and item Icon generation in UI, removing all hitches related to interacting with overflowing storage/inventory.

◈ Added Clear Queue button to MMC.

◈ Added Store All button in Inventory/Storage.

◈ Added Store All input.

◈ Added ability to manually set amount of items to drop/split.

◈ Improved visual look of split/drop UI.

◈ Balance changes to item creation.
- Metal Bar materialization time was lowered to 15 from 20 seconds.
- Noble Metal Bar materialization time lowered to 15 from 20 seconds.
- Heavy Metal Bar materialization time lowered to 15 from 20 seconds.

◈ Ore Refinery melting speed is now risen by 10% in the lowest setting (from 20 seconds to 18) and 20% in the highest setting (from 10 to 8 seconds).

◈ Minor visual and stability improvement to MMC 3d interface.

◈ Added new UI to Growbed planting system, that allows swift placement of seeds into slots.

◈ Removed manual drag and drop seed container on growbed slots. (replaced with the new system)

◈ Smoothed out plants/mushroom growth animation.

◈ Added ability to manually set amount of biowaste to Growbed intake.

◈ Improved visual look of biowaste insertion UI.

◈ Plants grow 50% slower.

◈ 100% increase of Biowaste growth boost in Growbed.
Penkura - LionsArt

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 10

Patch notes are a combination of patches MW 9.1, 9.2, 9.21, 9.23, 9.24, and 10.

In this patch, we are introducing Atmo-Growbed which is used to grow and harvest flowers and mushrooms, for bio-chemical creation. We also changed how Blue-Repository works to make it more user-friendly, and with the introduction of the new structure, we are also adding 18 new items and a new game mechanic.

Atmo-Growbed required for the creation of the entire plant and mushrooms growth system. From now on all pickable plants/mushrooms will have at least three stages of development (Seedling, Maturing, Developt). Each mushroom and plant will grow at its own specific speed requiring a different amount of Hydrogel. In the future, the environment will also have an effect on plant growth, and even completely halt its development if placed in a harsh environment.

From now on we plan to make a small tutorial/presentation videos of each major change in the game to not only present how the game is developing but also to help new players with the game mechanics.



We are also changing how Blue-Repository works in our game, from now on players won't have to unlock the Repository to inset new Data Storage. Data Storage will now automatically install itself the moment they are inserted into the Blue-Repo (simulating installing new software to base Neurocore). After which it will automatically affect all buildings/machines with the programmed changes.

The next major patch will focus on another building, the Medbay. Allowing players for setting up their own spawn point, healing, bio-item creation, and more.

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 10
-------------------------------------------------
------------------
⊞ Bugs/Errors ⊞
------------------

◈ Dynka (Matured), and Dynka (Seedling) didn't trigger physics when dropping from the inventory.

◈ The maintenance Platform didn't accept MPB.

◈ Screens in the archaeological base were difficult to read because of the details on the window.

◈ The Player was able to save the game on special events if he previously set the save window up.

◈ Resolution options didn't refresh on the game start.

◈ When starting a new game, saving then loading those saves, and starting the game from the main menu after the load, the game won't start from the beginning but from that save.

◈ Blueprint-Repository duplicates its effect to all bases rather than only the one connected directly.

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

◈ Added a new building, the Atmo-Growbed.

◈ Added the new building to the construction list in CCC.

◈ Added new Items to the game:
- Gracheri (Maturing)
- Gracheri (Seedling)
- Blufloir (Maturing)
- Blufloir (Seedling)
- Arachnorex (Maturing)
- Arachnorex (Seedling)
- Camubron (Maturing)
- Camubron (Seedling)
- Subincar (Maturing)
- Subincar (Seedling)
- Golden Malok (Maturing)
- Golden Malok (Seedling)
- Gracheri Seed Container.
- Blufloir Seed Container.
- Arachnorex Seed Container.
- Camubron Seed Container.
- Subincar Seed Container.
- Golden Malok Seed Container.

◈ Name changes to selected items:
- Changed from Dynka (Matured) to Dynka (Maturing).
- Changed from Dynka (Overgrown) to Dynka (Matured).
- Changed from Gracheri to Gracheri (Matured)
- Changed from Blufloir to Blufloir (Matured)
- Changed from Golden Malok to Golden Malok (Matured)
- Changed from Subincar to Subincar (Matured)
- Changed from Camubron to Camubron (Matured)
- Changed from Arachnorex to Arachnorex (Matured)

◈ Recreated the Blue-Repo User Interface.

◈ Blue-Repo no longer requires to be open before using.

◈ All Blue-Repo data storage will now install automatically.

◈ Data Storage units now require a certain amount of time to be installed (installation time depends on data complexity).

◈ Updated Blueprint Repository manual, on Command Centers computer station.

◈ The player Icon on the map will now show which way the player is facing.

◈ Improved the behavior of vines on the wind.

◈ Foliage that is attached to another object, will have different wind behavior, to fix visual errors.

◈ Added notification text to Ore Refinery if the player will try to insert anything other than Ore.

◈ Added new sound effects when picking up flowers.

◈ When hovering over an interactable, the system is now able to read players' inventory and connected object state to provide more information.

◈ Increase Atmospheric Vaporators Hydrogel production from 1.5 to 2.5.

◈ Bio-Recycler Hydrogel consumption lowered from 5 to 2.5.

◈ Bio-Recycler will now prevent the player from resetting the timer when it's already working, adding a small note to the player.

◈ Blufloir weight lowered from 3 to 2.

◈ Golden Malok's weight lowered from 9 to 5.

◈ Gracheri weight lowered from 15 to 9.

◈ Added animation security calls to hands when interacting with items that change/adjust player position, to smooth out the transition.

◈ Improved Icon generation system, allowing us to provide higher quality icons with custom backgrounds depending on the state.

◈ Graphicly improved all bushes in the game.

◈ Added missing sound effects (hover) on some buttons.

◈ Minor adjustment to foliage rendering (specifically all trees), the game should have a minor performance boost.

◈ Updated Karenos Forest map with additional foliage, stones, and minor collision changes.

◈ Minor graphical improvements to Main Menu Level.
Penkura - LionsArt

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 9

In this patch, we are introducing a new building, the Ore Refinery. Ore refinery was one of the most problematic buildings added to Penkura, it required us to change how we manage the entire UI in the game. Rather than doing simple copy-paste, inventory to storage, and vice versa system, we wanted to test something new.
Thanks to that, we created a new communication system for our game that allows us to transfer large quantities of data between UI, buildings, and game systems (such as save and load). We are from now on able to add much more interactivity to the game, not only through UI but also on the buildings themself.



With Ore Refinery three new items are added to the game which are, of course, Metal Bar, Noble Metal Bar, and Heavy Metal Bar. By adding those new items we had to change the blueprints of many items, those changes aren't of course final, and we plan to add much more items thanks to the Ore Refinery.



The addition of new components increases the time needed to create some of the items and all of the buildings, because of that Ore Refinery is designed to drastically lower those time requirements. The player will be able to melt 3 stacks of ore at the same time and even change the speed of bar creation (with the price of additional energy).

We also added some requested quality of life improvements in the RTS and CCC system.
We have changed how player connects buildings to each other, making it much easier to control, and we added a proper construction list view in the CCC with total resources requirements for buildings.
This should make planning players' actions a bit easier.



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 9
-------------------------------------------------
------------------
⊞ Bugs/Errors ⊞
------------------

◈ Fixed Sara printing wrong text to her voice line in first contact.

◈ Fixed collision trigger that teleported player near the temple in case of collision errors.

◈ Fixed minor view errors in Main Menu.

◈ Added additional security system to Inventory system that should prevent negative numbers or nameplate of an item appearing after closing the inventory widget.

◈ The Player was unable to exit the conversation with Empty Neurocore at Communication Station.

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

◈ Added new building Ore Refinery.

◈ Added 3 new items.
- Metal Bar
- Noble Metal Bar
- Heavy Metal Bar

◈ Added all three items to MMC blueprints.

◈ Added new items to randomly generated content in some of the chests and buildings.

◈ Improved RTS UI.

◈ Improved CCC UI.

◈ Improved RTS system.
- Holographic connection outputs and inputs are now different depending on if they are part of the already placed building or the player's currently being placed building.
- Altered building placement system, from now on, the camera will center the building to the first selected connector rather than the center of the building.
- Added ability to center the building by holding Shift (both Left and Right work).
- Player can now rotate the building around the selected connector, or it's center.

◈ Added information window (and button to activate it) to RTS UI.

◈ Added two new functionalities to CCC.
- Player is now able to see the sum of all buildings requirements.
- Player is now able to see the list of all buildings that require CCC assistance and their completion requirement.

◈ Drastically improved item collision and physics trigger increasing performance around a large number of objects.

◈ Items can now detect their behavior state, allowing items to (for example) check if they are moving to make sure they provide more "realistic" behavior.

◈ Escape Menu will now automatically close after loading or starting the game.

◈ Magnetic Wind Turbines now produce 12% more energy.

◈ Solar Panels now produce 20% more energy.

◈ Improved textures on:
- Atmospheric Vaporators
- Bio Recyclers

◈ Improved description of:
- Metal Ore
- Heavy Metal Ore
- Noble Metal ORe

◈ Changes to the Item Blueprints:
- Neuclir
/ 1 Solid Construction Component, changed to 1 Metal Bar.

- Aqua Jelly
/ 1 Solid Construction Component, changed to 1 Metal Bar.

- Battery ST-1
/ 1 Noble Metal Ore, changed to 1 Noble Metal Bar.
/ Energy cost lowered from 5000 to 2000.

- Crystalized Construction Component
/ 5 Noble Metal Ore, changed to 3 Noble Metal Bar.
/ Energy cost lowered from 1500 to 1000.
/ Creation time lowered from 50 to 20.

- Liquid Construction Component
/ 18 Metal Ore, changed to 5 Metal Bar.
/ 5 Heavy Metal Ore, changed to 3 Heavy Metal Bar.
/ 2 Noble Metal Ore, changed to 1 Noble Metal Bar.
/ Creation time lowered from 15 to 10.
/ Energy cost lowered from 1000 to 800.

- Med-Spray
/ 1 Solid Construction Component, changed to 1 Metal Bar.

- Oxygen Tank
/ 1 Solid Construction Component, changed to 2 Metal Bar.
/ Time to create increase from 3 to 7 seconds.

- Refined Polan Crystal
/ Energy cost lowered from 1250 to 1000.
/ Creation time lowered from 60 to 20 seconds.

- Refined Xavoc Crystal
/ Energy cost lowered from 1200 to 800.
/ Creation time lowered from 60 to 20 seconds.

- Solid Construction Component
/ 8 Metal Ore, changed to 2 Metal Bar.
/ 12 Heavy Metal Ore, changed to 5 Heavy Metal Bar.
/ Energy cost lowered from 850 to 600.
/ Construction time lowered from 15 to 8 seconds.

- Stimpak
/ 1 Solid Construction Component, changed to 1 Metal Bar.

- TRX Ammo Pack
/ 2 Noble Metal Ore, changed to 2 Noble Metal Bar.
/ Energy Cost lowered from 1000 to 500.

- Water Bottle (Materialized)
/ 2 Metal Ore, changed to 1 Metal Bar.

- M.P.S
/ Energy cost lowered from 6000 to 3500.
/ Creation time lowered from 80 to 50 seconds.

- Molecular Reconstruction Tool
/ Energy cost lowered from 8000 to 4500.
/ Creation time lowered from 120 to 70 seconds.

- Pener-07
/ 3 Liquide Construction Component lowered to 1.
/ Energy cost lowered from 5000 to 4000.
/ Creation time lowered from 140 to 80 seconds.

- IMP
/ 2 Liquide Construction Component lowered to 1.
/ 4 Solid Construction Component lowered to 3.
/ Energy cost lowered from 7000 to 3000.
/ Creation time lowered from 100 to 50 seconds.
Penkura - LionsArt

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 8

Patch notes are a combination of patches MW 7.1, 8.

In this patch, we improved two major Penkura introduction vehicles, the Antarctic Transporter, and Gemini Tram, both of which are important to create a proper atmospherical setting. We also drastically improve M.M.C with player-requested changes and like always minor performance improvement.

Because we are slowly working on a proper game intro, that will provide much-needed answers to some of the questions about the game setting, timeline, events surrounding the player, we started to improve older assets, and even add new ones just to smooth out the transitions when starting the game.
Player no longer will start their game talking to an unknown voice, from an unknown place.



Other major changes are made in M.M.C, because of the requests made by some of the players, we completely changed how the user manipulates his materialization queue.
Proper dragging and merging functions are now available in M.M.C and a completely new window that dynamically updates by the machine and player interaction with the information of all the material requirements needed to fulfill the materialization queue.



We are also pushing our planned items and building updates by one week, balancing out all the items and buildings in the game will take a little bit more time.

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 8
-------------------------------------------------
------------------
⊞ Bugs/Errors ⊞
------------------

◈ The continuation button didn't appear after starting the power surge.

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

◈ Entire Gemini Tram created from scratch.

◈ Antarctic Transporter added to the start of the game.

◈ Chief of Security is now an NPC at the start of the game.

◈ Another batch of UI improvements for Main Menu and RTS.

◈ Improved performance of Power Fluctuation event at Tirix Power Plant.

◈ Improved manual content at every Command Center P.D.S.

◈ Added drag and drop functionality to M.M.C.

◈ When dropping an item on another item of the same type in Materialization Queue (of M.M.C) they will now merge together.

◈ Added information button and window to M.M.C.

◈ Added Materialization requirement system and window to M.M.C.

◈ Improved UI player detection, to improve UI refresh rate when needed. (minor performance boost).

◈ Lowered amount of draw calls in Gemini Base by improving materials on some of the decoration pieces. (minor performance boost).

◈ UI and animation improvements to Main Menu & RTS (work in progress).

◈ M.P.S will now ping the player if he scanned a new (undiscovered) ore vein.

◈ Improved New Missions notification.

◈ Improved Mission Update notification.
Penkura - LionsArt

Dev-Com
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 7

Patch notes are a combination of patches MW 6.1 / 6.2 / 6.3 / 7.0

In this patch, we are introducing a new dialog system, special effects, a more "personal" appearance of Sara, improvements to all buttons, switches, and visual updates to Command Center and Med-Bay.

We felt that before we can introduce new even bigger dialogs in Penkura, we had to rewrite our dialog system. In the first rendition, it was designed with somewhat cumbersome features that slow down our development.
Now not only we can add much longer and more complex dialogs, but we can even insert exit points for players to "halt and save" conversations before making drastic decisions (very useful for the future feature). Of course, visual improvements and "fell" of using the system are also improved.

Next on our list are special effects. There are few "special encounters/events" in Penkura that we felt aren't a proper representation of the situation. For the last week, we added particle effects, sounds, lights, and everything else needed to make a proper "impression". To not spoil the future events, we will showcase one of the first problems the player will encounter. Tirix Power Plant power fluctuation, in the first rendition it was just a red alarm without any sounds or effects, now it showcases proper power discharges, sound effects, and light flickering.



Now, graphical updates, besides visually updating Med-Bay (which will soon become a buildable structure) and Command Center, we decided to finally give Sara some major appearance changes. In the older version of Penkura, Sara was just a simple Box labeled Neurocore, later on, we added an Avatar that showcased our concept art of Sara. But because Sara is one of the key NPCs of the game, we finally gave her some deserved attention and completely visually change her into what we originally imagen her to be.



Lastly, we want to talk about Buttons and Switches, a simple thing, but unfortunately in our first rendition, sometimes players didn't even know that they could be pressed, or inform us that they provide too little information. From now on, all buttons in the game will have a holographic display, representing exactly what they are affecting, how they are affecting it and most of all, they will change their look depending on the situation. This should make every interaction with machinery much easier.



We plan to release the next patch in 7 days, it will contain 3 new items, a new building, and rebalance of buildings and craftable items.

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 7
-------------------------------------------------
------------------
⊞ Bugs/Errors ⊞
------------------

◈ Fixed window in Small Habitat being loaded with proper setter but improper position.

◈ Fixed trigger refresh for all doors in the Archeological Research Base.

◈ If the enemy body is despawned by the timer while the player is interacting with it, it will freeze the inventory UI making it impossible to exit.

◈ There was a chance for the Options Save trigger to not be triggered.

◈ Bio-Recycler didn't reset its power consumption/hydrogel consumption, in case of its tanks being empty.

◈ Minor spelling error fixed at Epsilon Base.

◈ C.A.T Storage, T-1 Storage, Ore Extractor Storage, and MMC Storage will now properly refresh when adding or removing objects from outside sources.

◈ Minor collision fix in cave tunnel connecting research base with communication station.

◈ Fixed sliders in Main Menu not loading properly.

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

◈ Added new deco models that improve starting location to make navigation a little bit easier.

◈ Added soft hover sound effect in a dialog system.

◈ Drastically improve fog coloring, depending on the light intensity, cloud coverage, sun position, and time of the day.

◈ Improved "mission added" notification to make it more visible.

◈ On Journal open, if no missions were previously selected, the first available mission will be.

◈ Minor visual improvement to Journal.

◈ Changed wording of all Tirix Power Plant instructions to make it easier to comprehend.

◈ Improved Tirix Power Plant UI.

◈ Recreated power control panel in Tirix Power Plant, provides much more information to the player.

◈ Recreated Emergency Manual Reset Panel, provides more information to the player about the state of the Power Plant.

◈ Power Plant Fluctuating Error, now provides more visual effects.

◈ Added window to the med-bay (and improve visual errors).

◈ Improved Command Center Window.

◈ All buttons that control windows, and panels, now have screens that provide useful information.

◈ The dialog system is now saveable, adding points of exit.

◈ Added icons to the dialog system. (Exit Icon, Looping Icon).

◈ Sara is now physical rather than an empty Neurcore Box.

◈ Removed unnecessary background calculations after each dialog. (minor improvement to performance).

◈ Added Soft Fail to the mission system (if the player has data on the next step in the mission, and skips it while still completing other steps, the step will turn to Soft Fail, which will gray out the step as it cannot be completed anymore).

◈ Added additional steps to "Blackout Investigation" missions, to make it less confusing.

◈ Minor improvement to sound attenuation.

◈ World Material upgraded to make landscape textures less repetitive at long distances.

◈ Added security system to all objects, NPC-s connected to the inventory system, to make sure any effect done to them, won't block player UI from interacting.

◈ Improved building stat refresh when loading the game. (Game should load slightly faster and smoother).

◈ Quality improvement to some of the voice lines.

◈ Improved Missions Update notification.
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.
...