◈ Added Swift transfer Ore button to the Ore Refinery.
◈ Added the option to set Toggle Aim mode in Options Settings.
◈ Improved world map rendering speed, and material calculation, map GPU requirement lowered by around 40%.
◈ Improved MMC data transfer between Item Blueprints -> Materialization Queue -> MMC Storage and vice versa, lowering background calculation very slightly improving performance, and removing possible breaking points when loading the game (related to MMC).
Hello, world! Midway Branch of Penkura is now updated to Patch 0.2.0 MW 13.2
Another small patch fixing issue found within Midway Branch 13 and adding small features.
We plan to release at least one more small patch within the next few days fixing a few more known issues: - Players are able to set ore in Ore Refinery to 0 using specific key inputs. - In certain situation players is able to create a visual error with the weapon/tool holster effect, enabling them to remove the tool/weapon from their hands. - MMC resources requirement window is not correctly calculating data for the player view.
We also plan to add player-requested features such as: - Ability to set Toggle Aim mode in Options settings. - Set weapon/tool to always start in Aim mode. - Swift transfer ore to the Ore Refinery.
A small tutorial on how to access the Midway branch is available in the link below.
Hello, world! Midway Branch of Penkura is now updated to 0.2.0 MW 13
Patch notes are a combination of patches MW 12.1, 12.11, 12.2, 12.3, 12.31, and 13.
First of all, we want to inform all players, that this is officially the last big update to the midway branch followed by a minor price increase as mentioned in the previous patches of the main branch, and possible small bug fixes/content addition. The next big patch is 0.2.0 which will be released on the main branch. The Midway branch will be still available to all players and all saves made on the Midway branch will smoothly transfer to the main branch. Now, let's continue with the update.
Midway update 13 introduces players to a true first-person camera, giving players a new level of immersion, interaction with the world, and full-body visibility. 100% of the old system was removed and remade from the ground up to make sure that all newly implemented animations will perfectly fit with the improved player armor and future content. With that change, we are introducing over 120 new animations, some of which are dedicated to the next feature of the game.
Simple player combat, from now on the player will be able to use his hands for simple combat, which will make the player "armed" from the start of the game.
Each tool (for example scanner), weapon (for example IMP without any ammunition), or anything that can be handheld can also be used in close combat. This system allows us to implement more dangers to the game world, without waiting for the player to finish one of the main missions to receive his first weapon.
While talking about the missions, we are happy to inform the improvement of this system, implementation of new goals will now be much easier and will be fully streamed between every level of the game. Allowing us to create more complex missions between levels (something that was not only very difficult in the previous patch but limited us to simple missions that don't require any complex triggers). This exact same system will soon be used to create a detailed in-game codex, that will showcase everything that the player scanned with additional information, hints, and hidden messages for those more interested in the lore part of the game.
For those interested more in the combat part of the game, thanks to the new animation system, true first person, and implementation of simple combat, we are also introducing four new weapons to the game, each one of them being a close combat weapon.
Items should balance out early game and give players something new to use in case of emergency. While talking about new weapons, we also want to inform that from now on player bots, can be damaged, they also register a sense of "pain" that players can inflict from friendly fire. For the moment the enemy NPC still doesn't attack the bots but that will change the moment we will implement hand combat with bots. Please keep in mind that you are able to repair the bots using the MRT, in case of possible player-inflicted "accidents" on to bot.
One last gameplay feature update before we get to technical improvements.
New map system, for some time now we were experimenting with a proper handheld map system for the player, we tested 2d, 3d, full camera render maps, and after long testing, optimization, and addition of player-requested changes, we are able to introduce the final version of the map system.
This 3d camera-rendered map system was designed to provide players with the as accurate position of player/bot and points of interest as possible, it also shows the cave system and in the near future will also present outlines of discovered buildings. The system renders out the outline of the map in real time, which allows us to easily change the landscape look, and even add new parts of it, without the very time-consuming reimplementation of 3d models. This gives us much more freedom in the construction of the maps without blocking the player from the entrance.
Now to the more technical part of the improvement.
For some time now players were able to "squeeze" themselves between rocks, and boulders in the game, which ended with them being stuck because of the limited accuracy of collisions. From now accuracy of rocks, boulders, cliffs, and stone walls rose from an average of 70% to an average of 97%.
This will drastically improve players' mobility, as previously places that otherwise were inaccessible because of poor collision detection should now be open to the players without the fear of being stuck. (Unstuck feature is and still will be available in the options menu).
The second change is improved motion blur. From now on strength of motion blur will adjust itself to frame rate and object density. This should provide the smoothness of the image without providing visible "smudges". In the future update, we will also add the ability to set the maximum range of blurriness, for those who wish for even more control.
The last major change to the technical side of the game is heavily enhanced TAA ( Temporal anti-aliasing ), players will now have the option to activate Enhance TAA, and Enhance Image Sharpness.
Enhance TAA has a minor performance impact (between 2% to 8% depending on the graphic card) but will increase detail density (that was otherwise blurred out of existence) increase the sharpness of the graphic and drastically lower the amount of ghosting/shimmering.
Enhance Image Sharpness will eliminate minor blur defects when the player lowers the 3D Resolution of the game below 100%. This enhancement is very cheap but its effects are visible mostly below 100% 3D Resolution.
In case of any problems, always feel free to contact me here on Steam in the Sub Forum "Midway Branch of Penkura"
◈ Dematerializing buildings had a chance to not properly refresh connectors of previously connected buildings.
◈ Fixed double fade at the start of the game.
◈ Fixed lack of text when hovering over an item or interactable in certain locations.
◈ Fixed shadowing issues on Trees.
◈ When starting the game from New Slot, load system didn't properly activate the sound system.
◈ Mission system didn't properly reset the dialog with Sara, after discovering Monorail.
◈ Fixed the Void Door.
◈ Fixed floating player bodies hunting them after death.
◈ Grab and hold item function won't work properly around items we loaded in until we don't go out and back in their detection range.
◈ Player was able to use the Lock override system on permanently locked doors.
◈ Monorail Station reset switch resets the activation sound each time player uses it.
◈ Player was able to wake up before the proper speed of the game was set by swiftly clicking the wake-up button after laying down.
◈ New dialog key inputs duplicated themselves in the options settings.
◈ Fixed check for "It's all in the crystals" missions when talking with Sara.
◈ Fixed password input for doors.
◈ Improved Collision of all Metoses, preventing them from passing through the player.
◈ Old security systems were resetting the player's current power after loading the game.
◈ Some of the 3d user widgets didn't properly refresh when the player is not looking at them.
◈ When dematerializing a building, if the original recipe contained any resource requirement with the amount of 1, there was a 50% chance that C.A.T would give back an item with the amount of 0.
◈ Fixed an error with disappearing items when inventory is refreshed by MMC, Ore Refinery, or C.A.T while dragging that item from the slot BACK to the original slot.
◈ When splitting an item, while being in the Ore Refinery User interface or Blueprint Repository interface, the split item interface was behind the other windows.
◈ When building over growbed, materialization rays dematerializes all the flowers (which is correct) but growbed didn't properly reset its slots, preventing players from planting new flowers until the game load.
◈ Some of the buildings didn't properly attach to the player's main base after using saves from an older version of the engine.
◈ Fix to mouse cursor shake on tablets.
◈ Player was able to interact with bot storage through the body of the bot.
◈ Player was able to pick up items when his hand was already used by something else.
◈ Added new items to the game: - Knife - Combat Knife - Electric Baton - Security Baton - Data-Storage Electric Baton
◈ Oxygen Station will now replenish oxygen up to 200% faster.
◈ MRT will now repair and recharge bots 3 times faster.
◈ Added two new soundtracks to the Karenos Forest Day Time.
◈ Added true first-person camera.
◈ New tutorial triggers added to the game.
◈ Improved and added 128 animations to the player character.
◈ Player will now move held weapons and equipment back when detecting collision with another object.
◈ Improve the quality of Motion Blur.
◈ Rock, Cliffs, and Boulders collision improved to 97% accuracy, from around 70%.
◈ Improved quality of TAA with custom Temporal Anty Aliasing method.
◈ Added Enhance Image Sharpness option to the game (located in Options > Video).
◈ Added 14 new sound effects to weapons.
◈ Minor Improvements to AI. - Bots can now be damaged by the player. - Bots will now disable themselves if integrity will fall to 0. - Bots can now sense and show pain.
◈ Improved rain visibility, rain now should be visible when lit by the gas giant, stars, lighting, and ambient lights.
◈ It is no longer possible to sprint backward.
◈ We removed FPS counter in Main Menu (as it was not accurate enough) in favor of the build in the Unreal FPS counter (the option to turn it on/off is located in Options > Video).
◈ CCC will now print an error message if the player tries to activate a bot with integrity off 0.
◈ Added new Options in Game & UI settings. - The player is now able to switch between an immersive in-game mouse cursor or a standard system cursor. - The player is now able to toggle instant dialog text print, from the smooth typewriter effect.
◈ Added new Options in Mouse Control settings. - Added On/Off switch for Weapon/Tool Sway when moving. - Added toggle from simulated headbobbing with each step, too, only animated head movement
◈ Player is now able to hit with any weapon and handheld item.
◈ Player is now able to hit/punch by pressing Q (default)
◈ Player is now required to AIM his weapons and equipment before shooting/activating.
◈ All objects now register collision and physics when required affecting their movement. (for example, the player is now able to shoot an object to move it).
◈ Improved Gun/Tool swaying.
◈ Improved M.P.S user interface.
◈ Headbobbing is now triggered by footsteps rather than just the On/Off system, it is also scaled by the speed of the player.
◈ Visually improved M.P.S and increased its screen size for easier readability.
◈ Visual improved player Tablet.
◈ Improved recipe requirements for all items and buildings in the game, so they all match the same specific patterns. (for example, bio-chemicals are alphabetically on the recipe).
◈ Scrolling speed in all Command Center Manual Computers speed up by 300%.
◈ Changed notice text when trying to override the lock before we know how to do it, from "I don't know how" to "I don't know how to do it yet." to minimize confusion.
◈ Visual improvement to helmet overlay (less space taken by the graphical overlay)
◈ Added new assets to Monorail Station. (prevents the player from getting stuck on the tracks).
◈ Improved mission "In Search for Answers" by adding additional ways of completing the mission.
◈ Flashlight will now consume 0.2 energy per 1 second. (Flashlight will automatically turn off if energy reaches below 1 energy).
◈ Player suit is now equipped with its own Neurocore which will inform players of critical changes.
◈ Sick debuff name changed to Ptomaine Poisoning.
◈ Optimized Bio-Ring compass (increase in precision and lower CPU load).
◈ Added Suit Voice Volume setting in the Options > Sound.
◈ Player suit will now inform the player when: - Energy Level is below 10% - Vitals levels are Critical - Oxygen is below 10% - Nutrient level is below 10% - Hydration level is below 10% - Chemical Overdose is detected - Radiation toxicity is detected - Ptomaine Poisoning is detected - Minor bleeding is detected - Lesser Poisoning is detected - Extensive Poisoning is detected
◈ Bot indicators, in the bot list in Bot Control CCC will now show if the bot is active or disabled.
◈ Players are now able to split item stacks in the main inventory using shift and ctrl (not only between windows).
◈ Changes to the weight of the items: - All Data Storages weight lowered from 30 to 20. - Liquid Construction Component weight lowered from 12 to 9. - Solid Construction Component weight lowered from 10 to 8. - Battery ST-1 weight lowered from 4.5 to 4. - Molecular Reconstruction Tool weight lowered from 15 to 11. - Nutrino Box (Expired) weight lowered from 15 to 10. - Nutrino Box weight lowered from 15 to 10.
◈ Solid Construction Component now needs 4 heavy metal bars for creation rather than 5. ◈ Containers in Storage ST-1 will now spawn in the amount equal to the amount of used storage.
◈ MMC Inventory IP has risen from 500 to 650.
◈ Minor visual improvement to IMP.
◈ MMC will now show the required resources of all items on the creation list based on the number of items that MMC lacks rather than the overall amount.
◈ Added clean-up system, to make sure that after load, all the models and items that were destroyed, and dematerialized by the player, are properly destroyed and garbage collected by the system.
◈ Nights are brighter by 10%.
◈ In Storms and Super Storms, the sunlight dim effect is 15% weaker.
◈ Game Engine updated to a newer version.
◈ Cleaning up code from the older version of the game Engine.
Hello, world! Midway Branch of Penkura is now updated to Patch 0.2.0 MW 12.31
Another patch that adjusts code and content to the newer game engine, we expect one more patch of this kind to make sure all the saved files smoothly transfer to the newer engine and implementing future content won't provide any problems.
A big thank you to all the players who help us test Penkura on the newer engine version.
A small tutorial on how to access the Midway branch is available in the link below.
Hello, world! Midway Branch of Penkura is now updated to Patch 0.2.0 MW 12.3
Please Note that with this update we update the entire engine to the newer version and clean up the background code (which is the reason for the patch size), which may lead to very minor visual changes that may need some improvements.
A small tutorial on how to access the Midway branch is available in the link below.
◈ When dematerializing a building, if the original recipe contained any resource requirement with the amount of 1, there was a 50% chance that C.A.T would give back an item with the amount of 0.
◈ Fixed an error with disappearing items when inventory is refreshed by MMC, Ore Refinery, or C.A.T while dragging that item from the slot BACK to the original slot.
◈ When splitting an item, while being in the Ore Refinery User interface or Blueprint Repository interface, the split item interface was behind the other windows.
◈ When building over growbed, materialization rays dematerializes all the flowers (which is correct) but growbed didn't properly reset its slots, preventing players from planting new flowers until the game load.
◈ Changes to the weight of the items: - All Data Storages weight lowered from 30 to 20. - Liquid Construction Component weight lowered from 12 to 9. - Solid Construction Component weight lowered from 10 to 8. - Battery ST-1 weight lowered from 4.5 to 4. - Molecular Reconstruction Tool weight lowered from 15 to 11. - Nutrino Box (Expired) weight lowered from 15 to 10. - Nutrino Box weight lowered from 15 to 10.
◈ Solid Construction Component now needs 4 heavy metal bars for creation rather than 5.
◈ Containers in Storage ST-1 will now spawn in the amount equal to the amount of used storage.
◈ MMC Inventory IP has risen from 500 to 650.
◈ Minor visual improvement to IMP.
◈ MMC will now show the required resources of all items on the creation list based on the number of items that MMC lacks rather than the overall amount.
◈ Added clean-up system, to make sure that after load, all the models and items that were destroyed, dematerialized by the player, are properly destroyed and garbage collected by the system.
◈ Nights are brighter by 10%.
◈ Storms and Super Storms, sunlight dim effect is 15% weaker.
◈ Flashlight will now consume 0.2 energy per 1 second. (Flashlight will automatically turn off if energy reaches below 1 energy).
◈ Player suit is now equipped with its own Neurocore which will inform players on critical changes.
◈ Sick debuff name changed to Ptomaine Poisoning.
◈ Added Suit Voice Volume setting in the Options > Sound.
◈ Player suit will now inform the player when: - Energy Level is below 10% - Vitals levels are Critical - Oxygen is below 10% - Nutrient level is below 10% - Hydration level is below 10% - Chemical Overdose is detected - Radiation toxicity is detected - Ptomaine Poisoning is detected - Minor bleeding is detected - Lesser Poisoning is detected - Extensive Poisoning is detected
◈ Bot indicators, in the bot list in Bot Control CCC will now show if the bot is active or disabled.
◈ Players are now able to split item stacks in the main inventory using shift and ctrl (not only between windows).
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"
◈ 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).
◈ 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.