Penkura - LionsArt

Dev-Com
Hello, world!

In this small update, we are adding full crosshair customization.

Players from now on will be able to change the size, type, color, outline color, and opacity of the crosshair.

We also improved the UI with quality-of-life changes.

Item name print, in MMC and Industrial MMC item recipe list.

And the confirmation button in RTS dematerialization.


All three changes were added per requests made by players using our in-game feedback system.


As always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

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

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment
---------------------
⊞ Bugs/Errors ⊞
---------------------

◈ Fix bug in Ore Refinery UI, where Button turning off Ore Refinery in the middle of work, could not trigger if it was in the process of calculating power.

◈ Industrial Molecular Matter Converter Storage didn't correctly activate after build and required to reload to properly function.

◈ New Dialog System had two mission triggers set incorrectly, added adjustment system to make sure the player that had the dialog will get the proper mission.

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

◈ Added new Crosshair customization system to the Options > Game & UI.
- The player can change the size of the crosshair.
- Type of the crosshair.
- Color of the crosshair.
- Color of the outline of the crosshair.
- The player is able to activate wireframe mode for crosshair.

◈ From now on, when the player hovers over "quickslot" icon, it will provide the name of the item.

◈ Improved rain particle effect. (should obstruct vision a little bit less when at full strength).

◈ Minor improvement to Storage and Inventory UI, to make sure that IP number don't pass their container window.

◈ Minor improvement to Bio-Ring holographic health and energy indicators.

◈ From now on the player is able to hover over the item in the requirement recipe at the M.M.C and Industrial M.M.C interface, to get the full item name.

◈ Minor visual improvement to the message user interface.

◈ Added warning to demoralization button in RTS that needs to be confirmed before activating.
Penkura - LionsArt

Dev-Com
Hello, world!

This a small update to fix an issue found by our community, and the addition of small changes/content.

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

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

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment
---------------------
⊞ Bugs/Errors ⊞
---------------------

◈ Bots could sense and react to pain/damage, even if disabled.

◈ When repeatable switching scanning type on Multi-Purpose Scanner, it could create an error in the scanner type name.

◈ At the end of the conversation, if the player had been forced to holster his weapon/tool, it was not brought back up automatically.

◈ At the first creation of Bio-Profile, if the player exits, or glitches out of the screen, it won't be possible to continue the bio-profile creation until reload.

◈ Possible fix for the player having a chance to block his ability to jump. (More testing required).

◈ Mission "Do Bots Dream Of Electric Sheep?" was not properly sent to missions completed part of the journal after completion.

◈ Minor fix to mouse sensitivity loading incorrect mouse range sensitivity.

◈ The player was able to spam-click the level transition trigger, resetting the fade-out effect.

◈ Ore Refinery properly saved its state but didn't turn itself back on if the player was not close enough to trigger the work check state.

◈ Industrial Molecular Matter Converter, duplicated its Construction List after the second load.

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

◈ The save and load system can now save the player flashlight state (on/off)

◈ The save and load system can now save the player crouch state.

◈ Changed sound effect on Multi-Purpose Scanner scanning type switch to softer and a little bit more quiet.

◈ When players use their keyboard to type down the password on the locked door, it will now trigger the sound effect of pressed buttons.

◈ Added General Trashcan to the Command Center.

◈ Improved Fade In effect in the Main Menu.

◈ From now on, if the player won't cancel the adjustment/creation of bio-profile, the stats or data set in it, won't reset unless the game was exited out of and loaded back in.

◈ Transportation between the temples is now smoother.

◈ Transportation end effect turned from white to black.

◈ Speedup logo intro at the start, by 35%.

◈ Changed field of view min and max range from 90 - 110 to 85 - 125.

◈ Changed the location of the first base from the South Pole to the South Geomagnetic Pole.

◈ Improved foliage deletion below buildings.
Penkura - LionsArt

Dev-Com
Hello, world!

This a small update to fix an issue found by our community, and the addition of small changes/content.

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

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

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment
---------------------
⊞ Bugs/Errors ⊞
---------------------

◈ If Neurocore was empty (without Sara) player was unable to leave the conversation.

◈ Tunnel Type I in the Communication Station, didn't properly change dirt/rusted state to ON.

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

◈ Additional Details on each item, now include if they can be disassembled or bio-recycled.

◈ The player is now unable to raise Bio-Ring if he does not have it.

◈ If crouched, sprint input will now force uncrouch the player.

◈ When using the Depot (Small and Large) will now force uncrouch the player.

◈ Seeds can now be Bio-Recycled to create Biowaste.

◈ Small collision adjustments at Gemini Temple.
Penkura - LionsArt

Dev-Com
Hello, world!

This a small update to fix an issue found by our community, and the addition of small changes/content.

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

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

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment
---------------------
⊞ Bugs/Errors ⊞
---------------------

◈ 3 end dialog buttons didn't have Exit Icon next to the "Leave" text.

◈ The players always unholsters weapon when leaving the interactive screen, even if previously it was not equipped.

◈ Fixed a bug where on load if the player right clicks on the At Hand slot in Character View, it will load data as if it was a normal Inventory Slot rather than At Hand slot.

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

◈ Lowered the volume of the start sound, loop sound, and end sound of the Portable Geological Extractor.

◈ The Left Mouse Button is now able to clear Mods and At Hand items.

◈ Time creation time change:
- Metal Bar creation time lowered from 15 to 12 seconds in M.M.C
- Noble Metal Bar creation time lowered from 15 to 12 seconds in M.M.C
- Heavy Metal Bar creation time lowered from 15 to 12 seconds in M.M.C
- Xavoc Crystal Refined creation time lowered from 12 to 10 seconds in Industrial M.M.C
- Polan Crystal Refined creation time lowered from 10 to 8 seconds in Industrial M.M.C

◈ Efficiency of Ore Refinery risen. From now on, the time required to turn Ore into Bars lowered from:
From 18 to 15 seconds on the lowest power setting.
From 8 to 5 seconds on maximum power setting.

◈ Minor addition to the Disassembly Unit tutorial.

◈ Minor visual improvement to the Disassembly Unit Model.

◈ Disassembly Unity User Interface will now also show a progress bar.

◈ You can now skip the 15-second intro by pressing ESC.
Penkura - LionsArt

Dev-Com
Hello, world!

I'm happy to present the last big patch before the release of 0.2.0, even though this is not yet the big 0.2.0 it is still the second biggest patch we ever released to Penkura.

In this patch, we will present three new buildings, a new disassembly system, graphical improvements, rebalance of items, changes to missions, improvement to tutorials, a drastically improved map system, new voice acting done to nearly 98% of all Sara Voice lines, improved items physics-based collision, and dozens of small changes to improve the quality of the project.

But before we go into the patch, we did our best for players to not need to reset their saves, but we aren't 100% certain that all the mission logs and dialog triggers will be reactivated properly. In case of any problems with the game (mission progress, dialogs not triggering, events not happening) always feel free to contact us via, in-game building Bug Report or here on Steam, I will do my best to fix the issues as fast as possible.

Let us begin with the three new buildings.

The first two buildings we want to present are the Small and Large Depot, we had a few requests made by players, asking us for a location where they can store large amounts of items that they could build for example near the ore extractors or growbeds.


Those two buildings aren't directly connected to the C.A.T so items stored there won't be taken by the RTS system. They are treated as a typical container which means in the future bots will be able to be programmed to use them to store items or take items out to the nearest M.M.C to help with the production. Depots can be named, which will help players to organize their items.


The third building we want to present is the Manufacturing Platform. This key structure contains two very important machines.


First is the Industrial M.M.C with a massive 1500 IP depository, allowing players to build many more items, and second is the Disassembly Unit, which will allow players to take items apart to their basic components.


Thanks to this addition we will slowly start to implement "world-building" items, that won't have much use for the player BUT will be able to be disassembled for useful components. Not only this will make the world feel much more detailed, but it will also balance the early and mid-game.

The new disassembly system will allow players to take any non-organic item and deconstruct it into basic components.


Any organic material will be destroyed, but the system is smart enough to take out any non-organic component out of organic components if there is such a possibility (for example metal container will turn to metal bars but liquid inside the metal container if organic will be destroyed).

Now let's move to changes made to missions, lore, and immersion.

First of all, we want to report on the massive amount of work that went into creating a new voice for Sara, not only it is much more organic (as it was created based on a real voice) but our new system allows us to add much more voices to the game than ever before. For the moment all the changes are around 98% of Saras' voice lines. In the future, we want to add many more voices (for example to some of the messages that players can find in the game world).

We also improved the beginning of the game by adding a tiny intro which will ease the player into the world, and over 58 tiny changes that will make it easier for the player to immerse himself, those changes are, additional voice lines, additional sounds effects triggered by certain events, changes to buildings state to better present their condition and more.

Another major change is to the fog system, we always wanted to add a volumetric fog system to bring even more depth to the entire effect, unfortunately, volumetric fog is very heavy (performance-wise) and that was the main reason we didn't implement it.

Finally, after some work, we created shader-based fog (a mix of materials + post-processing and 3D trickery) which gives nearly the same effect that volumetric fog would add (all the depth changes, color alteration, size+distance+light based density) with 1/4 of the performance cost. We have to admit that we are very proud of this improvement.


Speaking of improved look, we wanted to showcase our improved map system, even though the map is now able to show boulders, rocks, cliffs, and similar objects, the performance requirement of the map dropped by a whopping 64% (on our testing machine). We were also able to present caves a little bit better and in the future, exist on the map.


Lastly, before we go to the detailed patch notes, we want to inform that we improved the physics-based collision of all the pickable items in the game. We did receive reports that there are occasions where tiny objects (for example TRX Ammo box) fall through the ground. That was quite a complex problem to deal with, as we are talking about overall Engine-based collision, its physics system, collision triggers, and more. Fortunately, we were able to boost certain systems within the engine allowing us to drastically narrow down the collision detection.

In our testing environment, we tested 1000 tiny pickable objects falling from 10 meters down to the ground, in the old system 91 items fell through the ground, in our new system 0.

Lastly, we want to report that we plan to release a few small patches before the big 0.2.0, which will contain changes to our bug report system, and object creation/spawn. More on that in the upcoming patch.

Oh before I forget, as we were asked about this by a few of our amazing players, from now on, you can write your name on the doors of the Small Habitat Unit. ːsteamthumbsupː

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

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

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment
---------------------
⊞ Bugs/Errors ⊞
---------------------

◈ When (MOD) Backpack Object Segregation System was activated when saving the game, on load, it would not be taken into account when calculating overburden, thus leading to players having an overburden effect if their IP was above the default number (before MOD installation).

◈ On load, buildings that were in production weren't properly added to the CCC queue indicator.

◈ Holographic connectors in RTS mode didn't properly reset, after switching between the holographic projections of unconstructed buildings.

◈ Fixed light bleeding through the walls visual error in T-1 Storage.

◈ Possible fix for equipable items disappearing.

◈ Holstered items didn't show back up after holstering the map.

◈ On load, bots didn't properly shut down and were floating disabled in the air.

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

◈ Added 3 new buildings to the game.
- Small Depot
- Large Depot
- Manufacturing Platform

◈ Added new reload sounds for:
- Pener-07
- IMP
- Molecular Reconstruction Tool

◈ Added new Unloaded gun trigger sound effect.

◈ Massive improvements to the collision system of all items affected by physics, items should now NOT fall through landscapes or other objects.

◈ Added a new game function "Object Disassembly".

◈ Most of the in-game items will now show their full name on hover rather than a shortcut.

◈ Minor and Major bleeding, Lesser and Extensive Poisoning, Minor and Major Regeneration, and overdose now all provide a text indication of their activity.

◈ Improved visibility of important Holo Signs.

◈ Added Computer UI to Small Habitation Module.

◈ Added a new type of fog system.

◈ Added acceleration system to the player character, from now on, the player won't start movement at 100% but would need 1 second to get from 0 to 100% of its movement speed.

◈ M.M.C interface errors, will now be more visible.

◈ Improved fog coloring (night and day).

◈ Added Industrial M.M.C

◈ Improved Map system.

◈ Players are now able to see rocks, boulders, and cliffs on the map.

◈ Improved cave indicators in the map system.

◈ Improved border indicators on the map system.

◈ Added world direction indicator in the map system.

◈ Improved performance of the map system.

◈ Improved map interface.

◈ Improved stats, buffs, and debuffs calculations. (minor performance boost).

◈ Added new goals to the mission "Into The Void".

◈ Added a new item to the game, Neuro Stimulant.

◈ Improved UI of all P.D.S.

◈ Added interactable/destructable vines.

◈ Implemented the new voice of Sara.

◈ Improved ambient in Underground Research Base.

◈ Added additional Ambient sound effects.

◈ Added additional tutorials to the Underground Research Base to improve the game flow.

◈ Improved tutorial on Punch/Bash and added destructible objects to interact with.

◈ From now on, the player is able to set the owner of the Small Habitation Module.

◈ Player max oxygen lowered from 30 minutes to 20.

◈ Basic M.M.C Depository lowered from 650 back to 500.

◈ Added new icon to the RTS mode, (Show Buildings List). The player will now have access to the list of all buildings he already constructed, clicking on any button on the list will focus the camera on the building and automatically activate its interaction window.

◈ Improved Gemini Tram to increase visibility.

◈ Small improvement to Saras' Avatar.

◈ Improved tutorial on hitting/punching.

◈ Added tutorial on Object Disassembly.

◈ Some items are no longer possible to be created in basic M.M.C, and are moved to Industrial M.M.C.
- (MOD) High Compression Oxygen Tank
- (MOD) Legs Supporting Micro Springs
- (MOD) Backpack Object Segregation System
- (MOD) Improved Filter Cleansing
- Pener-07
- Molecular Reconstruction Tool
- IMP
- Fuel to Molecular Reconstruction Tool
- Polan Crystal (Refined)
- Xavoc Crystal (Refined)
- TRX Ammo
- Crystalized Construction Component
- Portable Geological Extractor
Jul 15, 2023
Penkura - LionsArt

Dev-Com
Hello, world!

This a small update to fix an issue found by our community, and the addition of small changes/content.

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

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

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment
---------------------
⊞ Bugs/Errors ⊞
---------------------

◈ Fixed UI error in MMC where the "Craft All" button sometimes had to be clicked twice.

◈ All lamps type, didn't trigger Automatic settings properly with Day/Night Cycle.

◈ (Possible Fix, requires more testing) In RTS mode, when switching between buildings, sometimes UI showed buttons from the previous building.

◈ If the player dematerialized the first building connector (default placed at the start of the game) grass was flying from the ground in its place.

◈ Next to Communication Station, there was a visual error, showing the landscape higher than it should, allowing the player to see through it.

◈ Near the Communication Station, there were two boulders next to the wall, that were perfectly wide to allow players to get in between, but won't allow them to get out.

◈ Damage system didn't register weapons damage type, leading to weapons dealing near 0 DPS.

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

◈ All mods and At Hand can now use the "More Action Menu" with the Right Mouse button.

◈ Players can now Holster, Draw, Unequip, Inspect, Load, and Unload At Hand weapon/tool, by right mouse button click.

◈ Players can now Inspect, and detach Mods with the right mouse button.

◈ Added support for special characters, lower and upper case to 3d UI in Main Menu level.

◈ Visual changes to the player Map System.

◈ Smooth out the day/night transition and start/planet movement.

◈ Players can use Middle Mouse Button on Mods and At Hand slots to instantly detach, and unequip.
Penkura - LionsArt

Dev-Com
Hello, world!

This a small update to fix an issue found by our community, and the addition of small changes/content.

From now on, players are able to cancel construction from both the CCC window and the Construction List of C.A.T.




We also update how the death mechanic works in Penkura, all items and mods will be now located in the backpack that is left with the body, but the item in "At Hand" will be dropped next to the body.

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

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

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment Part 3.3
---------------------
⊞ Bugs/Errors ⊞
---------------------

◈ Mods and At Hand User Interface didn't properly refresh after death.

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

◈ On player death, all mods will be added to the player's backpack (located next to the body).

◈ If the player had any equipment/weapon added to "At Hand" holstered or not, it will appear next to the player's body after death.

◈ Improved C.A.T life/bot detection system, warning alarm, and building construction pause will now activate before the first stage of construction not after.

◈ Players are now able to cancel construction from within the CCC screen.

◈ Players are now able to cancel construction from C.A.T construction list.

◈ Minor visual adjustment to Communication UI and Tutorial UI.
Penkura - LionsArt

Dev-Com
Hello, world!

This a small update to fix an issue found by our community.

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

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

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment Part 3.2
---------------------
⊞ Bugs/Errors ⊞
---------------------

◈ Legs Supporting Micro Spring MOD, had the wrong index in the Item List, changing it to duplication of Backpack Object Segregation System.

◈ Gemini Base door button was duplicated on one of the buildings.
Penkura - LionsArt

Dev-Com
Hello, world!

This a small update to fix an issue found by our community, and the addition of small changes/content.

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

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

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment Part 3.1
---------------------
⊞ Bugs/Errors ⊞
---------------------

◈ Player Map didn't open after a conversation with Sara.

◈ Low Hydration, Health, and Nutrients alarm didn't reset its sound effect if it started while the player was sleeping.

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

◈ Added 4 new footstep sound effects to water.

◈ Added additional tutorial image.


Penkura - LionsArt

Dev-Com
Hello, world!

In this merging patch, we are introducing a brand-new system, armor modification!
From now on, players are able to attach MODs directly to their armor/suit, improving oxygen tanks, fall damage resistance, oxygen intake, and backpacks.




With the new system, a lot of other changes had to be made, most of them aimed directly at the "Character View" window. From now on, players will be able to set their "Athand" weapon/tool with their stats conveniently displayed on the Character View window. The player will also, see their DNA modification, and implemented mods.



Another addition to the game is the new building, Enhance-Atmo-Growbed.
Thanks to this growbed, players will be able to speed up their plants' growth, and because of our new plant growth requirement system, it will help to satisfy at least some of the plants' needs.



From now on, plants, and mushrooms, will have their requirements, that will affect their growth speed, those requirements are hydration, sun intensity (or lack their off), and of course, time. In the near future, growbed slot size will also have its importance when we will introduce bigger plant life for players to interact with.



The player movement will also see some changes, camera movement, walking, running, and jumping should feel smoother, we redesigned some of the math operations that are happening in the background to improve player movement, to be more precise, how the game calculates player velocity, the gravity of the environment, and mouse-player control. First-person mode, is a big part of the game we want to make sure that the game "feels" as good as possible to play.

We also started to work on in-game tutorials, providing players with necessary data that will help them understand the game, while not bombarding them with information is always a tricky matter, but thanks to the players' feedback we are slowly introducing changes, the biggest of which will come on the next big patch.



Before we will move to information on the next big patch, we want to apologize for the lack of one of the buildings that were supposed to be introduced in this patch, unfortunatly our testers found a major problem with it, that requires changes in the code. The building will be added with a small patch planned to be released this Tuesday.

Now about the current work and the next big patch.
The next big patch will be the last update before 0.2.0, some of you may notice that we are introducing content that was supposed to be released with 0.2.0 but because we don't want to force the players to start the game from the beginning, we are moving some of the system and save modification to this version.

The upcoming patch will introduce many changes to the in-game missions, which will smooth out the journey for starting players, a new building and system connected to it (the research system), and lastly but also a very important part of the game, a much-improved voice acting. Not only we will improve our lovely Sara, but we plan to add a few more voices to the game, to make the lore intake more pleasant.

And as always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.

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

Till the next Dev-Com over and out.

Penkura Main Branch Adjustment
---------------------
⊞ Bugs/Errors ⊞
---------------------

◈ Fixed Terrain in Gemini Base.

◈ Someone discovered the "Snowball" changed its location to a more hidden location. ːsteamthumbsupː

◈ Improved collisions around the elevator in the Gemini Base, which could be used to kill the player before reaching the next base.

◈ On reentering RTS mode, the buttons of previously selected building types are duplicated until reselected.

◈ If the player stands near the Ore Extractor when it finishes building, the screen won't refresh until the player won't go out and back in its detection range.

◈ Time calculation changed if the game was played on a 60+ frame rate, increasing day/night cycle length.

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

◈ Added new buildings:
- Enhance-Atmo-Growbed.

◈ Added new items to the game:
- (MOD) Improved Filter Cleansing
- (MOD) Backpack Object Segregation System
- (MOD) Legs Supporting Micro Springs
- (MOD) High Compression Oxygen Tank

◈ Added new items to the MMC blueprint list:
- (MOD) Backpack Object Segregation System
- (MOD) Legs Supporting Micro Springs
- (MOD) High Compression Oxygen Tank

◈ Added Armor/Suit MOD installation system.

◈ Added "Armor" slot to the character view window.

◈ Added "At Hand" slot to the character view window.

◈ Added new buildings to the construction list:
- Enhance-Atmo-Growbed

◈ Added Neurocore statistic to the character view.

◈ Improved quick-use icons.

◈ Added "DNA" overview to the character view window.

◈ Plants will now have their own requirements, which will affect their growth speed.

◈ Improved the way the Weather system, Cloud system, Day/Night cycle, and Atmospheric Changes system, calculate time in the game. (minor performance boost).

◈ Visual changes to character view.
- Improved visibility of positive and negative effects.
- Moved all stats into a single window.
- If we take control over a bot, Health will change its name to Integrity, and Health Icon, to Integrity Icon.

◈ Incress melee combat range by 20% (fists).

◈ From now on, Equipped or Athand items, don't take up Backpack Space.

◈ Improved all fist-fighting animations.

◈ Improved and optimized tree textures, and normal maps.

◈ Changed the name of the Administration Location Switch Unit to "Snowball" ːsteamthumbsupː

◈ Improved Holographic Shaders for Buildings Ghosting, Positive Construction Placement, Negative Construction Placement, Priority, and Construction Pause.

◈ Drastic optimization of Atmo-Growbed (lowering its GPU requirement by around 90%).

◈ Incress Player jump height by 12%.

◈ Improved jump inertia.

◈ Improved turn rate while running and walking.

◈ Improved mouse control.

◈ Toxic resistance name changed to Biohazard.

◈ Improved jump animation.

◈ Improved the last level of details of nearly all flora.

◈ Added Sprite LOD rendering to rocks, boulders, trees, and bushes. (lowering average last LOD polygon count by 98% improving speed).

◈ Optimized all textures and normals of most rocks, and all trees, last distance LOD, lowering their memory consumption by 60%.

◈ Improved fall animation, added two types of fall animation, soft, and hard fall animation (hard animation takes health from the player).

◈ Improved textures of all Seed Containers.

◈ Redesigned personal computers.

◈ Improved visual look of all Seed Containers icons.

◈ Optimized icon textures to take less memory.
...