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Penkura Ativador Download [Torrent]

Penkura Ativador Download [Torrent]


Download >>> DOWNLOAD


About This Game

Penkura is a unique experience that combines the wonderful worlds of real-time strategy and first-person exploration. Easy to pick up but hard to master, Penkura utilizes classic death mechanics that leave you without your equipment each time you perish. For this reason, you are able to construct your own robotic companions to help you build bases, gather resources and protect your settlement.
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Penkura encourages players to choose from a variety of approaches through which to complete their goals. Players will find themselves becoming an expert in areas entirely of their choosing. The intention is that, when co-op is unveiled, players will find that the interaction of their unique skillsets with those of their peers creates capable and rewarding team gameplay.
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Penkura offers a dazzling display of buildings, machines, and items for you to construct. Most of it is made with the "MMC" (Molecular Matter Converter) or through "CCC" (Command Control Communication), which provides a top-down camera similar to that of classic RTS games. Should you desire, you can take control of your own intrepid bot to scout out a potentially hazardous environment or repair your base without stepping outside of the safety of your home. This is only the beginning of CCC potential; the rest is in your hands.

Penkura’s crafting and base construction systems are made with co-op already in mind. Before its final release, you’ll be able to cooperate with other players to create huge, complex sets of items and stations that would normally take more than twice as long to put together.
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Deep beneath Antarctic ice, a Polish research team discovered an ancient temple that appeared to be a gateway to a fascinating new world. 
The idea to migrate mankind to a new planet was a blessing for an overpopulated and devastated Earth.

Project "Gemini" was launched to colonize the new world. For 41 years, brave men and women traveled through the temple’s singularity. But one day, for reasons unknown, contact with the other side was severed.
To learn what had happened in the world beyond, a group of mercenaries was tasked with traveling through the unstable gateway.

You are one of those mercenaries. Survive, and seek answers. 7ad7b8b382



Title: Penkura
Genre: Action, Adventure, Indie, RPG, Strategy, Early Access
Developer:
Lionsart
Publisher:
Lionsart
Release Date: 19 Dec, 2018


Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i5
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GTX 760
  • DirectX: Version 11
  • Storage: 5 GB available space
  • Additional Notes: System specifications will change during development. We expect system requirements to be reduced following further optimization.

English



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Good graphics, interesting mix of older games with new ideas, good potential but still a lot to do, patches come out swiftly and often so I'm gonna keep an eye on this.. I just bought the game today. I have done a first look at the game and so far I am impressed. As with all early access games, the game is not completely ready to play. If you are not into testing a game and waiting for updates to progress in the game, early access games are not for you.

This being said. I feel the graphics are very good. The concept for the game looks to be very intersting and has promise. The voice over for the text is great. If the developer continues to update the game on a regular basis, this game has alot of potential.

I will say this again. If you are not into early access games, the game is not for you at this time. I suggest you wait awhile before purchasing the game. If you like to play early access games and like to get involved with the developer as the game development progresses. Purchase the game now and have fun as the game is devloped.

Here is a link to my first look at the game.
https:\/\/goo.gl\/3pMy17<\/a>

Jadiwan
https:\/\/goo.gl\/aqcgiM<\/a>. Hello everybody,

the game has a LOT of potential, very beautiful graphics and it see...
https:\/\/goo.gl\/EsYnLc<\/a> or nobledroidgaming.com<\/a>

For the price, i must say this is quite good. This game brings RTS and FPS together. Game needs some polish but runs quite well!
Keep it up Devs, a little gem here.. I just bought the game today. I have done a first look at the game and so far I am impressed. As with all early access games, the game is not completely ready to play. If you are not into testing a game and waiting for updates to progress in the game, early access games are not for you.

This being said. I feel the graphics are very good. The concept for the game looks to be very intersting and has promise. The voice over for the text is great. If the developer continues to update the game on a regular basis, this game has alot of potential.

I will say this again. If you are not into early access games, the game is not for you at this time. I suggest you wait awhile before purchasing the game. If you like to play early access games and like to get involved with the developer as the game development progresses. Purchase the game now and have fun as the game is devloped.

Here is a link to my first look at the game.
https:\/\/goo.gl\/3pMy17<\/a>

Jadiwan
https:\/\/goo.gl\/aqcgiM<\/a>


Penkura Patch 0.1.2:
Dev-Com.
After over a month we are finally able to release Penkura patch 0.1.2. It's a massive push forward in project stability, performance and most of all feature implementation.
While moving to a new engine version we used the opportunity to go back to all of our scripts, animations, materials and 3d models. Players should see a performance boost, their save/load time decreases, much fewer hitches and most of all, their older saves should be able to adjust them selfs to the new game version without much of a problem.

Besides adjustments, of over 70 % of the in-game code, two systems were written from the ground up, in-game 3d visual interfaces (all the screens on computers, door controls, biomatter and so on) and mission system.
Each in-game screen from now on will know what creates them and adjust their engine usages accordingly to make sure they take as little from the CPU as possible, while still updating all the necessary data in the background. This change should increase overall performance and project stability by preventing useless data from being stored in memory.
Missions system required a massive update, thanks to changes made to preload systems and in-game situation adjustments, we are finally able to not only update already implemented mission but add new without the need for the player to restart the game each "content patch".

The same concept of adjusting older saves to prevent players from restarting their entire game was implemented to over 41 background functions, systems and prerendered data (such as new items locations, building systems and of course new missions).

Thanks to all of those changes and implementation of new corruption prevention systems we are finally able to work fully on much-needed content patches.

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

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

--------------------------------------------------------------
Patch 0.1.2
--------------------------------------------------------------

BUG FIXES:

- Hydrogel Purificator is not presented correctly while building by C.A.T.

- Default Unreal Icon was set in place of Penkura.icon in task manager and toolbar.

- Unreal Icon appears on the Game Window with an incorrect name.

- Penkura is shown as UE4Game in the Windows Task Manager.

- RTS Arrow Connectors spawn inside buildings and already used connectors.

- Stimpaks hover in the air if dropped from the backpack.

- Load system won't remove Editor placed buildings from the game.

- Save system won't add editor created content to new versions of the game if loaded from the older game version.

- Missions log didn't save entire missions description on mission update, showcasing only the current point of the objective rather than all of them.

- Tirix Fusion Power Plant provides energy even when it's turn off.

- Tirix Fusion Power Plant emergency shut down didn't reset its animation.

- Tirix Fusion Power Plant ambient sound plays even after being shut down.

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

- 59 animations of doors, tramps, player, buildings, etc. are adjusted for project transfer to new engine version.

- Clean up of 31 background calculation scripts (increase in performance by an average of 6%)

- Elimination of 132 empty ticks working in the background (minor performance boost)

- Project engine update to a newer version.

- Each screen showcasing building status is now refreshed only when the player is in the observation distance, rather than each frame. (small performance boost)

- MMC screen will refresh its information when the player is directly interacting with the machine or machine is in the process of item creation, rather than each frame (small performance boost)

- CCC screen will refresh only when a player is directly effecting RTS, BOT or Command Center status, rather than each frame. (small performance boost)

- All construction in the game calculates their Z position by the Z position of nearest "Command Center" rather than per construction. (lowers preload calculation)

- Small static object connected to each construction is now merge with the main building layer lowering objects to load. (small performance boost).

- Ore Extractor sound lowered by 20% and increase its range by 10%.

- Beacon sound lowered by 10%.

- Minor graphical improvement to Hydrogel Purificator.

- Save/Load system updated to remove buildings placed by developers if the player removes them by destroying them or dematerializing them.

- RTS Arrow Connector System is written from the ground up with the use of a new tracing system.

- RTS system will now provide energy and oxygen to all buildings in an asynchronous manner which reduces hitches on massive player basses.

- RTS building snap system now calculates its position based on the building entrance/exit rather than building offset. (fix for small offset errors while placing buildings).

- Significantly reduce RTS system calls and triggers when the game starts by an average of 70% (reducing the chance for any error and speeding upload).

- RTS Arrow Connectors are now created based on RTS requirements rather than buildings. (reducing the number of unneeded objects in the game)

- Buildings support legs calculate their position and offset based on the entire base position relative to their Z offset from the terrain before they are spawned in the game by the RTS system. (fix for performance hitch while placing a building).

- Added object clustering system, merging distance object into a single mesh. (boost to a performance by up to 8% depending on the number of objects on the screen)

- On load landscape, the foliage will now automatically disappear in and around buildings rather than slowly disintegrate as if the building was just placed by the player.

- Atmo. Airlocks spawned by buildings (not directly by the players) will also disintegrate landscape foliage.

- Lowers the amount of "game start" calculations made by each base from 52 to 9 dramatically lowering its CPU usage in the first few ms. (speeds up the game load and removes hitch at the start of the game from the base site)

- Buildings and bots will now have pre-set base affiliation rather than on game start c.

- Minor improvement to save/load system background calculation. (game load speed increase by around 10 %)

- Computer controls for Doors and holographic pointers are now calculated per player effect, not in the game per tick manner. (small performance boost)

- Added levels of details to:

| Gemini Main Temple
|
| Gemini Secondary Temple
|
| Gemini Cave System
|
| 7 sections of tramp tunnel
|
| All Gemini boxes, barrels and other containers
|
| Gemini Generators
|
| Gemini Underground base objects
|
| Gemini main base
|
| Gemini Lamps
|
| Gemini Tramp
|
| Gemini Tunnels and Registration Office
|
| Gemini furnitures
|
| Gemini NPCs
|
| Gemini Tramp elevator
|
| Hydrogel Purificator

- Minor improvements to Gemini Lights.

- Minor improvements to Gemini Occlusion system.

- Improvements to Atmo. Airlock Level of details (lights won't disappear at a short range)

- Save files are now tagged by the game randomly generated seed in preparation for any randomly generated systems in the future. (old save files before the change will adjust themselves automatically to new game version)

- Asynchronous load system will now load objects between 30 to 50 % faster. (depending on the save size)

- Save and Load system will now recognize editor (non-player) placed objects, systems, scripts, animations, and sound.

- Save system is now able to save and load scripts created by other scripts for gameplay purposes (for example randomly generated items in randomly generated storages with randomly generated effects)

- Improvements to Save/Load version conversion system (old saves will now much more smoothly adjust them selfs to a new updated version of the game, lowering need for new save files only to critical patch changes)

- Project clean up (reduction in game size)

- Audio volume adjustments for minor sound effects.

- Added "Lock" function to containers (at the moment nonplayer controlled). If the container is locked, a message will appear on player text board and sound effect will be triggered.

- Added randomly generated loot system to containers, and building containers.

- Added "player interaction" check for all storages, containers, backpacks, and machines that use storage system to prevent the game from recalculating their content after every load/save/new game.

- Dark Matter Cola texture improvemenet.

- Mission log is now able to update already updated part of the mission if the criteria of the missions changes, by the player or the background system.

- Mission log will now update entire descriptions and all pointers in the background if the player closed mission log with the mission already selected.

- Mission log will now print description and pointers only when player directly selects the mission (prevents minor hitches on mission update)

- Mission log doesn't have to be manually refreshed if the mission is updated while players are already interacting with. Penkura Patch 0.1.1.6:
Dev-Com.
Penkura patch 0.1.1.6 is one of the key patches that will allow us to greatly improve our game world. The moment we added new zones to the game increasing playable area by over 300 %, we started to notice problems with every AI-controlled system.

Not only there were massive performance spikes but also most of the AI controlled being stopped working correctly. Now we are introducing completely new AI that will be able to self calculate area around itself depending not only on the player position but also by the current situation (adjusting accordingly).

We are also testing a new way of AI communication which will be similar to a hive mind, one mind to rule them all which drastically increases performance.

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

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

--------------------------------------------------------------
Patch 0.1.1.6
--------------------------------------------------------------

BUG FIXES:

- Spawners didn't spawn Tier - 1 beings on the map because of the map size and inability to properly calculate world terrain. C.F.S (Crash Freez Shield) system disabled mobs to prevent background looping.

- Tirix Fusion Power Plant manual reset station didn't print correct information when hovered on buttons and lever.

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

- Added the first version of self-adjusting AI to the project.

- Changed AI calculation system from self-depending calculating system to a hive mind system dramatically improving performance on open world locations (One mind to rule them all).

- AI will now detect other near AI and "borrow" their terrain calculation to safe CPU when calculating movement routs.

- AI will now map area around itself depending on the player location rather than the entire map.

- AI will spawn and despawn itself to improve performance depending on player position around the map and locations of closes spawn points.

- AI will interact with the player and lose interested if certain conditions are met.

- AI will adjust self-health and self-resistance depending on possessed being.

- Player, Bot, and AI are on different trigger layers to make sure triggers activate only when needed.

- Improvements to foliage render should prevent sudden popping of different level of details, unnatural specular (when no light source is located nearby) and re-rendering the same foliage twice (small performance boost).

- New highlight and object classification system. Object registration is now over 400 % faster. (small performance boost).

- Adjustments to highlight image effect.

- Added Ambient sound to Power Storage when activated.

- Changes to building classification. Building are now classified as (Main Structures),(Support Structures),(Defense Structures) and, (Misc).

- Buildings in the RTS system are now displayed under new classification.

--------------------------------------------------------------. Penkura Patch 0.1.0.4:
For more information about the updates, progress and known bugs please join our Discord Community.

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


--------------------------------------------------------------
Patch 0.1.0.4
--------------------------------------------------------------

FIXED BUGS:

- Door Controls didn't print any information on the screen when highlighted.

- Tutorial text log scrollbar didn't register mouse press.

- If MMC storage becomes full while creating an item, it will reset without providing an item to the player.

- MMC stops checking status if power runs out.

- MMC spawns object before it finishes creating it.

- MMC progress bar won't reset after creating the last item.

- MMC didn't remove the item from the build list if Create One button was pressed.

- MMC duplicates invisible build slots if create all button is clicked.

- Some of the sounds didn't reset their audio settings if there were set to 0.

--------------------------------------------------------------

IMPROVEMENTS:

- Flashlight intensity rose by 50 %.

- Small and Medium size door buttons have 3 times bigger activation detection.

- Save slots will now remember on what game version they were saved.

- Save slots now show game version they were saved on after the time.

- MMC Error console was changed to Status Console.

- MMC is now able to show the status of its energy, storage, and resources.

--------------------------------------------------------------. Penkura Patch 0.1.1.4:
Dev-Com.
Patch 0.1.1.4 introduces new 3d interfaces systems, new satellite base map system, new buildable buildings and most of all system written from the ground up to prevent RTS related errors appearing on weaker machines.
Currently, all 3d interfaces (such as MMC, CCC, Computers, Tablets) are simulating detailed behaviors found in the real world. Screens fully remember your last activity such as mouse pointers left in a specific place or last seen page.
These changes are not only made for immersion sake but also to prevent problems with interfaces not receiving correct mouse position and/or buttons not being triggered by the left mouse button.

And as always, for more information about the updates, progress and known bugs please join our Discord Community.


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

--------------------------------------------------------------
Patch 0.1.1.4
--------------------------------------------------------------

BUG FIXES:

- Door button won't activate in the storage room (in introduction level)

- Main Menu screen stays on the screen after load.

- Frame drop at the end of the crew quarters corridor.

- On rare occasions, the cursor didn't react on 3d interfaces if the game was launched in windowed mode (detected on Windows 7, not seen in any other OS)

- RTS UI stayed on screen if the player loads the game while being in the RTS mode.

- Tunnels I, X and T build hologram was placed inaccurately when hovered over "Bounding Arrow"

- Atmo. Airlock build hologram was placed inaccurately when hovered over "Bounding Arrow"

- Some of the sounds are not affected by the audio settings.

- Buildings on rare occasions didn't spawn plugs or stairs.

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

- Map System added to the project.

- The cursor on 3D User Interface isn't any longer System Base but rendered directly in the game.

- 3D UI based cursors will now stay on the screen where it was last left by the player.

- Every 3D UI is now on separate trace layer. (Player Input should never be ignored by any other collision or trigger)

- Interaction modification to all 3D based interfaces (MMC, CCC, Computers, Map)

- CCC stops and resumes stats calculation depending on if the player or bot is close enough to actually see needed information. (minor performance boost).

- CCC Bot preview graphical improvement.

- RTS Building and bot preview graphical improvement.

- Buildings plug system is rewritten from the ground up. (should prevent the system from not spawning correct plugs when no other building is connected)

- Render adjustments to object (building and bot) preview system (minor performance boost when previewing objects in RTS, CCC, Character View)

- Player Icon added to the map system.

- Map System is set dynamically by beacons set by player and ones already place in the game.

- Player Icon is dynamically set on the map based on Beacons location X and Y.

- The map can be zoomed out (if the tablet detects that the map is bigger than the screen printed on) and zoomed in.

- Visual update to the skybox.

- Karenos level clean up (slight performance boost).

- Introduction level clean up (slight performance boost).

- New points of interests added.

- Tunnel I Windowed, and Tunnel T Windowed added as buildable objects.

- Two new buildable blueprints added.

- Terrain collision improvement (Player now will be able to more easily enter and leave caves)

- Adjustments to game "on move blur" and to "distance blur effect" (for players that reported motion sickness)

- Continue button now appears only on the main menu level.

- Visual update to Atmo. Airlock build hologram.

--------------------------------------------------------------. Penkura Patch 0.1.0.1:
Penkura patch 0.1.0.1 will be available soon on steam.

--------------------------------------------------------------

BUGS:

- Neurocore won't get triggered each time you enter the base.

- C.A.T losses focus if more than two buildings are requested to be created.

- Game loads last save on New Game.

- Small dialog fixes.

--------------------------------------------------------------

IMPROVEMENTS:

- Performance boost by about 2 % by clearing assets and unused shaders found in the first and secondary level. (Game should be smaller by around 100 MB)

- Added Continue Button.

- Small stability update to Save / Load System

--------------------------------------------------------------. Penkura Patch 0.1.0.5.1:
For more information about the updates, progress and known bugs please join our Discord Community.

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


--------------------------------------------------------------
Patch 0.1.0.5.1
--------------------------------------------------------------

FIXED BUGS:

- Item Action Menu allows dropping items inside of furniture (spawning them inside out of reach of player).

- Use button closes Item Action Menu.

- Use button is still visible after the last item was used.

- The split function cannot be used in the furniture.

- Destroy function cannot be used inside the furniture and bots.

- Items slots are frozen if you use the same slot twice.

--------------------------------------------------------------

IMPROVEMENTS:

- Remove build in Drag and Drop function (bugged on the standalone game).

- Added new inventory system.

- Middle mouse button now moves items between player inventory and storage.

- Inventory Action menu adjustments itself depending on which storage type we open.

- Split added to the Furniture.

- Destroy added to the Furniture.

- Items can be merged inside the furniture.

- Hold the mouse button to drag is removed, the player is required to press left mouse button which will highlight the item, then double-click on any slot in the inventory to move an item or swap with another item.

- Left mouse button will now highlight items we are interacting with (in the inventory)

- Fixes to memory leaks in the Inventory system. (slight boost in performance)

- Changelog now showcases patch changes from newest to oldest.

--------------------------------------------------------------. Penkura Patch 0.1.1.4.3:
Dev-Com.
In patch 0.1.1.4.3 we focused on the map system, improvements to camera rendering and tweaks to animations, UI, Sound.
Playable area in Penkura is getting larger and larger and with soon to be added new biome that will dramatically increase playable area we needed to improve the map system with much-needed markers/pointers.
We are still improving camera shaders and save system hoping to speed up the game even more without loss of any graphical quality. Game should be much sharper less blurry when moving at high speed and most of all, it should load/save faster.

And as always, for more information about the updates, progress and known bugs please join our Discord Community.

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

--------------------------------------------------------------
Patch 0.1.1.4.3
--------------------------------------------------------------

BUG FIXES:

- Location text, time text, and Status text (appearing in key events) slow down the game till it disappears.

- On rare occasion, an incoming message window didn't disappear after the end of the call.

- 3D map can't be interacted with if we interacted with any 3d user interface such as MMC or CCC.

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

- Map system will now show each discovered point of interests.

- Markers in the map system will now display their name when hovered over.

- Map system will now show each OWNED bots/drones.

- Added legend to map.

- Update to object highlight system (improved system should showcase object name much more clearly and display an icon showcasing what effect will be done to the object)

- Improvements to camera render and antialiasing (objects, particle effects, and light effects should be much sharper putting fewer strains on the eyes)

- Player and points of interest markers now show their correct name when hovered over.

- Points of interest adjust marker icon depending on type.

- Points of interests text and animation adjusted to the new optimize system.

- Save system will now check if any points of interest were discovered and save properly.

- Added animation and graphical improvement to call message.

- Added sound informing the player of an incoming message.

- Player request changes to tutorial message font. (bigger and easier to read font)

- Added animation to the tutorial message window.

- Dialog system NPC text will now estimate the speed of the voiceover and implement speed according (for performance sake this effect have a small power in the background calculation which may lead to text becoming slightly faster or slower)

--------------------------------------------------------------. Penkura Patch 0.1.1.0.1:
For more information about the updates, progress and known bugs please join our Discord Community.

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


--------------------------------------------------------------
Patch 0.1.1.0.1
--------------------------------------------------------------

BUG FIXES:

- Dialog with Neurocore didn't print answers after one of NPC dialog trigger.

- Level of details fixes to static objects from patch 0.1.1.

- Objects dropped in Medbay didn't spawn with physics on.

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

- Collision improvements to new content from patch 0.1.1.

- Collision improvements to all trees.

- Light/Shadow now affect materials with translucency without creating overlaps (minor performance increase in rooms with windows)

- Adjustments to fog density, color, and view range distance.

- Solar Panels now adjust their angel to the sun location rather than fixed by time location.

- Improvements to minimize performance hitches when ambient light changes from Day type to Night type.

--------------------------------------------------------------. Penkura Patch 0.1.0.4.1:
For more information about the updates, progress and known bugs please join our Discord Community.

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


--------------------------------------------------------------
Patch 0.1.0.4.1
--------------------------------------------------------------

FIXED BUGS:

- Drop system was not visible if drop button was press from Action Menu.

- Destroy system was not visible if destroy button was press from Action Menu.

--------------------------------------------------------------
. Penkura Patch 0.1.0.3:
For more information about the updates, progress and known bugs please join our Discord Community.

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

--------------------------------------------------------------

FIXED BUGS:

- Neurocore losses its collision.

- Fixed typos in First Level Dialogs.

- Items additional options menu stays on screen if the main menu is open while in inventory/storage.

- Split/Drop Interface stays on screen if the main menu is open while in inventory/storage.

- Bots storage didn't show correct name on the interface.

- Bots storage didn't show correct information when hovering over or interacted with.

- Sometimes Interaction button is required to be pressed twice to have an effect.

- Create all button in the Molecular Matter Converter freezes the machine if there are no items in the M.M.C Storage.

- Cancel Construction Button didn't trigger.

- Items disappear in the inventory if the player attempts to merge an item with an item that makes full stack item. ( A + B = Full stack (destroys A, B stays the same)

--------------------------------------------------------------

IMPROVEMENTS:

- Font size adjustments on the user interface to make it more readable.

- Occlusion adjustments to all types of rocks, boulders, flowers, trees, particular effects.

- Level of details adjustments to the entire landscape.

- Improved level of details to all types of rocks and boulders.

- Range Interaction adjustments to both Golden Malok and Subincar.

- Item Icons now show Amount and Max Stack.

- Added Max stack size on item hover.

- Blueprints for Molecular Matter Converter are now able to create stacks of items.

- New Items added Gracheri and Solid Construction Component

- Blueprint recipe adjusted.

- Graphical Adjustments to Molecular Matter Converter UI

- New Buildings added, Hydrogel Tank and Solar Panels

- Change Log added to the Main Menu.

--------------------------------------------------------------


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