Many of you might have already heard bits and pieces about Player-Built Settlements, or PBS in short. As the name suggests, it’s our system which will allow players to create their own settlements, a place that they build with their own hands, shape to their own needs, and where they can really feel at home - basically a system which takes our sandbox to a whole new level. It’s a fairly complex system and we’ve been working on all the details for quite some time now. Today I’m happy to tell you that we have arrived at a point where we are confident enough to share our ideas with you.

Due to its complexity, this will be a series of blogs, likely at least a three-parter. We’ll start with terraforming, an essential feature and a prerequisite to building structures. Later on we’ll also take a closer look at the basic rules to building, and the various types of structures.

Gamma islands

Shaping the ground to your liking should be a fun thing to do, but I’m sure you understand we have to set up some limits. The current alpha (and to some extent, beta) islands have too many interconnected systems which could be easily disrupted if we would allow you to create hills and holes wherever you like. Since the world of Perpetuum feels still rather small, the most efficient and future-proof solution is to create new landmasses with their own set of rules. So before I dig into terraforming, let’s have a look at gamma islands.

When creating the concept of new islands, one of the main conditions we set for ourselves is that their time to completion needs to be improved considerably. Although even our current islands have been all started by procedural heightmap generation (which can be done in a very short time), in order for them to be ready and usable they needed a lot of manual work.

Terraformers, meet your canvas

With gamma islands, in many ways we have it a bit easier: we don’t have to worry about passability, since you are supposed to work on roads and paths with terraforming. We don’t really need to place decorational buildings either, that will be your job too. However, there is still the issue of mineral distribution and NPCs.

Currently all the mineral fields are hand-painted and fixed by location. This wouldn’t really work on a terraformable island, because they could easily get out of reach or be blocked by buildings. I think we have already hinted that random mineral fields are on our todo, and some of you have also suggested it on the forums. We already have a working version of it and it seems to work pretty well.

There was one interesting question regarding random mineral field placement - should it consider unreachable areas, or should we leave it to the players to terraform their way to the new fields? The latter sounds fun at first, but with time as players skim down hills to get to the precious fields, it would likely induce completely flat islands, which is... undesirable. It could also get a little frustrating if you already get the third epriton field in a row on top of Mount Doom. So, the current version of the mineral field generator neatly looks for passable areas and avoids tiles blocked by buildings as well. We think terraforming by strategic, construction or decorational purposes will give you enough work as they are.

An important thing to note here is that we will introduce random mineral fields not only to gamma islands, but to every existing island as well. Of course this will have the unfortunate effect that your current geoscan results will become obsolete, but we feel this will make the miners’ life much more interesting, and give geoscanning a real function. I’ll do a separate blog about this and other impending major industrial changes after the PBS series.

So, that should cover the mineral question, but what about NPCs?

As you can imagine, due to the ever-changing terrain, fixed spawn points would not be feasible. Even our current fixed-path roaming caravans could run into problems. This left us with the solution to have only completely free roaming NPCs on gamma islands, so Agents can experience the real wilderness there. Of course the spawn generator will have to check for passable and large enough areas so they don’t get trapped, but that’s pretty much the only limit for them.

In the end, random mineral fields and completely free NPC spawns should take off a lot of tedious configuration work from our shoulders, since we only have to set the type and amount of minerals on the island, the type and number of NPC spawns, and the island is pretty much a go.

Diggin’ up Nia

Now that we have covered where you can terraform, it’s time to see how you can do that.

The game has supported terraforming from the very beginnings, but so far it has only been a privilege to us devs. One issue that we had up until now was that terrain texture cover had to be regenerated after every modification of the terrain heightmap, in order to have rocky textures on steep walls, grass on plains and so on. This texture mask was then stored in a special bitmap, which had to be patched out to the live client. Even if we only modified one tile, we had to update the whole island’s map, so whenever you saw 100+ MB patches, it usually meant that we updated these maps.

But now that DEV BoyC is working on the complete revamp of our terrain-engine, he could come up with a solution that allows for real time updating of terrain textures based on slope and elevation. This means that when you start to raise a mountain, the ground texture will gradually change from grassy to rocky, all in real time. Not to mention that we can scrap those old island texture masks too, and that means less memory usage, smaller patches, and a smaller datafile.

The terraforming process itself will happen with help of a terraforming module of course, which will use different kinds of charges, depending on what you want to achieve. The basic raise/lower charges are self-explanatory, these will simply pull up or push down the targeted area by a fixed height value. Then there is the leveling charge, which tries to pull the surrounding tiles to the targeted tile’s level, within a small radius. Finally we have the smoothing charge, which can turn sharp edges and spikes into smooth ground, and also works on a small radius.

Terraforming charge types and their effects

The terraforming module will also check for plants in the area, and will first try to kill them before modifying the ground. This however will be a very slow process (and a waste of terraforming charges), so plant bombs or “manual gardening” will still retain their importance.

Due to various position updating issues we had to make a rule which will not allow terraforming if anyone is within a 1-tile border of the terraformed tile or area (“safe area”). Unfortunately this rule (and some other factors) does not really make this kind of terraforming suitable for group efforts, and is only intended for smaller fixes or touch-ups here and there.

However we have plans for another, team terraforming feature. We’re still working out the details of this one, but the basic idea is that a player could use the same terraforming brushes like we devs can to create a kind of holographic terrain blueprint. Then, terraforming beacons need to be deployed inside that area, and a team of terraformers can start charging the beacons using special modules from outside the area. In effect, the terraforming beacons will start to “pull” the affected area towards the form of the blueprint.

There will be a few global limitations to terraforming, even on gamma islands. First and foremost, there will be a few predefined non-terraformable areas, which will generally mean the vicinity of fixed teleports. We don’t want anyone to get trapped on the other side, or allow to shut off complete islands from the rest of the world. Another important rule is that you won’t be able to modify the shoreline of islands. And lastly, there will be limits to how high or low you can dig, and the maximum steepness you can achieve.

In our next episode

Well, that’s pretty much all there is to the basics of terraforming. We’re still working on some of the details, and we’re of course eager to get some feedback from you as well. In the next part we’ll have a look at the basic rules of building structures and how you can connect them to each other.

Happy New Year everyone! We might have been a bit silent during the holidays, but now we’re back to developing with full force. In this blog I will talk about some of the upcoming features in January - we have quite a few new toys for your sandbox.

New player experience improvements

This one was promised for December, but didn’t quite make it, so we’re deploying it in our next patch, on Wednesday the 11th. The improvements consist of a brand new tutorial assignment line, which will now feature an initial general line, which unlocks a separate combat and industrial line. We’re also improving the level 0 assignments, which are meant to provide a stepping stone until you reach level 1s, or lose your first light robot and have to fall back to an Arkhe.

Improved NPC AI

Creating a perfect AI is no easy task, so we’re constantly experimenting with it in the hope to make our NPCs smarter than a jellyfish. This latest iteration will give them the ability to manage their own accumulator properly, and also make them more aware of line-of-sight issues. In practice this will mean that they won’t deplete their energy anymore by trying to shoot players hiding behind walls, and thus become easy prey for them. They also get a much improved pathfinding algorithm, so they will be less prone to getting stuck, and it will be even harder to shake them off. The changes will mostly affect higher ranked NPCs, as the lower ones are slow anyway or didn't have accumulator management issues.

Inter-island mobile teleports

These new deployable teleports will function just like the existing ones, the difference is that they can quickly move you and your squad to a fixed teleport tower on another island. They will have of course a higher price tag, and a distance limitation too, but if you need to quickly move troops to another island, they will probably come in very handy.

Deployed proximity probe

Proximity probes

These teleports would likely be a bit overpowered if there wouldn’t be a means to counter them, so to that end we’re introducing proximity probes. These probes can be deployed from your robot’s cargo to the terrain, and function a bit like remote security sensors. They will detect anyone coming near to them, and notify you with alerts on your world map and optionally via the event messaging system too, regardless where you are.

This system somewhat ties in to our upcoming territory control and player-built settlements (PBS) system, so it will be only usable within corporations, and with a limited number of assigned users per probe. Naturally you can also destroy enemy proximity probes, although they can only be detected from a very short distance. Last but not least, these probes are basically the first deployables that are fully persistent, meaning they will stay on the terrain forever, until they are destroyed.

Deployable walls

Also as an early herald of PBS, we’ll give you the possibility to build persistent walls for passive defense of your territory. The particularly interesting part of these walls is that they are using our existing plant-growth system: they pretty much work as if you would plant a noralgis-incubator. When deployed, they first start out as small flagstones, and the included tiny nanobots will slowly build them up to high columns, so they can block the way and provide cover.

Walls growing

Walls can be only deployed on beta islands outside a 1km distance from terminals and teleports to prevent unwanted pool closages, but other than that you’re pretty much free to build anything you want with them. (Somehow I feel I will regret saying this...)

Plasma bombs

Again, a new toy needs a fitting counter-toy too. Although you can tear down walls with your guns as well, it won’t be very efficient due to their relatively high hitpoints. So we thought it’s high time we brought in some WMDs.

Once deployed and activated, plasma bombs will unleash the biggest boom you’ve ever seen so far on Nia. Their main role is to wipe an area clean of walls and plants, but they will also deal substantial damage to anyone foolish enough to stand around when they go off. In theory it’s possible to use them in battle too, but their relatively long activation time provides for ample getaway time, and it’s pretty easy to shoot them down too, so utilization there might be a bit more tricky.

We are having a lot of fun with them on the devserver, so we made a (not too realistic) video too (warning: profanity inside).

So to summarize, the new assignments and the improved NPC AI will be a part of the patch on Wednesday. The proximity probe and the new teleport will come shortly after that, followed by the walls&bombs package, likely inside a two-week timeframe from now.

Meanwhile we’re finalizing the concept of the terraforming and player-built settlements system, so a blog about that will pop up soonish, too.

Here's a bit of a pre-xmas sneak peek on the progress of the new terrain engine. We're still heavily working on it, but the difference is already very notable. What do you think? Let us know in the comments below!

So, Intrusion 2.0 has been out for a little more than a week now and we’re happy to see the pew-pew it generates on the beta islands. Like every complex system it’s not perfect, so we’re performing small modifications based on your feedback over the coming weeks. We also intend to give both attackers and defenders a few additional strategic tools and features - more on this in a separate blog post soon.

Meanwhile, we’re working on the foundations of the player-built structures system, but we don’t want to leave you without new features and content for the rest of the year, so let’s have a look what we have in store for you in December.

The Scarab

I know most of you are waiting for this, so I won’t tease you any longer. As announced in our last newsletter, a new freighter-type robot is about to make its entry into the world of Nia. Its name is Scarab, and it’s the first member of a new robot class we call gliders.

The common feature of gliders is that they are hovering above the ground, which means they have excellent slope capabilities, and resistance against demobilization. They are also relatively big, which in turn means they make excellent targets too... We have plans for heavy and light glider classes, both in combat and industrial roles as well.

Scarab concept art
Scarab - work in progress model

The Scarab specifically is a heavy industrial glider, designed to transport huge amounts of cargo, a whopping 720 units. The bad news is that in order to keep it levitating, it has to have a pretty thin framework and light armoring, so it will be quite vulnerable. It does have 2 universal chassis slots that you can fill with medium weapons too, but heavy escorts are recommended. For support modules you’ll have 4 head slots and 1 leg slot to play with.

As for required extensions, you will need some higher levels in Advanced robot control and Industrial robot control, as well as the new Glider control extension, specific to the new class.

While we plan to have an Mk2 version of it, like for all robots in the game, that one will be only introduced a bit later.

Syndicate Supplies

Have you ever wanted to do a suitable assignment but got turned off by the reward bullets that you don’t use anyway? I know I did.

At first we wanted to give you an option to select your reward items before you accept the assignment, but that felt kinda limiting as well. So we decided to give you complete freedom by adding some universal faction tokens as assignment rewards, which you can exchange for things you really need.

The place where you can do the exchange will be a new base facility called Syndicate Supplies (formerly known as EC-shop). At the start it will offer the well-known advanced ammo types (which have become a bit of a rarity by now) for assignment tokens, but later on we will also include many more items purchasable for Energy Credits (yeah it’s coming a long way), or a combination of currencies. Just to be absolutely clear, this is not a microtransaction store, it uses new ingame currencies which you can gather by various activities.

New robot animations

You saw what we did to the Arkhe, now our animators are close to wrapping up the next bigger package. The 3 light combat robots and the 3 light EW-robots will get the same treatment soon, and will be sporting much better looking walking and running animations.

Beginner assignment improvements

During the past months we have replaced all level 1-2-3 assignments with better and more interesting ones, but before we move on to level 4 and up, we have to take a step back and have a look at the start of the game.

While the general feedback on the 10-part tutorial assignment line has been mostly positive, it is starting to get a bit outdated. The plan is to split it into two branches, one combat and one industrial-oriented, and include some newly introduced objectives, like artifact scanning, distress beacons and manufacturing. Players will be able to complete both branches, one with a combat light bot reward at the end, and the other with an industrial one. Our intention is to give everyone the opportunity to decide which path they want to take (it can be both too!), and to show them all the activities they can do in the game.

We’re also revamping the level 0 assignments; we know they are a pretty bad grind between the end of the tutorial and the start of the level 1 assignments. They will also make sure that you have some more interesting objectives to do than killing drones over and over, if you accidentally lose your first tutorial light bot and have only an Arkhe available.

DEV Alf is also brewing some NPC spawn balancing changes and some new modules and new weapon ammo types using cycle time modification, but the details still a bit hazy, so more on those a bit later :)

Christmas is coming too, so we plan to have some smaller PvE events, and we're starting to pick up some strange artifact signals again, too. Nothing fancy though, we know most of you have better things to do at that time than sitting in front of a computer. Or do you?

Anyways, questions and comments are more than welcome, as always!

The time has arrived to wrap up the final phase of the anniversary events, and our final step is to perform some sort of prize ceremony, for the lack of a better method, here on this blog. (We'll see if we can work on this somewhere down the line and add fireworks, ribbons and glow for the next occasion; right now you have to make do with overwrought verbal gymnastics and crude image manipulations.)

It has been an extraordinary weekend for us, seeing both the Agents in the audience and in the arena completely tuned to the same frequency and enjoying it as much as we enjoyed donning the visibility vests while rounding up the teams, conducting the matches as the officials, and pushing out the Zamboni afterwards to clear the arena of leftover robot parts. The great atmosphere certainly underlined our trust in the community Perpetuum has built around itself, it has been a great inspiration for us, and we're certainly gonna do this once again.

The execution of the tournament by was no means flawless, and I'd like to observe some things that we need to think about later: First off, the upper rim of the arena was way too popular, because it consisted of one single ring without any interruptions. We duly noted this and while we don't want to discourage long-range fighting, the amount of constant merry-go-rounding eventually just became silly after a while, and we'll certainly take steps against this next time. Another thing that gave us a bit of a headache was the obviously hasty decision of allowing matches to be decided with a coin-flip. This turned out to be a bad idea and we'll make sure to granulate the rules more specifically next time, perhaps including things like damage dealt or shots fired. (Again, these are just conclusions, not plans. We'll see.)

That all said, let's start the ceremony with a few people who we need to thank.

The "Jackie Stewart"-award for the commentary booth

The tournament certainly wouldn't have been as enjoyable as it was for people outside the arena if it wasn't for the amazing (and I mean that to the fullest extent) insights to the people who did the commentary with Mancs and Calvin on the stream: a big thank you go out to Lemon, Gremrod and GLiMPSE who attended our little livestream as guests, performed interviews and generally made the video stream entertaining even for people who weren't as savvy about the game as most of us. Their reward for their time and unwavering enthusiasm shall be a custom label on the forums reminding everyone that these people mean business.

The "Baby's First PVP" award for the best newcomer group

We'd like to take time to provide some kudos to the only corporation in the tournament who, despite being a fairly new PVE formation, decided to not only give the whole thing a shot but also managed to advance to the second round of the tournament, so a big hand goes to Rue Tang Clan for proving that even low EP players with enough dedication, creativity, a good understanding of game mechanics can match up any other group. They will receive what they probably need the most after the tourney: a round of reimbursements for their robots lost during those two matches.

The combined "Dale Earnhardt Jr."-award for most left turn laps around the arena and the "Garden Rake"-award for least rules observed

To commemorate the special moment of seeing four completely masked Troiars running full speed around the top rim of the arena for 30 minutes in hopes to avoid any sort of firefight and getting through the round via the coin flip, but ultimately realizing that they forgot to fill out the point cap and will be eliminated regardless, we'd like to present Infinity with a special Perpetuum 500 lightweight frame to aid them in their future efforts of legging it from firefights. This is also in honor of what we perceived to be the biggest surprise in tournament, eliminating M2S in the first round.

The "COME AT ME BRO"-award for most spectacular tanking

This one goes to a moment in a match we all found incredibly entertaining: We'd like to hand out our only individual award to Tux from 62nd, who successfully held his ground as a single robot for about 20 minutes after his team was destroyed early by Remedy, eating ridiculous amount of damage and EW like a boss. His reward will be, appropriately, a unique The Wall-brand shield hardener, to help him become comfortably numb.

...and now without further ado, let's hear it for the winners:

  • On runner-up place: Remedy Inc.
  • On third place: Crimson Imperium Reborn
  • On second place: Immortal Legacy

And finally, the winner of the first anniversary Perpetuum Tournament is:

With a nail-biting finale, CHAOS has shown us amazing proficiency, tactics and discipline as they marched through the rounds with their impenetrable Tyrannos squad, and they're well deserving to the champion title, and by proxy the free entry to the next tournament as reigning champion. The top three teams are already in the process of receiving their rewards (see details here), and all other participating teams will also receive a complimentary goodie package, so hopefully we can wrap all this up within a few days.

Once again, a big big honest Thank You to all the groups who have stepped up to participate, the players spectating in the audience, all the players who in the meantime roamed the fields in search for treasure, and all those who watched the weekend unfold on the video stream. (If you missed it, check the video archive here.)

We had a great time - hope to see even more of you in the next event!