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		<title>Perpetuum DEV Blog</title>
		<link>http://blog.perpetuum-online.com/</link>
		<description>Perpetuum Developer Blog</description>
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		<lastBuildDate>Thu, 17 May 2012 10:43:08 +0200</lastBuildDate>
		<copyright>Copyright 2007-2012 Microsystem Gaming Solutions </copyright>
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			<guid isPermaLink="false">perpetuumdevblog-52</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-05-10-testing-testing-is-this-thing-on/</link>
			<title>Testing, testing... is this thing on?</title>
			<description><![CDATA[<p>
The time has finally come to announce the opening of the floodgates - PBS will roll out to our temporary test server and you're all welcome to rip it to shreds during the following few weeks.
</p>

<p>
The server will open on <b>Friday, 12:00 CEST</b>, and you can already start preloading the test-client <a href='http://content.perpetuum-online.com/files/perpetuum_setup_test.exe' target='_blank' class='external'>here</a>. An important technical note I'd like to make: There's been a number of considerable changes in architecture, so it's important that you make this a <b>separate installation</b>! It is <b>not recommended</b> to install this over an existing Perpetuum installation or to try and skip ahead in preloading by using an existing datafile - this test client <b>will only work with the test server</b>! Other than that, it's the same old download-run-watch-progress-bar-login routine we all know so dreadfully well.
</p>

<p>
Now, this isn't the only thing to keep in mind. The test server, being somewhat different from the usual environment, needs a few things to be explained or taken note of:
</p>
<ul>
<li> If you have a <b>valid, paid account</b> when the test server opens up, your account will be valid for the test-server as well. On the other hand, we will not perform continuous syncing; if you're late for the party, you won't get in. (That doesn't mean we won't do syncing later, but you have to have your best puppy-eyes in store.)</li>
<li> The test server is subject to the same EULA/COC as the live one - <b>be civil</b>, even if something's broken (and oh yes, there will be blood).</li>
<li> PVP on the test server should be <b>strictly consensual</b>; we won't limit your options via technical restrictions, but assuming that you're on the server to test, breaking someone else's gameplay won't help any of us, and we might revoke your access if you keep continually disturbing other players.</li>
<li> For obvious reasons, some things will run in <b>"cheat mode"</b>: The market will seed everything for low prices, you will get large amounts of EP and NIC, time-dependent processes will be sped up to minutes instead of hours, and robots will get automatically reimbursed after they've been shot. Of course this makes economic balancing difficult, but at the same time we don't want to wait two months for the first base to be built either.</li>
<li> The test server will cease operation as soon as we consider testing complete and deploy the patch to the final live server. No data will be migrated back.</li>
</ul>


<p>
There will be a separate forum for the testing server topics <a href='http://forums.perpetuum-online.com/forum/111/testing-server/' target='_blank' class='external'>here</a>, so please open topics or post opinions there instead of other forums so we don't have to fish all the ideas and death threats together from other forums.
</p>

<p>
That's all I suppose, happy preloading, testing, and Lord Have Mercy.
</p>
]]></description>
			<pubDate>Thu, 10 May 2012 02:09:02 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-51</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-04-26-industry-remixed/</link>
			<title>Industry, remixed</title>
			<description><![CDATA[<p>
Following on the trails of the massive three-part series about structure networks, today we’ll dive into the scary depths of <b>industry</b> and make an attempt at explaining why it was necessary to <b>turn it upside down</b>. Be warned: it’s long and there is some heavy number-crunching ahead, but luckily there is a <i>tl;dr</i> at the end.
</p>

<a name='Mineral_field_and_geoscanning_changes'></a>
<h2>Mineral field and geoscanning changes</h2>

<p>
As mentioned in the <a href='http://blog.perpetuum-online.com/posts/2012-02-15-the-road-to-pbs-terraforming/' target='_blank' class='external'>first PBS blog</a>, we’re changing the current fixed position mineral fields to <b>random spawns</b>, where the fields won’t get “refilled”, but new fields will appear instead, once the current ones are depleted. The change is first and foremost required due to the new terraformable gamma islands, because fixed mineral fields would interfere with the nature of free terraforming.
</p>

<p>
However, we’re doing this not only on gamma islands, but on all alpha and beta islands too. The only difference is that on alphas and betas new mineral fields can only spawn on passable terrain, but on gammas they can spawn anywhere on the island, and you will have to terraform your way to them (this is a change since the terraforming blogpost). Our intention with this is to make the process of <b>scanning for minerals more meaningful</b>, maybe even to the point of turning it into a profession in itself, as opposed to the current system where you just need to find and map out all the fixed mineral fields and return to them like they were some kind of candy dispensers.
</p>

<p>
Now, with the need for constant geoscanning for new fields you may think that it would be a very tedious task with the available tools, and you’re right. That’s why we’re replacing area-based geoscanner charges with brand new <b>directional scanning</b> charges. These will show you the direction to the nearest tile holding the charge-specific mineral, but not the distance. It’s somewhat similar to artifact scanning, but it will require different tactics. Notice I wrote “nearest tile”: it’s equally possible that it will guide you to a tiny residue, or to a tile which is part of a large field. Once you’ve found your spot, you can use the good old tile-based scanner to find out whether you hit the jackpot or not. In the long run, this system will require miners to do a “clean job”, as randomly scattered residual spots will soon make directional scans less and less efficient.
</p>

<p>
This ties into the generation of new mineral fields: the system periodically checks the overall amount of minerals on each island, and if this gets under a certain threshold value, a new mineral field will be generated in a random spot. However, if the mineral map of an island gets too much fragmented by haphazard mining practices, the spawning of new fields will probably slow down, since the overall mineral amounts will be there, but scattered all around the island in lots of low-yield tiles.
</p>

<p>
We’re also changing the mining process itself: the current method of storing “mining cycles” in ground tiles will be converted to a more straightforward system. Tiles will hold the <b>exact amount of minerals</b> you can get out of them, so there won’t be a “loss” of minerals when someone with less advanced equipment or extensions mines them; he/she will just simply extract less over time, without wasting any potentially minable minerals during the process.
</p>

<a name='New_minerals.2C_factional_redistribution'></a>
<h2>New minerals, factional redistribution</h2>

<p>
So far there hasn’t been much difference in the availability and usage of minerals and commodities among the three factions. Of course we’ve tried to make specific minerals more abundant than others, but this was a fragile balance, as the components used for manufacturing didn’t have such separation among the faction technologies. With the coming expansion we’re taking a big step to <b>stir up this uniformity</b>.
</p>

<a name='Factional_differences_for_raw_minerals'></a>
<h3>Factional differences for raw minerals</h3>

<p>
Each of the three factions will have <b>one distinct mineral</b> that is representative in their specific technology. For Pelistal this will be Silgium, a brand new minable raw mineral, for Nuimqol it’s Imentium, and for Thelodica it’s Stermonit.
</p>

<p>
Titan and HDT will have a role as common basic minerals used by all factions, and <b>Titan will be reinstated to Beta</b>, but these two will be still more abundant on Alpha islands.
</p>

<p>
In the high-end mineral department, Epriton and Noralgis will be accompanied by a <b>new mineral available only on gamma islands</b>. At first this will be used for building higher tier PBS structures, but in the future it will be required for new robots and equipment as well.
</p>

<p>
Furthermore, faction-specific minable and harvestable minerals will be distributed in a way that each faction will have certain minerals that are <b>not available</b> on their islands, at all. The aim of this system is to stimulate trade and transport between islands, while avoiding monopolies. This is how it looks:
</p>
<ul>
<li> Silgium and Triandlus: available on Pelistal and Thelodica islands, but not present on Nuimqol islands</li>
<li> Imentium and Helioptris: available on Nuimqol and Pelistal islands, but not present on Thelodica islands</li>
<li> Stermonit and Prismocitae (yes, it’s finally harvestable): available on Thelodica and Nuimqol islands, but not present on Pelistal islands</li>
</ul>


<a name='Commodity_types_and_component_diversity'></a>
<h3>Commodity types and component diversity</h3>

<p>
Of course if we differentiate raw minerals this way, we also need to do the same for the commodities that they are refined to, and consequently it will be also reflected in the equipment they are used in.
</p>
<ul>
<li> Common basic commodities: Titanium, Plasteosine, and 2 new commodities</li>
<li> Nuimqol specific: Statichnol, Chollonin, Polynitrocol</li>
<li> Thelodica specific: Metachropin, Prilumium, Polynucleit</li>
<li> Pelistal specific: Isopropentol, Vitricyl, Phlobotil</li>
<li> High-end components I. (epriton based): Briochit, Alligior, Espitium, Hydrobenol</li>
<li> High-end components II. (gamma mineral based): 4 new commodities</li>
</ul>


<p>
Commodities will also get <b>categorized by their role</b> in manufacturing. This can be either basic component, offensive/weaponry component, defensive/armor component, or electric/energy component. Besides bringing more immersion into the game, this should also make it easier to remember what components you generally need for a type of module, and it should also help industrialists in specializing in a specific type of equipment. Both faction and type will be displayed on the icon of commodities.
</p>

<p>
All this juggling with the components has the consequence that pretty much every robot and module will require <b>completely different commodities</b> compared the current setup on the live server. We did this in a way that the final price of things generally shouldn’t be too much different than what you’re used to, but be aware that <b>there will be some changes</b>. There is an intended “trend” too, namely that robots will require slightly more materials than before, and modules slightly less.
</p>

<p>
Is your head spinning yet? Well we’re not stopping here, it’s time for some <i>Hungarian Maths™</i>!
</p>

<a name='Recalculating_the_industry_-_the_new_facility_point_system'></a>
<h2>Recalculating the industry - the new facility point system</h2>

<p>
One major issue with how the current industry in Perpetuum works is its rather <b>bad scaling</b>: novice manufacturers have a very hard time keeping up with veteran industrialists, and the main reason for this is the <b>tremendous gap</b> between their efficiency. This makes it near impossible for beginners to have at least a small chance at providing goods at competitive prices.
</p>

<p>
Of course, experienced manufacturers with high-tech facilities and tools should always keep their leading edge, but we’d like to <b>lessen that efficiency gap</b> and at the same time make the entry into the industry a <b>less painful</b> experience.
</p>

<p>
This is where our newest obsession comes into picture, convergent functions, or the term you’re probably more familiar with: <b>diminishing returns</b>. (I say obsession because it’s something we plan to apply to various other parts of the game in the future as well.)
</p>

<p>
Simply speaking, we’re turning <b>all the facility-related calculations</b> into the same point based <b>diminishing</b> system like the way armor resistances work for robots. Facility base efficiencies, your related extensions, your faction relation, etc. will all have a point equivalent and the sum of these points will be your final efficiency. Like in the case of armor resistances, this point value can be converted into a percentage value, which will always converge towards 100% efficiency, but it will <b>never reach it</b>. And similarly, the more efficient you are, the more harder it will be to improve on it.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_facilitypoints.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_facilitypoints.png" alt="Production point and facility efficiency graphs" title="Production point and facility efficiency graphs"/></a></div>

<p>
The graph on the right should help you understand it better. When accumulating production points (horizontal axis), it’s relatively <b>easy to reach a good efficiency</b>, but it will gradually get harder to really stand out. Factory efficiency for example starts at 150% time and material needs (compared to “perfect” efficiency), and closes to 100% from upwards. The recycling plant’s efficiency starts at 25%, and the more it closes to 100%, the more commodities you will get from items. The money you have to pay at the repair shop begins at 75% and converges to 0%, but will never reach it.
</p>

<p>
The system makes the current level-classification of facilities obsolete, as their efficiency will be measured in production points from now on. For “fixed” (NPC controlled) alpha and beta terminals this won’t make a real difference, but in the case of gamma islands where you can attach any number of facilities and facility upgrades to the main terminals, it can be any number in between (and over!) the old level equivalents, too. Of course these points will still be displayed in the terminal information windows, so you can easily compare them from anywhere in the world.
</p>

<a name='CTs_and_production_in_the_new_system'></a>
<h3>CTs and production in the new system</h3>

<p>
Calibration templates (CTs) deserve their own paragraph here: their efficiency will be also measured in production points, but the hard limit we had at 100% in the old system is completely gone. The point system makes this possible, because as I explained earlier, the overall production points “thrown” into the pipeline can be quite a lot, but your calculated efficiency still won’t ever reach 100%.
</p>

<p>
Since the limit for improving CTs doesn’t exist anymore, you will be able to combine CTs in the new gamma-only calibration complex (mentioned in the <a href='http://blog.perpetuum-online.com/posts/2012-03-31-the-road-to-pbs-islands-building-types-and-control/' target='_blank' class='external'>3rd part of the PBS blog</a>) infinitely. But remember that it’s only production points what you’ll be combining there - the final efficiency in the factory will always boil down to something less than 100%. This also means that there will be a point where combining two CTs will gain you such a small efficiency increase that it won’t be worth to do it any further.
</p>

<p>
The <b>production point system</b> also has a nice peculiarity: since efficiencies start to get better already at lower point values, it’s enough to have a really good CT to reach satisfactory results even without access to high-level facilities. Similarly, if you have very good industrial extensions, you can get away with mediocre CTs and facilities, and so on. But the important part is that there will always be some <b>room for improvement</b>.
</p>

<p>
The manufacturing process itself will also change a bit. First off, <b>factories</b> will not just provide a boost to production times, but they will again have their <b>own material efficiency bonuses</b>. Second, the currently separated cycle and quantity in the factory will be merged into one, and CTs will be degraded with every item production cycle. To compensate for this, CTs will degrade much less in these cycles, and we have also boosted the extension that controls the maximum number of manufacturable items in one slot at a time to 10 per level (so 100 at level 10).
</p>

<p>
There are still a lot of small details I didn’t cover, but this is already getting too long again, and we’ll also happily answer any specific questions in the comments below, should you have any.
</p>

<a name='But_wait.2C_there_is_more'></a>
<h2>But wait, there is more</h2>

<p>
Still, there are two things that are not directly industry-related, but they are important enough to share with you.
</p>

<p>
One. <b>Scarab Mk2.</b> 900U cargo space. Needs gamma minerals to build.
</p>

<p>
Two. <b>Navigation extension is dead.</b> Since speed is such an important aspect of the game, it has always been a must-have extension for everyone, which is bad game design practice. It will get removed and everyone will have “level 10” by default.
</p>

<a name='TL.3BDR'></a>
<h2>TL;DR</h2>

<ul>
<li> Fixed mineral spawns replaced by random fields</li>
<li> Area scanning replaced by directional scanner</li>
<li> Minerals, commodities, and components redistributed among factions, with the intention of creating diversity and inducing trade and transport</li>
<li> New gamma-only mineral and commodities used for PBS and future stuff</li>
<li> Production point system - completely new industry calculations using diminishing returns, for lessening the gap between beginner and veteran industrials, while still retaining the possibility for the “leading edge”</li>
<li> Scarab Mk2 \o/</li>
<li> Navigation extension gets removed, everyone will have full speed by default</li>
</ul>


<p>
<b>Oh, I almost forgot:</b> all of this will come together with Player-Built Settlements, and as most of it is already done, you'll be able to test it on the <b>public test server soon</b>.
</p>

<p>
<i>I like that word.</i>
</p>
]]></description>
			<pubDate>Thu, 26 Apr 2012 01:10:40 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-50</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-03-31-the-road-to-pbs-islands-building-types-and-control/</link>
			<title>The road to PBS: Islands, building types and control</title>
			<description><![CDATA[<p>
Welcome to the third and final instalment of our blog series showcasing the upcoming <b>Player-Built Settlements (PBS)</b> system. This part will tell you about the new island layout, the various building types and their purpose, and the concept of control and assimilation. If you haven’t read the first two parts, it’s highly recommended to do so, in order to better understand the things I’m about to explain here. The first part about terraforming is <a href='http://blog.perpetuum-online.com/posts/2012-02-15-the-road-to-pbs-terraforming/' target='_blank' class='external'>here</a>, and the second one about building and planning is <a href='http://blog.perpetuum-online.com/posts/2012-03-01-the-road-to-pbs-building-and-planning/' target='_blank' class='external'>here</a>.
</p>

<a name='24_new_islands_to_explore_and_live_on'></a>
<h2>24 new islands to explore and live on</h2>

<p>
There’s been a lot of speculation going on on the forums about how many new islands there will (or should) be. Some said an absolute minimum of 12, some argued we shouldn’t stop under a few hundred :)
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_gammanetwork.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_gammanetwork.jpg" alt="The new teleport network layout" title="The new teleport network layout"/></a></div>

<p>
While we’d love to have the latter number in the future, for now we have settled for <b>24 new terraformable gamma islands</b>. We feel that this should provide ample space for our current and anticipated playerbase without creating a vacuum. Of course we’ll be ready to add even more islands in the near future if the demand arises.
</p>

<p>
We’re not only adding new islands, we’re also <b>revamping the entire connection network</b> of the current alpha and beta ones. Some of you have voiced your concerns, and we also feel that the current teleport network is so dense that it makes the world feel rather small. Being able to jump quickly from one end to the other also renders any kind of long-range transport routes near obsolete. The same is true for living on beta islands, with the main trading hubs (currently the alpha terminals) being just a few minutes away.
</p>

<p>
The basic concept and the reasons for the the new layout:
</p>
<ul>
<li> <b>Less complex teleport network:</b> can’t reach “anything from anywhere”, gives individual islands more importance and makes them more unique.</li>
<li> <b>Breaking up the Alpha 1 triangle:</b> factions get more meaning, and the trading of faction-specific items should be more induced (this will be complemented by further industrial changes, details in the next blog).</li>
<li> <b>Inserting Alpha 2 between Alpha 1 and Beta islands:</b> this is intended to give Alpha 2’s a middleground role between the starting haven Alpha and the total hell that are the Betas. Alpha2’s have higher level NPCs, and those venturing there should already be aware of the dangers that Betas hold.</li>
<li> <b>Strategic variance in Gamma island connections:</b> we have both relatively easily reachable islands with many entry points, and hard to reach “hinterland” islands with more defendable entries. We’re very curious which ones will be more craved for, and how they will be used.</li>
<li> No island with only one entry point by design.</li>
</ul>


<p>
We also intend to create an <b>unlock mechanism</b> for opening the new islands, so they won’t be available from the get-go, and we’d also like to provide certain exploration rewards for the first pioneers. We’re still looking at our options on how exactly this will work, so I’ll get back to you with the details as soon as it’s settled.
</p>

<a name='The_structure_network_planner'></a>
<h2>The structure network planner</h2>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_networkplanner.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_networkplanner.jpg" alt="The structure network management and planning interface" title="The structure network management and planning interface"/></a></div>

<p>
I have already shown you a crude concept of the <b>network planner</b> in the previous post, and before I start with the explaining of various building types, I’d like to show you our progress on it. As you can see, it all happens on a new tab in the world map window, and it’s available when you’re inside a terminal or out on the terrain, too. One grid cell in the planner is equivalent to one tile on the terrain, so buildings are shown accurately as they occupy an area.
</p>

<p>
Types of buildings are mainly identified by their icons and their size, but there is also the optional name-tag, and you can even rename any of them. You can also select an individual building to bring up an information panel with all its parameters and settings. We have a number of connection types between buildings (energy, control, booster, etc.), each of them having a specific shape and color for easy overview.
</p>

<p>
Building plans are displayed just like completed buildings, but in purple color. There are various options to help you in planning your network, the proper connection distances and validating the terrain where you intend to deploy a building. As said, it’s a fairly complex system and I could go on forever but I’d rather continue with the rest of the features. You’ll be able to read all about the details in the game guide and test it yourself :)
</p>

<a name='Building_types'></a>
<h2>Building types</h2>

<p>
As you already know, the basic concept of <b>PBS</b> is a <b>network of interconnected buildings</b>. There are a number of building types, each of them having a special role within a structure network. In this section I will tell you a few details about each of them, and I hope this will help you get the big picture on the whole system. There is one important fact to remember while looking at the list: structure networks are limited by the number of <b>connection slots</b> of each building in the network, and by the balance of generated and consumed <b>energy</b>. Note that names can still change and some of the more specialized buildings may not make it into the first PBS patch.
</p>

<a name='Main_terminal'></a>
<h3>Main terminal</h3>

<p>
The central hub of your network, everything starts and ends with it. You can dock into it, equip your robots and store items, just like in any other NPC terminal. It doesn’t need any upkeep or energy to work - once built, it will stay there until someone destroys or deconstructs it. (Oh yes, it will be possible to deconstruct your buildings.) The main terminal comes in three different sizes, varying in number of connection slots, amount of HP, and physical size.
</p>

<p>
Another important role of the main terminal is that it provides ownership, or in other words, broadcasts <b>control</b> to all its connected buildings, which in turn further broadcast it to their connections and so on. If a building loses the chained control link with your network, it stops providing whatever its role is and you won’t be able to change its parameters until you regain control of it. More importantly, it’ll become open prey for an enemy network to “assimilate” it.
</p>

<a name='Control_tower'></a>
<h3>Control tower</h3>

<p>
Like the name suggests, control towers <b>broadcast control</b>, and they can do this through relatively large distances. They can be used to create watchposts or mining outposts far from the core of your network and your main terminal. Control towers themselves do not need energy to operate, however they don’t transfer it either, so you need to build a reactor at your outposts too, in order to operate the surrounding buildings.
</p>

<p>
Control towers also function as <b>defensive bastions</b>, which I will explain further in the control and defense section.
</p>

<a name='Reactor'></a>
<h3>Reactor</h3>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_powerplant.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_powerplant.jpg" alt="Reactor" title="Reactor"/></a></div>

<p>
Reactors provide the necessary <b>energy</b> for your buildings to operate. They work very similar to a robot’s accumulator, but since they’re much bigger, they are also much slower regarding recharge (think days here). Like robot accumulators, they also have their peak recharge potential at 50%. However, a deployed reactor starts with 0 energy, thus the recharge starts out very slow, and if you connect many consumers to it at this point, it will never “kick in”.
</p>

<p>
There is also a quicker but more costly way of generating energy in your reactor: by <b>fueling</b> it with certain commodities, like vitricyl or prilumium. You can use this method if your reactor or reactors can’t provide the necessary amount of energy for your network, or if you want to kickstart a newly built reactor. Reactors can also be fed from other reactors, so if you already have a working energy network (with the necessary surplus energy), starting a new reactor should be easier too.
</p>

<a name='Energy_transfer_nodes'></a>
<h3>Energy transfer nodes</h3>

<p>
These little nodes are used to <b>transfer energy</b> from the reactors to all of the consumer buildings. They have a certain cycle time for this, so energy propagation through the network takes some time. There is also a little bit of energy loss when it goes through them, so taking energy via a long chain of nodes will “leak” a small but notable amount on its own.
</p>

<p>
Energy transfer nodes come in two sizes: the <b>large</b> one can transfer large amounts of energy per cycle, and they have bigger connection ranges (can be linked together from further away), but have only a few connection slots. These are intended for your main energy lines, the “backbone” so to say. Then there are the <b>small</b> transfer nodes, which are pretty much the opposite: small throughput, small connection ranges, but more connection slots. These will be your endpoint distributors.
</p>

<a name='Standard_facilities'></a>
<h3>Standard facilities</h3>

<p>
Basic main terminals don’t include any industrial facilities, you have to get the DLC for them. What this means is that you need to build the factory, the prototyping facility, the refinery and all the other individual facilities, and connect them to your terminal; only then will they appear in its facility menu. The trick here, of course, is that the main terminal has a limited number of inward connections.
</p>

<a name='Facility_upgrades'></a>
<h3>Facility upgrades</h3>

<p>
Facilities have low efficiency on their own, but luckily we have facility upgrades to boost just that. Naturally, the increased energy consumption will not make it as easy as it sounds.
</p>

<a name='Special_facilities'></a>
<h3>Special facilities</h3>

<p>
We’ll introduce two brand new facilities, which will only be available to be built on gamma islands. One is the <b>Calibration complex</b>, which will let you combine calibration templates of an item to get a higher efficiency CT. The other is the <b>Decoder forge</b>, and as you can probably guess, it will combine lower level decoders to provide you with a higher level one.
</p>

<a name='Defensive_turrets'></a>
<h3>Defensive turrets</h3>

<p>
Your trusty watchdogs when you’re not home. They hit hard, and they hit far. In their current implementation they work with pure energy, but later on we might convert them to ammo-consuming beasts too, so you can chose your damage type.
</p>

<p>
There are three basic types: <b>EM turrets</b> have the highest dps, <b>missile turrets</b> have very long range and have the highest burst damage, and <b>laser turrets</b> are the most accurate at the cost of damage.
</p>

<a name='Mining_tower'></a>
<h3>Mining tower</h3>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_miningtower.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_miningtower.jpg" alt="Mining tower" title="Mining tower"/></a></div>

<p>
The name may be deceiving, as it’s not something that does the work while you’re not there. Instead, it works as an aura to <b>allow you to exploit a new type of mineral</b>, available only on gamma islands. This new mineral will be used to manufacture <b>higher tier buildings</b>.
</p>

<a name='Masker'></a>
<h3>Masker</h3>

<p>
Provides a masking aura for the robots in its range, making them harder to detect for other robots. Has no effect on buildings.
</p>

<a name='Repair_nodes'></a>
<h3>Repair nodes</h3>

<p>
These can be connected to any building and they will automatically start repairing any damage done to them, provided they have enough energy to do so.
</p>

<a name='Booster_nodes'></a>
<h3>Booster nodes</h3>

<p>
Currently, booster nodes can have either of the following functions: reduce the cycle time of turrets, increase the range of turrets, or increase the armor resistance of any building. Once you have a working booster node, you can simply select which one of those functions they should provide, and you can change this any time later on too.
</p>

<p>
As said, not all of these may make it in the first round, and we still have more ideas, for example solar panels which generate energy depending on the time of day.
</p>

<a name='Control.2C_defense_and_capture'></a>
<h2>Control, defense and capture</h2>

<p>
As I mentioned above at the main terminal details, <b>control linking</b> is a very important aspect of holding your network together. If you build parts of your network in a way that they depend on a <b>single junction point</b>, it will easily become a <b>weak spot</b> that you’ll have a hard time defending, even if you surround it with turrets of doom. When you lose such a junction point, you risk losing control of entire parts of your network, together with any connected defensive buildings, so <b>redundancy will be pivotal</b> in planning a solid network.
</p>

<p>
It’s not just a matter of losing control, but you may even find that the neighboring network snatched away your buildings. Such <b>assimilation operations</b> will be entirely possible: if there are any “orphaned” buildings in the connection range of your own network, which noone has control over, you can simply connect them to one of your buildings and they will start working for you.
</p>

<p>
Of course, losing parts of your network is one thing, but losing your main terminal with all your assets in it can be disastrous. Thinking about various <b>defense mechanisms</b> that allow you to get some sleep while not worrying to lose your main terminal made me write <a href='http://forums.perpetuum-online.com/post/62887/#p62887' target='_blank' class='external'>this</a> post on the forums. While the idea of making the main terminal invulnerable as long as any other building is connected to it sounded good at first, it also made us realize that it makes a capture mechanism near impossible. If you have to destroy everything first in order to break control, there won’t be anything left to capture. This is especially true for the expensive high-efficiency facilities, which are connected directly to the main terminal, with no way to break control other than destroying the terminal itself.
</p>

<p>
We also tried to avoid any timer mechanisms, but in the end there is no way we can control the number of players attacking a base, and there needs to be some kind of solid attack window that you can count on as a defender.
</p>

<p>
So the final concept of the main terminal defense mechanism looks like this: as I mentioned above, control towers function as bastions, which means <b>if at least one control tower is connected to it, the main terminal is invulnerable</b>.
</p>

<p>
Once there are no control towers connected to the main terminal, you can start shooting it. When its armor reaches 50%, its <b>emergency shielding</b> activates, and once again it becomes invulnerable. This state lasts for <b>3 days</b>, plus an optional 0-24 hours that the owner can set before it gets into emergency state. This makes sure that the <b>defenders can set their own time</b> of day when the terminal comes out of its emergency state, and becomes vulnerable. Once an emergency phase ends, it cannot be activated for <b>4 hours</b> - that’s the window when the attackers can finish it off. The time when the emergency period ends can be <b>scanned</b> the same way you can scan for outpost intrusion times.
</p>

<p>
The combination of these two mechanisms should make sure that a lone terminal can’t be lost overnight, but it also makes sure that complex networks with many control towers and extensive defense systems will be much harder to take down, and then some more.
</p>

<a name='It.27s_the_little_things'></a>
<h2>It's the little things</h2>

<p>
Besides giving you the possibility of building your own empire, we're also trying to add in some little extras that will make you stand out, and let you feel home. One of these things is that every corporation will be able to set a <b>signature color</b>, and this will be used for all the owned buildings' tint stripes, as well as the terminal inside background color.
</p>

<p>
Furthermore, what is an empire good for if you can't show it off? From the beginnings already, we really wanted to show territories in some way. Now with PBS, the occupied area of buildings finally provides a way to actually <b>make your territory visible on the world map</b>. We're aware that this is not something everyone would like, since it obviously gives away some strategic information, even though no individual buildings will be visible, just a colored "blob" (which also uses the color mentioned above). So this feature will be <b>optional</b>, CEOs can decide whether they want to show off or not.
</p>

<a name='We_need_your_help'></a>
<h2>We need your help</h2>

<p>
By now you should probably have a rough idea of the sheer complexity of this system. Since we are still merely a group of 10 people, it would be pretty much impossible for us to test it on our own. The outcome would most likely be an unbalanced patch, crawling of nasty bugs.
</p>

<p>
We have already set up a separate <b>test server</b> and as soon as we are finished with all the features, you’ll be able to come and fiddle with terraforming, planning and building before we deploy it to the live server. How and when exactly this will happen will be <b>announced soon</b>, stay tuned.
</p>

<p>
Well, I think <b>that’s about it</b> regarding the basics of PBS. Of course I’ll try to answer any questions, and I’m sure you have a few of those.
</p>

<p>
<b>In the next blog</b> I will tell you the tale of how we turned the industry upside down, to the extent that we probably should call it <b>Industry 2.0</b>.
</p>

<p>
<i>I love cliffhangers.</i>
</p>
]]></description>
			<pubDate>Sat, 31 Mar 2012 16:47:54 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-49</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-03-28-for-the-record-we-accept-bribes/</link>
			<title>For the record, we accept bribes</title>
			<description><![CDATA[<p>
We received a large package addressed to "DEV GARGAJ" in the mail today. After the obvious security measures, we controlled our little EOD-robot towards the box, and as soon as the dust, debris and toxic fallout settled, we uncovered this:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_bukkitofchox.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/300/blog_bukkitofchox.jpg" alt="" title=""/></a></div>


<p>
I'm not exactly adept at expressing gratitude on a poetic level, but a gesture like this is not only appreciated for what it is, it also inspires on a more personal level to work harder/more on the upcoming patches. (Although that might be just the sugar rush.) Thank you very much on behalf of the remainder of the DEV team!
</p>

<p>
It also reminded me that we (somehow) forgot to mention our previous goodie-bag-by-mail, received last summer from Shea:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_oreos.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/300/blog_oreos.jpg" alt="" title=""/></a></div>


<p>
Again, thank you so much! <3
</p>
]]></description>
			<pubDate>Wed, 28 Mar 2012 16:47:29 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-48</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-03-23-slope-displays-revisited/</link>
			<title>Slope displays revisited</title>
			<description><![CDATA[<p>
With the upcoming patch dealing with terraforming and player built settlements we also need to upgrade some of our current tools to better suit the challenges these new systems pose. The most basic such system involving the terrain is the one visualizing where players can go - the slope display.
</p>

<p>
As part of the work on the PBS patch we have upgraded the slope display so you'll not only be able to see where your robot can go, but also where robots of other classes can venture. More importantly the new slope display will also show areas which need to be flattened before a building can be raised at a certain area.
</p>

<p>
As these new tools won't be needed all the time we're making them optional. You'll be able to cycle between the different display modes using the slope toggle button.
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_slopedisplay1.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_slopedisplay1.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_slopedisplay2.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_slopedisplay2.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_slopedisplay3.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_slopedisplay3.jpg" alt="" title=""/></a></div>


<p>
Also, most of the server side code work on the individual PBS nodes has now finished and we're in the process of building the terraform blueprint system while the artists work on the gfx for the nodes.
And before you ask, the next part of the PBS series blog should be out next week ;)
</p>
]]></description>
			<pubDate>Fri, 23 Mar 2012 16:28:39 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-46</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-03-06-wall-changes/</link>
			<title>Wall changes</title>
			<description><![CDATA[<p>
<b>Defensive walls</b> are probably the most controversial feature in Perpetuum we have ever had so far. On one hand they are supposed to bring more sand into the sandbox and provide passive defense for whatever you want to defend. On the other hand, many of you have voiced your concerns that it also greatly hinders everyday small-scale PvP warfare, which is hurting the game on a global level.
</p>

<p>
The first introduction of walls went not without issues and we have learnt the hard way that too much freedom can be bad. Based on player feedback, the majority of you think there is <i>still</i> too much freedom regarding wall placement.
</p>

<p>
Initially we didn't want to restrict the building of walls to outpost owners, because we didn't want to shut out the rest of our players from using them. Nevertheless, it seems walls are primarily used for outpost and SAP defense, so we decided to reconsider that stance.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_wallradius.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_wallradius.png" alt="Wall placement belts around outposts" title="Wall placement belts around outposts"/></a></div>

<p>
In our <b>next patch</b> (planned for March 9), we will <b>restrict wall placement</b> to a fixed belt area <b>around outposts</b>. It's a belt because the 1000m inner no-build limit from outposts still remains, but there will be an outer limit of 3000m as well. The picture on the right should help you imagine it better. As you can see, some of the teleports' no-build areas also take their share. (<b>Update:</b> the image has been modified to include SAP areas too - thanks for the notice Arga.)
</p>

<p>
Another change is that <b>only the outpost's owning corporation can build walls</b>, and only around the owned outpost. Of course in case of an ownership change, the old walls won't fall down, but only the new owner will be able to place new ones. Unfortunately this also has a negative effect, namely that allied corporations can't help you placing walls around your outpost until we do a proper alliance feature. (Contrary to popular belief, we didn't abandon or deny an alliance feature at all, we just didn't get around implementing one yet.)
</p>

<p>
It's important to note that <b>currently deployed walls won't be affected</b> in any way by this, as long as you keep repairing them, they will stay there. However you won't be able to place any new wall units outside of the allowed areas.
</p>

<p>
And lastly, to steer things back towards the next part of the PBS series: yes, you will be able to build walls around player-built bases as well, but only around a certain "occupation" area of your own buildings.
</p>

<p>
<i>Commence cheering/grumbling.</i>
</p>
]]></description>
			<pubDate>Tue, 06 Mar 2012 19:37:47 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-45</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-03-01-the-road-to-pbs-building-and-planning/</link>
			<title>The road to PBS: Building and planning</title>
			<description><![CDATA[<p>
Hello everyone, we’re back with the second part of the <b>Player-Built Settlements</b> show, please take your seats. In the <a href='http://blog.perpetuum-online.com/posts/2012-02-15-the-road-to-pbs-terraforming/' target='_blank' class='external'>first part</a> we have taken a look at how you can terraform a suitable place for your buildings. This time we’ll see how the <b>building process</b> itself looks like and how you will be able to plan a <b>network of interconnected structures</b>. Please note that some of the details discussed here can still change as we are closing to completion and start the testing process.
</p>

<a name='Acquiring_buildings'></a>
<h3>Acquiring buildings</h3>

<p>
The basic line of standard Syndicate-issued buildings will be available directly from the market. However, the Syndicate will also provide the option to relieve itself from the tedious task of manufacturing these buildings, so every corporation will be able to acquire the knowledge to <b>manufacture them</b> on their own as well. This will be achievable via new special kernels, available from Syndicate Supplies for either assignment tokens, or special artifact items. (These artifacts will be available throughout all islands.)
</p>

<p>
Later on we’ll also introduce <b>higher tier buildings</b>, but manufacturing those will need a <b>new type of mineral</b>, available only on gamma islands - more on this in an upcoming industry-themed blog.
</p>

<a name='Starting_a_settlement'></a>
<h3>Starting a settlement</h3>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_large_pbs_base.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_large_pbs_base.jpg" alt="Large player-buildable main terminal" title="Large player-buildable main terminal"/></a></div>

<p>
<b>PBS</b> will work in a <b>network system</b>, and every one of them will have to start with a central control node, the main terminal. All other buildings will have to be connected to the main terminal via an energy link or a control (~ownership) link - more on this a bit later.
</p>

<p>
So let’s say you have the <b>building blueprint</b> item for your first gamma terminal in your cargo. You pick a nice spot on one of the gamma islands, and start to terraform the area to be suitable for building (if necessary). To save you from insanity, buildings won’t require perfectly even areas for building; small slopes below a certain threshold will work too.
</p>

<p>
There will be a few no-build areas, e.g. around teleports, but currently we have no other limits planned for placing main terminals. The only limit regarding them is that <b>one corporation</b> can only have <b>one active main terminal per island</b>. The activation/deactivation and unattended defense mechanisms (the usual timezone issues) are still being worked out, but our aim is to prevent multi-headed dragons, i.e. redundant networks that are very hard to destroy, while still allowing relatively easy upgrading of your central terminal.
</p>

<a name='The_building_process'></a>
<h3>The building process</h3>

<p>
Once you’ve found the right place for your main terminal, you simply deploy the blueprint item from your cargo. This will place a kind of holographic version of the building onto the tile you’re standing on, and at the same time, push you and everyone else out of its construction radius. (Construction radius is an outline area around all buildings, and no two can overlap each other. This prevents building very dense and impenetrable settlements.)
</p>

<p>
After the blueprint is out anyone can start building it, this is not limited to the owner corporation’s members. Construction is done with <b>building modules</b> equipped on their robots, which use <b>building charges</b> available from the market, but they are also manufacturable (this part is still heavily under discussion). Any number of Agents can help in the completion, the goal is to reach a certain number of building cycles until it’s finished.
</p>

<p>
When the building is complete, it’s still <b>offline</b> and it has to be brought <b>online</b> to be operational, and this is something only the owners can do. The main terminal is a special building in this regard, because it can be activated on its own. However all other buildings will need to be <b>connected to the main terminal</b> before they can be brought online.
</p>

<a name='The_main_terminal'></a>
<h3>The main terminal</h3>

<p>
In case it’s not evident for everyone, I must stress that <b>you can enter a player-built main terminal</b> just like any other NPC terminal. So once your terminal is finished and online, you can hop in, store your stuff, or equip your robot. The available base facilities include private and corporation storages with all their features, robot equipment, the market, and robot insurance. All other <b>facilities</b> like the factory or the repairshop need to be built as <b>separate structures</b> and connected to the main terminal.
</p>

<a name='The_reactor'></a>
<h3>The reactor</h3>

<p>
However, nothing works without <b>energy</b> (the only exception being the main terminal), so the next thing you want to build will be a <b>reactor</b>. This is a separate building, but you can’t just place it anywhere. Apart from the terraforming requirements, all your buildings need to be in the <b>control range</b> of another owned building, and for your second building this means the main terminal. (Well, that’s only half true: you can place your buildings anywhere, but you won’t be able to connect and activate them if they are not in range.)
</p>

<p>
The <b>control links</b> will generally also mean an <b>energy link</b> at the same time, but since the reactor is the building which is generating the energy in the first place, it will only need a simple control link.
</p>

<a name='Planning_your_empire'></a>
<h3>Planning your empire</h3>

<p>
So now you have a main terminal, and a connected reactor, generating energy (not for free, mind you). This is when things will start to become complicated and the need emerges for some delicate <b>planning</b>.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_pbsguimockup.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_pbsguimockup.png" alt="Mockup of PBS planner and maintenance window" title="Mockup of PBS planner and maintenance window"/></a></div>

<p>
Granted, planning and maintaining an extensive network of buildings just by walking around it on the terrain would be a tad difficult, so we’ll introduce a new <b>schematic map</b> into the world map window, intended specifically for this task. The picture you see on the right is a crude mock-up of how the layout will look like, the final design will be of course much prettier.
</p>

<p>
The left main area is where the planning will happen. Not only that, but here you will be able to <b>connect your buildings</b> and watch over their health and energy levels as well.
</p>

<p>
The planning process itself will be somewhat like a puzzle (in the better sense of the word). You grab a building plan on the right, and drag it onto the grid. The grid represents ground tiles, so when you place a building plan, it will snap to this grid. When you’re satisfied with its position, you will need to finalize the plan, which will check whether it’s a suitable location regarding terrain, construction radius and all that stuff. At the same time it also places a <b>marker</b> onto the terrain, so you will know where to deploy what building blueprint. This way you will be able to make plans for an extensive network of structures before even laying a brick, and your crew can <b>work towards your goals</b> using the terrain markers.
</p>

<a name='Advanced_networking'></a>
<h3>Advanced networking</h3>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_pbsconnections.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_pbsconnections.png" alt="Example of a PBS network" title="Example of a PBS network"/></a></div>

<p>
The picture on the right is something DEV Alf has thrown together for your amusement. To be able to understand it, you have to know that every type of building will have a fixed number of inward and outgoing <b>connection slots</b>. A connection can be anything: a simple control or energy link, but it can also mean a functional link, like in the case of facilities connected to the main terminal. The important thing here is that all types of connections are using the same limits, and it will be up to you how you play them in order to have a logical and working network.
</p>

<p>
Since every building has limited connection slots, and because the area around the main terminal will soon become crammed, you will eventually need to use <b>energy transmitter nodes</b>. These buildings function like hubs: they <b>broadcast both control and energy</b>, but they too have limited connection slots. You'll even be able to set the energy priority for each node, so in case there is an energy shortage (because, say, someone destroyed one of your reactors), your critical buildings can remain operational. Our aim here is to provide you with basic building blocks and use your imagination and creativity to create extensive and efficient connection networks.
</p>

<p>
The picture also shows various other types of buildings, which I’m sure you’re eager to hear about, but unfortunately you’ll need to stick it out until the next part :) In that one we’ll have a look at all the building types you can create (even some never before heard facilities), and I’ll also try to explain why it will be good for you to own a gamma base in the first place.
</p>

<p>
Until then, let your anger or approving thoughts roam free in the comments or the forums.
</p>
]]></description>
			<pubDate>Thu, 01 Mar 2012 23:53:29 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-44</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-02-15-the-road-to-pbs-terraforming/</link>
			<title>The road to PBS: Terraforming</title>
			<description><![CDATA[<p>
Many of you might have already heard bits and pieces about <b>Player-Built Settlements</b>, or <b>PBS</b> 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 <b>a system which takes our sandbox to a whole new level</b>. 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.
</p>

<p>
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.
</p>

<a name='Gamma_islands'></a>
<h3>Gamma islands</h3>

<p>
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 <b>new landmasses</b> with their own set of rules. So before I <i>dig</i> into terraforming, let’s have a look at <b>gamma islands</b>.
</p>

<p>
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.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_gammaisland.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/600/devblog_gammaisland.jpg" alt="Terraformers, meet your canvas" title="Terraformers, meet your canvas"/></a></div>


<p>
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.
</p>

<p>
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 <b>random mineral fields</b> 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.
</p>

<p>
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.
</p>

<p>
An important thing to note here is that we will introduce <b>random mineral fields</b> not only to gamma islands, but <b>to every existing island</b> 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 <b>give geoscanning a real function</b>. I’ll do a separate blog about this and other impending major industrial changes after the PBS series.
</p>

<p>
So, that should cover the mineral question, but what about NPCs?
</p>

<p>
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 <b>completely free roaming NPCs</b> 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.
</p>

<p>
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.
</p>

<a name='Diggin.E2.80.99_up_Nia'></a>
<h3>Diggin’ up Nia</h3>

<p>
Now that we have covered <i>where</i> you can terraform, it’s time to see <i>how</i> you can do that.
</p>

<p>
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.
</p>

<p>
But now that DEV BoyC is working on the complete <a href='http://blog.perpetuum-online.com/posts/2011-12-21-terrain-sneak-peek/' target='_blank' class='external'>revamp of our terrain-engine</a>, 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.
</p>

<iframe width="610" height="370" src="http://www.youtube.com/embed/DduYqCo3iYI?rel=0" frameborder="0" allowfullscreen></iframe>

<p>
<b>The terraforming process</b> 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 <b>raise/lower</b> charges are self-explanatory, these will simply pull up or push down the targeted area by a fixed height value. Then there is the <b>leveling</b> charge, which tries to pull the surrounding tiles to the targeted tile’s level, within a small radius. Finally we have the <b>smoothing</b> charge, which can turn sharp edges and spikes into smooth ground, and also works on a small radius.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_terraformtypes.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/600/devblog_terraformtypes.jpg" alt="Terraforming charge types and their effects" title="Terraforming charge types and their effects"/></a></div>


<p>
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.
</p>

<p>
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.
</p>

<p>
However we have plans for another, <b>team terraforming</b> 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 <b>terrain blueprint</b>. 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.
</p>

<p>
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.
</p>

<a name='In_our_next_episode'></a>
<h3>In our next episode</h3>

<p>
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.
</p>
]]></description>
			<pubDate>Wed, 15 Feb 2012 00:02:08 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-43</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-01-09-new-year-new-toys/</link>
			<title>New year, new toys</title>
			<description><![CDATA[<p>
<b>Happy New Year everyone!</b> 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 <b>upcoming features in January</b> - we have quite a few new toys for your sandbox.
</p>

<a name='New_player_experience_improvements'></a>
<h3>New player experience improvements</h3>

<p>
This one was promised for December, but didn’t quite make it, so we’re deploying it in our <b>next patch, on Wednesday the 11th</b>. 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.
</p>

<a name='Improved_NPC_AI'></a>
<h3>Improved NPC AI</h3>

<p>
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 <b>manage their own accumulator properly</b>, and also make them <b>more aware of line-of-sight</b> 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 <b>improved pathfinding</b> 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.
</p>

<a name='Inter-island_mobile_teleports'></a>
<h3>Inter-island mobile teleports</h3>

<p>
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 <b>on another island</b>. 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.
</p>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/devblog_proximityprobe.jpg" alt="Deployed proximity probe" title="Deployed proximity probe"/></div>

<a name='Proximity_probes'></a>
<h3>Proximity probes</h3>

<p>
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 <b>proximity probes</b>. These probes can be deployed from your robot’s cargo to the terrain, and function a bit like <b>remote security sensors</b>. 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.
</p>

<p>
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 <b>fully persistent</b>, meaning they will stay on the terrain forever, until they are destroyed.
</p>

<a name='Deployable_walls'></a>
<h3>Deployable walls</h3>

<p>
Also as an early herald of PBS, we’ll give you the possibility to <b>build persistent walls</b> 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.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_wall.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/285/devblog_wall.jpg" alt="Walls growing" title="Walls growing"/></a></div>

<p>
Walls can be only deployed on beta islands outside a 1km distance from terminals and teleports to prevent unwanted <a href='http://knowyourmeme.com/memes/pools-closed' target='_blank' class='external'>pool closages</a>, but other than that you’re pretty much free to build anything you want with them. (Somehow I feel I will regret saying this...)
</p>

<a name='Plasma_bombs'></a>
<h3>Plasma bombs</h3>

<p>
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 <b>high time we brought in some WMDs</b>.
</p>

<p>
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.
</p>

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

<iframe width="610" height="370" src="http://www.youtube.com/embed/9vvsHSeyqb8?rel=0" frameborder="0" allowfullscreen></iframe>

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

<p>
Meanwhile we’re finalizing the concept of the terraforming and player-built settlements system, so a blog about that will pop up soonish, too.
</p>
]]></description>
			<pubDate>Mon, 09 Jan 2012 16:24:25 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-42</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-12-21-terrain-sneak-peek/</link>
			<title>Terrain sneak peek</title>
			<description><![CDATA[<p>
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!
</p>
<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_201112-01.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_201112-01.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_201112-02.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_201112-02.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_201112-03.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_201112-03.jpg" alt="" title=""/></a></div>



]]></description>
			<pubDate>Wed, 21 Dec 2011 18:53:26 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-41</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-12-15-december-status-report/</link>
			<title>December status report</title>
			<description><![CDATA[<p>
So, <a href='http://blog.perpetuum-online.com/posts/2011-11-26-intrusion-2-0-details/' target='_blank' class='external'>Intrusion 2.0</a> 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.
</p>

<p>
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 <b>in December</b>.
</p>

<a name='The_Scarab'></a>
<h3>The Scarab</h3>

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

<p>
The common feature of gliders is that they are hovering above the ground, which means they have <b>excellent slope capabilities</b>, and <b>resistance against demobilization</b>. 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.
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/transp_glider_scarab.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/285/transp_glider_scarab.jpg" alt="Scarab concept art" title="Scarab concept art"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/scarab_wip.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/285/scarab_wip.jpg" alt="Scarab - work in progress model" title="Scarab - work in progress model"/></a></div>

<p>
The Scarab specifically is a <b>heavy industrial glider</b>, designed to transport huge amounts of cargo, a whopping <b>720 units</b>. 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 <b>quite vulnerable</b>. It does have <b>2 universal chassis slots</b> that you can fill with medium weapons too, but heavy escorts are recommended. For support modules you’ll have <b>4 head slots</b> and <b>1 leg slot</b> to play with.
</p>

<p>
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.
</p>

<p>
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.
</p>

<a name='Syndicate_Supplies'></a>
<h3>Syndicate Supplies</h3>

<p>
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.
</p>

<p>
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 <b>universal faction tokens</b> as assignment rewards, which you can exchange for things you really need.
</p>

<p>
The place where you can do the exchange will be a new base facility called <b>Syndicate Supplies</b> (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 <a href='http://blog.perpetuum-online.com/posts/2011-06-06-this-summer-part-1/' target='_blank' class='external'>long way</a>), or a combination of currencies. Just to be absolutely clear, this is <b>not</b> a microtransaction store, it uses new ingame currencies which you can gather by various activities.
</p>

<a name='New_robot_animations'></a>
<h3>New robot animations</h3>

<p>
You saw what we did to the <a href='http://blog.perpetuum-online.com/posts/2011-10-28-skittering-arkhes/' target='_blank' class='external'>Arkhe</a>, now our animators are close to wrapping up the <b>next bigger package</b>. 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.
</p>

<a name='Beginner_assignment_improvements'></a>
<h3>Beginner assignment improvements</h3>

<p>
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.
</p>

<p>
While the general feedback on the <b>10-part tutorial assignment line</b> has been mostly positive, it is starting to get a bit outdated. The plan is to <b>split it into two branches</b>, 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.
</p>

<p>
We’re also revamping the <b>level 0 assignments</b>; 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.
</p>

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

<p>
<b>Christmas</b> is coming too, so we plan to have some <b>smaller PvE events</b>, 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?
</p>

<p>
Anyways, questions and comments are more than welcome, as always!
</p>
]]></description>
			<pubDate>Thu, 15 Dec 2011 18:48:03 +0100</pubDate>
		</item>
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			<guid isPermaLink="false">perpetuumdevblog-40</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-12-06-tournament-results-and-ending-ceremony/</link>
			<title>Tournament results and ending ceremony</title>
			<description><![CDATA[<p>
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.)
</p>

<p>
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 <a href='http://en.wikipedia.org/wiki/Ice_resurfacer' target='_blank' class='external'>Zamboni</a> 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.
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/pvp_tournament_arena.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/pvp_tournament_arena.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_1416.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_1416.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_1443.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_1443.jpg" alt="" title=""/></a></div>


<p>
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.)
</p>

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

<a name='The_.22Jackie_Stewart.22-award_for_the_commentary_booth'></a>
<h3>The &quot;Jackie Stewart&quot;-award for the commentary booth</h3>

<p>
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 <b>Lemon</b>, <b>Gremrod</b> and <b>GLiMPSE</b> 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.
</p>

<a name='The_.22Baby.27s_First_PVP.22_award_for_the_best_newcomer_group'></a>
<h3>The &quot;Baby's First PVP&quot; award for the best newcomer group</h3>

<p>
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 <b>Rue Tang Clan</b> 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.
</p>

<a name='The_combined_.22Dale_Earnhardt_Jr..22-award_for_most_left_turn_laps_around_the_arena_and_the_.22Garden_Rake.22-award_for_least_rules_observed'></a>
<h3>The combined &quot;Dale Earnhardt Jr.&quot;-award for most left turn laps around the arena and the &quot;Garden Rake&quot;-award for least rules observed</h3>

<p>
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 <b>Infinity</b> with a special <i>Perpetuum 500</i> 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.
</p>

<a name='The_.22COME_AT_ME_BRO.22-award_for_most_spectacular_tanking'></a>
<h3>The &quot;COME AT ME BRO&quot;-award for most spectacular tanking</h3>

<p>
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 <b>Tux</b> from <b>62nd</b>, 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 <i>The Wall</i>-brand shield hardener, to help him become comfortably numb.
</p>

<a name='...and_now_without_further_ado.2C_let.27s_hear_it_for_the_winners:'></a>
<h3>...and now without further ado, let's hear it for the winners:</h3>

<ul>
<li> On runner-up place: <b>Remedy Inc.</b></li>
<li> On third place: <b>Crimson Imperium Reborn</b></li>
<li> On second place: <b>Immortal Legacy</b></li>
</ul>


<p>
And finally, the winner of the first anniversary Perpetuum Tournament is:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/tournament_chaos.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/500/tournament_chaos.jpg" alt="" title=""/></a></div>


<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_1428.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_1428.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_1430.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_1430.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_1434.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_1434.jpg" alt="" title=""/></a></div>


<p>
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 <i>free entry to the next tournament</i> as reigning champion. The top three teams are already in the process of receiving their rewards (see details <a href='http://blog.perpetuum-online.com/posts/2011-11-19-the-big-perpetuum-anniversary-weekend/' target='_blank' class='external'>here</a>), and all other participating teams will also receive a <i>complimentary goodie package</i>, so hopefully we can wrap all this up within a few days.
</p>

<p>
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 <a href='http://www.ustream.tv/channel/perpetuum-dev-eagle/videos' target='_blank' class='external'>here</a>.)
</p>

<p>
We had a great time - hope to see even more of you in the next event!
</p>
]]></description>
			<pubDate>Tue, 06 Dec 2011 19:56:14 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-39</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-11-26-intrusion-2-0-details/</link>
			<title>Intrusion 2.0 details</title>
			<description><![CDATA[<p>
It’s been a while since we announced <b>Intrusion 2.0</b> <a href='http://blog.perpetuum-online.com/posts/2011-07-29-intrusion-2-0/' target='_blank' class='external'>back in July</a>, but we have used these months to fine-tune the original concept and turn it into reality. Today I’m happy to announce that <b>the new system will be deployed in our anniversary patch, on the 1st of December.</b>
</p>

<p>
If you’re unfamiliar with the concept of Intrusion 2.0, we recommended you read the <a href='http://blog.perpetuum-online.com/posts/2011-07-29-intrusion-2-0/' target='_blank' class='external'>previous blog</a> about it, but I’ll try to cover all the important details here as well. The basic premise hasn’t changed; we still want it to be a system that reflects the main powerblocs on an island via outpost ownership, while making both owning an outpost and doing intrusions more worthwhile, and of course to get rid of the fixed event times and registrations. Some of the details have changed though, and we think for the better. Let’s have a look!
</p>

<a name='The_basic_mechanics'></a>
<h3>The basic mechanics</h3>

<p>
One of the most notable changes will be the lack of an event calendar, because the whole system will be pretty random for defenders and attackers alike. Taking part in an intrusion event will be a matter of being at the right place at the right time.
</p>

<p>
The events will still happen around <b>Service Access Points (SAPs)</b>, with the same old SAP types. One notable difference compared to the SAPs you know now, is that they will be <b>easier to complete</b>, even with a relatively small squad. But the main difference in the new system is that <b>only one SAP</b> will open up at a time for an outpost, and you won’t know exactly which of the three SAPs it will be beforehand.
</p>

<p>
If you’re an <b>attacker</b>, and you see an open SAP, you simply start completing it. The system will immediately add your corporation to the list of attackers. If you can complete the SAP objective before it closes, you win the intrusion.
</p>

<p>
If you’re on the <b>defender’s side</b>, your <b>only goal</b> is to keep the attackers from completing the SAP until it closes again. Simple as that - you won’t even have to touch it. The maximum time limit until a SAP is open has been reduced to <b>1 hour</b>; that’s the time you have to stick out.
</p>

<p>
An important sidenote: should the defenders start completing a SAP, technically they will also become “attackers”, and if they win the intrusion they will <b>decrease the stability of their own outpost!</b>
</p>

<a name='Intrusion_times'></a>
<h3>Intrusion times</h3>

<p>
SAPs will open up at random times at every outpost in <b>8-16 hour intervals</b>. This means that when one intrusion finishes, the next SAP at the same outpost can open anywhere between 8 and 16 hours. This also means that the minimum time where you can be sure no SAP will open at the same outpost is 8 hours. This rule works <b>independently for all outposts</b>, so it is quite possible that there will be more than one intrusion happening in parallel.
</p>

<p>
There is no way of knowing which of the three SAPs will open, but there is still a way to know at what time it happens.
</p>

<a name='Captain.2C_we_have_spies_in_our_backyard.21'></a>
<h3>Captain, we have spies in our backyard!</h3>

<p>
You’ll be able to <b>scan for intrusion times</b> in the same manner you scan for artifacts. Your trained ninjas will have to get relatively close to the target outpost and use a new geoscanning ammo specifically designed to find out when then next SAP will open. The scan result will tell you the time, with some random inaccuracy depending on your geoscanning extensions, and the remaining time until the SAP opening. Naturally, outpost owners will only have to step out and do a scan to know the time of the next event, but they will also have to be on the lookout for spies trying to scan for it.
</p>

<a name='Outpost_stability'></a>
<h3>Outpost stability</h3>

<p>
As mentioned above, now there is only one SAP to complete or defend at a time, and you win that intrusion. Winning an intrusion does not mean that you become the owner of the outpost, though.
</p>

<p>
Since the new system is much more random than before, there has to be ample buffer space, to prevent you needing to stand guard around your SAPs 24/7. We know you have a real life too... most of you, anyway.
</p>

<p>
This is where <b>outpost stability</b> comes in.
</p>

<p>
Outpost stability is a <b>number between 0 and 100</b>, which represents how much a corporation “owns” that outpost. Intrusion events will dynamically modify this number up and down. When someone completes an intrusion, stability will go down. When the owners (and/or their allies) can keep anyone from completing an intrusion, stability will automatically go up. Remember that the defenders won’t even have to touch the SAP, so there is no restriction or rule who can be a defender - it’s all in the sandbox.
</p>

<p>
Different types of SAPs have different stability values, here’s how it looks like:
</p>
<ul>
<li> Passive hacking: 10 points</li>
<li> Active hacking: 15 points</li>
<li> Destruction: 15 points</li>
<li> Specimen processing: 20 points</li>
</ul>


<p>
These are the same when attacking or defending, so for example when you complete a Destruction SAP, outpost stability will go down by 15 points, and if you successfully defend a Passive hacking SAP, stability will increase by 10 points.
</p>

<p>
To make another example on the big picture, if you own an outpost with 100 stability, you have to lose about 7-8 intrusions in a row (7*15=105, depends on SAP types of course) to lose that outpost. This means around 3-5 days of minimum buffer time, depending on how much the gods of randomness favor you (ie. the 8-16 hour intervals).
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_intrusion_stability.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/500/devblog_intrusion_stability.png" alt="Intrusion event log" title="Intrusion event log"/></a></div>


<a name='Gaining_ownership_of_an_outpost'></a>
<h3>Gaining ownership of an outpost</h3>

<p>
Every now and then an intrusion event will bring down outpost <b>stability to 0</b>. At this point the outpost will go into a <b>contested state</b>, where no one owns it. The next intrusion event will be decisive regarding ownership: whoever completes it will be the <b>new owner</b> of the outpost, starting with a <b>stability of 5</b>. Of course this can just as well be the old owner, in which case they manage to regain ownership again. No “claiming” an outpost for millions of NIC, no protection tokens; from then on the owner’s task is to keep the SAPs alive.
</p>

<a name='SAP_loot'></a>
<h3>SAP loot</h3>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_intrusion_saploot.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_intrusion_saploot.png" alt="Typical loot from a high-stability outpost's SAP" title="Typical loot from a high-stability outpost's SAP"/></a></div>

<p>
To make it all a little more interesting, and to give you all more incentives to do intrusions, <b>all SAPs will drop a loot container</b>. They will do this regardless if you complete the intrusion, or if there is a timeout (a successful defense.) The catch is that they won’t be assigned to anyone, so if you want it, you’ll probably want to make sure that the area is clear from enemies when the time comes. Of course during tighter intrusion events it’s also possible that the losing team ninja-loots it and gets away with it.
</p>

<p>
The higher the outpost’s stability value, the more loot they will contain and the more chance they will have for higher level items. Loot also depends on the type of SAP and the outpost’s faction, and can contain decoders, CPU cortexes, lots of minerals, distress beacons or ammunition. (A little hint: a SAP loot of an outpost with 100% stability will always contain officer beacons!)
</p>

<a name='The_benefits_of_owning_an_outpost'></a>
<h3>The benefits of owning an outpost</h3>

<p>
So far, pretty much the only notable benefit corporations had by owning an outpost was the fee paybacks from facilities. While this enabled them to use the high-level outpost facilities practically for free, there was no option which could help them shape their outpost to their liking, or generally look at it as their home.
</p>

<p>
Now, the fee paybacks will still be around, but the new system has much more in store for the potential outpost-keepers.
</p>

<a name='Outpost_Access_Control'></a>
<h3>Outpost Access Control</h3>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_intrusion_outpostcontrols.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/300/devblog_intrusion_outpostcontrols.png" alt="Outpost controls" title="Outpost controls"/></a></div>

<p>
One of the main benefits of owning an outpost is the long-awaited <b>option to close them down</b> from unwanted enemies, aptly called <b>Outpost Access Control</b>. The feature simply consists of an on/off switch and a relations slider, which determines the minimum relation at which you let in other Agents. The slider is exactly the same like the one you use for setting your relations to anyone, so for example if you set access control to “Good”, it will only allow entry for members of a corporation for which you have set at least “Good” relation or higher. Access control will become available if your outpost reaches at least a <b>stability of 50</b>.
</p>

<a name='Auras'></a>
<h3>Auras</h3>

<p>
Auras are basically <b>outpost-level NEXUS modules</b>. They provide small but notable bonuses to the members of the owner corporation, and they do this <b>on the whole island</b> where the outpost is located. The more stability the outpost has, the more Auras will become available for you to activate, but only <b>one at a time</b>. Effects include bonuses to mining or harvesting amount, geoscanning accuracy, armor repair, accumulator recharge and detection&masking. At stability 100, <b>complex auras</b> become available which combine some of these bonuses.
</p>

<p>
There is one piece of bad news for those who plan world domination though: an Agent can only be affected by one Aura effect at a time. So if you plan to own more than one outpost on an island, you’ll have to make decisions when selecting your active Auras. To avoid switching them back and forth too quickly, changing Auras will also have a 24-hour cooldown.
</p>

<a name='Facility_upgrades'></a>
<h3>Facility upgrades</h3>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_intrusion_outpostfacilities.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_intrusion_outpostfacilities.png" alt="Outpost facility upgrading" title="Outpost facility upgrading"/></a></div>

<p>
So far outpost facilities had fixed levels and there wasn’t much strategy involved, except for trying to get the outpost with the better facilities that suited your needs.
</p>

<p>
Now owners will be able to shape their outpost’s industrial profile, by <b>upgrading facilities from level to level, even up to level 4!</b>
</p>

<p>
Facility upgrading is also tied to outpost stability levels: at first, all facilities are only level 1. As the outpost gains stability, every 10 points you’ll be able to spend a facility upgrade. So if you manage to get it to 100, you’ll be able to upgrade altogether 10 facility levels, in any combination. This means for example that at stability 100 you can have two level 4 facilities and the remaining four on level 2 (2*3 points, plus 4*1 points). Or you can have five on level 3 (5*2 points), and one remains at level 1.
</p>

<p>
Naturally if the outpost’s stability gets lower, you will lose your upgraded levels, starting from the last one you upgraded (or simply deducted from the unspent upgrades, if you have any). Productions in progress will not be affected by this, only new processes will start with the reduced efficiencies.
</p>

<p>
This system brings in <b>a whole new level of strategy</b>: is refining more important for your corporation than anything else? You can upgrade to a level 4 refinery already at stability 30. Or are you sure that you’ll be able to bring it up much more than that and spread the levels evenly to help every aspect of your production? Or do you own two not-so-stable outposts on one island, so you upgrade reverse engineering here and the factory there, and transport the goods between them? All up to you; we’re really curious how you will use this system.
</p>

<p>
There is a catch to outpost modification, too: <b>only upgrading is possible</b>, there is no direct option for downgrading. You can take the risk of reducing the stability of your own outpost to free up that one upgrade point you need... as we said, it’s up to you.
</p>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/devblog_intrusion_map.png" alt="Outpost owners on the map and the new context menu for outposts" title="Outpost owners on the map and the new context menu for outposts"/></div>

<a name='Make_your_mark_and_let_others_know'></a>
<h3>Make your mark and let others know</h3>

<p>
We also wanted to make <b>intrusions</b> much more <b>the center of attention</b>, since they are currently the pinnacle of intercorporation warfare, shaping the political map of Nia day-by-day. Even if you are not into PvP, you probably want to know what’s going on around you.
</p>

<p>
In this regard, intrusion news was quite hidden so far; you couldn’t even poke your buddy to check the news and brag him about your latest win!
</p>

<p>
To this end we’re adding a <b>new tab</b> into the <b>News window</b> (right beside the list of “Most dangerous Agents”), which will list all the past intrusion events, complete with the owners, the winners, and outpost stability changes.
</p>

<p>
The <b>world map</b> will also have the option to <b>show outpost owners</b>, with their corporation logos neatly hovering above their outpost icon.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_intrusion_outpostinfo.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_intrusion_outpostinfo.png" alt="Outpost information with facility listing and custom public description" title="Outpost information with facility listing and custom public description"/></a></div>

<p>
We also implemented the same <b>information windows</b> for terminals and outposts that robots and modules have too. These will also show the current owner and stability levels (the latter in a nice graph as well), and the facility levels at that specific outpost. This will also work for alpha outposts, so you won’t have to ask around about which one has the level 2 refinery anymore.
</p>

<p>
Lastly, owners of an <b>outpost</b> will be able to write a <b>public description</b> of their property, and this will also be visible for everyone who brings up the outpost’s information window. You can use it to advertise your facilities, taunt your enemies, advocate world peace, or whatever you like (well, within reason of course)!
</p>

<a name='In_conclusion'></a>
<h3>In conclusion</h3>

<p>
<b>Currently owned outposts</b> will start from <b>stability 5</b> (this also changed since the previous devblog) when the patch goes live on the <b>1st of December</b>, but we’ll <b>delay the start</b> of the first intrusion events to <b>Monday (5th)</b>, after the anniversary weekend, so you won’t have to worry about them while you’re taking part in the festivities.
</p>

<p>
 *Phew* that’s all of it I think. There is no tl;dr version for this I’m afraid, but trust me, it’s a pretty straightforward system once you get the hang of it. I tried to cover everything, but I’m sure many of you will have questions, which we’ll be happy to answer in the comments below or on the forums!
</p>
]]></description>
			<pubDate>Sat, 26 Nov 2011 15:07:26 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-38</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-11-23-hmm-upgrades/</link>
			<title>Hmm, upgrades.</title>
			<description><![CDATA[<p>
Here's a sneak peek of some of the upcoming shader 3 changes.
Keep in mind that this is still heavily <b>work in progress</b>, and the final version will include even more upgrades.
Shadows are deliberately turned off at the moment, these images show the level of changes upcoming to the terrain engine and the water renderer.
</p>

<p>
Before:
</p>
<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_20111123_Terrain_Before.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/400/blog_20111123_Terrain_Before.png" alt="Before" title="Before"/></a></div>


<p>
After:
</p>
<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_20111123_Terrain_After.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/400/blog_20111123_Terrain_After.png" alt="After" title="After"/></a></div>

]]></description>
			<pubDate>Wed, 23 Nov 2011 17:14:46 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-37</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-11-19-the-big-perpetuum-anniversary-weekend/</link>
			<title>The Big Perpetuum Anniversary Weekend!</title>
			<description><![CDATA[<p>
<b>Has it been a year already?</b> Wow, time goes fast when you have your hands full of development work.
</p>

<p>
Well then, it seems <b>it's high time for some proper festivities</b>, complete with a number of surprises, treasure hunts, and robot massacres!
</p>

<a name='Perpetuum_Corporation_Tournament'></a>
<h3>Perpetuum Corporation Tournament</h3>

<p>
It is with a mixture of great pleasure and honor that we announce the first <b>Perpetuum Corporation Tournament</b>. We will be hosting this prestigious event <b>on the first weekend of December (3rd and 4th)</b>. Allow me to cut through the red tape, here are the rules:
</p>

<a name='Registration'></a>
<h4>Registration</h4>

<ul>
<li> Application for the tournament is done by the <b>CEO</b> or <b>Deputy CEO</b> of a corporation.</li>
<li> The registration fee is <b>10 million NIC</b>. Only the exact amount done in one transfer will count as a proper registration.</li>
<li> The registration fee is to be transferred to <b>“DEV Tournament”</b> (use Agent search); this will be the proof of application.</li>
<li> One application per corporation. To make it fair for everyone, we'll check for alt corporations and let them only apply if we don't have the 16 teams.</li>
<li> The first 16 applications are accepted, above this the money will be simply sent back.</li>
<li> <b>The deadline for the applications is the 27th of November, 20:00 server time (CET).</b></li>
<li> The exact time for the tournament matches will be announced after all applications have been processed. The first day will see the first elimination round, the second day will host the finals.</li>
</ul>


<a name='Rules'></a>
<h4>Rules</h4>

<ul>
<li> The tournament is a <b>16 team straight elimination ladder</b>.</li>
<li> Robots destroyed in the tournament will <b>NOT</b> be reimbursed.</li>
<li> Looting on the battlefield is allowed.</li>
<li> Team members will be placed into the combat zone, where they must remain still and may not engage any modules until the Tournament Master gives the signal for the fight to commence.</li>
<li> The team that eliminates all its opponent’s robots first wins the match.</li>
<li> There are no module restrictions, robots may be fit freely.</li>
<li> The maximum time frame for a round is 30 minutes. Once this expires the team with most points on the field wins (calculated from still standing robots - for the point system see below). If this number is the same, the team with the most points destroyed wins. If the number is still the same, we draw a winner.</li>
</ul>


<a name='Team_compositions'></a>
<h4>Team compositions</h4>

<p>
<b>Every team can have up to 10 members.</b> Teams can only include members of the registered corporation.
</p>

<p>
Teams can be assembled using a <b>point system</b> for robot classes. Every team will have a maximum of <b>25 points</b> available to spend in any given match. The point cost of robots is as follows:
</p>

<ul>
<li> <b>Light:</b> 2 points (Mk2: +1, Indy: -1)</li>
<li> <b>Light EW:</b> 3 points (Mk2: +1)</li>
<li> <b>Assault:</b> 3 points (Mk2: +1, Indy: -1)</li>
<li> <b>Mech:</b> 6 points  (Mk2: +1, Indy: -1)</li>
<li> <b>EW Mech:</b> 8 points (Mk2: +1)</li>
<li> <b>Heavy Mech:</b> 8 points (Mk2: +1, Indy: -1)</li>
</ul>


<p>
As you can see, Mk2 and industrial robots modify the base value up and down, for example a mech-class Kain Mk2 will cost 6+1=7 points, while a light industrial robot like the Argano will cost 2-1=1 points. The modifiers for industrial Mk2 robots eliminate each other, so these cost exactly the base points.
</p>

<a name='Rewards'></a>
<h4>Rewards</h4>

<p>
<b>1st place:</b>
</p>
<ul>
<li> 10 robots of the winners choice of Vanguard Mesmer, Mercenary Seth or Praetorian Gropho in any combination. These babies have somewhat better stats than their Mk2 counterparts, and won't be available anywhere else in the game. Also, they are black.</li>
<li> 5 T4 Prototype items of choice and 5 level 10 decoders.</li>
</ul>

<p>
<b>2nd place:</b>
</p>
<ul>
<li> 10 Mk2 robots of choice.</li>
<li> 4 T4 Prototype items of choice and 4 level 10 decoders.</li>
</ul>

<p>
<b>3rd place:</b>
</p>
<ul>
<li> 10 standard robots of choice.</li>
<li> 3 T4 Prototype items of choice and 3 level 10 decoders.</li>
</ul>


<a name='For_those_who_just_like_to_watch'></a>
<h4>For those who just like to watch</h4>

<p>
The tournament will be held in a designated area only accessible for the combatants, but we will video stream the matches to the public.
</p>

<a name='Anniversary_Treasure_Hunt'></a>
<h3>Anniversary Treasure Hunt</h3>

<p>
Of course we will also have something for those who are not interested in such violent practices like killing each other, and would rather engage in a fun community event with a promise for shiny loot.
</p>

<p>
The Syndicate got word that the enemy is digging out never before seen <b>ancient data consoles</b>, which contain very valuable pieces of information that could help in our cause battling them.
</p>

<p>
Time will be short; you’ll have to be quick and grab as many as you can before they do. These ancient data consoles can be found in <b>new types of artifacts</b>, as well as looting them from <b>elite and officer-class Nians</b> who carry them on their way home.
</p>

<p>
We’ll set up some new delivery assignments where you will be able to exchange the consoles you find for rare <b>Alien Improbability Devices</b>. What are they good for? Well, that’s a surprise!
</p>

<p>
The surprises don’t end here: we’ll also introduce <b>two very special sparks</b> (one combat and one industrial type), which will be only available to unlock during this anniversary weekend.
</p>

<a name='Mark_the_date'></a>
<h3>Mark the date</h3>

<p>
The big <b>Perpetuum Anniversary Weekend will start on the 2nd of December at 12:00, and will end on the 5th at 12:00</b> (all CET/server times). As mentioned above, the event will also include the Corporation Tournament taking place on the 3rd and 4th. <b>Make sure you don’t miss this, we’ll surely be there!</b>
</p>

<p>
<i>ps. Details on Intrusion 2.0 coming up next week, which will also be a part of our anniversary package!</i>
</p>
]]></description>
			<pubDate>Sat, 19 Nov 2011 00:00:42 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-36</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-11-09-your-call-is-important-to-us/</link>
			<title>Your call is important to us</title>
			<description><![CDATA[<p>
From our book of “why didn’t you have this already”, today we present you our new support ticket system. This will hopefully bring some much needed stability into our current player issue tracking methods and will be a much more convenient system for you, and us as well.
</p>

<p>
So, from now on you won’t have to be on the lookout for online GMs, or e-mail support, instead you can just create your tickets on the website and can check on their status anytime you want.
</p>

<p>
We still have to perform some final testing of the system, but you’ll be able to start using this on Friday already.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_supporttickets.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/500/devblog_supporttickets.jpg" alt="Support tickets" title="Support tickets"/></a></div>



]]></description>
			<pubDate>Wed, 09 Nov 2011 17:10:57 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-35</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-10-31-from-idea-to-feature-part-1/</link>
			<title>From Idea To Feature - Part 1</title>
			<description><![CDATA[<p>
Over the course of the last few months, as I was reading forums and talking to people on IRC, I couldn't help but notice the staggering amount of suggestions and fairly simple requests that we've been offered. While this would be by default a fantastic thing, it triggers a returning problem that most players are blissfully unaware of: the complexity of our architecture, and our dedication to keep the architecture as robust as possible. What this essentially means is that <b>sometimes the most trivial minuscule feature has to go through a rather arduous chain of procedures</b> to be finally implemented on the client side. My attempt in this post today is to present you with a case study of how this happens in case of something most people would consider a single line of code and 20 seconds of work. But first, let's talk about concepts.
</p>

<a name='The_principle_of_our_system'></a>
<h3>The principle of our system</h3>

<p>
The idea of the Perpetuum infrastructure has been engineered to be robust from pretty much Day 1, although admittedly we kept expanding on several things over time. The concept was the following: Since we're a very very small group of developers, we cannot afford turnaround time and taking time away from each other when it comes to fixing things, so the optimal solution is to <b>allow anyone to fix anything they can</b>. Of course, this doesn't mean that people with no interest in coding can happily add <i>mov ax, 1</i> into random places into our source tree, but it's important to realize that in a project like Perpetuum (which is a rather strongly data-driven game), we have several times more the data than we have actual code. This means that as long as the artists and content folks can change the data, programmers can work independently of them, so essentially what it boils down to is <b>exposing as much data as we can</b>. (If you started giggling, do a few push-ups. It helps.)
</p>

<p>
The way we do it is manifold: For artists, who mostly work with standard format data (bitmaps, meshes, sound files), we have a file server where they can upload new versions of resources, and they get downloaded the next time someone starts the game. Of course this can result in some problems when we change some internal file formats, but as long as the client is able to do an update, this shouldn't be an issue. (We also have revision control, so reverting to an earlier version is easy.) On the other side, we have the content guys who work on managing the actual game logic data (i.e. item data, balancing, that sort of stuff) - this isn't as trivial because this data needs to run through both the server and the client: the server needs this data for calculating the game logic, the client needs this for displaying data and doing client-side prediction. This also needs to be both persistent and easily alterable, so for this, we need a strictly database-driven environment.
</p>

<p>
So here's how it works.
</p>

<a name='A_simple_example'></a>
<h3>A simple example</h3>

<p>
The most trivial example I already noted when we were working on it was related to sparks: The spark GUI was pretty much finished codewise, when Zoom noted that the order of the sparks doesn't make much sense because the syndicate ones are on the bottom while the ones that are harder to access are on the top. The reason for that, obviously, was that Alf simply added them in the order he felt like at the time, assuming that we can just sort it on the GUI-level later. He was obviously right about that, except we didn't really think of a method.
</p>

<p>
The idea looks simple on the surface, but there are several solutions to fix it and all of them are either laborious or asinine:
</p>
<ul>
<li> We could leave them unsorted. That doesn't fly because it's annoying.</li>
<li> We could sort them on a GUI level, by hardcoding weight values. This is just a big no-no considering that any change would need to go through the client coder. (=me)</li>
<li> We could create a resource file in the resource repo that describes an order, and thus any non-programmer could edit it. Sounds good on paper, but sparks can be added or removed at any time, which means that if the resources are out of sync, the whole thing becomes a mess, and you're still working with two things at the same time. So no, this is just shooting ourselves in the foot. <i>(Update - I might have forgotten to mention the most important part: non-programmers and markup languages rarely mix well.)</i></li>
<li> We could sort them on the server, by hardcoding etc etc see above yeah no.</li>
<li> We could extend the database records for sparks with a sort order value. Shiny clean solution, but with the most work to be done. Why? See below.</li>
</ul>


<a name='Implementation'></a>
<h3>Implementation</h3>

<p>
So here's the entire process of how a single integer value traverses through our infrastructure. As you may see these aren't particularly complicated steps by themselves, but the amount of steps and their versatility eventually amounts up into a surprising amount of time.
</p>

<p>
First, we take the database table for sparks, and add a field. This is done on the database server, usually by Crm.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_sparkproc1.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/blog_sparkproc1.png" alt="SQL design phase" title="SQL design phase"/></a></div>


<p>
Second, we extend the administrative web-based back-end (what we lovingly christened "the MCP") with the field so that we can have data to work with. This can get tricky if the field isn't just a standard number (but e.g. a new item type or an extension ID), but in this case this is just a simple text field. This is done by me.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_sparkproc2.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/blog_sparkproc2.png" alt="That isn't going to do you any good, Flynn." title="That isn't going to do you any good, Flynn."/></a></div>


<p>
Let's remind ourselves of something at this point: Because of our rather rigorous security-principles, no game-related data will be kept on client side, everything comes through the server. Now because sparks are very much a core gameplay element, everything related to them will also come through the server as well. So our next step is to add server code that loads the new value from the database, and hands it to the client. This is done by Crm again, and usually involves a server restart, much to the chagrin of whoever is working on the development server at the time.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_sparkproc3.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/blog_sparkproc3.png" alt="Server phase" title="Server phase"/></a></div>


<p>
So now our value is en route to the client, all is left for me is to add fields to the client cache and use it to actually sort the sparks in the correct order, i.e. the aforementioned "single line of code". Of course, the actual sorting algorithm code is already there, I just have to build a new comparison function, test it, deploy it as the newest client update, and ultimately the feature is done easily.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_sparkproc4.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/blog_sparkproc4.png" alt="Client phase" title="Client phase"/></a></div>


<p>
Simple enough, but if you look back, the ricochet performed by that <b>one measly integer value</b> is pretty staggering.
</p>

<p>
What you have to understand here is that this is the best solution, as strenuous as it seems:
</p>
<ul>
<li> It's robust (no hardcoding involved, extending doesn't involve breaking anything previous)</li>
<li> It's completely "user"-driven, anyone can use the web-interface to change the values without having to worry about breaking something in the code level (mostly); database-constraints and form-validation can take care of values we don't want in there.</li>
<li> Most of the code-changes needed are just passing around values without thinking of what it really is.</li>
<li> Once the code works, it'll always work as long as the data itself is solid.</li>
</ul>


<p>
But of course, as mentioned, the downside is that it needs four different levels of changes (database, back-end, server code, client code), which is only done by two people because of the involuntary competence we acquired over the years - in a "larger" project, this could possibly take a lot of cross-department management, while here it's usually just strong language and the occasional "Eh, I'll just do it myself". However, once we're done, we can wash our hands and never think of this pipeline again, because the content will go in on one end and the code will take care of it in the other. (On a tangential note, this applies to blogposts too: This post will probably be / was proofread and reviewed by several of us.)
</p>

<a name='Exercise_for_the_reader'></a>
<h3>Exercise for the reader</h3>

<p>
Now, to make sure that you understand the gravity of this stuff, here's a little thought-experiment for you: When you right-click an item and select "Information", there's a lot of parametric data that ends up on the screen, each with their specific measurement unit and number format. Now remind yourself that some of these values may look completely different internally: percentage values that show as 5% are obviously stored as 0.05, bonuses that show up as -25% may be stored as 0.75, some values need two decimal digits while others need five, and so on.
</p>

<p>
So here's the challenge: knowing the above principle (i.e. be data-driven), what kind of system do you build to make sure that each of those values end up being displayed correctly for the player? (No prize for the correct answer, although we do offer occasional trauma counselling.)
</p>

<p>
In a later post, I will go into a deeper insight about how an actual feature (case in point the whole spark-doohickey) goes from an idea to design to concept to task to implementation, down to the level of "BUG #4170 - please move that text one pixel to the left".
</p>
]]></description>
			<pubDate>Mon, 31 Oct 2011 13:01:48 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-33</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-10-28-skittering-arkhes/</link>
			<title>Skittering Arkhes</title>
			<description><![CDATA[<p>
One of the most frequent complaints we get from new players regarding the graphics is the quality of robot animations. This has posed a big problem for a long time as creating a more complex animation system would require a lot of time, resources and client processing power we don't have. We finally came up with a workable solution for the issue and will gradually be rolling out new walk animations for the smaller robots, starting with the very first bot players encounter: the Arkhe.
</p>

<p>
Once we're done with the small robots we'll be looking at the big ones of course, which will need to be rolled out in a single, big patch - but that's still some time away.
</p>

<p>
And how does it compare? Let's have a look:
</p>

<iframe width="610" height="340" src="http://www.youtube.com/embed/GxqmWM35zwE?rel=0" frameborder="0" allowfullscreen></iframe>
]]></description>
			<pubDate>Fri, 28 Oct 2011 10:30:44 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-34</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-10-26-a-shower-of-sparks/</link>
			<title>A shower of sparks</title>
			<description><![CDATA[<p>
New week, new patch - seems like we’re on a roll. As promised a month ago, we’ll deploy the spark change and extension system upgrade <b>patch this Friday (10-28)</b>. If you haven’t read the previous blog about the topic, I’d recommend <a href='http://blog.perpetuum-online.com/posts/2011-09-28-attributes-extensions-and-sparks/' target='_blank' class='external'>checking it out</a>, because I won’t repeat everything there, but rather focus on the new stuff.
</p>

<a name='Sparks_2.0'></a>
<h3>Sparks 2.0</h3>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/icon_spark_asi_indy.png" alt="Asintec industrial spark" title="Asintec industrial spark"/></div>

<p>
Have you ever wondered what the tiny nanobots we call “sparks” look like? Well, now you’ll know :)
</p>

<p>
In order to give sparks a gameplay role, we converted them into <b>passive module-like items</b>, which provide small <b>permanent bonuses</b> and are <b>interchangeable</b>. The first pack of available sparks is already quite sizeable, with different types in terms of level, faction, specialization and price, but we intend to introduce new ones in the future too.
</p>

<p>
To get hold of a spark, however, you need proper <b>authorization</b> to use them (basically “unlock” them). This authorization process can either mean a one-time NIC payment, or reaching a certain level of relation with a corporation. Later on we’ll also introduce new sparks unlockable for Energy Credits (when that system rolls out), or a combination of these.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_sparkchange.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_sparkchange.jpg" alt="Sparkling sparks" title="Sparkling sparks"/></a></div>

<p>
Once you’re authorized to use a spark, you have to <b>install</b> it, which costs varying amounts of money. Unlike authorization, which you only have to do once, changing between sparks always has an <b>installation cost</b>, even if you change back to one that you already had installed. There is also a 1-hour integration period, during which you can’t install another spark. Standard sparks which you choose during character creation are all authorized from the start, so you’ll only have to pay a small installation fee if you want to change to another standard type.
</p>

<a name='Extension_downgrading'></a>
<h3>Extension downgrading</h3>

<p>
Again, pardon me if I won’t repeat all the details and reasons about attribute removal and the new calculation method of extensions. Please see the <a href='http://blog.perpetuum-online.com/posts/2011-09-28-attributes-extensions-and-sparks/' target='_blank' class='external'>previous devblog</a> for reference.
</p>

<p>
In short, extension downgrading will be the ability to downgrade extension levels (duh), and to get back the EP and NIC you have spent on them. This feature is mainly <b>intended for new players</b>, to give them a chance to correct their mistakes while they are learning the game, so downgrading will only be available <b>for 30 days</b> after you create your first character. Since this is a new feature, though, we’re also providing <b>all veteran players</b> a <b>30-day grace period</b>. This grace period starts from the patch on Friday.
</p>

<p>
There are a few limitations to downgrading:
</p>
<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_extension_downgrade.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_extension_downgrade.jpg" alt="Extension downgrading" title="Extension downgrading"/></a></div>

<ul>
<li> It’s not possible to downgrade below your initial extensions.</li>
<li> It’s not possible to downgrade an extension level which is a prerequisite for another extension that you have.</li>
<li> There is a global freeze limit, which means if you go over it, you won’t be able to downgrade anymore (this also applies to old characters). This limit has been set between level 6/7, so if you have something on level 6, you'll still be able to downgrade it, but not level 7 and up. There will be a popup warning if you’re about to cross the freeze limit with an upgrade.</li>
<li> There will be a rolling limit which will only allow you to downgrade a sum of 5 levels of any extension in the last 12 hours. (We call these downgrade tokens, and they are account-based, just like available EP.)</li>
</ul>


<p>
As you can see on the screenshot, the downgrade button will tell you how much EP/NIC you would get back if you decide to do it. The lower part of the window has also been extended with more info about your spent EP and on downgrading.
</p>

<a name='Last_chance_to_do_an_account_reset'></a>
<h3>Last chance to do an account reset</h3>

<p>
As announced in the <a href='http://blog.perpetuum-online.com/posts/2011-09-28-attributes-extensions-and-sparks/' target='_blank' class='external'>previous blog</a>, we’re saying farewell to the account reset feature in this patch. If you have any reason to <b>perform an account reset</b>, you can still do so <b>until Friday!</b> You can do it without any repercussions, since <b>all the EP penalty will be reimbursed</b> during the patch, regardless how many resets you did so far. This is also your only chance to get rid of an unwanted extension that you upgraded beyond the above mentioned freeze level of 6.
</p>

<a name='Closing'></a>
<h3>Closing</h3>

<p>
As much as we would like to, we can’t promise that we’ll have a patch every week now. These patches are merely a culmination of our development work during the past few months, so these are special times :) Of course, we’re doing our best to finish some features that are still in the works as soon as possible. November will be a very exciting month. Two words: intrusion and anniversary.
</p>
]]></description>
			<pubDate>Wed, 26 Oct 2011 23:02:44 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-32</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-10-20-i-like-my-eggs-scrambled/</link>
			<title>I like my eggs scrambled</title>
			<description><![CDATA[<p>
The weird concept of “NPC eggs” has been floating around in random forum topics for a while now. We’re of course not planning to introduce robot chickens, though I’m sure this is sad news for some.
</p>

<p>
The egg system, or how it should be called from now on, <b>distress beacons</b>, is a new feature that is intended for quick “on-demand” PvE battles. It also kindof replaces the roaming Observers that have been removed from alpha islands in the last patch.
</p>

<a name='The_pranksters_of_Nia'></a>
<h3>The pranksters of Nia</h3>

<p>
So what are distress beacons? They are basically a secure communication device and a teleport endpoint node, which the alien factions are using to call in reinforcements. However, if you get your hands on one of these beacons, you can use them to your favor: upon activating these beacons, the alien forces will instantly teleport there, where you can easily ambush them if you are properly prepared. It is really much like doing false emergency phone calls.
</p>

<p>
Some more details:
</p>
<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/devblog_distress_beacons.png" alt="Various types of distress beacons" title="Various types of distress beacons"/></div>

<ul>
<li> There are two main types of beacons: the ones that get in normal multi-wave squads, and the ones that call single wave high ranked officers and commanders with shiny loot.</li>
<li> 4 factions (the industrial federation being the 4th), 3 different levels and 2 different size classes for each. This results in a total of 48 different distress beacons.</li>
<li> Depending on level and type, you might need multiple Agents to activate them. (You can find the number in their info.)</li>
<li> You can only deploy them while in a squad, even if it needs only one man to activate.</li>
<li> The NPCs brought in this way will retreat if they are not attacked for a minute.</li>
<li> Much like mobile teleports, they can’t be deployed near terminals.</li>
<li> Some of the high ranked NPCs drop observer kernels.</li>
</ul>


<p>
Squad-type beacons and the lowest level commander beacons can be acquired from artifacts (with a higher chance on beta islands) or by looting certain elite NPCs. The higher level commander-type beacons are dropped by the robots you called in with your first beacons. It works like a cascade, if you get a really lucky streak, you can get from the lowest level officer to the highest commander.
</p>

<p>
We’re also introducing <b>two brand new tiers of modules</b>, which can be looted from the officers and commanders. I don’t want to spoil here what these are exactly, find out for yourselves! :)
</p>

<p>
Just to get you in picture on how all this works in practice, some of us got together for an afternoon brawl with the aliens:
</p>

<iframe width="610" height="340" src="http://www.youtube.com/embed/igGpb_jlCRE?rel=0" frameborder="0" allowfullscreen></iframe>

<a name='GIEF_NAO.21'></a>
<h3>GIEF NAO!</h3>

<p>
We’re still working hard on some of the details, but it should be out within a month or so...
</p>

<p>
Just kidding, you’re getting it tomorrow in a patch :)
</p>

<p>
We’ll be also having a little <b>pop-quiz event tomorrow (10.21.)</b>, some hours after the patch at <b>22:00 servertime</b> (<a href='http://www.timeanddate.com/worldclock/fixedtime.html?msg=Perpetuum+-+Distress+beacon+pop+quiz%21&amp;iso=20111021T22&amp;p1=50' target='_blank' class='external'>link for local times</a>), where you can be the among the first ones to <b>get your hands on a distress beacon!</b> More info <a href='http://forums.perpetuum-online.com/topic/3884/distress-beacon-popquiz-20111021/' target='_blank' class='external'>here</a>. The patch itself will be at 13:00 CEST!
</p>

<a name='A_more_free_trial_experience'></a>
<h3>A more free trial experience</h3>

<p>
Well, of course trials are free, but so far you had to deal with quite a lot of trial limitations. Originally we introduced them as a precaution, but <b>we decided now to lighten it up a bit</b>. So after tomorrow’s patch, the only trial limitations that remain will be that you can’t send money to other players (but you can receive), and that you can’t found a corporation (and of course the 15 days of game time). All the other restrictions regarding market access, trading, chat, field containers and joining a corporation <b>will be removed</b>.
</p>

<p>
To make the life of corporate spies a bit harder, you will be able to see whether an Agent is on a trial or not if you check their profile information.
</p>

<p>
Of course we reserve the right to reinstate certain trial limitations if they are deemed necessary again in the future.
</p>

<p>
So, that’s it for now, see you tomorrow after the patch, and we’ll return next week with the final details on the new spark system!
</p>


]]></description>
			<pubDate>Thu, 20 Oct 2011 19:22:03 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-31</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-10-13-the-move-to-3-0-shaders/</link>
			<title>The move to 3.0 shaders</title>
			<description><![CDATA[<p>
As some of you might know Perpetuum currently is running completely on shader model 2.0 shaders. This decision has been made a long while ago, when we only started out on the game, for several reasons:
</p>
<ul>
<li>We wanted to target as many people as we can.</li>
<li>We wanted to keep the required PC specs as low as we can.</li>
<li>We didn't have much experience with DirectX and wanted to start working in a smaller sandbox first.</li>
<li>With some work we managed to put everything we wanted visually into shader model 2.0 in the end.</li>
</ul>


<p>
We've reached the limits of shader model 2.0 a while ago, and the game really looks better than we would have ever thought. However at this point there's no real option for real visual upgrades without either switching to a higher shader model or going through significant hacks that reduce client performance and mess up the codebase.
</p>

<p>
This post is advance warning that <b>we'll be changing the minimum requirement</b> for Perpetuum from shader model 2.0 <b>to shader model 3*</b>. As the vast majority of you have hardware that supports SM3, the change will only affect a handful of players.
</p>

<p>
Do note that changing shader models isn't a silver bullet that will make the game look better magically overnight. This change is necessary in order for us to move the 3D engine forward to more current visual techniques and will take effect when we roll out the first such change, <b>about a month from now</b> to give proper warning. Initially the changes will focus on client performance as opposed to visual upgrades, and we'll gradually move to making things look better when we feel the client is performing well enough.
</p>

<p>
<i>* For those who are not that tech-savvy, shader model 3 is supported by GPUs manufactured since around 2005, specifically the AMD/ATI X1000 series and above, and the nVidia GeForce 6 series and above. While the Intel GMA series GPUs do have SM3.0 to some extent, they are not officially supported.</i>
</p>


]]></description>
			<pubDate>Thu, 13 Oct 2011 12:59:13 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-30</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-09-28-attributes-extensions-and-sparks/</link>
			<title>Attributes, extensions and sparks</title>
			<description><![CDATA[<p>
For the brand new players around and those who are not quite familiar with the inner workings of character advancement in Perpetuum, attributes are what determine the extension point (EP) cost of extensions. The higher an attribute, the less are the costs of a connected extension, hence the less time is spent on achieving the next level.
</p>

<p>
The problem with attributes has always been that you have to make important choices at the very beginning of the game. However, at that point you usually don’t have the slightest idea what they will mean for the future, and you don’t even have any chance to make adjustments later on. Obviously this can be a very frustrating experience for our new players. The account reset system has been created to alleviate this frustration, but it has many drawbacks and it affects the persistence of the game in a negative way.
</p>

<a name='Farewell_attributes'></a>
<h3>Farewell attributes</h3>

<p>
We’ve been internally debating the issue for a long time now and we have finally come to the conclusion that attributes are not necessary. They are pretty much an unneeded annoyance, and while they seem to make the game more complex and deeper, they do not contribute to it in an entertaining or useful way. We have realized that while we’re advocating that you can be anything within the game, we’re in fact penalizing it if you decide to do so.
</p>

<p>
So <b>we’re removing attributes</b> from the game. Those who fear that this will reduce the diversity of the characters should take a look at the number of extensions one can install: currently there are more than <b>160</b> different extensions in the game and their numbers will grow in the future. We’re confident that they alone are more than enough to create specialized characters, where no single one is like another. (Not to mention that currently the trend is to blindly specialize your attributes towards either of the three career types, mostly combat or industry - not much diversity if you ask me.)
</p>

<p>
The removal of attributes will mean that we’re simply omitting them from the formula that we use to calculate the EP cost of extensions, and the cost will simply depend on the level and complexity of them.
</p>

<p>
To compensate the loss of the attribute bonuses, we're reducing the base cost of extensions from the current 100 EP to 60 EP. (This is the cost of a complexity1 / level1 extension, and all extensions are built up from this base amount.) In the name of fair play, this change means that we have to <b>recalculate the available EP</b> of every account, since the cost of every extension will be different. A side effect of this is that everyone will end up with a <b>varying amount of extra EP</b> (woohoo!), and that maxing out all extensions will <i>only</i> require around 16 years instead of 20 (or something like that...). Just to add another interesting bit here, getting all current  extensions to level 5 only requires 393 days, so you see the level 5 barrier is really notable!
</p>

<p>
<b>If this is all too complex for you</b>, it’s enough to know that after this change you’ll end up with the same extensions and a bunch of extra EP, and some of the extensions will be cheaper than before.
</p>

<a name='Changes_to_character_creation'></a>
<h3>Changes to character creation</h3>

<p>
Since our current character creation process is mostly based on selecting your starting attributes, obviously removing those will make its mark here as well.
</p>

<p>
In the future, creating your character will simply decide your starting point, your initial extensions, and your first spark (more on this below). You will no longer have to suffer the drastic consequences of your choices, since all of these can be changed or improved during the game.
</p>

<p>
Due to the removal of attributes and the recent reorganization of Syndicate corporations, we’ll take out the step of selecting your starting corporation. Instead, it will be simply determined by the school of your choice. (Existing characters will be unaffected by this.)
</p>

<a name='Extension_downgrading'></a>
<h3>Extension downgrading</h3>

<p>
The attribute system isn’t the only thing that makes the life of new players hard. The plethora of available extensions can be quite daunting as well, or trick you into spending all your starting EP on Convergent Electrostatics level 10, just because it sounds cool.
</p>

<p>
Our plan is to give new players an <b>option to downgrade their extensions</b>, and get back the spent EP and NIC. This option will only be available for 30 days after the first character has been created on the account, and with <b>a few limitations</b>, like not being able to downgrade below your initial extensions, heeding prerequisites and a freeze level for extensions which is yet to be determined. (The freeze level means if you upgrade to a certain level you won’t be able to downgrade anymore.) Lastly there will be a rolling limit which will only allow you to downgrade a sum of 5 levels of any extension in the last 10 hours.
</p>

<p>
We don’t want our veteran players feel they are left out of the party, so after the patch <b>everyone will get a 30 day grace period</b>, during which they also will be able to downgrade considering the limitations mentioned above.
</p>

<a name='Removal_of_the_account_reset'></a>
<h3>Removal of the account reset</h3>

<p>
Together with these changes we will <b>remove the account reset feature</b>, as it won’t be necessary anymore for the purpose we originally intended it for. We have decided to <b>return all EP gathered in penalty pools</b> due to the resets, so everyone will start with a clean sheet regarding accumulated EP.
</p>

<p>
As mentioned earlier, the changes will <b>not affect anyone negatively</b>. However, you can of course still do an account reset until that patch, for whatever reasons you might have. We wouldn’t recommend it though, as you will still lose all the faction relations and knowledge you’ve gathered.
</p>

<a name='It.E2.80.99s_full_of_sparks.21'></a>
<h3>It’s full of sparks!</h3>

<p>
For those not familiar with the lore, a spark is basically the tiny nanobot that the Agents are using to infiltrate the “minds” of the native Nian robotic lifeforms and remote-control them. When you’re upgrading your extensions, you’re upgrading your spark’s abilities.
</p>

<p>
So far sparks have not had much of a role in the game, you simply chose one during character creation, it gave you some attribute points, and you’ve been stuck with it ever since.
</p>

<p>
Now that attributes are being scraped, we see an opportunity to give them a function they deserve: sparks will provide <b>small permanent bonuses</b> (pretty much like extensions), and they will be <b>interchangeable</b>.
</p>

<p>
The initial 9 sparks that are currently selectable when creating an Agent will become the standard basic types, but later on you will be able to unlock and buy more advanced models, for example by reaching a certain relation with the Syndicate corporations.
</p>

<a name='TL.3BDR'></a>
<h3>TL;DR</h3>

<ul>
<li> Attributes will be removed from the game, character diversity will purely depend on extensions</li>
<li> Character creation will only determine your starting traits, you will not be forced to chose a specific path</li>
<li> New players will be able to downgrade extensions for 30 days</li>
<li> Sparks will give small bonuses and will be interchangeable</li>
<li> Account reset will cease to exist</li>
<li> Surprise EP for everyone \o/</li>
</ul>


<a name='When.3F'></a>
<h3>When?</h3>

<p>
If we could somehow separate the sparks from the rest of the system, we could deploy the rest of it already next week, but unfortunately it’s not possible. So while all this won’t be part of the next patch, we’re still anticipating it to be in the next after, probably within a month from now.
</p>

<p>
We’re of course quite curious what you think all of this, so you may now express your happiness or dismay here or on the forums as usual!
</p>
]]></description>
			<pubDate>Wed, 28 Sep 2011 14:14:44 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-29</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-09-12-a-new-home/</link>
			<title>A new home</title>
			<description><![CDATA[<p>
In case you haven’t heard of it yet, Perpetuum will take a little break tomorrow. The reason is that the datacenter where our servers are located is moving to a bigger location (still in Budapest), so we will have to physically move our servers as well. Since we are operating everything from there, this means that not only the game server, but the website and all connected services will be also unavailable for that time. To avoid confusion: this is not the server move that we plan to make some time in the future to address routing issues, this is simply a necessity.
</p>

<p>
The servers will go down tomorrow (2011-09-13) morning at 7:00 CEST and will be probably offline for the better part of the day. It’s hard to make any predictions on when we’ll return, but we’ll keep you updated via our <a href='http://www.facebook.com/pages/Perpetuum/140852567506' target='_blank' class='external'>facebook page</a> during the downtime.
</p>

<p>
We will of course compensate the lost game time to all of you by extending account expiry times accordingly.
</p>

<p>
But something good will come of this all too: while everything is down, we’ll use the opportunity to deploy a <b>shiny new website</b>:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_newsite.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/500/blog_newsite.jpg" alt="" title=""/></a></div>


<p>
Apart from sporting our first high-detail robot models that our artists have been working on for a while now, you’ll also find some structural changes. If you ever wanted to have all the news at a glance, the main starting page will become your best friend from now on. The latest news, blog posts, patch notes and all that will be part of the new front page. We have also simplified the main menu and rearranged some links into more logical categories.
</p>

<p>
A brand new section will also see the light, an ever-expanding collection of articles about the world of Perpetuum: gripping short stories, insights on some of the more intriguing parts of the lore, or official Syndicate-memos for those who are into more serious role-playing.
</p>

<p>
The blog and the forum will also be more tightly integrated into the whole design, so we hope this will make navigating our pages much more comfortable.
</p>

<p>
So that’s all for now, tell us what you think about the new website when it goes live tomorrow evening!
</p>
]]></description>
			<pubDate>Mon, 12 Sep 2011 20:22:52 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-28</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-08-25-august-status-report/</link>
			<title>August status report</title>
			<description><![CDATA[<p>
Damn what’s that hammering on the door, I can’t co... oh, our players! Hi there.
</p>

<p>
Yeah, we’ve been pretty quiet recently, partly because we were busy improving the game, and partly because DEV Calvin locked us up in a cage to encourage that.
</p>

<p>
You might have noticed that we’re a little bit behind of our <a href='http://blog.perpetuum-online.com/posts/2011-07-15-the-great-big-revamp/' target='_blank' class='external'>planned schedule</a>, so let’s cut to the case. We’re closing up August with a big bang - unless otherwise noted, <b>all of the following will be part of the patch today (08-25)</b>.
</p>

<a name='New_assignments'></a>
<h3>New assignments</h3>

<p>
We’re adding <b>16 brand new level 1 assignments</b> for all three main Alpha terminals: 6 combat, 7 industrial and 3 logistics ones. At the same time we say farewell to the old level 1 assignments, so this is basically an upgrade of all those assignments.
</p>

<p>
Well, actually a <i>bit</i> more than that - they are not only using the same elements that we introduced in the new storyline assignments recently, we’re also introducing a few new assignment types and revamping some old ones.
</p>

<p>
<b>Mining assignments</b> will ask you to exploit new experimental minerals that are acquired exactly the same way as the new rare mineral isotopes and variants that we have introduced in the last patch, and which you all seem to love. While you can recycle these new minerals too (like isotopes) if you happen to get them outside of assignments, they are much less valuable and pretty much only needed by those crazy professors at Syndicate Research Labs. But, the good news is that you can still keep the good old run-of-the-mill minerals that you dig up while you’re waiting for that rare bit to pop up in your cargohold.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_prodmission.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/devblog_prodmission.jpg" alt="" title=""/></a></div>

<p>
Furthermore, these new mining assignments <b>do not have a completion radius anymore</b>, so you only have to find the right type of mineral field and you’re good. No more complaining that you can’t finish your assignments because that lovely Riveler blob has sucked it dry.
</p>

<p>
The long-awaited <b>harvesting assignments</b> will finally appear as well, and they will work much like the new mining ones outlined above. Harvesting plants will occasionally yield some new experimental minerals and you will have to deliver those. Since we can’t be sure where plants can be found, these assignments won’t have a completion radius either.
</p>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/devblog_proditems.jpg" alt="" title=""/></div>

<p>
Manufacturers will probably welcome the new <b>production assignments</b>. They have objectives for creating calibration templates in reverse engineering, and they will also ask you to mass produce some nerdy machinery from components you have to collect on the field.
</p>

<p>
<b>Combat assignments</b> get some love too, instead of the bland “get here, kill 10 bad guys”-routine, they are spiced up with some switch activation and item delivery objectives.
</p>

<p>
<b>Transport assignments</b> will not send you from terminal to terminal anymore, but to item collectors or item suppliers out on the field. This marks the end of the legendary - and very profitable - “Triangle”.
</p>

<p>
<b>Generally</b> all these new assignments are (hopefully) much more interesting, their descriptions are more story-driven and closer to the lore too.
</p>

<p>
While today’s patch will only replace level 1 assignments, the rest of the levels will continuously get the same facelift during the next patches.
</p>

<a name='Relation_system_changes'></a>
<h3>Relation system changes</h3>

<p>
As announced in the big revamp blogpost, from now on terminal <b>facility relation</b> bonuses will be only calculated from <b>industry-related</b> contractor corporations, so industrial players won’t have to do combat assignments to increase their relation.
</p>

<p>
We also felt that the current number of contractor corporations was a bit too much, players got lost in a maze of various NPC corporations and it was not easy to keep track of all their individual relations. So we decided to <b>reduce</b> (or merge, sort of) the current 27 (9 per faction) corporations to <b>3 per faction</b>. Instead of half-breed combat/industrial or industrial/logistics corporations, there will be only pure combat, industrial and logistics oriented ones, and these will be the clear providers of matching assignments.
</p>

<p>
What will this mean for your current relation achievements? For every character, we’ll check their relations for all 3 sets of NPC corporations (for example one set being combat/combat, combat/industrial, combat/logistics) and take the <b>current highest relation</b> they have towards them within a set. Those 3 highest relation values will be applied for the new “pure” NPC corporations. In case you would end up having negative relations to any of them, you’ll be given a clean sheet and start from zero. (This process will take up actually the majority of our downtime.)
</p>

<a name='Random_NPC_spawns'></a>
<h3>Random NPC spawns</h3>

<p>
<i>“Mama always said life was like a box of chocolates. You never know what you're gonna get.”</i>
</p>

<p>
With that in mind, we’re introducing new random NPC spawns, where you can’t really be sure what you’ll be up against next. Of course we didn’t want it to be a complete <i>Russian roulette</i>, so the NPC ranks in one spawn will only vary by 1 or 2 levels.
</p>

<p>
The real fun with them though, is that there is a small chance that they will spawn <b>new elite NPCs</b>. These have +50% health, but in turn have significantly better drop rates, 100% kernel drop chance, and they can even have up to 3 kernels instead of only one.
</p>

<p>
In this patch we’re only switching 3 normal spawns per island to these new random ones, but their numbers will grow in the coming patches.
</p>

<a name='Pathfinding'></a>
<h3>Pathfinding</h3>

<p>
The <a href='http://blog.perpetuum-online.com/posts/2011-07-15-the-great-big-revamp/' target='_blank' class='external'>zombiepilot</a> plan got ugraded to a <b>homing robot chicken</b> plan - we’ve decided to implement some basic pathfinding first. It’s still not very bright in finding the optimal route around obstacles, but it does the job.
</p>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/devblog_unstack.jpg" alt="" title=""/></div>

<a name='Unstack_by_volume'></a>
<h3>Unstack by volume</h3>

<p>
Small feature but extremely useful, so it deserves its own paragraph. From now on the unstack window will have a dropdown menu where you’ll be able to choose whether you want to split the stack by item amount or volume. Optimally filling up your cargo just got simple.
</p>

<p>
<b>Lastly</b>, there have been many questions about the proposed <b>account reset changes</b>, and we’re long overdue with that too. The reason for the delay is that we’re not really satisfied with some important aspects of character development, so there might be some groundbreaking changes in order to make account resets not needed at all. More on this in a devblog <i>later™</i>.
</p>
]]></description>
			<pubDate>Thu, 25 Aug 2011 00:45:12 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-27</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-07-29-intrusion-2-0/</link>
			<title>Intrusion 2.0</title>
			<description><![CDATA[<p>
The week of 25th of July is almost over and you still can’t close your outposts. Hey you devs, what’s up with that?
</p>

<p>
Well, a <b>change of plans</b>. After the <a href='http://blog.perpetuum-online.com/posts/2011-07-15-the-great-big-revamp/' target='_blank' class='external'>previous devblog</a> about being able to block other corporations from entering your own outposts, there have been discussions about it both on our forums and ingame. The initial reactions were welcoming, but quite a few concerns emerged soon.
</p>

<p>
We have conducted our own internal discussions about this matter as well, and came to the decision that we’d <b>bring forward an Intrusion revamp</b> planned for later, rather than build upon a broken mechanic and create more issues. So outpost closing will still happen, but in a hopefully much more sensible Intrusion system.
</p>

<p>
While the other promised feature, the “elite” NPC spawns is pretty much finished, it still needs some testing &amp; tweaking, so this will be delayed to next week. Though there will be a <b>patch tomorrow (07.29.)</b>, it will contain fixes for the new storyline assignments and some other minor changes.
</p>

<p>
So, let’s continue with the important part of this devblog, the Intrusion system.
</p>

<a name='What.E2.80.99s_wrong_with_the_current_system.3F'></a>
<h3>What’s wrong with the current system?</h3>

<p>
The random nature of the times neither benefits defender, nor attacker - one’s ability to hold an outpost is largely luck, combined with the number of players one can bring to bear in a specific time zone. This encourages superalliances, and overconcentration of players (a.k.a. blobs) in order to ensure the safety of these locations. While we have no problem with people banding together as they see fit, we don’t want that banding together to be the “one correct option” - and the current system encourages this.
</p>

<p>
Furthermore, the intrusion system is in <b>no way a reflection of who actually controls a location</b>. It is instead a reflection of who can bring the most power to bear at a random time, once a week. This is problematic because a) it discourages exploration and utilization of betas in general, b) it does not reflect the “truth” of who is in a particular area, and c) by encouraging superalliances, we’re essentially excluding small parties from taking and using remote locations successfully - cutting off part of the playerbase.
</p>

<p>
So after much consideration, we bring you the new Outpost Capture system, coming “soon.”
</p>

<a name='Ownership-Through-Occupation'></a>
<h3>Ownership-Through-Occupation</h3>

<p>
The simplest way to understand the new mechanic, when you boil it down to an essence, is this:
</p>

<p>
<i>“If you reside in an area and control that area, you will eventually come to control the outpost. If you raid-and-retreat from an area, it will become very hard to hold the outpost.”</i>
</p>

<a name='Here.E2.80.99s_the_mechanics_of_the_system:'></a>
<h4>Here’s the mechanics of the system:</h4>

<p>
Every outpost, as you know, has 3 SAPs. This will not change. What changes is that instead of an Outpost having all 3 SAPs becoming accessible once a week, <b>two SAPs will become accessible every 24 hours</b>. Exactly when and which SAP becomes available is completely random and unknown - just that you can count on two sometime during every 24 hour period. Every Outpost operates independently - the SAPs at Brightstone are on a completely different timer than the SAPs at South Isietsu, and so on. The effect of capturing a SAP would be changed as well.
</p>

<p>
When a SAP is captured, this lowers or raises the Outpost’s <b>stability level</b>, depending on whether the SAP was captured by the Outpost’s current owner or some other party.
</p>

<p>
<b>Stability</b>, in effect, is a measure of the Outpost owner’s ability to maintain control over the areas around the Outpost. Captures by the owner indicate the area is in hand and therefore <i>stable</i> - captures by outside parties indicate the area is troubled, and therefore <i>unstable</i>. If the owner of the Outpost captures the SAP, they have demonstrated control and dominance over the area - the stability value of the outpost grows. If another party captures the SAP, they have demonstrated that the owners of the outpost are NOT in full control of the area: the stability value of the Outpost decreases. After the SAP capture is complete or 2 hours pass, the SAP disappears and reverts to its neutral, passive state. The stability level of an outpost changes by roughly 6.66% per SAP capture.
</p>

<a name='Capturing_an_Outpost_-_When_Destabilization_Occurs'></a>
<h3>Capturing an Outpost - When Destabilization Occurs</h3>

<p>
In order to fully destabilize an Outpost - take it from 100% to 0% - you need to capture 15 SAPs in a row. (Essentially, one full week plus one more SAP.) This shows absolute domination and control of a location.
</p>

<p>
Because we recognize it is possible for someone to capture an Outpost through blind luck - they had one person wander by at 3am when the two parties battling for the Outpost were asleep, and the critical SAP just appeared - we have also incorporated a “Snowball Effect.”
</p>

<p>
The first and second time in a row that you capture a SAP, you get credit for one capture. The third time, you get credit for two captures. The fourth, three captures, and so on. Essentially allowing for a 1+1+2+3+4+5 situation - three days with absolutely no response from the defender and 100% domination by the attacker leads to a capture on the start of the fourth day. You would be able to dock again much sooner than that, obviously. Note that a “no capture” SAP (nobody captures it and it expires in 2 hours) resets the Snowball Effect. Among other reasons, this was instituted so that if someone is utterly unable to hold a location - they got very lucky with the initial capture, for example - the dominant party in the area can flex a little muscle and take the outpost down again right away.
</p>

<p>
<b>When An Outpost is Captured</b> the stability of the Outpost instantly reverts to 50% in the hands of the new owner: they have the ability to lock the Outpost, but only barely. The new owners of the Outpost, though, can demonstrate financial might along with their military acumen by bidding NIC in order to prove their commitment to the area. Doing so will immediately raise the starting value of the Outpost Stability. This can only be done immediately after the Outpost is captured. No one is impressed with you throwing cash around after you’re supposed to be in control!
</p>

<p>
The probable values for “demonstrating financial might” are as follows:
</p>

<ul>
<li> Pay 100m NIC: Outpost starts at 60% stability.</li>
<li> 250m NIC: 70% stability.</li>
<li> 450m NIC: 80% stability</li>
<li> 700m NIC: 90% stability.</li>
<li> 1 billion NIC: You start with absolute 100% stability on the outpost. (You go with your bad NIC-holding self.)</li>
</ul>


<p>
<b>The outpost stability level</b> is also a measure of the benefits you receive. Outpost ownership is no longer going to be an absolute: the greater the stability of the outpost, the more benefit the owner receives. The values below are subject to tweaking, but here’s a general idea of what we’re thinking:
</p>

<ul>
<li> <b>0% stability</b> - The Outpost has been destabilized and is open for capture. The next SAP capture could change ownership of the Outpost.</li>
</ul>


<ul>
<li> <b>25% stability</b> - No benefits other than getting paid when other groups use the outpost; you’re barely holding on to control.</li>
</ul>


<ul>
<li> <b>50% stability</b> - Minimum threshold for outpost locking controls (to block other corporations from entering), moderate relation bonuses for industrial facilities. Minor price reductions.</li>
</ul>


<ul>
<li> <b>75% stability</b> - Reduced prices for service in the outpost, high relation bonuses for industrial facilities, Outpost locking controls.</li>
</ul>


<ul>
<li> <b>90% Stability</b> - Owners receive high discounts for services and enjoy maximum relation benefits, may also lock the Outpost.</li>
</ul>


<ul>
<li> <b>100% Stability</b> - Owners not charged for any service and enjoy maximum relation benefits; may also lock the Outpost docking mechanism.</li>
</ul>


<a name='A_few_questions_that_people_might_have'></a>
<h3>A few questions that people might have</h3>

<p>
<b>Q. Won’t my corp just lose SAPs when they come up in the middle of the night and none of us are on?</b>
</p>
<ul>
<li>A: Absolutely. If you don’t have a presence on the island 24/7, there exists the possibility that your stability level will - over the long term - tend to hover right around the percentage of the time you’re on the island. If you’ve got a presence the 80% of the time, you’ll probably hold right around 80% stability if someone starts challenging you for it. If no one challenges you, the SAPs you miss will despawn in 2 hours, and eventually you’ll raise the stability to 100%. If you lose one overnight, no big deal: your presence on the island will allow you to push it back to 100% soon enough.</li>
</ul>


<p>
<b>Q. What if more than one party is pounding on my outpost at a time? How does that work?</b>
</p>
<ul>
<li>A: You’ll have a hard road. It doesn’t matter which corp takes your SAPs - the Outpost Stability goes down all the same. To use a historical metaphor, it didn’t matter to a Roman citizen which nation was pillaging and sacking them before Rome fell - just that they were being pillaged and sacked.</li>
</ul>


<p>
<b>Q. So when a Outpost reaches 0% stability and becomes open for capture, more than one party could show up and fight for it? What happens if the original owner captures it again?</b>
</p>
<ul>
<li>A: Yes, we expect that the areas around an Outpost at 0% stability will become wild melees as multiple parties all move to be the one to capture an outpost. These could turn into pretty impressive endurance matches, since you can never be sure when the critical SAP will appear. (Imagine the King-of-the-Hill match if the next SAP to open was the Passive one!) If the original owner manages to capture the SAP, they also get the 50% value and the chance to pay to increase it, but if they’ve been ground down to 0% once, they’ll be ground down again. (Or not, if they can prove they deserve to keep it now.)</li>
</ul>


<p>
<b>Q. What if my corp gets a string of bad luck with their SAPs, or has to go AFK for a day or two because of (insert reason here?)</b>
</p>
<ul>
<li>A. Remember that the system is gradual: you’ll be able to tell if you’re in trouble, and if your entire corp disappears for a day or two, you’re still in control. It’s by the end of the third or fourth day (depending on how quickly and how hard you were under attack) you’ll have a problem. You can interrupt a Snowball Effect with one capture, and if you honestly can’t field enough force at your Outpost to prevent even one enemy capture, you probably shouldn’t hold it right now. When everyone’s back and ready to fight, you can always take it back the same way you took it to begin with.</li>
</ul>


<p>
<b>Q. What happens when this system goes active?</b>
</p>
<ul>
<li>A. All current owners will be given 50% stability at all of their Outposts, with no possibility of paying to increase the value. We’ll give you basic docking control - whether you can hang on to it after that is entirely up to you.</li>
</ul>


<p>
<b>Q. Will we be able to tell the Outpost’s stability level?</b>
</p>
<ul>
<li>A. Yes. We’re still working on where the information will be known, but it will be publicly available.</li>
</ul>


<p>
<b>Q. Can a corp that has strong relations with mine capture a SAP for me?</b>
</p>
<ul>
<li>A. We have no plans to allow this at the present time. If you’re leaning on another corp for safety, they’ll need to either defend the SAP until it disappears... or maybe they should be the ones owning the Outpost?</li>
</ul>


<p>
<b>Q. Could a corporation just watch two other groups battle it out, and then swoop in for the last capture when it really matters?</b>
</p>
<ul>
<li>A. Someone might be able to pull that off once, but they’ll just lose control right away themselves if they’re not exerting enough force to hold the place - and if they are, then they’re the rightful owners to begin with. It’s unlikely that a group could repeatedly “snipe” the last SAP for the capture when its time of arrival is unknown. If you’re trying to take an Outpost and you’re being repeatedly “sniped” by different parties, you may not have the force to hold on to it yourself!</li>
</ul>


<a name='In_Summary_.28TL.3BDR.29'></a>
<h3>In Summary (TL;DR)</h3>

<ul>
<li> Outpost Ownership will now naturally reflect who lives on an island.</li>
<li> Outpost Ownership is going to become organic, and not absolute, in a tug-of-war fashion.</li>
<li> This allows us to implement Outpost locking without creating the nightmare situation of “You wake up and can’t get to your stuff.” It will be very clear in advance when you’re in danger of losing control.</li>
<li> We feel this system encourages small groups to “take their shot” since few groups will have the ability to maintain multiple locations at the same time.</li>
<li> We feel this system will encourage PvP on the beta islands: it’s a very safe bet that somewhere on some island at some outpost at least one SAP is vulnerable at all times, and people will need to be on their islands in order to keep their outposts safe. More beta traffic offers more opportunities for raiding and for defending. More PvP for everyone!</li>
<li> We want the system to reward people who live on the betas, not just those that raid them.</li>
</ul>


<a name='Is_This_All.3F'></a>
<h3>Is This All?</h3>

<p>
No! We’re anticipating a great deal of improvement to your Beta experience. Possibilities on the horizon include Aura-type bonuses for Outpost ownership which also scale with your ability to demonstrate stability.
</p>

<p>
We’re very excited to implement this new system and see the dramatic and positive effects this will have on PvP. We’re committed to making living on the outer islands more interesting for everyone, and more rewarding as well. Demonstrate that you can hold an Outpost this way, and when other changes to improve Beta life come in the future, you’ll be glad you did!
</p>

<p>
We look forward to your feedback and opinions on this proposal. We’re excited to see how this changes your Perpetuum experience, and see how you feel about it!
</p>

<p>
<i>Scuttle safe!</i>
</p>
]]></description>
			<pubDate>Fri, 29 Jul 2011 00:02:48 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-26</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-07-15-the-great-big-revamp/</link>
			<title>The Great Big Revamp</title>
			<description><![CDATA[<p>
Well, this has been an exciting three weeks. We had to allocate most of our resources to stabilizing our service, but rest assured we did this with great pleasure. While our efforts had clear results, the development plan for the first two weeks was ruined, and the last week was spent finishing the storyline missions that are to be released with the <b>next patch</b>. This would have been deployed today, but we found an unexpected <i>mission-critical</i> bug and will release it sometime in the <b>beginning of next week</b>. Till then, a few teasers:
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_110712_02.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_110712_02.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_110712_08.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_110712_08.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_110712_14.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_110712_14.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_110712_19.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_110712_19.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_110712_09.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_110712_09.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_110712_16.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_110712_16.jpg" alt="" title=""/></a></div>


<p>
While these new missions are only available to Agents with high relations (they are level 3 assignments) and form a small proportion of all missions in game, they serve as a great platform to test our <b>new assignment features</b> that will find their way into the entire assignment system.
</p>

<p>
The influx of players brought light to a lot of glitches, imbalances and dysfunctional mechanisms in the game, so instead of rushing forward and pushing out new features in the next weeks, we are taking a step back and making everything that is available in the game better. <b>All of these features are subject to change</b>, but their purpose and outlines are quite clear. Behold, in the specific order of release:
</p>

<a name='Week_of_25th_of_July'></a>
<h2>Week of 25th of July</h2>

<a name='All_our_base_are_belong_to_us'></a>
<h3>All our base are belong to us</h3>

<p>
Beta outposts are greatly underused at the moment. This is due to their poor risk versus reward ratio. Industrial traffic attracts a lot of hostile attention and the attackers have great advantages at the moment:
</p>

<ul>
<li> safe equipment storage</li>
<li> instant respawn</li>
<li> seeing the defenders’ available backup numbers</li>
<li> seeing what the defenders deploy to the island through an Arkhe scout</li>
<li> docking when overwhelmed</li>
<li> generally nothing to lose</li>
</ul>


<p>
To make these outposts and their facilities more appealing, the owners will be able to <b>manage docking access</b> via the relation system. The ownership will be decided in the period of two Intrusions. Losing the first Intrusion, the defenders will lose docking access management rights and the second will decide the new owner of the outpost. Later on the Intrusion timer system will also be revisited.
</p>

<a name='Welcome_your_new_robot_overlords'></a>
<h3>Welcome your new robot overlords</h3>

<p>
The Nians are becoming more clever and flexible - if you partially destroy a spawn group, it will keep coming at you. If you totally destroy a spawn group, the Nians will deploy a different kind of spawn the next time to keep you guessing. There’s also the chance that the spawn group may be an "elite" spawn - special forces carrying higher quality gear, or items that will lead to higher ranked Elite Spawns.
</p>

<a name='Week_of_15th_of_August'></a>
<h2>Week of 15th of August</h2>

<a name='Fledgeling_industrialist_love'></a>
<h3>Fledgeling industrialist love</h3>

<p>
There is a distinct lack of beginner production in the game. Industrialists either have to commit very serious effort, resources and EP to production, or risk failing to be competitive in any market. To mend this we are going to introduce a simple system that allows us to determine an item’s manufacturing ‘difficulty’, making it more or less sensitive to extensions and facility levels.
</p>

<p>
The idea is quite simple. CTs will not start at a default 50% material and time efficiency level, but will be predefined by their end product's complexity. Complex items will have low efficiency, leaving great room for improvement, whereas simple items - such as ammo and standard equipment - will start at high values, making them less sensitive to improving factors.
</p>

<p>
Furthermore we also plan to replace all epriton based components in T1 modules. This and the above changes will allow for a <b>much easier and competitive entry to the industrialist career</b>.
</p>

<a name='Industrialist_brothers_in_arms'></a>
<h3>Industrialist brothers in arms</h3>

<p>
Currently all involved in high level production have to grind their relations up towards the relevant factions to achieve competitive results on the market. This is quite unfair, as these characters typically have little extension points invested in combat, so their combat extension spending comes at an expensive rate and they are forced into activities they may not prefer.
</p>

<p>
Henceforth, the combat mission relations will not be effecting production. Industrial mission relations will still be calculated, as the facilities currently used by the Agents are owned and loaned by the Syndicate.
</p>

<a name='From_the_cartographer.E2.80.99s_wishlist'></a>
<h3>From the cartographer’s wishlist</h3>

<ul>
<li> Agents will be able to set waypoints by a point &amp; click method on the map, rename them, and organize them info folders.</li>
<li> Outpost ownership will be displayed on the map.</li>
<li> The legend area will be resizeable, making the use of the map much more comfortable.</li>
</ul>


<a name='Zombiepilot'></a>
<h3>Zombiepilot</h3>

<p>
Probably one of the most anticipated features since launch is the <b>autopilot</b>. Good news everyone, the time has come. You will be able to add waypoints in a certain order to create routes. When the autopilot is engaged, it will follow the route. Although plants that may grow in the path will block the robots, it’s worth noting that there are already many paths connecting the main landmarks that are cleared of these annoying vegetables. Have fun finding them and plot away!
</p>

<p>
Why is it called Zombiepilot?* Because it is really dumb and will literally do nothing more than try to lurch its way towards the next waypoint. <i>Braaaiiinns!</i>
</p>

<p>
<i>* It's not, actually.</i>
</p>

<a name='Perpetual_life'></a>
<h3>Perpetual life</h3>

<p>
Perpetuum’s persistent universe is in strong contrast with the Agents being able to reinvent themselves and appear with different names and faces. Character resetting will be removed at this point. Obviously doing it right the first time is nearly impossible. Fear not - we have a solution.
</p>

<p>
For the first 30 days you can both add and <b>subtract extension levels</b> in your Agent Profile. The limitation to this is that you won't be able to jump back and forth between full-fledged combat and industry specialization every minute, and that taking any extension to level 6 will freeze it <i>perpetually</i>. There will be an option for a one time <b>attribute reset</b> in this first period as well, most probably via running a trimmed version of the character creator again.
</p>

<a name='Week_of_22nd_of_August'></a>
<h2>Week of 22nd of August</h2>

<a name='Farewell_.E2.80.98Triangle.E2.80.99'></a>
<h3>Farewell ‘Triangle’</h3>

<p>
All assignments will be overhauled:
</p>
<ul>
<li> The newly introduced features will make all assignments more challenging and exciting.</li>
<li> Transport missions will be fixed, their targets will not be another terminal, where another mission can be picked up, but rather a special building on the field. This will correct their reward per time ratio.</li>
<li> Mining missions will have a special target material, which is required by the Syndicate for the process of collecting energy and transferring it back to Earth, and is not used in the production chain.</li>
<li> Geoscanning assignments will be removed, and added as extra objectives to mining missions. These changes will ensure that these assignments do not interfere with the economy on the surface.</li>
</ul>


<p>
As you can see, we have a lot of changes on the horizon that we’re excited about, and we think you will be too. We look forward to reading your feedback on these suggestions, and working with you to create the best possible play experience. Until next time:
</p>

<p>
“Scuttle safe!”
</p>
]]></description>
			<pubDate>Fri, 15 Jul 2011 20:24:15 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-25</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-07-01-movement-of-the-people/</link>
			<title>Movement of the People</title>
			<description><![CDATA[<p>
This blog post is intended to give all of you my take on the last few days. Since it's been such an exciting time for us here, I'd like to give my own perspective on it. This is a pretty tech-heavy post, so be warned.
</p>

<p>
Last Thursday I travelled to Paris to give a couple of interviews to the mainstream French gaming media about Perpetuum. All went well, and I'd like to seize this opportunity to send a big shout to all the participants for their kindness and professionalism.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/blog_serverload.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/blog_serverload.png" alt="Something you don't want to see." title="Something you don't want to see."/></a></div>

<p>
Saturday morning, while roaming the streets of Paris, I started receiving messages and phone calls from the dev team at home about a nice amount of new registrations. As time went on the number just went up and up. Having no idea what's going on, we were simply happy about it and tried to craft theories around it. Later that day I met Guillaume - who is one of our players - and he explained everything about the current situation on the MMO landscape. (Thanks Guillaume for the hospitality, I owe you one!) In the meantime, I was being spammed with messages that something weird was going on with the relay server, causing insane lags. You can imagine the number of calls, as even the battery ran out in my mobile!
</p>

<p>
Sunday night I got back to Budapest, went home, took a shower and immediately headed to the office to check on the situation and fix the server problem. In the office I found out Calvin came to pick me up at the airport, but since my phone died on me earlier, we managed to miss each other. From this point on, I completely lost track of days and hours with almost no sleep only focusing on the server issue.
</p>

<p>
We checked everything: optimized the SQL, implemented new caches on the server, tried many other things, but they were minor problems compared to the evil seed that caused the problem. The main difficulty is that it's very hard to generate load on the dev server similar to the live one. For the tech guys out there, the transaction coordinator (<a href='http://en.wikipedia.org/wiki/Distributed_Transaction_Coordinator' target='_blank' class='external'>MSDTC</a>) was NOT the problem, it causes an insignificant load, so we are fine with that.
</p>

<p>
We had to put in two nights in a row. We simply had to rest, but it was made hard by the stress and the guilt of leaving the gimped server alone, not knowing what would await us when we wake up. Things were looking grim.
</p>

<p>
When we realized the seriousness of the problem, I contacted one of the most knowledgeable people I know in this field and asked him to help out as a fresh mind always has a better chance finding hard bugs. Our deepest respect Soci! (Shameless promotion: <a href='http://soci.hu/' target='_blank' class='external'>http://soci.hu/</a>). Luckily, he had time to check out our architecture and together we were able to start an investigation session on Wednesday night. He gave us several suggestions, pointed out and helped optimize several things in the database layer. Then we moved on to inspect the relay server's code. Since the source is huge, the quickest and most realistic method was to attach an analyzer to the live server application. I must admit this was the last thing I wanted to do on my own, but at this point I was willing to sacrifice anything to find the root of the problem.
</p>

<p>
He instantly figured out that one innocent-looking little function, namely the one which returns who is online (in chat channels, for example) has an emergent behavior, resulting in an exponential load and suffocating the server. (Insert random sarcasm about glaring oversight and tech madness here.) We then ran Visual Studio performance monitor on the live server to dig down to the heart of it. Soci said it might cause some load, so we messaged the server with a warning about what we were doing. And then we accidentally the whole server. :) 0245 server time, bye-bye field containers!
</p>

<p>
Thursday we closed the session with Soci and went back to implement what we'd learned. Quick tests on the dev server showed pretty amazing results so it made us rather confident. With shaky hands we patched and let the first 50 players in. This was the moment of success! So we immediately let 100 more players in. During this period we constantly checked the load which became insignificant (2-3%) so we raised finally the cap to JUST OVER 9000!!!!! >:)
</p>

<p>
The time to chill out has finally come, so we popped open one of Gargaj’s precious Norwegian treasures that had been sitting on our shelves for some years, a bottle of blackcurrant wine. I don’t know if it was the quality of the booze or the grace of that moment, but it was one of the sweetest sips we ever had.
</p>

<p>
Well, that’s the end of that, hopefully I managed to shed some light on the problem and our day-to-day march until we reached victory. The code belongs to us, but the world of Nia is yours. Enjoy!
</p>
]]></description>
			<pubDate>Fri, 01 Jul 2011 00:19:00 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-24</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-06-24-this-summer-part-2/</link>
			<title>This summer... (Part 2)</title>
			<description><![CDATA[<p>
The reason why I split this post in two parts was because the remaining features I promised to write about were either unfinished concepts, or not that solid on our list, so they could be pushed around in case something more important turns up. (Well that, and the fact that it would have been terribly long.) A lot stuff happened since Part 1 that can influence our priorities in the development of Perpetuum, most importantly: <b>player feedback</b>.
</p>

<p>
Apart from the forum, which probably plays the most important role in this, there was Episode #7 of the <a href='http://incomingtransmission.wordpress.com' target='_blank' class='external'>Incoming Transmission podcast</a> (thanks again Gremrod &amp; Kalsius for doing it!). Gremrod asked me beforehand what topic I would suggest for them to discuss, and since there have been some talks about when Alliances/Conglomerates will be implemented, I told him this would be something we’d like to hear about before we do it. So, among other topics, they talked about a proposed alliance feature and while everyone throws around their ideas and suggestions (noted!), the majority seemed to agree that currently an alliance feature would be premature with the current playerbase, and we should rather focus on improving current corporation features. We also discussed it and agree, so that’s what we’ll do.
</p>

<p>
Unfortunately this will delay artillery and second-generation weaponry, but I think we can agree that it’s better to improve current features first, rather than drop another variable into the complex formula that is PvP combat, creating even more balancing issues to deal with.
</p>

<a name='Corporation_management_improvements'></a>
<h3>Corporation management improvements</h3>

<p>
In the <a href='http://www.perpetuum-online.com/Changelog:2011-06-17' target='_blank' class='external'>last patch</a> we’ve made remote production processes visible on monitoring panels. This was only the first step, and we intend to merge all your production jobs in one common monitoring panel. This in turn will pave the way for the much requested <b>corporation-created production processes</b>, complete with production rights, logs, and source/target storage options.
</p>

<p>
Another relatively complex idea we have in store is a system where corporation leaders have a place to plan jobs, operations and events for their members. We call this <b>corporate projects</b>.
</p>

<p>
It will sortof work like an agenda: you think of a goal for your corporation, and optionally set a deadline. Members can then opt in to help the cause, and their efforts will be of course logged and displayed for everyone in the corporation to see. Goals can be anything from mining a hundred million titan ore, to delivering a few kernels for your research department, reaching a simple income goal, or even a number of PvP kills. Naturally you will also be able to set rewards for these goals.
</p>

<p>
I’m sure with the right tools you guys can be much more creative than what we can think of right now. If it turns out as it should, the system will be loose enough to simply use it for organizing any kind of corporation events, or keeping track of salaries as well.
</p>

<a name='Account_reset_changes'></a>
<h3>Account reset changes</h3>

<p>
Again? Yeah, admittedly we overshot a little bit with the last account reset revamp. Sure, it was a bliss for those with a “misplanned” character, but in the wrong hands it’s a dangerous tool which hurts the persistence of the game.
</p>

<p>
So we’ll try to bring you a solution, where beginner players who realized their mistakes they made at character creation don’t have to delete that character in order to refine their attributes or extensions.
</p>

<a name='Spark_teleport'></a>
<h3>Spark teleport</h3>

<p>
As mentioned <a href='http://blog.perpetuum-online.com/posts/2011-03-28-the-calm-before-the-storm/' target='_blank' class='external'>earlier</a>, the spark teleport system will allow you to teleport yourself without any robots or equipment from one terminal to another.
</p>

<p>
The system will work with the help of <b>spark teleport nodes</b>: at any given time you can have a maximum of 3 of these nodes placed at the terminal or outpost of your liking. This creates <b>unique teleport channels</b> which you (and only you) can use to move your spark from any other terminal to those locations. Of course both using a spark teleport and changing the configuration will have a cooldown limit in order to make it not too overpowered and you can also expect it to be a small NIC sink.
</p>

<a name='Waypoints_and_routes'></a>
<h3>Waypoints and routes</h3>

<p>
Hot on the trail of the geoscan result folders, we’ll introduce the same system for waypoints as well, with a little twist. You will not only be able to organize them, but with the proper sorting they will make up <b>waypoint routes</b>.
</p>

<p>
In its first iteration, these routes will probably be used by a not-that-bright <b>autopilot system</b> which will simply walk a straight line between waypoints, so its uses will be pretty much limited to highways and main roads without any blockings. (Later we might bring in some pathfinding AI as well.) Using the pre-made and stored routes will be as simple as selecting one while on the terrain and activating the autopilot, which will then start to walk towards the first or nearest waypoint of the route.
</p>

<p>
Of course this won’t make you travel faster, but it will help those doing the same transport routes over and over and allow them to do something else meanwhile, like checking the market, or trolling on general chat.
</p>

<a name='We_heard_you_like_pink_robots'></a>
<h3>We heard you like pink robots</h3>

<p>
Some of you may think that this seems to contradict the “more important features” statement I made above, but since the core mechanics which make robot paintjobs possible have been in the game for a while now, it doesn’t really take away much development time. We just missed a sensible game mechanic for it, which I’ll be presenting now.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/helloictus.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/helloictus.jpg" alt="Actually this is a very bad example. Please do not do this. Please." title="Actually this is a very bad example. Please do not do this. Please."/></a></div>

<p>
Painting robots will be as simple as fitting a module on them: the equipment window will get a second tab, where you’ll see 8 color slots. There you will drag&drop paint items of different colors and mix them how you like - the result will be instantly visible on the 3D preview of your robot. Drop a red and a green paint, and you’ll get yellow. Drop another red after those and you’ll get orange. Add one black and you’ll get brown. Pretty straightforward I guess.
</p>

<p>
The paint color items itself will be available in the energy credit shops soon to come, and will include the basic red, blue, green, black and white colors that you can mix freely. However, beyond the paint colors you’ll also need a <b>paintjob token</b> if you want that color to stick to your robot.
</p>

<p>
As mentioned in the first part of this blog, this will be a <b>microtransaction feature</b>: for a small fee you’ll be able to purchase packages of multiple paintjob tokens that you can use to finalize colors on your robot. The exact pricing is yet to be announced, but since robots are pretty short-lived and packing one will also make it revert to its default color (just like paint decay), it probably won’t be too heavy on your wallets. (And refreshing an old paintjob with the same color will be probably for free.)
</p>

<p>
This system has also the advantage that those players who don’t care about the color of their robots can still participate in the economy of paint items, even if only to sell them on the market.
</p>

<a name='All_the_small_things'></a>
<h3>All the small things</h3>

<p>
Of course these are not the only plans we have, but at this point it would be too early to write in detail about them, simply because we have to collect all the ingredients before we can present you the full meal. Some of these already reach <b>beyond our summer-list</b>, but in order to make room for some healthy theory-crafting, here is a short menu: geoscan result trading, dynamic mineral nodes, free camera and other camera improvements, persistent (SQL-based) field containers, improved NPC AI with different behaviors, random assignment objectives, titles/achievements and more.
</p>

<p>
<i>Bah, again nothing about player-built structures *grmbl*</i> - I hear from the back rows. Yes, thank you for your question, that concept is alive and in the works, but still has a long way to go. While it’s one of our priorities, we don’t want to leave you with nothing in the meantime. But as mentioned in an earlier post, the target time for that is still the end of this year.
</p>
]]></description>
			<pubDate>Fri, 24 Jun 2011 00:24:43 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-22</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-06-06-this-summer-part-1/</link>
			<title>This summer... (Part 1)</title>
			<description><![CDATA[<p>
This post should have been already published a few days ago, but unfortunately we had to put out some <a href='http://blog.perpetuum-online.com/posts/2011-06-03-new-world-order/' target='_blank' class='external'>fires</a> - and I’m not talking about toasters here. Now that the smoke has settled a bit, it’s high time to take a look at the near future of Perpetuum again.
</p>

<p>
Most of the stuff that we promised in our <a href='http://blog.perpetuum-online.com/posts/2011-03-28-the-calm-before-the-storm/' target='_blank' class='external'>candyshop</a> post at the end of March is already in the game: global storage listing, the kernel change, geoscanning folders, the new market rates graph, the event notification system, CT trading, market order modification, trophy details and explosion damage. Only two things are still waiting to be done from that list: performance-based assignment rewards and the spark teleport. So in this two-part post I will not only talk about these, but I’ll show you much more of what will hit the world of Perpetuum <b>during this summer</b>.
</p>

<p>
A quick note before we begin: while most of these concepts are complete for the most part, there can be still a few changes or refinements until they get into the game in their final form.
</p>

<a name='Assignment_love'></a>
<h3>Assignment love</h3>

<p>
Probably the most frequent criticism we get about the game is the lack of PvE content. The development of this type of content is the most resource and time consuming of all, but we are of course committed to progress in these parts as well. While our sandbox <b>storyline assignments</b> may not turn out as grandiose as those in other dedicated themepark-MMOs, they will still be a nice breeze of fresh air for those interested in the lore and the ones looking for non-standard objectives.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_nrefinery_04.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_nrefinery_04.jpg" alt="A Nuimqol refinery complex, one of the storyline assignment locations." title="A Nuimqol refinery complex, one of the storyline assignment locations."/></a></div>


<p>
Geoscanning assignments will be converted into artifact scanning assignments, which will send you out to pinpoint special artifacts within a relatively large radius. We won’t banish geoscanning from assignments though, they will get their new - and much more logical - place as initial objectives in mining assignments. No more complaining that there is no imentium right under objective point A.
</p>

<p>
For a few days now some of us have been analyzing existing assignments with the goal to bring their difficulty and rewards into the right balance. A lot has changed since these assignments were introduced, and even then they weren’t necessarily balanced regarding walking time or risk versus reward, but better late than never I guess.
This is only the first step, in the future we intend to raise the quality of most assignments by adding more objectives and generally making them more interesting.
</p>

<p>
We’re also planning the introduction of dynamic reward bonuses, based on the average completion time of assignments.
</p>

<a name='Career_tips'></a>
<h3>Career tips</h3>

<p>
Admittedly, this feature is a bit late since we already intended it to be in the Terra Incognita expansion. Since this is such an important feature for newcomers, we didn’t want to release it half-done and possibly confusing, but it will now surely be a part of our next patch. For those who don’t remember, this will be an extension of our help system, an “I want to do this in the game, give me some short tips” sort of thing.
</p>

<a name='Friend_approval'></a>
<h3>Friend approval</h3>

<p>
Don’t worry, we don’t want to turn the game into facebook any more than necessary, but with the addition of event notifications it became just too easy to spy on your enemies. A simple extension of the system by request/approve mechanics should solve this issue. Unfortunately we will have to wipe your friend-lists for this to work, but we hope this will only mean a slight inconvenience for a greater good.
</p>

<a name='NPC_balancing'></a>
<h3>NPC balancing</h3>

<p>
Electronic warfare NPCs are annoying little bastards. We play our game too (srsly), and the feeling that they are a bit too much for the newbies has been growing in us for some time now too. They are usually easy to kill, but when they get together with their damage dealing friends, they can easily overwhelm an inexperienced player. If you get in trouble near one of these spawns, it’s already too late to run.
</p>

<p>
With the introduction of the new islands we’ve got some more playroom for balancing, so we’ll lighten up the old starter alpha islands a bit by either removing EW NPCs from spawns, or reduce them to one. We’ll also remove or replace high ranked NPCs that are too close to the alpha terminals, so new Agents who are not so familiar with NPC names won’t get slaughtered after a few steps on Nia.
</p>

<a name='Changes_in_outpost_ownership'></a>
<h3>Changes in outpost ownership</h3>

<p>
The recent political events have been very eye-opening for us and brought up the necessity of a system which would be able to prevent one corporation to gain total dominance in the ownership of outposts. (While we know now that there have been other factors in play, the possibility still remains.)
</p>

<p>
To this end we’ll introduce <b>outpost maintenance fees</b>. The first outpost will be free for every corporation, with no upkeep necessary, but every additionally owned outpost will have exponentially higher maintenance fees. Corporation leaders will be able to set a priority list for their owned outposts, which will control which outpost ownership will be lost first, in case the corporation is not able to pay the upkeep for all of them. This system will hopefully make corporations appreciate more what they own, and prevent them from expanding lightheadedly.
</p>

<p>
Furthermore, corporations in possession of outposts will be able to designate <b>one</b> of them as <b>headquarters</b>. A HQ-outpost will have multiple advantages, bringing more incentives to both own and to keep them: for one, corporations will be able to control access of others to the outpost, based on their relation settings towards them. And it will be also possible to purchase various <b>upgrades</b> for it, which brings us to...
</p>

<a name='The_energy_credit_system'></a>
<h3>The energy credit system</h3>

<p>
I have already talked about the EC system in <a href='http://blog.perpetuum-online.com/archive/2011/02/' target='_blank' class='external'>The future of Perpetuum</a>, and I’m happy to report that the concept has been steadily growing more and more solid since February, to the point where we’re close to finishing it.
</p>

<p>
Allow me to not repeat the basic premise here again, for the lazy ones it should be enough that you will be able to collect energy for credit points, which you can use to buy shiny stuff.
</p>

<p>
Collecting energy will be possible on both Agent and corporation levels:
</p>

<p>
<b>Agents</b> will be able to collect energy from natural fields found on Nia. These fields will work quite similar to normal mineral fields, but they will be only visible at night, and you can’t use scanners to find them. To collect energy, you will have to deploy rare energy crystals found via artifact scanning, and if necessary, defend them until they are fully charged. The charged crystals can then be brought back to a terminal and sold to the Syndicate for credit points.
</p>

<p>
The current list of things you will be able to purchase with EC includes mission ammo, Niani modules, possibly some prototypes, and *drumroll* ...robot paint. (And sorry to burst your bubble right away, but the sooner you know the better: paintjobs will be tied into microtransactions for a small fee, because we're greedy capitalist pigdogs - details about paintjobs will come in part 2 of this post.)
</p>

<p>
<b>Corporations</b> owning outposts will be able to collect EC on a corporate level. This is the only part of the concept that’s still missing some puzzle pieces, but our intention is to make them actively work for those points and not just sit on their outposts which simply generate it for them.
</p>

<p>
We have decided to separate the Agent and corporation “EC-shops” in order to keep a healthy balance, so corporations won’t be able to purchase things from the Agent EC-shop and vice versa. However, Agents will be able to donate their points into the corporate EC-pool.
</p>

<p>
The things corporations will be able to buy using EC will hopefully give a nice boost to the incentives of owning an outpost:
</p>
<ul>
<li> Outpost upgrades: these can be temporary manufacturing boosts, higher level facilities, or even outpost auras, which will pretty much be the outpost-class version of NEXUS modules, affecting either the corporation’s robots on the island in some way or possibly accelerate plant or mineral growth within a certain range around the outpost.</li>
<li> Special assignments which can be activated for a fixed time, for corporation member use, or even better: for the public, so they can lure more taxpayers to their outpost.</li>
</ul>


<p>
So that’s it for now, in the second part I’ll talk about the spark teleport, changes to waypoints and a new addition called waypoint routes, artillery and second generation weaponry, and we’ll also have a look at paintjobs. Promised.
</p>
]]></description>
			<pubDate>Mon, 06 Jun 2011 17:29:09 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-23</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-06-06-of-pastures-new-and-green/</link>
			<title>Of Pastures New and Green</title>
			<description><![CDATA[<p>
Dear Players,
</p>

<p>
we would like to close another chapter in the history of Perpetuum and set our eyes on pastures greener and newer. Everyone involved in the recent exploits has been severely punished. The complexity and scale of the issue left us with little room for deliberation, so our only option was to wipe all everything from corporation hangars and characters. This way, the illegitimate assets have been completely removed from the game. Sharing numbers with the community would be futile, for if someone has the ability to create items out of thin air, it matters not whether they have a stock of three hundred or three million in their hangars.
</p>

<p>
Unfortunately the measures we took affected a lot of players that had no idea about the scam they were involved in. Please allow me to say a few words about those we have punished in M2S. This is not a name and shame post, these players had no idea what was going on behind the scenes and suffered betrayal from a small number of people they trusted and were loyal to.
The persistence, honesty and camaraderie demonstrated by this corporation during our proceedings against them is nothing short of admirable and deserves the full respect of both the development team and all the other players. They took this devastating blow right on the chin and decided to start from scratch, stay together and reestablish themselves on Nia. We wish them all the best!
</p>

<p>
The corporations fighting these unbeatable odds also deserve our awe and respect in industrial, military and communal aspects equally.
</p>

<p>
We would like to kindly request that there be no witch hunt, humiliation, harassment against players that were unaware of the exploit schemes and already took a huge blow both economically and emotionally. The real offenders are no longer among us, so any of these callouts would be misplaced, and we will protect all our players from causeless harassment equally.
</p>

<p>
We are very proud to be hosts for such a great community, all of you guys are awesome! Here's to an engaging adventure for all of us!
</p>
]]></description>
			<pubDate>Mon, 06 Jun 2011 16:42:48 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-21</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-06-03-new-world-order/</link>
			<title>New World Order</title>
			<description><![CDATA[<p>
It has come to our attention that some players have gained illegitimate possession of significant amounts of robots, equipment and other commodities, due to an exploitable game mechanic. The method that was used can by no means interpreted as intended gameplay. A lot of technical preparation and effort went into the experimentation and execution.
</p>

<p>
The magnitude of these exploits have helped these players to affect the whole poiltical landscape of Perpetuum.  With the uneven playing field, legitimate corporations had an extremely hard time competing for their goals. Their persistence is admirable and we are committed to achieving and maintaining a game where skill and effort prevail.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_plasmasell.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_plasmasell.jpg" alt="Calculate it." title="Calculate it."/></a></div>

<p>
We have thoroughly examined the extent of the exploits and removed all robots, equipment and commodities associated with them to the last. All accounts that were involved in the fabrication of aforementioned resources have been permanently banned from the game. The same is true for those accounts that had characters gaining unfair knowledge base improvements.
</p>

<p>
We are certain that from now on, Nia will be a much more interesting, exciting and rewarding place to be, and are looking forward to a new age in both the political and economical events of the game. The extent of our investigation and handling of the situation ensures that everyone has the same chance for fame and fortune in our distant world.
</p>

<p>
The exploitable mechanism has been fixed. We warn all players, that we will deal with similar offenders with utmost severity. If anyone has further information regarding the issue, now is the time to come forward and share it with us privately at <a href='mailto:support@perpetuum-online.com' target='_blank' class='external'>support@perpetuum-online.com</a>. We will keep pursuing this case with full effort. For those that feel they have been cheated out of their hard earned wealth, please contact us and we will examine your cases individually. Our goal is to enrich the immersion and experience within the game, not to harm them.
</p>
]]></description>
			<pubDate>Fri, 03 Jun 2011 23:18:04 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-20</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-05-30-market-graph-theories/</link>
			<title>Market graph theories</title>
			<description><![CDATA[<p>
This morning while we were listening to the 6th episode of the <a href='http://incomingtransmission.wordpress.com/2011/05/29/episode-6/' target='_blank' class='external'>Incoming Transmission Podcast</a>, I realised I must clean up something about the market. In the beginning, the insurance prices were based on the actual trading price of the robots. (Plus a multiplier to be correct.) This was a very nice dynamic system on paper, and a rather pivotal part of the game. By that time we were too busy to check the market rates graph frequently, and on top of that when I checked it I fed myself with freshly crafted theories to explain why does that look odd.
</p>

<p>
Despite many warnings from many players I didn't do anything, because I was so convinced by my own little theories. This was a terrible mistake that resulted in insurance frauds. (... link to a very long story here ... ) I can talk about this for hours but to keep it short, I was so sure it would all be fine, the game is just starting and that's why the graph is so empty/odd and it will boil itself down to a natural balanced level. But it didn't. As a result we changed the whole system to a more predictable one. Currently we are still monitoring the sales, but we are setting the insurance prices manually. This period was the left one on the image.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_marketbug.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/300/blog_marketbug.png" alt="" title=""/></a></div>


<p>
After that things went well, the market collected the prices properly and we were happy campers. Later on before the Terra Incognita patch I managed to put a new bug in, which ruined the graph again. When I realised it there was no way back - we weren't able to deploy a hotfix until the expansion. During this period the repair prices were based on the raw material sales, so the workaround was that I logged in periodically and made some fake sales. FAKE SALES????!!! WHAT?! Yes, I sold and bought randomly one (1) from each raw material so the underlying mechanism had some data to work with. This was enough to keep it going. See the second bugged period on the graph when I had to cheat the price filter mechanism. After that came the expansion and since then it's all good again. You can see these periods in every item's global rates graph.
</p>

<p>
This is how little bugs can ripple through the system causing trouble.
</p>

]]></description>
			<pubDate>Mon, 30 May 2011 17:00:33 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-19</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-05-13-error_itemhastoberepaired/</link>
			<title>error_ItemHasToBeRepaired</title>
			<description><![CDATA[<p>
It's time to take a good old roflcopter for a ride and report you from a recent hilarious happening from our beloved Avatar Creations office of fun.
</p>

<p>
As you may expect from indie game developers, our daily nutrition-intake is largely homogeneous at best, and can be usually expressed with what our friends in Britain would characterize as "beans on toast". To this end, when the game launched, I decided to traverse to the local kitchen appliance store and surprise ourselves with a wonderful sandwich grill, to spice up our otherwise dull circulation of carbohydrates.
</p>

<p>
The grill has served us wonderfully for a few months, until it's untimely demise when encountering a larger piece of pastry, at which point the structural composition of the object underwent a major realignment:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_destructionday_exgrill.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/300/blog_destructionday_exgrill.jpg" alt="" title=""/></a></div>


<p>
It was a tragic casualty, but after much grieving, we carried on. Then today, tragedy struck again, as the trusty office toaster, which has served us for the entire duration of the Perpetuum development, has inexplicably <b>caught fire</b> and nearly proceeded to burn through the bottom of the cupboard, only to be carefully unplugged and shoved in the kitchen sink by yours truly in a haphazard but effective manner.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_destructionday_extoaster.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/300/blog_destructionday_extoaster.jpg" alt="" title=""/></a></div>


<p>
Forensics have later revealed that the culprit was quite possibly the ejection lever lodging in halfway, either due to hardware failure or the toast itself wedging between the rim and the metal framing, which has caused the heater mechanism to switch from "medium well" to "meteor shower", and eventually "thermal ammo AOE attack", cheerfully melting the plastic framing itself in the meantime and looking wistfully towards the wooden cupboard bottom.
</p>

<p>
So yeah, we're one toaster down, and I'm still hungry. However, on the plus side, rest assured this will not serve as a hindrance on our development schedule.
</p>
]]></description>
			<pubDate>Fri, 13 May 2011 17:55:20 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-18</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-04-28-terra-incognita/</link>
			<title>Terra Incognita</title>
			<description><![CDATA[<p>
We're proud to announce that our next patch will actually be an <b>expansion</b>. Don't look so surprised, it's only logical really. If expanding the world of Perpetuum to twice its size is not worthy of this title, then I don't know what is.
</p>

<p>
Of course calling it an expansion will not make it something you have to pay for, in this context it's <b>free to download</b> like every other patch we have done and will continue to do.
</p>

<p>
We have the date as well, so to make it all official:
</p>

<p>
<nowiki><h3 style="text-align:center;letter-spacing:0px;">Perpetuum: Terra Incognita will be released on 2011.05.04.</h3></nowiki>
</p>

<div class='imgcenter'><img src="http://content.perpetuum-online.com/images/content/terra_incognita.jpg" alt="Perpetuum: Terra Incognita" title="Perpetuum: Terra Incognita"/></div>


<p>
Now that this is done, let's see what's in it for you:
</p>

<a name='Doubling_the_game_world'></a>
<h3>Doubling the game world</h3>
<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/tellesis_map.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/tellesis_map.jpg" alt="Drastic terraforming on Tellesis" title="Drastic terraforming on Tellesis"/></a></div>

<p>
The Syndicate Army's heroic offensive resulted in the conquest of <b>6 new islands</b>. This is a major success, since the area where Perpetuum Agents may operate is practically doubled. As our forces push towards the Nian Empires' hearts, the islands have significantly more infrastructure and the Nians have done some <b>drastic terraforming</b> on them. Three of the new islands will be under tight Syndicate supervision (Alpha zones), but the other three fall beyond its ability to provide policing (Beta zones).
</p>

<p>
Although they are not explicitly called alpha and beta in the game since they have their unique names, we’ll make it simple for you and tell you that this is their official designation. Keeping this naming convention is beneficial for two reasons: we plan to have many more islands, and the greek alphabet is not infinite. Also we felt like the association of alpha=<i>carebears</i> and beta=<i>here be dragons</i> burned into everyone’s minds, so we didn’t want to mess with that, and this way we can easily assign for example “gamma” to different map types in the future, like terraformable ones.
</p>

<p>
The new islands will of course include all the features as the current ones, like harvestable plants, mineral fields, artifacts, and so on. NPCs will be higher in ranks, you will be able to fight heavy mechs on the new Alpha islands, and the weakest NPCs you'll find on Beta ones will be rank 4.
</p>

<p>
Contrary to our previous statement, a few missions will be also available from the start, but more will come shortly after.
</p>

<p>
<b>We'll also have a little event when the new zones open up:</b>
</p>

<p>
When the teleports are operational, Agents will be allowed to enter the new zones. Beware though, they might be crawling with special enemy guards, especially around the main terminals and outposts. Take extreme caution and move in large forces to be ready to take out these hostile groups. Once they are destroyed, our jammers will go online and you will be able to safely reside around those terminals from then on.
</p>

<a name='Highways'></a>
<h3>Highways</h3>

<p>
One of the greatest scientific discoveries of the new territories is a kind of energized highway network, called <b>E</b>lectro<b>M</b>agnetic <b>AC</b>celerator <b>S</b>trips (EMACS). These help robots traverse at faster speeds - an additional 36 km/h to be precise - while using these paths. These highways link some of the most visited structures, and the Syndicate will use this newly found technology to build these strips on the old islands as well.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/highway.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/400/highway.jpg" alt="Thelodica Electromagnetic Accelerator Strip" title="Thelodica Electromagnetic Accelerator Strip"/></a></div>


<a name='Event_notification_system'></a>
<h3>Event notification system</h3>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/eventlog.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/eventlog.jpg" alt="Event notification system" title="Event notification system"/></a></div>

<p>
NIC gets transferred, Agents come and go, production gets finished, someone buys your ammo on the market - a lot of stuff can happen in the background, which you were not necessarily aware so far. The new event notification system will help with this, by showing you informative but non-intrusive popups for many types of events. As you can see on the screenshot, you will be able to select which events you wish to get notified of, and even set how long they should be visible.
</p>

<p>
The system brings some new features along with it, for example you will now know immediately when another corporation changes their relation towards your corporation.
</p>

<a name='Explosion_damage'></a>
<h3>Explosion damage</h3>

<p>
Destroyed robots will deal area-of-effect damage to their environment within a certain radius. This includes other players, NPCs, and even plantlife. The explosion will have a relatively small "full effect" radius, and a falloff radius as well, and both damage and falloff  depend on the size of the robot. Damage will also be modified by the exploding robot’s accumulator status: the peak recharge rate is at 50%, thus the higher the reactor’s performance, the higher the damage will be. Similarly to missiles, robot explosions will have an explosion radius parameter which ties into hit surface size, so smaller robots can practically "dodge" the explosions of larger robots (or at least reduce the received damage). To avoid griefing, this feature will only work on beta (PvP) islands.
</p>

<a name='New_modules'></a>
<h3>New modules</h3>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/erp_thermal.png" alt="Thermal ERP" title="Thermal ERP"/></div>

<p>
We'll be intruducing two completely new modules in this patch. The first one is the <b>Energy Recovery Plating (ERP)</b>, and as the name suggests, this is an armor plating which will absorb a portion of the received damage and transform it into energy, directly injecting it into the robot's accumulator.
</p>

<p>
The second one is the <b>Weapon stabilizer</b>, which will reduce the hit dispersion and explosion size of your equipped weapons, raising their effective firepower.
</p>

<p>
Both modules go into leg slots, and will be available via kernel research.
</p>

<a name='Internal_corporation_markets'></a>
<h3>Internal corporation markets</h3>

<p>
A player requested feature, this will allow you to put up items and adverts on the market that only the members of your corporation will be able to see and use (this will not work in NPC corporations of course). Corporations that didn't take the communist way of life can use it to supply cheap ammo for their soldiers, put up buy orders for raw materials to automatically pay their miners, or any other purposes we can't think of but surely you can.
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/shots-2011-04-0008.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/shots-2011-04-0008.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/shots-2011-04-0005.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/shots-2011-04-0005.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/shots-2011-04-0002.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/shots-2011-04-0002.jpg" alt="" title=""/></a></div>


<a name='Mineral_and_mining_changes'></a>
<h3>Mineral and mining changes</h3>

<p>
I'll start with the good news, so maybe we can sell this off as a <i>good thing™</i>: we'll increase the mining yield of one cycle for every raw material by 50%. And we'll reduce mineral regeneration rates accordingly. Sounds bad at first, but this only hurts those grinding at the same mineral field every day, while the rest of the island is like an untouched mining paradise.
</p>

<p>
We'll also remove titan ore from beta islands. There's been many discussions about how all the beta corporations are too self-sufficient, which hurts the economy, and alpha corporations don't really have anything they could offer for them. Hopefully this change will start some goods exchange between alpha and beta islands. It's important to note that we will only stop the regeneration of titan ore, so current minerals will <b>stay in the ground</b> until they are all fully mined out.
</p>

<a name='New_player_love'></a>
<h3>New player love</h3>

<p>
I’m sure we agree that joining a player-run corporation takes gameplay to a whole new level. With <b>Corporation recruitment panels</b> we’d like to make it much easier for our players to find a suitable corporation they can join. Corporation leaders will be able to set up a profile based on simple selections including primary activity, location, time zone, what kind of players they are looking for, are they combat or industry oriented, and so on. Based on this, other players can do an advanced search and find the perfect corporation for their playstyle.
</p>

<p>
We’ll also extend our ingame help with a <b>career tips</b> section, sort of “what the hell am I supposed to do in this game”-guide. You select an occupation from a list, and we’ll show you a collection of useful snippets for that particular topic, filled with links to our current extensive help pages.
</p>

<p>
The <b>character creation</b> process will also get some much needed guides about what effects and consequences your choices will have there.
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/shots-2011-04-0006.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/shots-2011-04-0006.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/shots-2011-04-0004.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/shots-2011-04-0004.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/shots-2011-04-0007.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/shots-2011-04-0007.jpg" alt="" title=""/></a></div>


<a name='Account_reset_revamp'></a>
<h3>Account reset revamp</h3>

<p>
Resetting accounts has been a bit complicated so far, since if you wanted to do a reset but didn't have enough EP to delete your characters, you had to wait up to 6 days for practically nothing. Players suggested that we should allow negative EP, so we did just that. This way you don't have to wait for EP to accumulate and can immediately do a reset if you wish.
</p>

<p>
Furthermore we are dropping the 45-day limit for the reset, and you can do a reset as many times as you want. This alone would of course pretty much destroy the persistence of the game, so it comes with a price: the first reset on every account is for free, without a time limit, but every consequent reset will put <b>20% of your actual total accumulated EP</b> into a cumulative penalty pool. This effectively means that the older your account, the higher the actual penalty will be. Since this is a new system with different rules, we decided to give everyone one last chance to fully utilize it, so those who already had a reset will start with no penalties as well.
</p>

<p>
We'll be adding an information popup for the character selection screen where you will be able to check how many resets you have done so far, and how much EP you'll get back if you decide to do one.
</p>

<p>
Of course these won't be the only changes in the patch, you can expect the usual small fixes and improvements as well.
</p>

<p>
<i>But but... where are my geoscanner folders and assignment system changes?</i> - you might ask. They are coming of course, but we had to draw a line somewhere, otherwise you'd be looking at no patch till summer. So we'll bring those in some 1.1 patch shortly after this one is out (and we have fixed all the new bugs that we're no doubt putting in).
</p>

<p>
What more to say, we hope you're as excited about all this as we are, and hope to see you taking the new land for yourselves next Wednesday!
</p>
]]></description>
			<pubDate>Thu, 28 Apr 2011 22:28:08 +0200</pubDate>
		</item>
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			<guid isPermaLink="false">perpetuumdevblog-16</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-04-11-for-everything-else-there-s-perpetuum/</link>
			<title>For everything else, there's Perpetuum.</title>
			<description><![CDATA[<p>
So finally after lots of wizardry in every imaginable area of expertise we have, we finally offer <a href='https://secure.perpetuum-online.com/purchase/store/' target='_blank' class='external'>direct credit card payment in our store</a>.
</p>

<p>
Yes, we know, it's about time.
</p>
]]></description>
			<pubDate>Mon, 11 Apr 2011 15:43:57 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-15</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-04-08-hurr-durr/</link>
			<title>HURR DURR</title>
			<description><![CDATA[<p>
So, in keeping up with the tradition of footbulleting via <a href='http://www.perpetuum-online.com/Changelog:2011-04-06' target='_blank' class='external'>announcing things</a> and <b>not</b> adding them, we only realized today that we never actually enabled the remote corporation storage browsing in the live client, even though it was in the patch notes as a ZOMG MUCHOS IMPORTANTOS feature. D'oh. (That said, in our defense, none of you complained either. No, shut up, you didn't.)
</p>

<p>
But yeah, sorry about that. The hotfix is out, restarting the client will apply the fix and as an added compensation we also added secondary sorting to datagrids.
</p>
]]></description>
			<pubDate>Fri, 08 Apr 2011 12:27:21 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-14</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-03-28-the-calm-before-the-storm/</link>
			<title>The calm before the storm</title>
			<description><![CDATA[<p>
While most of us are working on the upcoming six <a href='http://blog.perpetuum-online.com/posts/2011-03-03-the-sweet-sound-of-development/' target='_blank' class='external'>new islands</a>, we are of course still keeping an eye on what's happening on Nia. Based on your feedback and our own ideas we assembled a list of a few small but rather important changes, which we intend to implement in smaller patches before and around the world expansion patch.
</p>

<p>
Listed in no particular order, have a look around in our candy shop:
</p>

<a name='Global_storage_listing'></a>
<h3>Global storage listing</h3>

<p>
Or as you call it on the forums: asset list. Probably one of the most requested features, this will allow you to browse all your items and belongings not only locally in a terminal, but also for remote terminals. Of course you will be able to do this also while you're outside on the terrain, all shown in a nice tree structure.
</p>

<a name='Removing_NPC_orders_for_kernels'></a>
<h3>Removing NPC orders for kernels</h3>

<p>
Currently kernels are one of the two main sources of NIC income in the game (the other one being assignments). The problem is, kernels are also used in technology research.
At first this seemed like a good idea, but due to how the economy developed so far, players quickly found themselves in front of a dilemma: "should I research those kernels and have no funds to manufacture the acquired technology, or sell them and fall more and more behind in the production race?". There is of course more to it, and I wouldn't want to go into details here, but you are welcome to discuss the issue in the comments or the forums.
</p>

<p>
To remedy this economic pitfall, we plan to introduce a new loot type which all NPCs will drop, and the Syndicate will buy them for a fixed amount. In line with this we will remove all NPC buy orders for kernels, so the kernel market will be completely controlled by players and their research needs.
</p>

<a name='Geoscanner_folders'></a>
<h3>Geoscanner folders</h3>

<p>
Yes, the current geoscanner result system is not very convenient, to say the least. You scan a tile, get a result item, upload it to your map, and in 99% of the cases you destroy the result items because they are not good for anything. We want to change this, so you will directly upload the results to your map, and you can create an item from there if you really need it.
</p>

<p>
We will also introduce folders for the result list, so you will be able to organize your results by mineral types, island locations or anything else you can think of.
</p>

<a name='Market_rates_graph'></a>
<h3>Market rates graph</h3>

<p>
</p>
<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/marketgraph.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/marketgraph.jpg" alt="" title=""/></a></div>
That <i>abomination</i> that you see on the rates tab of the market is probably one the oldest pieces in the game that we didn't get around to yet. The wait is over, the next patch will include the new and upgraded graphs, complete with daily high&low bands, traded amounts and global averages.

<a name='Event_notification_system'></a>
<h3>Event notification system</h3>

<p>
Another age-old fossil in the game is the so-called event log, that you can sometimes bring up if you click the little money icon in the lower right, only to never see it again.
Originally this was intended to notify the player when something happened, received money, finished a manufacturing, and so on but sadly it has always been that poor little stepchild.
</p>

<p>
But soon it will receive some much needed love, since we intend to implement a notification system which most of you are probably <a href='http://en.wikipedia.org/wiki/Toast_(computing)' target='_blank' class='external'>familiar with</a>. Small non-intrusive popups will notify you of everything important that may be of interest: friends coming online, market and production events, news and corporation bulletins and so on. Of course you will be able to individually set which events you want to be notified of.
</p>

<a name='CT_trading'></a>
<h3>CT trading</h3>

<p>
Direct trading of calibration templates (CTs) was disabled so far, because the system was not able to show the parameters of remote items, so you couldn't have checked the efficiency values of the CT you were about to buy from Mr. Scammer Guy. Now the system has been upgraded, so trading will be enabled again soon.
</p>

<a name='Market_order_modification'></a>
<h3>Market order modification</h3>

<p>
Price modification of your own market orders. I guess this doesn't need more explanation, coming soon to a rightclick menu near you.
</p>

<a name='Trophies.2FLosses_details'></a>
<h3>Trophies/Losses details</h3>

<p>
Trophies and losses will get a details window, where all involved parties will be listed together with individual damages. This will be in a simple copy/paste-able text format, so those of you who would like to start some killboards will probably find this a useful addition.
</p>

<a name='Explosion_damage'></a>
<h3>Explosion damage</h3>

<p>
Robots exploding upon their destruction will deal area-of-effect damage to all other surrounding robots within a certain radius. Only on beta islands though, no cookie for griefers.
</p>

<a name='Spark_teleport'></a>
<h3>Spark teleport</h3>

<p>
The rules for this are far from final yet, but we plan to give you an option to teleport your spark (yourself that is, without any robots or items) to alpha terminals. You will probably need to pay a fee for this, but we believe this will be a useful logistics tool.
</p>

<a name='Performance-based_assignment_rewards'></a>
<h3>Performance-based assignment rewards</h3>

<p>
Why the fuss to shoot 10 Grunts when you can just hop in your trusty Arkhe, do some transport assignments, and get pretty much the same money in less time and with less risk? Over and over and over again? Can I have a "boooooring"?
</p>

<p>
Yep, the current missioning system is in dire need of a revamp. We'll introduce dynamic rewards based on average completion times, and also bonuses if you're faster than the average. Risk and distance covered will be much more rewarded than they are now.
</p>


<p>
Last but not least, check out our <a href='http://welcome.perpetuum-online.com/' target='_blank' class='external'>new feature site</a> which launched just now in line with our <b>free trials</b> campaign!
And of course, state your likes or disapprovals in the comments below.
</p>

]]></description>
			<pubDate>Mon, 28 Mar 2011 22:32:52 +0200</pubDate>
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		<item>
			<guid isPermaLink="false">perpetuumdevblog-13</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-03-17-free-trial-hotfixes-and-new-areas/</link>
			<title>Free trial, hotfixes and new areas</title>
			<description><![CDATA[<p>
Here we go with another update on the status of recent and upcoming changes.
We're quite pleased to report that the latest patch resulted in a big increase in the stability of the server backend, and the random problems people have been experiencing prior to the patch will not be happening again.
</p>

<a name='Free_trial'></a>
<h3>Free trial</h3>

<p>
 The biggest update coming with the weekend patch will be the official introduction of a <b>15 day free trial</b> with each newly created account. Let's face it, the sun is setting for the obsolete trial codes. There is one less hurdle in the dash to the finish line, which is the starting grid of the Perpetuum adventure.
</p>

<p>
In order to shield the economy and the equal playing field from possible exploits caused by people creating large amounts of trial accounts, feature access will be limited in some forms. Trial players will not be able to trade items or NIC with other players and will not be able to join player corporations.
</p>

<p>
Please note, that along with the old trial codes, the recruit codes you may have received will also become invalid. If you have a recruit code lying around, time to blow the dust off it and get your BFF an early Christmas, while collecting your own 15 days of free game time.
</p>

<a name='Hotfix'></a>
<h3>Hotfix</h3>

<p>
We are working on hotfixes for the current problems (most notable of which are the chat issues) and we'll be rolling out the next patch sometime over the weekend.
</p>

<a name='Incoming_new_areas'></a>
<h3>Incoming new areas</h3>

<p>
We will effectively double the size of the game world with a patch planned for about a month from now. There will be six new islands, three safe and three free-for-all ones. At first the new areas will contain infrastructure, npcs and materials, with missions soon to follow. Intrusion events for the new bases on unsafe islands will be available immediately.
</p>

<p>
For the end, here's an image of a work in progress new plant:
</p>
<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_plant_110317.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/150/devblog_plant_110317.jpg" alt="thumb" title="thumb"/></a></div>


<p>
Let us know what you think of the changes in the comments!
</p>
]]></description>
			<pubDate>Thu, 17 Mar 2011 14:28:17 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-12</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-03-03-the-sweet-sound-of-development/</link>
			<title>The sweet sound of development</title>
			<description><![CDATA[<p>
Yay, it's 303 today! (You may disregard this if you don't get the reference.)
</p>

<p>
Anyhow, I thought it's about time to provide some updates about what we've been doing in the past week or two, because we've certainly been busy enough not to say anything so far. As you may remember we posted earlier about what we're planning to add into the game in the coming weeks, with which we've been progressing steadily, but there were also other developments on other fronts, which might be of interest.
</p>

<a name='Reaching_out_to_another_world'></a>
<h3>Reaching out to another world</h3>
<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/blog_osxshot.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/blog_osxshot.png" alt="" title=""/></a></div>

<p>
The most apparent update we have is that we've been in cooperation with the wonderful people at CodeWeavers to <b>bring Perpetuum to OSX and Linux</b>, and finally we can present you with <a href='http://www.codeweavers.com/via/perpetuum' target='_blank' class='external'>official Crossover Games support</a>, which will allow you to enjoy the game on those two platforms just as good as under Windows, and <b>you even get a discount</b> if you purchase through that link! We ourselves have been using the game through this method on a MacBook Pro, and it seemed to work flawless as far as we could see. The gist of this essentially means that we'll keep an eye on possible bugs caused by the emulation, while the Crossover developers will continue to pay attention to your reports for the bugs you find seem to be platform specific. Before you ask, we're not excluding the possibility of a future native client for those platforms, but right now the game itself (as a game, not as a piece of software) needs way too much care internally for us to be able to shed any assets or resources on porting, and especially maintaining it afterwards. Right now, we feel really strong about Crossover as a means to deliver our game to a wider audience, so spread the word if you know someone who remained stranded on the OS-fringes until now!
</p>

<a name='Arrr.2C_treasure.21'></a>
<h3>Arrr, treasure!</h3>
<p>
Moving over to actual game-features, most of the <b>artifact scanning</b> is implemented (save for the usual minor GUI-related swashbuckling) and has proved itself eyebrow-raisingly fun for such a cynic as myself, probably due to the notable simplicity of the mechanic itself. The whole concept boils down to this: You get a normal geo-scanner, you get some artifact scanning ammo, load it, go out to terrain, scan. If there's something cool within range, you get a distance reading. You move around, scan again, you get another reading, with a delta calculation to show you whether you got closer or not. From this point on, it's an entertaining little game of "hotter / colder", which starts out as relatively simple when the distance is still large and any movement toward the general direction is considered as advancing, and gets gradually more and more tricky once you get closer and smack headfirst into either the "It says it must be here SOMEWHERE!"-run-in-circles-scan-like-a-maniac-syndrome, or the unfortunate occurrence that the artifact is likely to be in the middle of a bunch of angry NPCs. Either way, scanning within a given range of the artifact will finally result in the reward to appear - this can be a container with munchies in it, or a trigger to a variety of other things, depending on the type of that artifact. (This is helpfully specified for you along with the distance, just so you don't go cheerfully dowsing for Pandora's box.) There will be additional factors on how efficient you'll be able to <a href='http://en.wikipedia.org/wiki/Geocaching' target='_blank' class='external'>geocache</a> yourself to riches, but I'll leave that up to you to discover once the patch is out. The preliminary estimate for this patch is <i>March 9, 2011</i>, but this is still just what we're aiming for and there's still a lot of testing and balancing to do.
</p>

<a name='Combustion'></a>
<h3>Combustion</h3>
<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/blog_newzones.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/blog_newzones.jpg" alt="" title=""/></a></div>

<p>
We've also initiated the process of <b>adding more zones</b> to the game, a considerable task that's gonna take us quite some time to finish, hence it will probably not appear in the next patch yet. We're finished with the basic layout of the maps themselves, we've already placed the terminals and teleports, what remains is the actual level design: flattening the grounds to walkable paths, painting mineral fields, placing NPCs, placing decoration, stuff like that, as well as coming up with absolutely ludicrous new names for everything, the part of the process we admittedly enjoy the most. The plan is to provide <b>six</b> new zones, literally doubling the area available inside the game: three new safe zones (the ones with only a single terminal on them) for general activity, and three unsecured zones (with two outposts each) for unrestrained territory-knuckling. The teleport network has already been laid out, and though I won't go into detail here, we're hoping to provide easy access to each map from most of the current ones.
</p>

<p>
Some minor additional bits that have been done: We've changed the datafile handling so the <b>local settings</b> (keyboard, sound, window positions) will be saved separately from the large datablob, so deleting that will never cause your settings to be lost again. (Whoo-hoo!), we also added a <b>free-look</b> button so you can rotate the camera around the robot even when it is moving, we've made <b>tabstrips</b> squishy so now you won't have the problem of channels not fitting on the chat window, and last but not least we're in the final stages of adding <b>direct credit card payment</b> to our store. (About time, really.)
</p>

<p>
So that's about it for now, and we'll update you with details as soon as we have time to take a larger breath.
</p>
]]></description>
			<pubDate>Thu, 03 Mar 2011 17:10:48 +0100</pubDate>
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		<item>
			<guid isPermaLink="false">perpetuumdevblog-10</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-02-15-the-future-of-perpetuum/</link>
			<title>The future of Perpetuum</title>
			<description><![CDATA[<p>
So what are we up to when we are not out deleting NIC from your accounts and playing Insurance Fraud Online? Well, for one, we make plans. And since we got a lot of complaints from you that we don’t publish too much information about the upcoming features in the game (not unjustly, I might add), it’s high time to sit down and share.
</p>

<p>
The features below are listed more or less in the order we currently plan to introduce them, with the first ones being only a few weeks away and the last ones planned more towards the second half of the year.
</p>

<a name='Artifacts_and_discovery'></a>
<h3>Artifacts and discovery</h3>

<p>
When we recently hinted that we are working on new PvE content, most of you probably thought “Ohnoez, more Buttkicker Observers and boring missions...”. But nah, we are perfectly aware that it would be just more of the same. Instances probably crossed your mind too, but we don’t want to separate PvE and PvP and we definitely want to keep the game world open and persistent.
</p>

<p>
So we came up with something that is easy to get into, is available to everyone, from solo carebears on Alpha islands to the proud cowboys of Beta islands, and is something that can reward you with shiny new stuffz.
</p>

<p>
Artifact scanning (as we call it) is basically an extension to your current geoscanner modules. Every island will have an ever-changing collection of hidden spots that players will be able to search for with their scanners and reap their rewards when they find them. There will be several types of artifacts ranging from simple salvage containers, through hidden stashes guarded by angry NPCs, science vessel wreckages holding calibration templates of new Mk2 robots or even alien data storages with precious intel that will get you on special missions.  Since this is a very easily expandable system, you can expect more artifact types every now and then.
</p>

<a name='The_energy_must_flow'></a>
<h3>The energy must flow</h3>

<p>
Those who are familiar with the backstory of Perpetuum are probably well aware that we are here to exploit the energy of the planet and send it back to hungry Earth via that same wormhole, which we used to get our tiny “sparks” to Nia. You were probably also wondering “where in the game do we do that?”. Well, currently nowhere since we are still at the early stage of “setting foot”, but this is soon going to change.
</p>

<div class='imgcenter'><img src="http://content.perpetuum-online.com/images/content/devblog_energyuplink.jpg" alt="" title=""/></div>


<p>
We’ll be intruducing a new energy-credit system which will work a bit like a second currency. These energy-credits (let’s call it EC for the time being) will be awarded to those who contribute to the energy-packages that will be periodically sent back to Earth by the Syndicate.
</p>

<p>
You’ll be able to achieve this via two ways, one PvE and one PvP option:
</p>
<ul>
<li> Using fragments of a rare kind of crystalline material, which can be charged with energy and can be found through artifact scanning mentioned above, you have to go out to shiny energy fields, deploy the crystal and wait until it’s fully charged, then return it to a terminal. Of course indigenous Nians also like to be around these energy-rich areas, so you won’t have an easy time doing this.</li>
<li> Own an outpost with a corporation which is producing the energy for you.</li>
</ul>


<p>
So what will EC be good for? New modules, rare components used in Mk2 robot production, CTs available only here... you know, <i>stuff™</i>. The details are still being worked on but we’re confident that this system coupled with artifact scanning will give a nice boost to what you can do in the game.
</p>

<a name='Assignment_improvements'></a>
<h3>Assignment improvements</h3>

<p>
Yes, were aware that the current assignment system rather follows the bad concept of “quantity over quality”. We have plans to make current assignments more interesting, include new types of objectives or combine current ones, revisit their rewards and introduce payout bonuses for those who complete them within a certain time.
</p>

<a name='Corporation_recruitment'></a>
<h3>Corporation recruitment</h3>

<p>
There are basically two games in the world of Perpetuum. One is the initial “run around, complete missions, collect stuff” side of it, and we’ll be the first to admit that it lacks content to be truly enjoyable. And then there is the second layer of the game, the player corporations.
</p>

<p>
We fear that some players do not get to the point where they actually join a player-run corporation, and leave the game without ever realizing what is going on behind the scenes in this little world of ours.
</p>

<p>
Therefore we would like to implement some features that will guide players towards finding and joining a corporation that is suitable for them. The tutorial will also have a chapter on this and we’ll introduce a “yellow pages” type of directory, where players will be able to filter corporations based on their of size, language, timezone and profile, which CEOs and officers will be able to set in the extended corporation information panels.
</p>

<a name='Artillery_and_area-of-effect_explosions'></a>
<h3>Artillery and area-of-effect explosions</h3>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/devblog_artillery.jpg" alt="" title=""/></div>

<p>
Continuing our efforts to “fight the blob”, we’ll be introducing area-of-effect explosions, which will hurt everyone within a certain radius. On one hand this damage will be done by the explosions of robots when they are destroyed, but we’ll also bring in new weapons of mass destruction: artillery modules. You’ll see both standard Earth-technology built by the Syndicate and also different types of modules for all 4 factions (yes, even industrial ones) and they will certainly stir up the crowd.
</p>

<a name='Even_more_types_of_weapons'></a>
<h3>Even more types of weapons</h3>

<p>
We’re not stopping there, new factional weapon types have been already in the works for a while. These new modules will be of course rather high-end, with high extension requirements and energy usage and while they probably won’t have the highest DPS around, all of them will have secondary effects: Ion cannons will jam enemy sensors much like ECM modules, energy torpedoes neutralize a hefty amount of energy on hit and plasma guns will reduce the armor-resistances of the target.
</p>

<a name='Hybrid_robots'></a>
<h3>Hybrid robots</h3>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_hybrids.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_hybrids.jpg" alt="" title=""/></a></div>

<p>
I suppose some of you have already encountered the funny misfits certain DEVs like to run around in. The system where we can freely build robots by combining any head, chassis and leg components has been in the game from the very beginnings. The only problem: it’s nearly impossible to balance it properly. We haven’t given up yet though, so you’ll most likely see a system like this in one form or another.
</p>

<a name='New_lands_to_explore'></a>
<h3>New lands to explore</h3>

<p>
This doesn’t need much explanation - having such a limited area available makes territory control too easy for large corps, makes it impossible for smaller ventures to hide and build, and generally limits exploration and exploitation of game mechanics. Even with our procedural terrain generation system, creating whole new islands which actually have some content as well is one of the most time-consuming tasks, but it is also a part of the game that can be expanded indefinitely (in theory). So this will be an ever-ongoing venture, but the plan is to have six new fully featured zones in our first package.
</p>

<a name='Terraforming_and_player-built_structures'></a>
<h3>Terraforming and player-built structures</h3>

<p>
New lands hold new possibilities, and terraforming is an old promise that we intend to keep. While it’s not feasible to allow players to dig up the soil under dumbfounded newbies sitting on the alpha islands, certain newly introduced zones will provide this strategically very engaging option.
</p>

<p>
Terraforming can be interesting in itself as well, but in the end it’ll be mostly a tool to make room for structures built by the players. This will be our biggest expansion of the game (of what we have solid plans for anyway) and as you might guess this is the feature that I can provide the least details about currently. I think it’s suffice to say that we want to make it very modular, expandable and complex, so you can create something that you call “home”.
</p>

<a name='Closing_words'></a>
<h3>Closing words</h3>

<p>
Well, I think that’s about it for now. These are only the bigger incoming features, but we’re of course continuously working on fixing those bugs and re-thinking current features like the waypoint and the geoscan result system or the event messaging system.
</p>

<p>
As you can see we are determined to make the game better and more interesting and hopefully this post provides new hope for those who fear for the future of the game. Fear is the path to the dark side and we don’t have pathfinding yet.
</p>
]]></description>
			<pubDate>Tue, 15 Feb 2011 03:56:08 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-9</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-02-13-the-tale-of-the-nic-that-wasn-t/</link>
			<title>The tale of the NIC that wasn’t</title>
			<description><![CDATA[<a name='Once_upon_a_time.2C_there_was_insurance...'></a>
<h3>Once upon a time, there was insurance...</h3>

<p>
And for a while it was good. Citizens were happy because they could ease their pain after that evil, evil pirate made them go up in flames while they were peacefully digging the ground - a common event on our beloved Nia. But then came along two monsters, Greed and Hax.
And the DEVs of the kingdom saw the gathering of dark clouds.
</p>

<a name='Insurance_frauds.3F_In_my_MMO.3F'></a>
<h3>Insurance frauds? In my MMO?</h3>

<p>
Robot insurance payouts are based on the global moving average market prices of two weeks. This only means completed transactions so it does not take active orders into account.
A system where we take the global average of all markets means that it's much more difficult to manipulate market averages. This, however, is also it's biggest flaw - when certain types of robots are only traded at a few terminals, the local prices go down due to the market wars, up to a point when they can be bought cheaper than the global market average. Due to some additional flaws in the mechanism, with good skills and good facilities it became very profitable to manufacture robots with the sole purpose of insuring them and blowing them up as soon as they roll out of the factory. The insurance fraud is born.
</p>

<a name='Healing_the_wounds_of_economy'></a>
<h3>Healing the wounds of economy</h3>

<p>
We considered many options on how we should go about this, but in the end we opted for counting the robots that were used in these operations, checked the actual insurance payouts they received for blowing them up, and then calculated the <i>real</i> average market prices that the payouts should have been in the first place. The difference of these two values is the falsely gained money, their "profit". This is what we had to take away.
</p>

<div class='imgcenter'><img src="http://content.perpetuum-online.com/images/content/dr_lithus.jpg" alt="" title=""/></div>


<p>
We have systematically inspected the transaction logs of all accounts that we could connect to the frauds. The vast majority of these frauds originate from the corporations Menace to Society, X-23, Mahtisoturit, BattleAxe, Not Amused and E=Mk2 but there are many more (the frauds were not necessarily executed by the corporations but by their members without the corps' general knowledge). During the server downtime today we have removed a sum of close to 1 billion NIC from numerous private and corporate wallets.
</p>

<p>
Now, this isn’t such a large amount considering the whole economy, but it’s certainly large enough to have an unnatural and unwanted impact on it, especially so early after the launch of the game. One of the most important factors in this game, the even playing field has been jeopardized. Counteraction needed to be done.
</p>

<a name='And_they_ganked_forth_happily_ever_after.3F'></a>
<h3>And they ganked forth happily ever after?</h3>

<p>
We certainly hope so. I know this is something that a company doesn’t do too often to its clients (which is sad), but I’ll try to be honest with you: Doing this hurts us just as much as it hurts those who just lost millions of NIC. But you all have to understand we’re in the same boat here. We could have started swinging the banhammer around but we feel it would have done more harm than good, so we didn't take disciplinary actions <i>this time</i>. Both you, the players, and us developers have the same goal - to have an ever-improving and expanding game, which stands the test of time. And if this goal becomes endangered, we have to act, whether we like it or not. I hope everyone agrees and this won’t have an impact on our good relationship with you.
</p>

<p>
Meanwhile, we are of course working hard to be able to activate the modified insurance feature again, and we hope to roll it out in a patch some time in the next few days.
</p>

<p>
ps. The next blogpost will really talk about the incoming updates and new features. Promised.
</p>
]]></description>
			<pubDate>Sun, 13 Feb 2011 13:33:52 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-8</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-02-06-keep-off-the-grass/</link>
			<title>Keep off the grass</title>
			<description><![CDATA[<p>
In the last patch, Noralgis appeared in Perpetuum, making the T4 industry a lot more complex and expensive. The pivotal point of this chain is the placement of the incubators. We feel that the community doesn't have sufficient information on the topic, so let me sum up the rules in a few lines:
</p>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/noralgis_concept.jpg" alt="" title=""/></div>

<ul>
<li> Noralgis likes the soil where Prismocitae and Oryovia grows, so in general these two plants are the main indicators of the areas where it's worth trying to plant the incubators.</li>
<li> Contrary to other plants Noralgis has no altitude limitation, so there are a lot of places on the map - for example on the shore - where it can grow, though it's very hard/expensive to find such spots.</li>
<li> Within 8 hours Noralgis will turn into its first state, indicating whether the tile where you placed the seed is fertile or not. This applies to all islands.</li>
<li> From the second growing state - when it starts to block movement - the incubator will produce material. This will be half of its full capacity which is more on beta and less on alpha islands.</li>
<li> During consecutive cycles - which can be 8 hours or less - it either grows back some material, steps into the next growing state, or both. These events are random, so it could happen that your plant is not growing or not producing new material at all, when a field next to it is flourishing. Try working with as big numbers as you can!</li>
<li> After a random number of cycles the plant reaches its last phase, and starts to have a chance to die. This will only happen at the last phase.</li>
</ul>


<div class='imgcenter'><img src="http://content.perpetuum-online.com/images/content/noralgisgrowth3.png" alt="" title=""/></div>


<ul>
<li> On Alpha islands, this death-chance is higher, and the plant has a shorter life-cycle than on beta islands.</li>
<li> If Noralgis is able to grow in a place, it means that the tile is fertile and it will stay fertile forever. Planting there will always be successful and this fertility condition never changes.</li>
<li> Noralgis incubators can't be placed next to each other directly. Always leave one tile distance between each of them, otherwise they can kill each other. This also means you can kill a complete field by planting a lot of seeds among them; technically it can "reset" the field. Rather inefficient, but it's possible.</li>
<li> When you empty a plant by harvesting all the material out of it, it will immediately kill the plant. So it's wise to leave some in, at least one.</li>
<li> Each time when a plant steps into the next state, it produces a boost of minerals. Half of its physical capacity will be produced, but at the same time the plant is stepping closer to the state when it will die out.</li>
<li> <strike>The freakiest one: do not leave your robot standing on a tile where you planted Noralgis - it will die. Practically speaking: plant it and do not let anyone close to it until it starts to block. Hiding it is a good practice.</strike> This mechanic has been removed since.</li>
</ul>


<p>
Hopefully this helped to shed some light on the plant system in Perpetuum. The ultimate practice is to kill a Prismocitae or Oryovia and place your incubator there, leaving one tile between each.
</p>

<p>
Have fun!
</p>

<p>
ps.: This text will also be included in the ingame help in some form.
</p>

]]></description>
			<pubDate>Sun, 06 Feb 2011 23:04:29 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-7</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-01-28-stealthy-patch-incoming/</link>
			<title>Stealthy patch incoming</title>
			<description><![CDATA[<p>
Time to talk about the next update to Perpetuum, as per usual we have a few interesting changes and new features coming to the game.
</p>

<p>
First of all as I've written previously, we're updating the roaming NPC system. Roaming NPCs will travel in caravans around the islands, and we're adding new flocks of NPCs for more varied random encounters on the terrain. This is only a very first step in our plan to bring a whole bunch of new content to the game for more stuff to do "between PvP sessions". We'll be adding a whole lot of new features to this end in later updates, which will be revealed a bit later.
Various areas of the terrain will go through some small rearranging in this patch. Changes include new decorations around teleport stations, terrain updates here and there, and even a teleport station moved a bit farther away from a terminal.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_teleportchange_2011_01_28.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/400/blog_teleportchange_2011_01_28.png" alt="" title=""/></a></div>


<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/blog_tintdecay_2011_01_28.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/400/blog_tintdecay_2011_01_28.jpg" alt="" title=""/></a></div>

<p>
We're bringing in a feature that was originally suggested in a very early brainstorm by a player during the beta. We liked the idea very much and had everything ready for it for quite a while now, but other priorities meant that this had to wait. The paintjob on your robots will now get worn down gradually as you engage in combat. This change is only aesthetic and will be undone as soon as you pack your robot together, however it's a small thing you can brag about and show off.
</p>

<p>
So now for the more interesting updates :)
</p>

<p>
A new type of plant will make its debut with the coming update. The special thing about this plant is that on its own it won't be growing anywhere, it can only appear in the game world if players plant it. This plant will contain a new harvestable material for use in the manufacturing of high end items. Beware of people trying to harvest or even destroy your crops!
</p>

<p>
One of the most fixed things in Perpetuum up to now was the constant, fixed distance of 1000 meters players could see each other. The upcoming update changes this. First of all: how far you can see and how far you can be seen from will both vary based on the robot you use, and the two will not necessarily be the same anymore. This alone would be an interesting change, but we're also adding modules to help modify these values during gameplay: The detection type module will allow you to see farther away. The flare type module will make the target show up for people farther away. And of course, the stealth type module will allow you to be seen from a shorter distance. These changes will bring the PvP on the beta islands to a whole new level, and we're excited to see how players will be using the new features to give them a tactical edge over their enemy.
</p>

<p>
Let us know what you think about the upcoming update in the comments!
</p>
]]></description>
			<pubDate>Fri, 28 Jan 2011 19:10:49 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-6</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-01-27-recruit-codes/</link>
			<title>Recruit codes</title>
			<description><![CDATA[<p>
Some of you already know about this, we've been waiting with the official announcement until we knew the system was working glitch free.
</p>

<p>
We in the Perpetuum team realize that the strength of our current player-base comes from groups of friends forming communities inside the game. Perpetuum was built around the concept of people playing together, not simply next to each other in the same world. Because of this we wish all new players to experience team play as early on in the game as possible.
</p>

<p>
To this end <b>we're very glad to announce the recruit program</b>: players with active accounts who have subscribed for at least 30 days will be receiving <b>recruit codes</b>, which can be used to kickstart a new account. These codes can only be used on accounts on which no codes have been redeemed yet and give 15 days of play time.
</p>

<p>
Most importantly if the player decides to subscribe to the game for at least 30 days, the validity of the original account which received the recruit code will also be <b>extended by 15 days</b>. We're sending out recruit codes daily, and after a while we'll be giving you a code like this for each purchase. If you haven't received one yet, don't worry - it'll come in time.
</p>

<p>
Again, keep in mind that these codes can only be used on a new account. Invite your friends to try Perpetuum!
</p>
]]></description>
			<pubDate>Thu, 27 Jan 2011 13:33:42 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-5</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-01-25-behind-the-bots-generating-the-perpetuum-maps/</link>
			<title>Behind the Bots: Generating the Perpetuum maps</title>
			<description><![CDATA[<p>
I took the liberty to hijack the blog from BoyC to start a little skunk-work series of tech-articles about the stuff that goes on behind the curtains in Perpetuum. There's some fairly unusual ideas and solutions we came up with over the years and I hope they're as interesting to you as they were for us to invent / implement. (Or well, potentially more interesting, and without the malnutrition / hangover / sleep deprivation.)
</p>

<p>
So, maps.
</p>

<a name='The_main_principle'></a>
<h3>The main principle</h3>
<p>
What is the task at hand, what are the conditions we can work under?
</p>

<ul>
<li> We need to have a map in the game where players can see the main navigation points. The goal is the map to look as good as possible within the given circumstances, since players will be staring at it for prolonged periods, and we don't want them to stuff their own eyes into the recycling facility 5 minutes into the first transport mission.</li>
<li> We do not have expendable artists who can spend time on painting maps manually, but more importantly, unlike other games, the map here needs to be as accurate as possible, for strategic reasons.</li>
<li> The terrain is a <a href='http://en.wikipedia.org/wiki/Heightmap' target='_blank' class='external'>height-map</a> - we can safely assume the client has access to this data, but this data has the possibility to change fairly often. (Think terraforming, either by players or by level design.)</li>
<li> Not really a mission-statement as such, but resolution-independence is a plus.</li>
</ul>


<p>
Summed up, we need a fairly non-linear data flow coming from a 2D dataset, and ending up in a good looking texture. In other words, <a href='http://en.wikipedia.org/wiki/Procedural_texture' target='_blank' class='external'>procedural textures</a>. Luckily, we're fairly comfortable with that. (*wink* *wink* 64k <a href='http://conspiracy.hu/release/64k/prophecy/' target='_blank' class='external'>*cough*</a>)
</p>

<a name='The_steps'></a>
<h3>The steps</h3>
<p>
Let's look at our starting dataset first:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_altitude_01_raw16bit.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/blog_altitude_01_raw16bit.jpg" alt="" title=""/></a></div>


<p>
This is the actual terrain height-map, a 2048x2048 2D dataset of 16-bit height values. The reason it looks so dark is because this is a linear mapping of the 0..65535 range to the 32 bit colors available on your screen. Given that we don't really have to care about the peaks so much, since robots can rarely pass those, we can re-map the range of interest between two completely arbitrary values following "This Looks Good Enough"-principle, ideally somewhere around the water level for the low value, and the highest walkable point on the map for the high value.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_altitude_02_grayscale.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/blog_altitude_02_grayscale.jpg" alt="" title=""/></a></div>


<p>
This already looks a lot more usable. Sure, the mountain peaks become a big white spot, but we don't have to concern ourselves with those because they're rare, usually uninteresting for the player, not to mention the strange yodeling sound they emit.
</p>

<p>
It's time to add color. Cartographers generally follow a principle where they <a href='http://en.wikipedia.org/wiki/Contour_line' target='_blank' class='external'>assign certain colors to certain heights</a>, which works perfect for us, because we can use a look-up table internally to do so. This look-up table, in our case (and ideally), is a simple 256 pixel wide bitmap, painted by a graphics artist:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_altitudegradient_normal.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/128/blog_altitudegradient_normal.jpg" alt="" title=""/></a></div>


<p>
So if we use this to color up our altitude levels, we get this:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_altitude_03_colors.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/blog_altitude_03_colors.jpg" alt="" title=""/></a></div>


<p>
This almost looks good enough and no-one would blame us if we'd stop here (no, you wouldn't, shut up), but we knew we could do something more interesting given the data at hand a little maths. The image already has a nice faux-natural quality to it, but it needs contrast, the same way maps often have a little lighting / shading on them.
</p>

<a name='Adding_contrast'></a>
<h3>Adding contrast</h3>
<p>
At this point, the idea was to take the altitudes, more specifically the altitude-differences (or slopes), and turn them into shading. For this, what we've done is an implementation of what generally bitmap-manipulation software call as "Emboss", and basically means taking surrounding pixels, and calculating a <a href='http://en.wikipedia.org/wiki/Surface_normal' target='_blank' class='external'>normal vector</a> out of them. Many of you might wonder if it means we're calculating a <a href='http://en.wikipedia.org/wiki/Normal_mapping' target='_blank' class='external'>normal map</a>, and in one sense yes, but the trick here is that the direction of the light can be fixed, because why not, it's Good Enough, and that allows us to speed up the calculations simply by assuming that the light always comes straight from the left.
</p>

<p>
For less technical minded: This practically could mean that we start walking (figuratively speaking) from left to right on every row of pixels, and if the next pixel is a point higher, we get a bright point, if it's lower, we get a dark point. (If you're indeed a code-savvy person, please refrain from gnawing out your own cerebrum at this stage because of this rather sloppy explanation, I was trying to make a point here.)
</p>

<p>
If we take this normal value and map it (with a bit of magic number wizardry) to the grayscale color range of 0..255 (0 meaning the next pixel was lower, 255 meaning higher, 128 meaning it was the same level), we get this:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_altitude_04_bumpmap.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/blog_altitude_04_bumpmap.jpg" alt="" title=""/></a></div>


<p>
Not the prettiest of pictures, but it's a vital component towards what we want: contrast.
</p>

<p>
So we have a colorful picture with no contrast, and we have essentially a <a href='http://en.wikipedia.org/wiki/Bump_mapping' target='_blank' class='external'>bump map</a> with no colors - how do we blend the two without calculating lighting on every pixel?
</p>

<p>
Simple: Prepared <a href='http://en.wikipedia.org/wiki/Lookup_table' target='_blank' class='external'>lookup-tables</a>. We know we have 256 levels of color, and we know we have 256 levels of contrast, so we can pre-calculate a 256x256 pixel lookup table with all the possible combinations and utilize that to render the final image:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_altitudegradient_shaded.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/128/blog_altitudegradient_shaded.jpg" alt="" title=""/></a></div>


<p>
This lookup-table is ostensibly the above gradient, with the top half fading to black and the bottom half fading to white. Between that, in the very center, is our original gradient.
</p>

<p>
All it remains now is to run the following little lookup, matching our color and contrast:
</p>

<dl>
<dd> <i>for every pixel {</i></dd>
<dd> <i>&nbsp; tx = get_remapped_altitude()</i> // 0..255</dd>
<dd> <i>&nbsp; ty = get_contrast()</i> // also 0..255</dd>
<dd> <i>&nbsp; final_color = shaded_gradient_lut(tx,ty)</i></dd>
<dd> <i>}</i></dd>
</dl>


<p>
And here's our final image:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_altitude_05_finalcomposite.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/blog_altitude_05_finalcomposite.jpg" alt="" title=""/></a></div>


<p>
The difference is subtle, but definitely visible when the maps are zoomed up close - which is what will happen in most cases.
</p>

<p>
The advantages of this method are manifold: it's fairly fast (it's entirely <a href='http://en.wikipedia.org/wiki/Fixed-point_arithmetic' target='_blank' class='external'>fixed point arithmetics</a>), it's resolution-independent, it looks Good Enough, and most importantly, it's responsive to the level of immediacy, i.e. every change done on the map can be rapidly re-rendered on the map as well. (This also goes for the passable terrain calculations, but that's a whole new story.)
</p>

<p>
That concludes our first visit to the forsaken wretched nadirs of the Perpetuum codebase. I'm not sure what to write about next time, but I suppose a quick look at the "number of changes per line of code" graph will quickly indicate where the "interesting" bits in our code are.
</p>
]]></description>
			<pubDate>Tue, 25 Jan 2011 19:38:35 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-4</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-01-24-roaming-npc-updates/</link>
			<title>Roaming NPC updates</title>
			<description><![CDATA[<p>
The roaming NPCs we introduced in the last patch became an instant hit with most of the player base. They are quite rare to find, can be in a lot of varied places, and have a very low respawn rate, making the sighting of an Observer on any island a rare moment. They also pack quite a punch, taking down a single one of them often needing the cooperation of several players, but the loot they drop is well worth the effort for everyone involved. Due to the very positive feedback on these high end enemies, we're currently working on some upgrades to the roaming NPC system that will allow them to move in a much more coordinated fashion. Observers will in many cases be accompanied by other enemies, and they will move as a group, which was impossible in the previous system.
</p>

<p>
How do you like the Observers so far, and what do you think of this update? Share your thoughts in the comments!
</p>
]]></description>
			<pubDate>Mon, 24 Jan 2011 13:03:46 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-3</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-01-19-this-is-how-you-roll/</link>
			<title>This is how you roll</title>
			<description><![CDATA[<p>
Here is what player movements on the alpha islands looked like in the last few days. Can you find your trail?
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_tm_a_paths_110119.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_tm_a_paths_110119.png" alt="New Virginia" title="New Virginia"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_ics_a_paths_110119.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_ics_a_paths_110119.png" alt="Attalica" title="Attalica"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_asi_a_paths_110119.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_asi_a_paths_110119.png" alt="Daoden" title="Daoden"/></a></div>


<p>
Also, the new dev server is finally up, so development pace can pick up again. The next patch is going to be exciting!
</p>
]]></description>
			<pubDate>Wed, 19 Jan 2011 18:53:59 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-2</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-01-12-interference-new-languages-and-other-stuff/</link>
			<title>Interference, new languages and other stuff</title>
			<description><![CDATA[<p>
We’re going to deploy the <b>first patch of the year</b> tomorrow, and it brings a number of changes to the client and the gameplay.
</p>

<p>
We’re very happy to announce that the client will be available in <b>two new languages, French and Slovenian</b> after the patch. We’re delighted to see the French community grow so rapidly and hope to see more of you guys online after this update.
</p>

<p>
Now for the stuff more interesting to most players, the gameplay changes:
</p>

<a name='One_for_the_money'></a>
<h3>One for the money</h3>

<p>
Be prepared to activate your prototype facilities, as with the patch we’re introducing a <b>new heavy mech class robot</b>, called the <b>Lithus</b>. This robot can be thought of as the big brother of the Sequer, and will satisfy all your hauling needs.
</p>

<a name='Two_for_the_show'></a>
<h3>Two for the show</h3>

<p>
Due to popular demand we’re also introducing a <b>trophies and losses section</b> in the character screen that will show your kills and deaths, and the parties involved in the fights.
</p>

<a name='Three_to_get_ready'></a>
<h3>Three to get ready</h3>

<p>
Since the launch of the game the number of people involved in Intrusion events and PvP fights has been constantly growing. We really like this trend, however as the number of players reaches a critical mass in a single fight, tactics seem to go out the window and the fight turns into a simple numbers game.
</p>

<p>
Our aim has always been to create a PvP environment where tactics, smart maneuvering and coordinated teamwork get you superior results, so we’ve discussed the issue in length over the holidays. We traced the core of the problem back to a simple fact, and that is that for a variety of reasons Perpetuum employs a limited simulation of the real world. The main factors at play are that we don’t have robot collisions or friendly fire, and these two factors allow for large numbers of players to move as a single, small unit and one-shot-kill anyone they see. Fixing this issue is quite a tough challenge, as robot collisions and friendly fire are missing from the game for good reasons. Introducing robot collisions would severely limit the movement of players and give rise to a whole lot of possible exploits with people standing in each others way just for the laughs. We’ve explored the possibility of friendly fire, but all the solutions we looked at would have had a huge performance impact on the server, so this side of the issue can’t be fixed either.
</p>

<p>
We decided to look at the problem from an other angle and discourage the kind of behaviour we’ve seen. There will be <b>several changes</b> coming in the future, all of which <b>combined</b> will make big fights a lot more tactical than they are today. We’ll be introducing area of effect weapons, and robot explosion area of effect damage/debuffs, but tomorrow's patch only brings the very first of the systems designed to combat the problem: <b>Interference.</b>
</p>

<p>
The Interference system simulates the effects safely fighting in a close group would have on the combat effectiveness of the group in the real world. Basically members of the group would have to be more careful not to shoot any of their comrades, and thus be slower to fire and would have to devote a lot of their attention to working together with their unit. The Interference system simulates this with locking time and sensor strength debuffs on large groups of robots moving in close proximity. Each robot in the game has an interference range and strength, and emits an interference level which affects each other robot within this range. The interference accumulates and as it reaches critical levels (different for different robot types) it manifests in the mentioned debuffs. This mechanic, coupled with later area of effect mechanics will discourage the one-shot-kill setup that has mostly taken away from the gameplay experience above a certain number of people involved in a fight.
</p>

<p>
Comments on the patch and the above mentioned issues are welcome!
</p>

<p>
<i>Now go, cat, go.</i>
</p>
]]></description>
			<pubDate>Wed, 12 Jan 2011 22:01:38 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-1</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-01-12-hello-nia/</link>
			<title>Hello, Nia.</title>
			<description><![CDATA[<p>
Well, this has been coming for a while.
</p>

<p>
As you might know, we, the developers of Perpetuum are a quite hands-on bunch of guys. We like talking and interacting with our community in various places, be that our forum, in-game mail/chat, or somewhere else. However this kind of communication has resulted in an uneven flow of information about the development and our current goals with the game. In order to even things out, we give you:
</p>

<a name='The_Official_Perpetuum_DevBlog.21'></a>
<h3>The Official Perpetuum DevBlog!</h3>

<p>
Here we’ll be summing up the state of the game, things we’re working on, our thoughts on issues, interesting things, inside jokes and a lot more from time to time so you can stay informed on what we’re up to.
</p>

<p>
The first article about the January 13 patch will be up soon, see you in-game in the meanwhile!
</p>
]]></description>
			<pubDate>Wed, 12 Jan 2011 21:52:40 +0100</pubDate>
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