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		<title>Perpetuum DEV Blog</title>
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		<description>Perpetuum Developer Blog</description>
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			<guid isPermaLink="false">perpetuumdevblog-98</guid>
			<link>http://blog.perpetuum-online.com/posts/2021-08-02-if-something-is-free-you-are-the-product/</link>
			<title>If something is free, you are the product.</title>
			<description><![CDATA[<p>
As you may have noticed by now, <a href='https://store.steampowered.com/app/223410/Perpetuum' target='_blank' class='external'>Perpetuum is now available for free on Steam</a>.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/steamf2p.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/500/steamf2p.png" alt="" title=""/></a></div>


<p>
I wish we'd have some grandiose reason as to why we did it, and why now, but really, it was just the point where some of the paperwork overhead didn't seem worth it after a while, and after we've recouped some of the costs of the initial server shutdown, it no longer seemed fair to ask money for a multiplayer game that's essentially entirely operated by the community itself - while we could justify it by still occasionally patching the game when really major bugs appeared, this has become so uncommon that the justification has become thinner and thinner.
</p>

<p>
Going free has been something that you've been asking for a while - understandably - and one of the main arguments was that it's the only thing that's standing in the way of a large player population. If this is really the case, then challenge accepted - <b>impress me</b>.
</p>

<p>
If you have any questions, you can find us in <a href='https://discord.gg/e4gH9Ff' target='_blank' class='external'>the <i>OpenPerpetuum / Perpetuum</i> Discord</a>.
</p>
]]></description>
			<pubDate>Mon, 02 Aug 2021 21:34:32 +0200</pubDate>
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		<item>
			<guid isPermaLink="false">perpetuumdevblog-97</guid>
			<link>http://blog.perpetuum-online.com/posts/2018-02-18-last-one-out-turn-off-the-lights/</link>
			<title>Last One Out, Turn Off The Lights</title>
			<description><![CDATA[<p>
I guess I should say something. If for nothing else, for the fact that there's nothing left to lose here.
</p>

<p>
It's been a few weeks now that the "main" Perpetuum server is no longer running, which I suppose is the symbolic conclusion of the development of Perpetuum, something that was our first venture in game development and took 10+ years of our lives. In some ways, it was an emotional moment to pull the plug, and in other ways it really wasn't. Let me try to explain why.
</p>

<p>
We started working on the game (then just called "GenXY") in around 2004 - we genuinely had no idea what we were doing, we had no idea of the scope of it, we had no idea what it'd become or what we'd WANT it to become; we just had a faint idea that it was possible, and we started on it because we didn't know better. Turns out, that was kinda really we needed to get it done - because if we would've known what's coming, we probably never would've started.
</p>

<p>
I don't mean that as necessarily a negative, it's just that we mostly just made shit up along the way as we went: there's no "How To Make An MMO" handbook, and there sure as hell wasn't one in 2004. Most of us were still in our early 20s, and we never realized the amount of technology we would need to conjure up along the way, but we were ambitious (and stupid) and the fact that we can't (or not supposed to) do it just never occurred to us. So we went to it head first. We really were indie before "indie" was a thing.
</p>

<p>
Of course, the mission objective changed a few times along the way - initially we didn't want character models, just these little soul-like particle bursts, because we wanted to cut down on having to write an animation engine. Then when we realized that'd be boring, we went for robots because we didn't want to code skinned animation. The longer we went on, the more it snowballed, and next thing we knew we had this elaborate multi-platform architecture to have a game, a client, a website, a webstore, a backend, all these things in all different programming languages, platforms, database engines, that we just cooked up out of nowhere because we just thought "we have to figure this out", and we did, even though many <i>many</i> people not only warned us against, but actively predicted we couldn't do it.
</p>

<p>
That's not to say it wasn't bumpy. Even after alpha, even after closed beta, even after beta, it was bumpy. There were some joyful fuckups (like accidentally shutting down servers with a piece of pastry and setting our kitchen equipment on fire), some a bit more stressful (like screwing up the game launch because we <i>weren't</i> drunk, as opposed to the early access launch when we <i>were</i>) and some of them pretty miserable (like the cease-and-desist letter - guess who!). But through all of this, we had one goal and one goal only - to finish and release a game and do the best we can. And in that, say what you want, we succeeded. Not opinion, fact.
</p>

<p>
We didn't always see eye-to-eye with you - and that's putting it nicely; as developers, it was necessary to be cagey and secretive sometimes, to be stern at other times - even though we desperately wanted to keep in contact with out playerbase, we learned quickly that any reaction we released to the public had immediate ripples in-game, sometimes considerably bigger ones that we imagined, so we often secluded until we had something that was ready to show. This of course sometimes meant that what we produced wasn't in line with the general expectations, or that it split the playerbase even more - it often felt like a no-win-scenario, but we soldiered on, because we were desperate to make this work. There's a delicate balance between listening enough and not listening too much, and we often missed that balance - but we always tried.
</p>

<p>
The way I imagine studio closures happen in gamedev, they're probably come more as a sudden shock - for us, that wasn't the case. There were several moments where we knew that this isn't gonna go for long - we all <i>hoped</i> it would, but I think reality set in when we weren't able to reach the numbers we needed; we reached a number that was enough to sustain development, but we had no funds to market the game, or to produce massive amounts of content, and our creativity and work-ethic was only able to get us out the door, not all the way to the next town. So yeah, we've seen the end coming for a long time - and who are we kidding, you did too. But we didn't want to go away without leaving a mark, pretending this never happened, so we did what we could to make sure the legacy at least in part lives on.
</p>

<p>
I personally am still 100% proud of the effort we've put in over the years and the spirit we've invested in this game. Would I do things differently, knowing what I know now? Sure. But hindsight is always 20/20, and with the naive mindset we had, and the resources we had available, I think we made the best game we could.
</p>

<p>
A few people have asked what projects we moved on to, so here's a brief summary: (I'll continue to expand this if I can find others)
</p>
<ul>
<li> Zoom spent a bit of time in motion graphics, and now works at Primal Games on a yet-unannounced title</li>
<li> Alf is developing cloud technology at Nokia, which he says is a lot less stressful</li>
<li> BoyC is working on car UX software at NNG</li>
<li> Quodys, in his own words, "is on his journey to wreck a yet bigger enterprise, this time a global telco company"</li>
<li> Gargaj (me) moved on to Slightly Mad Studios and has worked on Project CARS 2, and is now working on a yet-unannounced title.</li>
</ul>


<p>
Aside from that, as many of you know Zoom, BoyC and myself have been and will continue releasing work under the name <a href='http://conspiracy.hu/' target='_blank' class='external'>Conspiracy</a>; we've recently released <a href='https://www.oculus.com/experiences/rift/1606205652783585/' target='_blank' class='external'>our first venture in VR</a> on the Oculus store - it's not really game-related, but it's something we'll keep on doing if you wanna follow us there.
</p>

<p>
Anyway.
</p>

<p>
Thanks for sticking with us over the years - you helped us achieve something that very few people could.
</p>

<p>
See you around, somewhere, sometime.
</p>

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

]]></description>
			<pubDate>Sun, 18 Feb 2018 22:24:32 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-96</guid>
			<link>http://blog.perpetuum-online.com/posts/2018-01-09-2018-status-report/</link>
			<title>2018 Status report</title>
			<description><![CDATA[<a name='The_end_of_an_era'></a>
<h2>The end of an era</h2>

<p>
I’ll start with the bad news: after more than 7 years of service <b>the official Perpetuum server is shutting down on January 25th, 2018</b>. This is purely a financial decision as the monthly cost of running the server is way more than what we can handle.
</p>

<p>
We cannot release the live server’s database to the public due to privacy issues, however DEV Crm is committed to <b>keep the live DB alive with his own private server solution</b>. This won’t be the same as the current official server in terms of speed and availability and it’s strictly a “no promises made” gig, but it’s something.
</p>

<a name='What_will_happen_after_the_shutdown.3F'></a>
<h3>What will happen after the shutdown?</h3>

<p>
<b>The following will be discontinued on January 25th:</b>
</p>
<ul>
<li> The store and support section of the Perpetuum website</li>
<li> The Perpetuum API</li>
<li> The Perpetuum IRC server</li>
<li> All official email addresses except info@perpetuum-online.com</li>
</ul>


<p>
<b>The following will continue to work:</b>
</p>
<ul>
<li> The Perpetuum website except the store and support sections</li>
<li> The official development blog</li>
<li> The official website forum (read only)</li>
<li> info@perpetuum-online.com</li>
<li> Our full Steam presence including the discussion section</li>
<li> <a href='http://wiki.perpetuum-online.com' target='_blank' class='external'>The official Perpetuum Wiki</a></li>
</ul>


<a name='Where_will_Perpetuum_be_available_in_the_future.3F'></a>
<h3>Where will Perpetuum be available in the future?</h3>

<p>
After January 25th the only platform where Perpetuum will be available to purchase is <b>Steam</b>. We are committed to provide a Steam version for every player who owns Perpetuum currently outside of Steam. The details of how this will happen are still being worked out, we ask for your kind patience.
</p>

<p>
Also, the price of the client has been reduced permanently from $9.99 to <b>$4.99</b>.
</p>

<a name='Will_you_still_provide_support_for_Perpetuum_in_the_future.3F'></a>
<h3>Will you still provide support for Perpetuum in the future?</h3>

<p>
Occasional bugfixes here and there but we cannot make any promises. That is why we will release the server source code to the public and help the community try to stand on its own feet.
</p>

<a name='The_Standalone_Server'></a>
<h2>The Standalone Server</h2>

<p>
The Perpetuum Standalone Server has been already available for a while on Steam but apparently it is hidden for a lot of people for some reason. If you own Perpetuum on Steam then it should be listed under Library/Tools and goes by the name “Perpetuum Dedicated Server”.
</p>

<p>
Some players have reported that it popped up after some time, others have told that <a href='https://developer.valvesoftware.com/wiki/SteamCMD' target='_blank' class='external'>SteamCMD</a> is a good workaround for getting the server. (AppID is 693060)
</p>

<p>
You can also find more information about the standalone server in our <a href='http://blog.perpetuum-online.com/posts/2017-09-03-perpetuum-is-dead-long-live-perpetuum/' target='_blank' class='external'>previous blog post</a>.
</p>

<a name='Is_there_a_list_of_available_Perpetuum_servers.3F'></a>
<h3>Is there a list of available Perpetuum servers?</h3>

<p>
You can find an up-to-date list of current Perpetuum servers <a href='http://www.perpetuum-online.com/Server_list' target='_blank' class='external'>here</a>.
</p>

<p>
This list is of course also available in the client itself.
</p>

<a name='Where_can_you_ask_technical_questions_about_the_standalone_server.3F'></a>
<h3>Where can you ask technical questions about the standalone server?</h3>

<p>
We absolutely love and endorse what the guys at <a href='https://community.sequer.nl/2018/01/01/openperpetuum-server-open-pre-alpha/' target='_blank' class='external'>The Open Perpetuum Project</a> are doing and occasionally lurk on their <a href='https://discord.gg/e4gH9Ff' target='_blank' class='external'>discord</a> channel with other players in the know, so that’s your best bet. As a last resort for reaching us specifically, there is also info@perpetuum-online.com.
</p>

<p>
Since the <a href='http://wiki.perpetuum-online.com' target='_blank' class='external'>official Perpetuum Wiki</a> will continue to live on, it might also be a good platform for gathering all info. Of course this is just an option, if the community finds a better place for the knowledgebase, that’s fine with us.
</p>

<a name='What_about_dev.2Fadmin_commands_and_features_for_the_client.3F'></a>
<h3>What about dev/admin commands and features for the client?</h3>

<p>
We can’t make the development client public for technical reasons, but the admin commands and tools will be progressively added to the live client soon. (things like terrain and terraforming tools, decor&blocking tools, spawn commands, etc.)
</p>

<a name='Where_can_I_find_the_server_source_code.3F'></a>
<h3>Where can I find the server source code?</h3>

<p>
<a href='https://github.com/PerpetuumOnline/PerpetuumServer' target='_blank' class='external'>https://github.com/PerpetuumOnline/PerpetuumServer</a>
</p>

<p>
The source will allow you to build the server as it is, but we'll be expanding the Github page with more detailed information on how to build and debug in easier ways for those who aren't as experienced with development.
</p>

<a name='Thank_you.21'></a>
<h2>Thank you!</h2>

<p>
This is probably the last blog post here from me, but Perpetuum became a big part of our lives and we couldn’t forget it even if we tried. We are immensely grateful to everyone who has played Perpetuum in the past and to the people who dedicate time to help it live on, well… <i>perpetually</i>.
</p>

]]></description>
			<pubDate>Tue, 09 Jan 2018 22:54:56 +0100</pubDate>
		</item>
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			<guid isPermaLink="false">perpetuumdevblog-95</guid>
			<link>http://blog.perpetuum-online.com/posts/2017-09-03-perpetuum-is-dead-long-live-perpetuum/</link>
			<title>Perpetuum is dead, long live Perpetuum</title>
			<description><![CDATA[<p>
So you haven’t heard from us in a long time, and the reason for that probably became more and more obvious with time: I'm sorry to inform you that <b>Perpetuum is not actively developed anymore.</b>
</p>

<p>
This blog is meant to inform you what this means for the game, for you, the players, and how the future of Perpetuum looks like. Because <b>there is a future</b>, at least we hope so.
</p>

<a name='How_we_got_here'></a>
<h2>How we got here</h2>

<p>
We knew from the start that Perpetuum will be a niche game and we were cool with it. But even considering that, it never really got off. We had two major spikes, the one during the EVE exodus, and after the Steam launch, but even those pale in comparison to what the we would have needed to justify the “massively” in MMORPG.
</p>

<p>
Over the years we’ve been in talks with numerous serious publishers and investors, but unfortunately none of those promises came to fruition. So the only thing we could do was to <b>push it on our own</b> and hope that steady work will eventually pay off and bring in a critical mass of players that would keep the game alive for a long time, and provide us a living.
</p>

<p>
The most prominent feedback that we have received over the years is that Perpetuum has great mechanics and atmosphere but lacks content, and that it is a <b>great foundation for a game.</b> Sadly we never got to the point where we could develop it to its full potential.
</p>

<p>
It was basically <b>catch-22</b>. After the initial spikes our playerbase always receded to unhealthy levels, which meant that we had to lay off some of our less essential content-related people and also that we didn’t have the funds to do any impactful marketing. Which in turn meant that we could bring in even less new players and develop less new content and do even less marketing. These cycles transformed into a downward spiral where the remaining developers had to be on minimum wage for years and the only thing we could do for the game was fixing bugs and recycling old content. <b>If we would have found a publisher we would have been shut down probably years ago.</b>
</p>

<p>
I joined Avatar Creations in 2006. After 10 years of “bringing up your own child” and making it part of your everyday life, it’s hard to call it. I can only speak about my own personal experience, but after such a long time of trying hard and failing, there comes a moment when you ask yourself “is it really worth it?” and “what am I doing with my life?”. So the remaining few of us made a mutual agreement that <b>this is it, it’s time to let go.</b>
</p>

<p>
We didn’t just want to simply let it die though, for two reasons. The first is a selfish one: if years from now someone asks what we have worked on for 10 years, we would like to be able to show them and say “it’s here, you can still play with it if you want”. In case of an MMO this is not self-evident.
</p>

<p>
The second reason is of course our players. However small it is, we still have a faithful community, and <b>we love you all for that.</b>
</p>

<a name='Your_own_Perpetuum_server'></a>
<h2>Your own Perpetuum server</h2>

<p>
So while the <b>official server is still going to stay online</b> for an undetermined time, in the last few months we’ve been working on a <b>standalone server solution</b>, in order to ensure the game’s future.
</p>

<p>
Although Perpetuum’s server application is far from being simple, our primary goal while developing the standalone server was <b>simplicity and ease of use</b>, while keeping the possibility of optional in-depth customization open.
</p>

<p>
The minimum requirements for running the server are lower than you might think: it can be run on the same Windows-based PC that you play Perpetuum on, even both at the same time. Resource usage of course goes up with the concurrent players on the server, so beyond a certain number a dedicated server machine is needed.
</p>

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


<p>
You’ll also need to have an <b>SQL server</b> installed for the database, but we got that covered. The Perpetuum server installer is a single exe about 1GB in size and includes the freely available Microsoft SQL Server 2016 Express that’s automatically installed and configured along with the Perpetuum server itself.
</p>

<p>
The installer also comes with an <b>Admin Tool</b> application, which is used to start/stop and configure the server, as well as provide a management interface for the player accounts on that server.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/perpserver2.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/550/perpserver2.png" alt="Admin tool" title="Admin tool"/></a></div>


<p>
Server availability can be customized in the following of ways:
</p>
<ul>
<li> <b>Public server:</b> the server will be publicly available and listed in the server browser, which will be visible both in the game client and on our website.</li>
<li> <b>Private server:</b> the server will not be visible in the server browser; players will have to enter the server’s address manually in the game client.</li>
<li> <b>Open registration:</b> anyone who connects to the server can create a new account and play.</li>
<li> <b>Limited registration:</b> players need to request an account from server admins and only they can create player accounts.</li>
</ul>


<p>
As I mentioned above, initially our <b>primary goal</b> is to provide a working standalone server that anyone who has ever installed any application can set up, manage, and run with <b>minimum hassle</b>. Once we see that this works we can move on to the next phase where we provide <b>documentation and know-how</b> on how you can customize your server and the database, like doing your own balancing. Word of warning though: even our own management tools feel a lot of times quite hacky, the ways you’ll have to tinker with stuff will certainly require patience and at least some minimal knowledge on how databases work.
</p>

<p>
We still have to work out some kinks, but the standalone server installer will soon be made <b>publicly available to download, for free of course.</b>
</p>

<a name='Game_client_changes'></a>
<h2>Game client changes</h2>

<p>
The introduction of the standalone server will of course require support in the game client as well, while still retaining simple access to the official server.
</p>

<p>
It’s not a big change though: a new <b>server selection screen</b> will precede the current login screen. This includes a new server browser window where all the publicly available player-run servers are listed along with the official server, and you can select any number of them to be included in the server dropdown menu on the main screen. From there it’s as easy as clicking the connect button and after that it’s business as usual, just enter your credentials and play.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/server_list.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/550/server_list.jpg" alt="Ingame server browser" title="Ingame server browser"/></a></div>


<a name='Becoming_Steam-only'></a>
<h2>Becoming Steam-only</h2>

<p>
A bigger change that some of you probably won’t like is that soon Steam will be the only place where Perpetuum will be distributed, including the standalone server. The reason for this is to <b>ensure the availability</b> of the game on a stable platform, as opposed to our own website that we cannot guarantee to be around forever. Another reason is that it’s uneconomical for us to keep our own payment platform, as purchases made via Steam outweigh our own store by far.
</p>

<p>
It’s important to note that existing non-Steam (e-mail based) accounts <b>will continue to work</b> with the Steam-based Perpetuum client, but you won’t be able to create a non-Steam account after the change.
</p>

<a name='Perpetuum_Credits_and_DLCs_discontinued'></a>
<h2>Perpetuum Credits and DLCs discontinued</h2>

<p>
On a standalone server Perpetuum Credits and DLC will make no sense, since we cannot sell and transfer them to a privately held server, and the administrators of the servers would be able to easily hack in as many credits or EP as they like.
</p>

<p>
So as of now, Perpetuum Credits, ICE, and Upgrade Kits (DLCs) are not available to purchase anymore, but existing assets are not removed of course and can still be used.
</p>

<a name='FAQ'></a>
<h2>FAQ</h2>

<p>
In the rest of this blog I’ll try to collect any remaining info and questions you might have, and I will also update this section if any unanswered issue comes up in the comments or the forum.
</p>

<a name='What_happens_to_the_official_server.3F'></a>
<h3>What happens to the official server?</h3>
<p>
While the development of Perpetuum is discontinued, the game is not shutting down, and the official server will still stay online for an undetermined time.
</p>

<a name='How_can_I_play_Perpetuum_in_the_future.3F'></a>
<h3>How can I play Perpetuum in the future?</h3>
<p>
You will have the choice to either continue playing on the official server, or play on any of the player-run servers.
</p>

<a name='When_will_I_be_able_to_run_my_own_Perpetuum_server.3F'></a>
<h3>When will I be able to run my own Perpetuum server?</h3>
<p>
As soon as possible. Most of the development is done, but we're still working on some details and bugs.
</p>

<a name='Can_I_play_with_my_existing_account.2Fcharacter_on_a_private_server.3F'></a>
<h3>Can I play with my existing account/character on a private server?</h3>
<p>
This is something that we’re still looking into. What we know for sure is that we cannot give out any personal information included in Perpetuum accounts unless the account holder requests it, so simply copying the database is absolutely a no go. Another problem is that there are a lot of dependencies related to characters, so if we transfer a single account, there are going to be numerous problems if the character’s corporation, or the base/storage where its items are doesn’t exist on the new server... and those are just a few examples.
</p>

<a name='Can_I_sell_Perpetuum_Credits_on_my_own_server.3F'></a>
<h3>Can I sell Perpetuum Credits on my own server?</h3>
<p>
No, Perpetuum Credits are discontinued as server administrators could easily hack in as many credits as they like.
</p>

<a name='What_happens_to_game_features_depending_on_Perpetuum_Credits.3F'></a>
<h3>What happens to game features depending on Perpetuum Credits?</h3>
<p>
They will be either removed or changed to use other ingame currencies (like NIC) at a later time.
</p>

<a name='What_prevents_private_server_administrators_to_cheat_on_their_own_servers_and_give_advantages_to_certain_characters.3F'></a>
<h3>What prevents private server administrators to cheat on their own servers and give advantages to certain characters?</h3>
<p>
Technically nothing. Server administrators have full access to their server’s database and can do with it as they please, we can’t do anything to prevent this. This is something where the power of the community comes in, and we hope servers run by trusted players will develop a good reputation where you can be sure that everyone plays fair.
</p>

<a name='Will_you_still_provide_support_for_the_game.3F'></a>
<h3>Will you still provide support for the game?</h3>
<p>
We are committed to fix any critical game-breaking bugs in the future that would prevent running the game at all. Anything beyond this, including new content, balancing, and individual player support (running the support ticket system) is not possible for us anymore.
</p>

<a name='Will_I_be_able_to_do_tweak_balancing_or_add_new_ingame_items_on_my_own_server.3F'></a>
<h3>Will I be able to do tweak balancing or add new ingame items on my own server?</h3>
<p>
To a certain extent, yes. It won’t be simple, and your possibilities will be quite limited, but we intend to come up with some documentation on what you can do and how you can do it.
</p>
]]></description>
			<pubDate>Sun, 03 Sep 2017 22:35:34 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-94</guid>
			<link>http://blog.perpetuum-online.com/posts/2017-02-12-syndicate-robots-the-final-wave/</link>
			<title>Syndicate robots: The final wave</title>
			<description><![CDATA[<p>
The <b>final 4 robots</b> of the new Syndicate line make their debut in <b>patch 3.8.3</b>, alongside of numerous balancing changes. In this blog we'll take an in-depth look at all these updates - spreadsheets warning ahead!
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_syndicaterobots41.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/550/devblog_syndicaterobots41.jpg" alt="Helix and Callisto" title="Helix and Callisto"/></a></div>


<a name='Helix'></a>
<h2>Helix</h2>

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

<p>
<b>Class:</b> Light robot specialized in electronic warfare
</p>

<p>
<i>"The Helix is a good all-rounder when it comes to electronic warfare. While it may not be the toughest bot around, combining a light chassis with an assault-class undercarriage makes it probably the fastest."</i>
</p>

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

<ul>
<li> Head slots: 3</li>
<li> Leg slots: 2</li>
<li> Chassis slots: 3 (2x light turret/misc, 1x light/medium misc)</li>
</ul>


<a name='Bonuses_.28per_extension_level.29'></a>
<h3>Bonuses (per extension level)</h3>

<ul>
<li> 3% increase to EW strength</li>
<li> 3% reduction to EW modules accumulator usage</li>
<li> -0.10 to surface hit size</li>
<li> 1% reduction to firearms cycle time</li>
<li> +2 to signal masking</li>
</ul>


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

<a name='Notable_stats'></a>
<h3>Notable stats</h3>

<ul>
<li> Accumulator: 350 AP @ 120sec recharge</li>
<li> CPU: 220 TF</li>
<li> Reactor: 170 RP</li>
<li> Armor: 725 HP</li>
<li> Passive resistances: 45 points universally (31%)</li>
<li> Surface hit size: 3 m</li>
<li> Locking range: 350 m</li>
<li> Sensor strength: 110 Hw³</li>
<li> Signal detection: 75 rF</li>
<li> Signal masking: 120 rF</li>
<li> Cargo capacity: 3.75 U</li>
<li> Slope capability: 56°</li>
<li> Mass: 6000 kg</li>
<li> Base speed: 129.6 kph</li>
</ul>


<a name='Syndicate_Supplies_cost'></a>
<h3>Syndicate Supplies cost</h3>

<ul>
<li> 80 TM tokens</li>
<li> 80 ICS tokens</li>
<li> 80 ASI tokens</li>
<li> 800,000 NIC</li>
</ul>


<a name='Callisto'></a>
<h2>Callisto</h2>

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

<p>
<b>Class:</b> Mech specialized in electronic warfare
</p>

<p>
<i>"Employing our own technologies and incorporating all the knowledge that we have gained from the Nian factions, the Callisto is an elusive and flexible mech for tackling and shutting down enemy units."</i>
</p>

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

<ul>
<li> Head slots: 4</li>
<li> Leg slots: 4</li>
<li> Chassis slots: 3 (3x light/medium turret/misc)</li>
</ul>


<a name='Bonuses_.28per_extension_level.29'></a>
<h3>Bonuses (per extension level)</h3>

<ul>
<li> 3% increase to EW strength</li>
<li> 3% reduction to EW modules accumulator usage</li>
<li> -0.10 to surface hit size</li>
<li> 1% reduction to firearms cycle time</li>
<li> +2 to signal masking</li>
</ul>


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

<a name='Notable_stats'></a>
<h3>Notable stats</h3>

<ul>
<li> Accumulator: 2600 AP @ 360sec recharge</li>
<li> CPU: 450 TF</li>
<li> Reactor: 700 RP</li>
<li> Armor: 1350 HP</li>
<li> Passive resistances: 45 points universally (31%)</li>
<li> Surface hit size: 6 m</li>
<li> Locking range: 400 m</li>
<li> Sensor strength: 120 Hw³</li>
<li> Signal detection: 110 rF</li>
<li> Signal masking: 110 rF</li>
<li> Cargo capacity: 7.5 U</li>
<li> Slope capability: 45°</li>
<li> Mass: 16500 kg</li>
<li> Base speed: 95.4 kph</li>
</ul>


<a name='Syndicate_Supplies_cost'></a>
<h3>Syndicate Supplies cost</h3>

<ul>
<li> 700 TM tokens</li>
<li> 700 ICS tokens</li>
<li> 700 ASI tokens</li>
<li> 8,000,000 NIC</li>
</ul>


<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_syndicaterobots42.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/550/devblog_syndicaterobots42.jpg" alt="Legatus and Metis" title="Legatus and Metis"/></a></div>


<a name='Legatus'></a>
<h2>Legatus</h2>

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

<p>
<b>Class:</b> Heavy mech specialized in firearms
</p>

<p>
<i>"Alluding on its appearance our engineers have nicknamed it "Doc". Aptly so, as the Legatus can administer a swarm of good old glowing hot bullets at a relatively long range for those in need. And that without writing out a prescription."</i>
</p>

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

<ul>
<li> Head slots: 4</li>
<li> Leg slots: 6</li>
<li> Chassis slots: 6 (2x light/medium turret, 2x light/medium turret/misc, 2x light/medium turret/misc/industrial)</li>
</ul>


<a name='Bonuses_.28per_extension_level.29'></a>
<h3>Bonuses (per extension level)</h3>

<ul>
<li> 3% increase to firearms optimal range</li>
<li> 3% increase to firearms damage</li>
<li> -0.20 to surface hit size</li>
<li> 1% reduction to firearms cycle time</li>
<li> +3 to passive resistances</li>
<li> 9% reduction to NEXUS modules accumulator usage</li>
</ul>


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

<a name='Notable_stats'></a>
<h3>Notable stats</h3>

<ul>
<li> Accumulator: 3850 AP @ 720sec recharge</li>
<li> CPU: 370 TF</li>
<li> Reactor: 1200 RP</li>
<li> Armor: 3750 HP</li>
<li> Passive resistances: 45 points universally (31%)</li>
<li> Surface hit size: 9 m</li>
<li> Locking range: 350 m</li>
<li> Sensor strength: 90 Hw³</li>
<li> Signal detection: 90 rF</li>
<li> Signal masking: 90 rF</li>
<li> Cargo capacity: 12 U</li>
<li> Slope capability: 45°</li>
<li> Mass: 34000 kg</li>
<li> Base speed: 72 kph</li>
</ul>


<a name='Syndicate_Supplies_cost'></a>
<h3>Syndicate Supplies cost</h3>

<ul>
<li> 2,000 TM tokens</li>
<li> 2,000 ICS tokens</li>
<li> 2,000 ASI tokens</li>
<li> 20,000,000 NIC</li>
</ul>


<a name='Metis'></a>
<h2>Metis</h2>

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

<p>
<b>Class:</b> Heavy mech specialized in combat support
</p>

<p>
<i>"Exceptional energy output and defense capabilities - two traits that turn this heavy mech into an indispensable powerhouse on the battlefield. The Metis is the holy grail of remote support, which usually makes it a primary target in the eyes of enemy commanders."</i>
</p>

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

<ul>
<li> Head slots: 6</li>
<li> Leg slots: 6</li>
<li> Chassis slots: 6 (2x light/medium industrial, 3x light/medium misc/industrial, 1x light/medium turret/missile/misc)</li>
</ul>


<a name='Bonuses_.28per_extension_level.29'></a>
<h3>Bonuses (per extension level)</h3>

<ul>
<li> 3% reduction to engineering modules cycle time</li>
<li> 3% increase to armor repair amount</li>
<li> 3% reduction to accumulator recharge time</li>
<li> 1% increase to armor hit points</li>
<li> -0.30 to surface hit size</li>
<li> 9% reduction to NEXUS modules accumulator usage</li>
</ul>


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

<a name='Notable_stats'></a>
<h3>Notable stats</h3>

<ul>
<li> Accumulator: 3800 AP @ 360sec recharge</li>
<li> CPU: 600 TF</li>
<li> Reactor: 1200 RP</li>
<li> Armor: 5500 HP</li>
<li> Passive resistances: 45 points universally (31%)</li>
<li> Surface hit size: 13 m</li>
<li> Locking range: 230 m</li>
<li> Sensor strength: 100 Hw³</li>
<li> Signal detection: 70 rF</li>
<li> Signal masking: 70 rF</li>
<li> Cargo capacity: 21 U</li>
<li> Slope capability: 45°</li>
<li> Mass: 60000 kg</li>
<li> Base speed: 66.6 kph</li>
</ul>


<a name='Syndicate_Supplies_cost'></a>
<h3>Syndicate Supplies cost</h3>

<ul>
<li> 4,000 TM tokens</li>
<li> 4,000 ICS tokens</li>
<li> 4,000 ASI tokens</li>
<li> 40,000,000 NIC</li>
</ul>


<a name='Balancing_changes'></a>
<h2>Balancing changes</h2>

<a name='Tuning_module_rebalancing'></a>
<h3>Tuning module rebalancing</h3>

<p>
The <a href='http://www.perpetuum-online.com/Changelog:2016-11-08' target='_blank' class='external'>last patch</a> introduced <b>diminishing returns</b> when using tuning modules in the form of exponentially increasing accumulator usage. The changes were a bit on the brute force side, so in 3.8.3 we are refining this concept further and create some <b>diversity between tuning module tiers.</b>
</p>

<p>
There is now an <b>efficiency difference between tiers</b> (efficiency meaning what you get from the module for the accumulator used). T1 and T3/T3- have balanced efficiency, T2/T2+ have higher efficiency (meaning the energy usage penalty is less than the provided bonus), and T4/T4+ have low efficiency (energy penalty is higher than the bonus).
</p>

<p>
In practice this means that if you want to go for maximum bonuses using multiple high tier tunings, you'll experience exponentially higher accumulator usage with every additional tuning. However, if you are concerned about accumulator stability, you can choose lower tier tunings, which provide lower bonuses, but at much better efficiency, with lower accumulator usage penalties.
</p>


<p>
<b>ARMOR REPAIR TUNINGS</b>
</p>
<ul>
<li> The additional remote repair accumulator penalty has been removed, as the armor repair penalty also affects remote repair modules.</li>
<li> To make things more simple, cycle time modification has been removed (hence all the 1s in the "After" table here) so the new balance is done using only accumulator modification and repair amount modification.</li>
</ul>


<p>
<b>BEFORE</b>
<table class="devblogtable">
  <tr>
    <th>TIER</th>
    <th>Acc MOD</th>
    <th>Repair MOD</th>
    <th>Cycle MOD</th>
  </tr>
  <tr>
    <td>T0</td>
    <td>1.3</td>
    <td>1.1</td>
    <td>0.97</td>
  </tr>
  <tr>
    <td>T1</td>
    <td>1.3</td>
    <td>1.3</td>
    <td>0.95</td>
  </tr>
  <tr>
    <td>T2</td>
    <td>1.3</td>
    <td>1.3</td>
    <td>0.95</td>
  </tr>
  <tr>
    <td>T2+</td>
    <td>1.3</td>
    <td>1.35</td>
    <td>0.95</td>
  </tr>
  <tr>
    <td>T3-</td>
    <td>1.3</td>
    <td>1.4</td>
    <td>0.92</td>
  </tr>
  <tr>
    <td>T3</td>
    <td>1.3</td>
    <td>1.4</td>
    <td>0.92</td>
  </tr>
  <tr>
    <td>T4</td>
    <td>1.3</td>
    <td>1.5</td>
    <td>0.9</td>
  </tr>
  <tr>
    <td>T4+</td>
    <td>1.3</td>
    <td>1.55</td>
    <td>0.9</td>
  </tr>
</table>
</p>

<p>
<b>AFTER</b>
<table class="devblogtable">
  <tr>
    <th>TIER</th>
    <th>Acc MOD</th>
    <th>Repair MOD</th>
    <th>Cycle MOD</th>
    <th>Ratio</th>
  </tr>
  <tr>
    <td>T0</td>
    <td class="valuechanged">1.4</td>
    <td>1.1</td>
    <td class="valuechanged">1</td>
    <td>0.79</td>
  </tr>
  <tr>
    <td>T1</td>
    <td class="valuechanged">1.2</td>
    <td class="valuechanged">1.2</td>
    <td class="valuechanged">1</td>
    <td>1</td>
  </tr>
  <tr>
    <td>T2</td>
    <td class="valuechanged">1.1</td>
    <td class="valuechanged">1.2</td>
    <td class="valuechanged">1</td>
    <td>1.09</td>
  </tr>
  <tr>
    <td>T2+</td>
    <td class="valuechanged">1.15</td>
    <td class="valuechanged">1.3</td>
    <td class="valuechanged">1</td>
    <td>1.13</td>
  </tr>
  <tr>
    <td>T3-</td>
    <td class="valuechanged">1.4</td>
    <td>1.4</td>
    <td class="valuechanged">1</td>
    <td>1</td>
  </tr>
  <tr>
    <td>T3</td>
    <td class="valuechanged">1.4</td>
    <td>1.4</td>
    <td class="valuechanged">1</td>
    <td>1</td>
  </tr>
  <tr>
    <td>T4</td>
    <td class="valuechanged">1.6</td>
    <td class="valuechanged">1.45</td>
    <td class="valuechanged">1</td>
    <td>0.91</td>
  </tr>
  <tr>
    <td>T4+</td>
    <td class="valuechanged">1.7</td>
    <td>1.55</td>
    <td class="valuechanged">1</td>
    <td>0.91</td>
  </tr>
</table>
</p>

<p>
<b>INDUSTRIAL TUNINGS</b>
</p>

<p>
<b>BEFORE</b>
<table class="devblogtable">
  <tr>
    <th>TIER</th>
    <th>Acc MOD</th>
    <th>Gather MOD</th>
  </tr>
  <tr>
    <td>T0</td>
    <td>1.3</td>
    <td>1.1</td>
  </tr>
  <tr>
    <td>T1</td>
    <td>1.3</td>
    <td>1.3</td>
  </tr>
  <tr>
    <td>T2</td>
    <td>1.3</td>
    <td>1.3</td>
  </tr>
  <tr>
    <td>T2+</td>
    <td>1.3</td>
    <td>1.35</td>
  </tr>
  <tr>
    <td>T3-</td>
    <td>1.3</td>
    <td>1.4</td>
  </tr>
  <tr>
    <td>T3</td>
    <td>1.3</td>
    <td>1.4</td>
  </tr>
  <tr>
    <td>T4</td>
    <td>1.3</td>
    <td>1.5</td>
  </tr>
  <tr>
    <td>T4+</td>
    <td>1.3</td>
    <td>1.55</td>
  </tr>
</table>
</p>

<p>
<b>AFTER</b>
<table class="devblogtable">
  <tr>
    <th>TIER</th>
    <th>Acc MOD</th>
    <th>Gather MOD</th>
    <th>Ratio</th>
  </tr>
  <tr>
    <td>T0</td>
    <td class="valuechanged">1.4</td>
    <td>1.1</td>
    <td>0.79</td>
  </tr>
  <tr>
    <td>T1</td>
    <td class="valuechanged">1.2</td>
    <td class="valuechanged">1.2</td>
    <td>1</td>
  </tr>
  <tr>
    <td>T2</td>
    <td class="valuechanged">1.1</td>
    <td class="valuechanged">1.2</td>
    <td>1.09</td>
  </tr>
  <tr>
    <td>T2+</td>
    <td class="valuechanged">1.15</td>
    <td class="valuechanged">1.3</td>
    <td>1.13</td>
  </tr>
  <tr>
    <td>T3-</td>
    <td class="valuechanged">1.4</td>
    <td>1.4</td>
    <td>1</td>
  </tr>
  <tr>
    <td>T3</td>
    <td class="valuechanged">1.4</td>
    <td>1.4</td>
    <td>1</td>
  </tr>
  <tr>
    <td>T4</td>
    <td class="valuechanged">1.6</td>
    <td class="valuechanged">1.45</td>
    <td>0.91</td>
  </tr>
  <tr>
    <td>T4+</td>
    <td class="valuechanged">1.7</td>
    <td>1.55</td>
    <td>0.91</td>
  </tr>
</table>
</p>

<p>
<b>EnWAR TUNINGS</b>
</p>
<ul>
<li> EnWar tunings did not have a diminishing returns factor so far, quite the contrary actually. The more tunings you used, the better your drainers/neutralizers became. This is turned around with the new values, so efficiency is either balanced (T1/T2), or reduced (T3/T4) the more tunings you equip.</li>
<li> This is more interesting for neutralizers since the used and neutralized energy amounts are more closer; for T4 medium tunings the turning point in efficiency (when you need to sacrifice more energy than the amount you neutralize) arrives at using 3x tunings. (For those curious, in the case of T4 medium drainers this theoretically happens at 17x tunings.)</li>
<li> The difference between drained and neutralized energy modification has been removed.</li>
</ul>


<p>
<b>BEFORE</b>
<table class="devblogtable">
  <tr>
    <th>TIER</th>
    <th>Acc MOD</th>
    <th>Drain MOD</th>
    <th>Neut MOD</th>
  </tr>
  <tr>
    <td>T1</td>
    <td>1.1</td>
    <td>1.1</td>
    <td>1.2</td>
  </tr>
  <tr>
    <td>T2</td>
    <td>1.1</td>
    <td>1.1</td>
    <td>1.2</td>
  </tr>
  <tr>
    <td>T3</td>
    <td>1.1</td>
    <td>1.13</td>
    <td>1.23</td>
  </tr>
  <tr>
    <td>T4</td>
    <td>1.1</td>
    <td>1.15</td>
    <td>1.25</td>
  </tr>
</table>
</p>

<p>
<b>AFTER</b>
<table class="devblogtable">
  <tr>
    <th>TIER</th>
    <th>Acc MOD</th>
    <th>Drain MOD</th>
    <th>Neut MOD</th>
    <th>Ratio</th>
  </tr>
  <tr>
    <td>T1</td>
    <td>1.1</td>
    <td>1.1</td>
    <td class="valuechanged">1.1</td>
    <td>1</td>
  </tr>
  <tr>
    <td>T2</td>
    <td>1.1</td>
    <td>1.1</td>
    <td class="valuechanged">1.1</td>
    <td>1</td>
  </tr>
  <tr>
    <td>T3</td>
    <td class="valuechanged">1.2</td>
    <td>1.13</td>
    <td class="valuechanged">1.13</td>
    <td>0.94</td>
  </tr>
  <tr>
    <td>T4</td>
    <td class="valuechanged">1.3</td>
    <td>1.15</td>
    <td class="valuechanged">1.15</td>
    <td>0.88</td>
  </tr>
</table>
</p>

<p>
<b>WEAPON TUNINGS</b>
</p>

<ul>
<li> Creating a difference in accumulator usage modifiers between the weapon types was a bad idea, now all types of weapon tunings use the same values. This retains the specific accumulator usage traits of each weapon and creates the same efficiency reduction curve when using multiple tunings.</li>
<li> The same tier efficiency ratio differences are used here as for repair and industrial tunings.</li>
<li> Cycle time modification has been removed here as well, efficiency is controlled by only accumulator usage versus damage modification.</li>
</ul>


<p>
<b>BEFORE</b> (magnetic weapon tunings taken as the example)
<table class="devblogtable">
  <tr>
    <th>TIER</th>
    <th>Acc MOD</th>
    <th>Damage MOD</th>
    <th>Cycle MOD</th>
  </tr>
  <tr>
    <td>T0</td>
    <td>1.5</td>
    <td>1.03</td>
    <td>0.97</td>
  </tr>
  <tr>
    <td>T1</td>
    <td>1.5</td>
    <td>1.05</td>
    <td>0.95</td>
  </tr>
  <tr>
    <td>T2</td>
    <td>1.5</td>
    <td>1.05</td>
    <td>0.95</td>
  </tr>
  <tr>
    <td>T2+</td>
    <td>1.5</td>
    <td>1.055</td>
    <td>0.95</td>
  </tr>
  <tr>
    <td>T3-</td>
    <td>1.5</td>
    <td>1.075</td>
    <td>0.95</td>
  </tr>
  <tr>
    <td>T3</td>
    <td>1.5</td>
    <td>1.075</td>
    <td>0.95</td>
  </tr>
  <tr>
    <td>T4</td>
    <td>1.5</td>
    <td>1.075</td>
    <td>0.925</td>
  </tr>
  <tr>
    <td>T4+</td>
    <td>1.5</td>
    <td>1.085</td>
    <td>0.925</td>
  </tr>
</table>
</p>

<p>
<b>AFTER</b> (for all wapon types)
<table class="devblogtable">
  <tr>
    <th>TIER</th>
    <th>Acc MOD</th>
    <th>Damage MOD</th>
    <th>Cycle MOD</th>
    <th>Ratio</th>
  </tr>
  <tr>
    <td>T0</td>
    <td class="valuechanged">1.4</td>
    <td class="valuechanged">1.05</td>
    <td class="valuechanged">1</td>
    <td>0.75</td>
  </tr>
  <tr>
    <td>T1</td>
    <td class="valuechanged">1.1</td>
    <td class="valuechanged">1.1</td>
    <td class="valuechanged">1</td>
    <td>1</td>
  </tr>
  <tr>
    <td>T2</td>
    <td class="valuechanged">1.05</td>
    <td class="valuechanged">1.1</td>
    <td class="valuechanged">1</td>
    <td>1.05</td>
  </tr>
  <tr>
    <td>T2+</td>
    <td class="valuechanged">1.05</td>
    <td class="valuechanged">1.2</td>
    <td class="valuechanged">1</td>
    <td>1.14</td>
  </tr>
  <tr>
    <td>T3-</td>
    <td class="valuechanged">1.3</td>
    <td class="valuechanged">1.3</td>
    <td class="valuechanged">1</td>
    <td>1</td>
  </tr>
  <tr>
    <td>T3</td>
    <td class="valuechanged">1.3</td>
    <td class="valuechanged">1.3</td>
    <td class="valuechanged">1</td>
    <td>1</td>
  </tr>
  <tr>
    <td>T4</td>
    <td class="valuechanged">1.55</td>
    <td class="valuechanged">1.4</td>
    <td class="valuechanged">1</td>
    <td>0.9</td>
  </tr>
  <tr>
    <td>T4+</td>
    <td class="valuechanged">1.7</td>
    <td class="valuechanged">1.5</td>
    <td class="valuechanged">1</td>
    <td>0.88</td>
  </tr>
</table>
</p>

<a name='Medium_firearm_balancing'></a>
<h3>Medium firearm balancing</h3>

<p>
Long range firearms (autocannons) were using disproportionally less energy than their short range brothers, so their accumulator usage has been brought in line.
</p>

<p>
<b>BEFORE</b>
(Machine gun vs Autocannon)
<table class="devblogtable">
  <tr>
    <th>MG</th>
    <th>Cycle</th>
    <th>Accumulator</th>
    <th>Damage</th>
    <th>DPS</th>
    <th>Accu per sec</th>
    <th>DPS ratio*</th>
    <th>Accu ratio*</th>
  </tr>
  <tr>
    <td>T1</td>
    <td>4</td>
    <td>2</td>
    <td>160</td>
    <td>40</td>
    <td>0.50</td>
    <td>1.49</td>
    <td>2.00</td>
  </tr>
  <tr>
    <td>T2</td>
    <td>4</td>
    <td>1</td>
    <td>160</td>
    <td>40</td>
    <td>0.25</td>
    <td>1.49</td>
    <td>2.00</td>
  </tr>
  <tr>
    <td>T3</td>
    <td>4</td>
    <td>2</td>
    <td>170</td>
    <td>42.5</td>
    <td>0.50</td>
    <td>1.51</td>
    <td>4.00</td>
  </tr>
  <tr>
    <td>T4</td>
    <td>3</td>
    <td>2</td>
    <td>135</td>
    <td>45</td>
    <td>0.67</td>
    <td>1.44</td>
    <td>2.67</td>
  </tr>
</table>
</p>

<p>
<table class="devblogtable">
  <tr>
    <th>AC</th>
    <th>Cycle</th>
    <th>Accumulator</th>
    <th>Damage</th>
    <th>DPS</th>
    <th>Accu per sec</th>
  </tr>
  <tr>
    <td>T1</td>
    <td>8</td>
    <td>2</td>
    <td>215</td>
    <td>26.875</td>
    <td>0.25</td>
  </tr>
  <tr>
    <td>T2</td>
    <td>8</td>
    <td>1</td>
    <td>215</td>
    <td>26.875</td>
    <td>0.13</td>
  </tr>
  <tr>
    <td>T3</td>
    <td>8</td>
    <td>1</td>
    <td>225</td>
    <td>28.125</td>
    <td>0.13</td>
  </tr>
  <tr>
    <td>T4</td>
    <td>8</td>
    <td>2</td>
    <td>250</td>
    <td>31.25</td>
    <td>0.25</td>
  </tr>
</table>
</p>

<p>
<b>AFTER</b>
(Machine gun vs Autocannon - accumulator usage brought in line, tier cycle times equalized)
<table class="devblogtable">
  <tr>
    <th>MG</th>
    <th>Cycle</th>
    <th>Accumulator</th>
    <th>Damage</th>
    <th>DPS</th>
    <th>Accu per sec</th>
    <th>DPS ratio*</th>
    <th>Accu ratio*</th>
  </tr>
  <tr>
    <td>T1</td>
    <td>4</td>
    <td>2</td>
    <td>160</td>
    <td>40</td>
    <td>0.50</td>
    <td>1.49</td>
    <td class="valuechanged">1.45</td>
  </tr>
  <tr>
    <td>T2</td>
    <td>4</td>
    <td class="valuechanged">1.5</td>
    <td>160</td>
    <td>40</td>
    <td class="valuechanged">0.38</td>
    <td>1.49</td>
    <td class="valuechanged">1.46</td>
  </tr>
  <tr>
    <td>T3</td>
    <td>4</td>
    <td>2</td>
    <td>170</td>
    <td>42.5</td>
    <td>0.50</td>
    <td>1.51</td>
    <td class="valuechanged">1.51</td>
  </tr>
  <tr>
    <td>T4</td>
    <td class="valuechanged">4</td>
    <td class="valuechanged">2.5</td>
    <td class="valuechanged">180</td>
    <td>45</td>
    <td class="valuechanged">0.63</td>
    <td>1.44</td>
    <td class="valuechanged">1.43</td>
  </tr>
</table>
</p>

<p>
<table class="devblogtable">
  <tr>
    <th>AC</th>
    <th>Cycle</th>
    <th>Accumulator</th>
    <th>Damage</th>
    <th>DPS</th>
    <th>Accu per sec</th>
  </tr>
  <tr>
    <td>T1</td>
    <td>8</td>
    <td class="valuechanged">2.75</td>
    <td>215</td>
    <td>26.875</td>
    <td class="valuechanged">0.34</td>
  </tr>
  <tr>
    <td>T2</td>
    <td>8</td>
    <td class="valuechanged">2.05</td>
    <td>215</td>
    <td>26.875</td>
    <td class="valuechanged">0.26</td>
  </tr>
  <tr>
    <td>T3</td>
    <td>8</td>
    <td class="valuechanged">2.65</td>
    <td>225</td>
    <td>28.125</td>
    <td class="valuechanged">0.33</td>
  </tr>
  <tr>
    <td>T4</td>
    <td>8</td>
    <td class="valuechanged">3.5</td>
    <td>250</td>
    <td>31.25</td>
    <td class="valuechanged">0.44</td>
  </tr>
</table>
</p>

<p>
<i>* DPS and Accumulator ratio is MG/AC</i><br>
<i>** DPS is calculated with using 1 damage ammos for simplicity's sake and doesn't consider ciritical hits</i>
</p>

<a name='Weapon_hit_dispersion_balancing'></a>
<h3>Weapon hit dispersion balancing</h3>

<p>
In order to widen the gap between light and medium weapons, the hit dispersion of guns and the explosion size of missiles got increased. This <b>increases survivability of light robots</b> against larger robots (if the latter use medium weapons, which they mostly do).
</p>

<p>
<table class="devblogtable">
<tr>
<th>Weapon</th>
<th>Before</th>
<th>After</th>
</tr>
<tr>
<td>Short Laser</td>
<td>8</td>
<td class="valuechanged">16</td>
</tr>
<tr>
<td>Long Laser</td>
<td>8</td>
<td class="valuechanged">18</td>
</tr>
<tr>
<td>Short Magnetic</td>
<td>10</td>
<td class="valuechanged">18</td>
</tr>
<tr>
<td>Long Magnetic</td>
<td>10</td>
<td class="valuechanged">20</td>
</tr>
<tr>
<td>Short Firearm</td>
<td>12</td>
<td class="valuechanged">22</td>
</tr>
<tr>
<td>Long Firearm</td>
<td>10</td>
<td class="valuechanged">20</td>
</tr>
<tr>
<td>Compact Missile</td>
<td>8</td>
<td class="valuechanged">14</td>
</tr>
<tr>
<td>Ballistic Missile</td>
<td>9</td>
<td class="valuechanged">16</td>
</tr>
</table>
</p>

<a name='NEXUS_module_specialization'></a>
<h3>NEXUS module specialization</h3>

<p>
NEXUS modules are being rebalanced to become a <b>specialty for heavy-class robots.</b> This is achieved by drastically increasing the accumulator usage of the modules, and adding a strong accumulator usage reduction bonus to the robots themselves. In practice this means that the following robots will be able to use NEXUS modules efficiently:
</p>

<ul>
<li> Gropho</li>
<li> Seth</li>
<li> Mesmer</li>
<li> Lithus</li>
<li> Legatus</li>
<li> Metis</li>
<li> Riveler</li>
<li> Symbiont</li>
<li> Scarab</li>
</ul>


<p>
NEXUS-related extensions will be <b>reimbursed</b> during the patch in order to let players reconsider their usage.
</p>

<a name='Other_changes'></a>
<h3>Other changes</h3>

<ul>
<li> Increased the missile cycle time bonus of Troiar, Ictus, and Gropho from 1% to 3% per extension level.</li>
<li> Doubled the mass of light armor plates and tripled the mass of medium armor plates.</li>
</ul>


<a name='Deployment'></a>
<h2>Deployment</h2>

<p>
<b>Patch 3.8.3</b> including the final wave of Syndicate robots and all the above changes will be deployed <b>next week</b> - the exact day and time will be announced soon.
</p>
]]></description>
			<pubDate>Sun, 12 Feb 2017 21:14:49 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-93</guid>
			<link>http://blog.perpetuum-online.com/posts/2016-10-21-syndicate-robots-wave-3/</link>
			<title>Syndicate robots: Wave 3</title>
			<description><![CDATA[<p>
The 3rd group of Syndicate robots is just around the corner, so let's have a closer look at them. This wave consists of two assault-class robots: the <b>Cronus</b>, specialized in both mining and harvesting, and the <b>Hermes</b>, specialized in artifact hunting.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_syndicaterobots3.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/550/devblog_syndicaterobots3.jpg" alt="" title=""/></a></div>


<a name='Cronus'></a>
<h2>Cronus</h2>

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

<p>
<b>Class:</b> Assault robot specialized in mining and harvesting
</p>

<p>
<i>"The Cronus is the missing link between the light and mech class Nian industrial robots, suitable for both mining and harvesting duties.</i>
</p>

<p>
<i>Although it can't really compete with the higher robot classes regarding productivity, its versatility makes it the Swiss Army knife of small-scale industrial operations."</i>
</p>

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

<ul>
<li> Head slots: 3</li>
<li> Leg slots: 3</li>
<li> Chassis slots: 4 (2x light industrial, 2x light/medium industrial)</li>
</ul>


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

<a name='Bonuses_.28per_extension_level.29'></a>
<h3>Bonuses (per extension level)</h3>

<ul>
<li> 3% increase to mined amount</li>
<li> 3% increase to harvested amount</li>
<li> 3% reduction to industrial module cycle time</li>
<li> 3% reduction to accumulator recharge time</li>
<li> +2 to signal masking</li>
</ul>


<a name='Notable_stats'></a>
<h3>Notable stats</h3>

<ul>
<li> Accumulator: 1400 AP @ 300sec recharge</li>
<li> CPU: 220 TF</li>
<li> Reactor: 310 RP</li>
<li> Armor: 1000 HP</li>
<li> Passive resistances: 45 points to kinetic/seismic/thermal (31%), 30 points to chemical (23%)</li>
<li> Surface hit size: 5 m</li>
<li> Locking range: 200 m</li>
<li> Sensor strength: 100 Hw³</li>
<li> Signal detection: 90 rF</li>
<li> Signal masking: 105 rF</li>
<li> Cargo capacity: 12 U</li>
<li> Slope capability: 51°</li>
<li> Mass: 15000 kg</li>
<li> Base speed: 99 kph</li>
</ul>


<a name='Syndicate_Supplies_cost'></a>
<h3>Syndicate Supplies cost</h3>

<ul>
<li> 60 TM tokens</li>
<li> 60 ICS tokens</li>
<li> 60 ASI tokens</li>
<li> 750,000 NIC</li>
</ul>


<a name='Hermes'></a>
<h2>Hermes</h2>

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

<p>
<b>Class:</b> Assault robot specialized in exploration
</p>

<p>
<i>"The Nians apparently don't care much for their own history, so there wasn't any specialized robot that we could use as our own to discover underground artifacts.</i>
</p>

<p>
<i>However, with the use of hybrid technologies we were able to build the Hermes - an assault robot that is not only equipped with accurate and high range underground sensors, but also has ample combat capabilities to defend itself when facing an ambush."</i>
</p>

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

<ul>
<li> Head slots: 3</li>
<li> Leg slots: 3</li>
<li> Chassis slots: 4 (2x light turret/misc, 2x light/medium turret/misc/industrial)</li>
</ul>


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

<a name='Bonuses_.28per_extension_level.29'></a>
<h3>Bonuses (per extension level)</h3>

<ul>
<li> 3% increase to artifact scanning range</li>
<li> 3% increase to geoscanner accuracy</li>
<li> 3% increase to firearms damage</li>
<li> 1% reduction to firearms cycle time</li>
<li> +2 to signal masking</li>
</ul>


<a name='Notable_stats'></a>
<h3>Notable stats</h3>

<ul>
<li> Accumulator: 450 AP @ 240sec recharge <i>(updated!)</i></li>
<li> CPU: 120 TF</li>
<li> Reactor: 300 RP</li>
<li> Armor: 800 HP</li>
<li> Passive resistances: 45 points to kinetic/seismic/thermal (31%), 30 points to chemical (23%)</li>
<li> Surface hit size: 4 m <i>(updated!)</i></li>
<li> Locking range: 200 m</li>
<li> Sensor strength: 100 Hw³</li>
<li> Signal detection: 90 rF</li>
<li> Signal masking: 100 rF</li>
<li> Cargo capacity: 16 U</li>
<li> Slope capability: 56° <i>(the same as light robots)</i></li>
<li> Mass: 14000 kg</li>
<li> Base speed: 108 kph</li>
</ul>


<a name='Syndicate_Supplies_cost'></a>
<h3>Syndicate Supplies cost</h3>

<ul>
<li> 60 TM tokens</li>
<li> 60 ICS tokens</li>
<li> 60 ASI tokens</li>
<li> 750,000 NIC</li>
</ul>


<a name='Balancing_changes'></a>
<h2>Balancing changes</h2>

<ul>
<li> Increased the base speed of the Argano and the Laird (including all variants) from 104.4 kph to 109.8 kph.</li>
<li> Replaced the artifact scanning range bonus of the Argano with a bonus to signal masking.</li>
</ul>


<a name='Deployment'></a>
<h2>Deployment</h2>

<p>
<b>Patch 3.8.2</b> including the two new robots and the above mentioned changes will be deployed next week - the exact day and time will be announced soon.
</p>
]]></description>
			<pubDate>Fri, 21 Oct 2016 21:11:25 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-92</guid>
			<link>http://blog.perpetuum-online.com/posts/2016-09-22-syndicate-robots-wave-2/</link>
			<title>Syndicate robots: Wave 2</title>
			<description><![CDATA[<p>
So after a little unplanned delay, we're continuing the release of new Syndicate robots. This time we're introducing two mech-class robots: the <b>Echelon</b>, a combat mech, and the <b>Daidalos</b>, a mech-class transport.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_syndicaterobots2.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/550/devblog_syndicaterobots2.jpg" alt="" title=""/></a></div>


<a name='Echelon'></a>
<h2>Echelon</h2>

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

<p>
<b>Class:</b> Mech specialized in firearms
</p>

<p>
<i>"The big brother of the Locust in every way, employing the same self-adjusting armor plating technology and stabilized machine guns. Syndicate generals usually like to put the Echelon where it belongs: to the forefront of intense battles."</i>
</p>

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

<ul>
<li> Head slots: 4</li>
<li> Leg slots: 5</li>
<li> Chassis slots: 4 (2x light/medium turret, 2x light/medium turret/misc)</li>
</ul>


<a name='Bonuses_.28per_extension_level.29'></a>
<h3>Bonuses (per extension level)</h3>

<ul>
<li> 2% reduction to the hit dispersion of guns</li>
<li> 3% to firearms damage</li>
<li> 1% to firearms cycle time</li>
<li> -0.10 to surface hit size</li>
<li> 2% to demobilizer resistance</li>
</ul>


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

<a name='Notable_stats'></a>
<h3>Notable stats</h3>

<ul>
<li> Accumulator: 1800 AP @ 420sec recharge</li>
<li> CPU: 250 TF</li>
<li> Reactor: 900 RP</li>
<li> Armor: 2900 HP</li>
<li> Passive resistances: 45 points universally (31%)</li>
<li> Surface hit size: 7 m</li>
<li> Locking range: 300 m</li>
<li> Sensor strength: 130 Hw³</li>
<li> Signal detection: 130 rF</li>
<li> Signal masking: 90 rF</li>
<li> Cargo capacity: 9 U</li>
<li> Mass: 28000 kg</li>
<li> Base speed: 90 kph</li>
</ul>


<a name='Syndicate_Supplies_cost'></a>
<h3>Syndicate Supplies cost</h3>

<ul>
<li> 250 TM tokens</li>
<li> 250 ICS tokens</li>
<li> 250 ASI tokens</li>
<li> 4,000,000 NIC</li>
</ul>


<a name='Daidalos'></a>
<h2>Daidalos</h2>

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

<p>
<b>Class:</b> Mech specialized in transportation
</p>

<p>
<i>"We call it 'the hauler with a punch'. The Daidalos is a curious experiment in our efforts aimed to create a versatile transport robot that's more than just a sitting duck when ambushed.</i>
</p>

<p>
<i>Capacity-wise it fits right between the assault and heavy mech class transports, and while it's not as tough as the Lithus, when aided by a few combat escorts it is more than capable of helping out with some damage-dealing on its own."</i>
</p>

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

<ul>
<li> Head slots: 3</li>
<li> Leg slots: 5</li>
<li> Chassis slots: 4 (2x light/medium turret, 2x light/medium industrial)</li>
</ul>


<a name='Bonuses_.28per_extension_level.29'></a>
<h3>Bonuses (per extension level)</h3>

<ul>
<li> 10% to firearms damage <i>(that's no mistake, it is 10% damage increase per level)</i></li>
<li> -0.20 to surface hit size</li>
<li> 1% to armor hit points</li>
<li> +3 to passive resistances</li>
<li> +2 to signal masking</li>
</ul>


<a name='Notable_stats'></a>
<h3>Notable stats</h3>

<ul>
<li> Accumulator: 1800 AP @ 480sec recharge</li>
<li> CPU: 220 TF</li>
<li> Reactor: 500 RP</li>
<li> Armor: 2000 HP</li>
<li> Passive resistances: 45 points to kinetic/seismic/thermal (31%), 30 points to chemical (23%)</li>
<li> Surface hit size: 8 m</li>
</ul>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/daidalos2.jpg" alt="Daidalos" title="Daidalos"/></div>

<ul>
<li> Locking range: 200 m</li>
<li> Sensor strength: 100 Hw³</li>
<li> Signal detection: 110 rF</li>
<li> Signal masking: 100 rF</li>
<li> Cargo capacity: 160 U</li>
<li> Mass: 48000 kg</li>
<li> Base speed: 81 kph</li>
</ul>


<a name='Syndicate_Supplies_cost'></a>
<h3>Syndicate Supplies cost</h3>

<ul>
<li> 350 TM tokens</li>
<li> 350 ICS tokens</li>
<li> 350 ASI tokens</li>
<li> 5,000,000 NIC</li>
</ul>


<a name='Balancing_changes'></a>
<h2>Balancing changes</h2>

<p>
Like in the case of the first wave, robot balance has been <b>reviewed</b> within the currently released class, although this time I felt like a small boost to the Tyrannos was the only change necessary.
</p>

<p>
The already released Syndicate robots have been also <b>revisited</b>, and based on your feedback and my testing sessions, a few balancing changes have been made.
</p>

<p>
The list of changes:
</p>
<ul>
<li> Increased the missile cycle time bonus of the Tyrannos from 1% to 3% per extension level.</li>
<li> Reduced the base surface hit size of the Vektor from 3 to 2.5.</li>
<li> Reduced the base surface hit size of the Locust from 4 to 3.5.</li>
<li> Increased the NIC cost of the Locust from 500,000 to 750,000 (token costs remain unchanged).</li>
<li> Increased the base mass of the Locust from 11,800 kg to 15,000 kg (which means less speed reduction coming from equipped modules).</li>
</ul>


<a name='Deployment'></a>
<h2>Deployment</h2>

<p>
All this is part of <b>patch 3.8.1</b>, which will be deployed tomorrow, <b>September 23 at 15:00 CEST/servertime</b> (13:00 UTC). Downtime is estimated to last about 1 hour.
</p>
]]></description>
			<pubDate>Thu, 22 Sep 2016 15:32:30 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-91</guid>
			<link>http://blog.perpetuum-online.com/posts/2016-08-03-patch-3-8/</link>
			<title>Patch 3.8</title>
			<description><![CDATA[<p>
Beyond the introduction of the <a href='http://blog.perpetuum-online.com/posts/2016-07-28-syndicate-robots-wave-1/' target='_blank' class='external'>first wave of Syndicate robots</a>, patch 3.8 will also include a few significant changes, so I felt like it deserves its own blog post.
</p>

<a name='EP_reward_changes'></a>
<h2>EP reward changes</h2>

<p>
Based on a forum suggestion, we’re incorporating EP boosters into the EP reward system. The result is that if you have an <b>active EP booster</b>, any <b>EP rewards</b> that you receive from your ingame activities will be <b>doubled.</b> (This comes after the handicap bonus multiplier.)
</p>

<p>
This change alone would result in a way too high EP reward multiplier for starting Agents if they are using a booster, so we decided to <b>cut the handicap multiplier in half</b>, which will start from 50x instead of 100x. (Basically if you are using a booster after this change, you will receive roughly the same EP rewards like now.)
</p>

<p>
Another change that’s coming with the patch is the reduction of EP rewards for mining and harvesting from 1 EP per minute to <b>1 EP per 2 minutes</b> on average (without bonuses). Based on our statistics, the amount of EP that players gained from mining and harvesting was too high, considering the effort and risk involved compared to other activities.
</p>

<a name='Pretty_lights'></a>
<h2>Pretty lights</h2>

<p>
For a long while already, I wanted to have another go at the lighting, environment, and post-processing setup of the game. The last one happened in 2012, so it was high time for a revisit and see if we can still make things look better. Here are some before-after screenshots, so decide for yourself, or check it out live tomorrow.
</p>

<p>
<b>Patch 3.8 will be deployed tomorrow, August 4th, starting from 14:00 servertime/CEST (12:00 UTC).</b>
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_newlight2016compare01.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/550/devblog_newlight2016compare01.jpg" alt="" title=""/></a></div>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_newlight2016compare02.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/550/devblog_newlight2016compare02.jpg" alt="" title=""/></a></div>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_newlight2016compare03.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/550/devblog_newlight2016compare03.jpg" alt="" title=""/></a></div>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_newlight2016compare04.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/550/devblog_newlight2016compare04.jpg" alt="" title=""/></a></div>

]]></description>
			<pubDate>Wed, 03 Aug 2016 23:02:00 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-90</guid>
			<link>http://blog.perpetuum-online.com/posts/2016-07-28-syndicate-robots-wave-1/</link>
			<title>Syndicate robots: Wave 1</title>
			<description><![CDATA[<p>
As announced in the <a href='http://blog.perpetuum-online.com/posts/2016-07-02-syndicate-robots-inbound/' target='_blank' class='external'>previous blog</a>, we are developing <b>11 new robots belonging to the Syndicate faction.</b> The first wave of these robots is just around the corner, so today we’ll take an in-depth look at them.
</p>

<a name='General_traits'></a>
<h2>General traits</h2>

<p>
In terms of offense, the most notable attribute of the hybrid Nian-Earth tech Syndicate robots is of course their <b>specialization for firearms.</b> These types of guns are famous for their almost negligible energy usage, their damage and versatility coming from the available ammo types, but also for their inaccuracy and short optimal range. Syndicate robots were built with this in mind, and they are also trying to compensate for the shortcomings of these weapons.
</p>

<p>
Defense-wise their main strategy is basically to not get hit. Their armor is the weakest of all the factions, and armor resistances are universal but not very high. However, this is more than made up by their <b>low hit size</b>, either from the get-go or via bonuses, which can be further reduced by using an evasive module.
</p>

<p>
Looking at their base speed, they are rather on the slower end, but their relatively <b>high mass</b> means that they won’t lose that much of that speed when you equip them.
</p>

<p>
Last but not least, their <b>signal detection and masking</b> values are the best in their class, making them exceptionally useful in scouting and covert operations.
</p>

<p>
<b>TL;DR</b> Syndicate robots are hard to hit bulletstorm glass-ninjas.
</p>

<p>
These are mostly true for the combat-type robots, but we’ll also have <b>5 industrial types</b> within the Syndicate faction. They are generally intended to fill some missing roles and industrial classes, and their traits will be a mix of the Syndicate flavor and the robots of the Nian Industrial Trust.
</p>

<p>
Let’s take a look at the first 3 robots in detail. Note that the parameters can still change and we’ll revisit them once they’ve been in use for a while.
</p>

<a name='Vektor'></a>
<h2>Vektor</h2>

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

<p>
<b>Class:</b> Light robot specialized in firearms
</p>

<p>
<i>"The smallest member of our hybrid-technology fleet of robots. Its armor is weaker than the average, but its small size makes up for it, resulting in a hard to hit target. Coupled with excellent detection and masking systems, the Vektor makes not only a good scout, but a tough opponent in combat as well."</i>
</p>

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

<ul>
<li> Head slots: 3</li>
<li> Leg slots: 2</li>
<li> Chassis slots: 4 (2x light turret/misc, 2x light/medium turret/misc/industrial)</li>
</ul>


<a name='Bonuses_.28per_extension_level.29'></a>
<h3>Bonuses (per extension level)</h3>

<ul>
<li> 1% reduction to the hit dispersion of guns</li>
<li> 3% to light firearms damage</li>
<li> 1% to firearms cycle time</li>
<li> -0.10 to surface hit size</li>
<li> +2 to signal detection</li>
</ul>


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

<a name='Notable_stats'></a>
<h3>Notable stats</h3>

<ul>
<li> Accumulator: 200 AP @ 120sec recharge</li>
<li> CPU: 155 TF</li>
<li> Reactor: 150 RP</li>
<li> Armor: 650 HP</li>
<li> Passive resistances: 45 points universally (31%)</li>
<li> Surface hit size: 3 m</li>
<li> Locking range: 150 m</li>
<li> Sensor strength: 130 Hw³</li>
<li> Signal detection: 125 rF</li>
<li> Signal masking: 105 rF</li>
<li> Cargo capacity: 3.75 U</li>
<li> Mass: 7850 kg</li>
<li> Base speed: 104.4 kph</li>
</ul>


<a name='Syndicate_Supplies_cost'></a>
<h3>Syndicate Supplies cost</h3>

<ul>
<li> 20 TM tokens</li>
<li> 20 ICS tokens</li>
<li> 20 ASI tokens</li>
<li> 150,000 NIC</li>
</ul>


<a name='Locust'></a>
<h2>Locust</h2>

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

<p>
<b>Class:</b> Assault robot specialized in firearms
</p>

<p>
<i>"The gist of our firearm-wielding force. A swarm of Locusts can quickly shred enemy groups, but their specialized framework increases their survivability in solo engagements too."</i>
</p>

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

<ul>
<li> Head slots: 4</li>
<li> Leg slots: 3</li>
<li> Chassis slots: 5 (3x light turret, 2x light/medium turret/misc/industrial)</li>
</ul>


<a name='Bonuses_.28per_extension_level.29'></a>
<h3>Bonuses (per extension level)</h3>

<ul>
<li> 1% reduction to the hit dispersion of guns</li>
<li> 3% to firearms damage</li>
<li> 1% to firearms cycle time</li>
<li> -0.10 to surface hit size</li>
<li> 2% to firearms optimal range</li>
</ul>


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

<a name='Notable_stats'></a>
<h3>Notable stats</h3>

<ul>
<li> Accumulator: 400 AP @ 180sec recharge</li>
<li> CPU: 230 TF</li>
<li> Reactor: 280 RP</li>
<li> Armor: 975 HP</li>
<li> Passive resistances: 45 points universally (31%)</li>
<li> Surface hit size: 4 m</li>
<li> Locking range: 200 m</li>
<li> Sensor strength: 110 Hw³</li>
<li> Signal detection: 110 rF</li>
<li> Signal masking: 110 rF</li>
<li> Cargo capacity: 6 U</li>
<li> Mass: 11800 kg</li>
<li> Base speed: 106.2 kph</li>
</ul>


<a name='Syndicate_Supplies_cost'></a>
<h3>Syndicate Supplies cost</h3>

<ul>
<li> 50 TM tokens</li>
<li> 50 ICS tokens</li>
<li> 50 ASI tokens</li>
<li> 500,000 NIC</li>
</ul>


<a name='Ikarus'></a>
<h2>Ikarus</h2>

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

<p>
<b>Class:</b> Light robot specialized in transportation
</p>

<p>
<i>"The Ikarus is a snappy answer to the Perpetuum Project's long-standing need for a fast and light transport. Its main element is a repurposed Argano-chassis, stripped of anything disposable to make room for the relatively large cargo hold. Aided by the agile undercarriage of the Laird, this is the most efficient robot to get fair-sized packages from A to B quickly. Speed comes at a price though, as the construction is very fragile."</i>
</p>

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

<ul>
<li> Head slots: 1</li>
<li> Leg slots: 1</li>
<li> Chassis slots: 1 (light/medium turret/missile/misc/industrial)</li>
</ul>


<a name='Bonuses_.28per_extension_level.29'></a>
<h3>Bonuses (per extension level)</h3>

<ul>
<li> +2 to signal detection</li>
<li> +2 to signal masking</li>
<li> 3% to demobilizer resistance</li>
<li> 1% to armor hit points</li>
<li> +3 to passive armor resistances</li>
</ul>


<a name='Notable_stats'></a>
<h3>Notable stats</h3>

<ul>
<li> Accumulator: 150 AP @ 240sec recharge</li>
<li> CPU: 100 TF</li>
<li> Reactor: 100 RP</li>
<li> Armor: 500 HP</li>
<li> Passive resistances: 45 points to kinetic/seismic/thermal (31%), 30 points to chemical (23%)</li>
<li> Surface hit size: 2.50 m</li>
</ul>

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

<ul>
<li> Locking range: 120 m</li>
<li> Sensor strength: 90 Hw³</li>
<li> Signal detection: 110 rF</li>
<li> Signal masking: 100 rF</li>
<li> Cargo capacity: 20 U</li>
<li> Mass: 8950 kg</li>
<li> Base speed: 120.6 kph</li>
</ul>


<a name='Syndicate_Supplies_cost'></a>
<h3>Syndicate Supplies cost</h3>

<ul>
<li> 10 TM tokens</li>
<li> 10 ICS tokens</li>
<li> 10 ASI tokens</li>
<li> 100,000 NIC</li>
</ul>


<a name='Balancing_and_new_extensions'></a>
<h2>Balancing and new extensions</h2>

<p>
We’re introducing <b>two new extensions</b> that will be required to control these robots: Syndicate combat robot control and Syndicate industrial robot control. It’s not hard to guess that these are the equivalents of the Pelistal/Nuimqol/Thelodica robot control extensions (with the same complexity of 9), but since here the combat and industrial types are part of the same faction we felt the need to split it up into two extensions. The rest of the requirements are designed to be on par with the other factions and are using the same extensions, depending on the robot’s class.
</p>

<p>
Of course the introduction of a whole new faction can’t go without <b>some adjustments to the existing factions and robots</b>. With each patch we’ll take a look at the balance within the actual class of robots and make changes if necessary. This not only means that we’ll balance regarding the newly added robots to try to fit them in, but we’ll also revisit the balance between the existing old factions. Finally, during or after the last waves we’ll check up on the global balance between robot classes and try to fix some long-standing issues e.g. with speeds.
</p>

<a name='Deployment'></a>
<h2>Deployment</h2>

<p>
This first wave of Syndicate robots is planned to be deployed in <b>patch 3.8, around the middle of next week</b>, along with some fixes as usual. The exact time and date of the patch will be announced soon.
</p>

<p>
The rest of the robots will be introduced in a similar way over the <b>next few months:</b> a detailed writeup of the actual wave of 2 or maybe 3 robots will precede their deployment, and the waves  are currently planned to be 3-5 weeks apart, depending on any additional features or fixes that may come with the patch.
</p>

]]></description>
			<pubDate>Thu, 28 Jul 2016 22:24:34 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-89</guid>
			<link>http://blog.perpetuum-online.com/posts/2016-07-02-syndicate-robots-inbound/</link>
			<title>Syndicate robots inbound</title>
			<description><![CDATA[<p>
Over the years we have spent on Nia, we have learnt to hijack Nian technology, turn it against themselves, and even managed to reprogram their bases and facilities to produce more weapons and hardware needed for our cause.
</p>

<p>
Now, by salvaging and disassembling Nian robots and combining them with good old Earth technology, the Syndicate hopes to surprise the enemy by fielding something <b>they haven’t seen so far.</b>
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/syndicate_robots.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/550/syndicate_robots.jpg" alt="Syndicate robots" title="Syndicate robots"/></a></div>


<p>
Soon, the Syndicate will become a <b>full-fledged 4th faction</b> (or 5th if we count the Nian Industrial Trust as one) with its own line of specialized robots that you can use.
</p>

<p>
Currently <b>11 new robots</b> are planned, which are assembled from existing Nian robot parts, but each of them will have their own unique stats and bonuses. As you might have already guessed, a common trait, being their faction specialization, are <b>machine guns.</b>
</p>

<p>
Beyond mirroring the standard line of combat bots of other factions, we’re also trying to <b>fill some roles</b> that we didn’t have robots for thus far, like a light transport or a robot specialized for artifact exploration.
</p>

<p>
Here is a general list of what you can expect:
</p>

<ul>
<li> <b>Vektor:</b> light combat robot</li>
<li> <b>Helix:</b> light robot specialized for electronic warfare</li>
<li> <b>Locust:</b> assault-class combat robot</li>
<li> <b>Echelon:</b> combat mech</li>
<li> <b>Callisto:</b> mech specialized for electronic warfare</li>
<li> <b>Legatus:</b> heavy combat mech</li>
<li> <b>Ikarus:</b> fast light transport</li>
<li> <b>Cronus:</b> assault-class industrial robot suitable for both mining and harvesting</li>
<li> <b>Hermes:</b> assault-class robot specialized for artifact exploration</li>
<li> <b>Daidalos:</b> mech-class transport, aimed to fill the gap between the Sequer and the Lithus</li>
<li> <b>Metis:</b> heavy mech specialized for remote support modules</li>
</ul>


<p>
Introducing these robots into the game will happen through the <b>Syndicate Supplies shop.</b> First and foremost we’re planning a direct purchase for a combination of Pelistal, Nuimqol, and Thelodica faction tokens, plus a NIC fee. These robots are not indended to be rare, so the cost will be more or less in line with the other faction’s robots, and the triple-token requirement should liven up the market a bit.
</p>

<p>
<b>Over the next few blogs</b> we will take a detailed look at each of the robots, dive into their stats and bonuses, strengths and weaknesses, and everything you'd want to know about your new best friends.
</p>
]]></description>
			<pubDate>Sat, 02 Jul 2016 23:00:29 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-88</guid>
			<link>http://blog.perpetuum-online.com/posts/2016-05-25-extension-point-system-upgrades/</link>
			<title>Extension Point system upgrades</title>
			<description><![CDATA[<p>
Many patch notes, forum wars, and misplaced croissants ago, Perpetuum’s <b>time-based skill progression system</b> was created with the premise that it should create equal opportunity for everyone to progress their characters, regardless of playtime.
</p>

<p>
Be that as it may, an often <b>recurring fear</b> that potential new players have is that they can <b>never be competitive enough</b> to take on old players who have gathered hundreds of thousands or even millions of Extension Points over the years.
</p>

<p>
Both us devs and a lot of our players try to convince these newcomers that they can quickly become as skilled as old Agents in a specific field, and that veterans only have the advantage of being more versatile, and of course this is true to some extent. But as the years passed by, this argument started to become more and more weak, up to the point where even we didn’t believe in it, as the differences started to become really apparent.
</p>

<p>
Thus, we recently made it a priority to provide a solution that would try to address these concerns. We have come up with an <b>upgrade to the EP system</b> that has two main components.
</p>

<a name='EP_rewards'></a>
<h2>EP rewards</h2>

<p>
The idea to give players EP as a reward for ingame activities isn’t new, it’s been popping up on the forums for as long as I can remember. From a financial viewpoint, the idea wasn’t really feasible as long as the game was subscription-based, but since we dropped that, it slowly started to turn from “why not” into “this might be even good”.
</p>

<p>
Nowadays a lot of our players quickly log in and out of the game every few days with the only intention of getting their daily EP packs, probably in the hopes that they’ll be useful one day, when they have time to play, or it’s worth to play. Naturally, if a lot of players do this, the game becomes a ghost town of secret agents on standby, which is less than ideal for an MMO.
</p>

<p>
<b>EP is probably still the most valued “currency”</b> of Perpetuum, so ultimately it makes sense to incentivize it with the hopes of getting these standby players to actually play, and be rewarded with Extension Points by doing so.
</p>

<p>
Long story short, the activities that we currently intend to be part of the new EP reward system are:
</p>

<ul>
<li> <b>Assignments:</b> EP is given per objective, modified by the assignment level. Every assignment participant is rewarded equally, regardless of their contribution.</li>
<li> <b>NPC kills:</b> EP is given based on the rank of the destroyed NPC. Everyone on the aggro list of the NPC at the time of its destruction is rewarded equally.</li>
<li> <b>Mining/harvesting:</b> similar to how rare minerals work, mining and harvesting modules have a small chance of rewarding you EP with every actively working cycle. The chance is divided by the number of working modules, so it doesn’t matter how many you use.</li>
<li> <b>Artifacts:</b> finding an artifact rewards you with a fixed amount of EP straight up, regardless of level.</li>
<li> <b>Production:</b> factory, prototyping, and reverse engineering processes will reward you based on how long the process lasts without time bonuses.</li>
<li> <b>Intrusions:</b> everyone contributing to an intrusion event will receive a fixed amount of EP. Participants on the winning side receive multiple times more than the others.</li>
</ul>


<p>
<i>Note that EP rewards will be doubled on Beta islands.</i>
</p>

<p>
Of course we are open to ideas on what other mechanics we could use, but let me say up front that we gave some thoughts to including PvP, Gammas, or the market into the system in some way, but ultimately we decided against it because they would be too easy to exploit.
</p>

<a name='EP_handicapping'></a>
<h2>EP handicapping</h2>

<p>
While the EP reward system works equally for old and new players, the other mechanic that we’ll introduce is specifically aimed to favor newcomers.
</p>

<p>
EP handicapping is built upon the EP reward system, and as the name suggests, it will help those with low EP.
</p>

<p>
The way it works is that we designate an EP value that is deemed to be a “desired amount” that every player should have. To give you an idea, this will be probably somewhat less than the total EP that could have been accumulated since the launch of the game, and since this changes by the day, it will be a rolling amount.
</p>

<p>
Then, we compare this target EP amount to your account’s total accumulated EP. <b>The less EP you have</b> (ie. the further away you are from the target), <b>the higher bonuses you will get for activities that reward you EP.</b> This means that when you start the game, you’ll receive a lot of EP coming from rewards. But as time passes and you gather more and more EP, the amounts you get from killing NPCs or mining ore will slowly start to decrease towards a minimum amount.
</p>

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


<p>
It’s important to note that the existing method of accumulating EP by either <b>daily packs</b> or EP boosters won’t change in any way, but those amounts <b>will not be modified by the handicap mechanic.</b>
</p>

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

<ul>
<li> You’ll get extra EP for certain ingame activities, on top of the daily packages.</li>
<li> The less EP you have on your account, the more EP you will receive from these activities.</li>
</ul>


<p>
All of this will be in our next patch, but we still have to work out some details, so it will hit the server probably around early June. Until then, feedback is welcome, as always.
</p>
]]></description>
			<pubDate>Wed, 25 May 2016 14:43:55 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-87</guid>
			<link>http://blog.perpetuum-online.com/posts/2016-02-11-steam-trading-cards/</link>
			<title>Steam Trading Cards</title>
			<description><![CDATA[<div class='imgcenter'><img src="http://content.perpetuum-online.com/images/content/trading_cards.png" alt="Steam Trading Cards and emoticons" title="Steam Trading Cards and emoticons"/></div>

<a name='Steam_Trading_Cards_for_Perpetuum_are_now_available.21'></a>
<h3>Steam Trading Cards for Perpetuum are now available!</h3>

<p>
If you are a Steam-dweller you probably know <a href='http://steamcommunity.com/tradingcards/' target='_blank' class='external'>what these are</a>, but here is a quick recap:
</p>

<p>
Playing Perpetuum on Steam will give you trading cards from time to time (every 30 minutes of gameplay to be exact). A set consists of 5 cards, and you can get half of this (rounded up, so 3) by simply playing.
</p>

<p>
The other half (and more) can be acquired by in-game purchases (Perpetuum Credits) or via the Steam community market. (I'll quote the Steam Trading Card FAQ here: "For every $9 USD spent (approximate) (...), you will earn one card drop. This card will drop at some point as you play.")
</p>

<p>
Completing a card set will earn you a badge, a random emoticon and profile background, and other stuff.
</p>

<p>
Summary:
</p>

<ul>
<li> 5 trading cards</li>
<li> 5 badge levels (plus 1 foil badge)</li>
<li> 5 profile backgrounds (3 common, 1 uncommon, and 1 rare)</li>
<li> 10 emoticons (6 common, 3 uncommon, 1 rare)</li>
</ul>


<p>
<i>Happy card hunting!</i>
</p>
]]></description>
			<pubDate>Thu, 11 Feb 2016 13:46:49 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-86</guid>
			<link>http://blog.perpetuum-online.com/posts/2016-01-31-token-shop-upgrades/</link>
			<title>Token shop upgrades</title>
			<description><![CDATA[<p>
The random assignment system seems to be working great so far, but the items that you can get with the token rewards are currently a bit lacking. Our newest patch brings the long-awaited <b>upgrades to the token shop</b>, otherwise known as <b>Syndicate Supplies</b>.
</p>

<a name='We_supply_the_love'></a>
<h2>We supply the love</h2>

<div class='imgcenter'><img src="http://content.perpetuum-online.com/images/content/devblog_syndicate_supplies.jpg" alt="New additions to the token shop" title="New additions to the token shop"/></div>

<p>
So first things first, <b>T2+</b> and <b>T4+</b> modules will be directly available in the shop for a relatively high combined token and NIC cost. The <b>NIC cost</b> is a new addition to the shop, just like the <b>minimum relation limit</b> you must have to purchase an item.
</p>

<p>
Balancing the prices is not easy, since we still need to keep the normal way of acquiring these modules through looting a viable option, but still not make them so high that it would feel like an endless assignment grind to get them. We’re of course open to feedback here.
</p>

<p>
Oh, <b>black bots</b> you say? Yep, those are in as well. Don’t expect them to be cheap though.
</p>

<p>
As previously announced, in order to minimize the impact of the current stocks of faction tokens in the game (which were sometimes acquired using certain shortcuts in the past...), we’ll apply a <b>one-time 10x inflation</b> of both the token shop prices and the assignment token rewards. <b>So you still have a little time until the patch tomorrow to buy some ammo or TAPs for the current prices.</b>
</p>

<a name='I.E2.80.99m_feeling_lucky'></a>
<h2>I’m feeling lucky</h2>

<p>
Another new and hopefully interesting addition to the token shop will be the <b>requisition slips</b>. To quote their ingame description:
</p>

<p>
<i>"From time to time the Syndicate does a sweep of its vast storages and hands out excess items to their hard-working Agents.</i>
</p>

<p>
<i>By purchasing and activating a requisition slip you can claim one of those items. The catch is that they don't really have an exact listing of their inventory, so what you get in the end can be a bit... random."</i>
</p>

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

<p>
We have requisition slips representing each faction’s technology: <b>Pelistal, Nuimqol, Thelodica, Industrial, and Common.</b> These correspond to the technology pages in the research facility, so you can refer to those if you would like to know what modules you can get from a slip.
</p>

<p>
Furthermore, each faction has <b>3 quality levels</b>, making up a total of 15 different slips:
</p>
<ul>
<li> <b>Bronze:</b> includes T1, T2, and T3 modules</li>
<li> <b>Silver:</b> includes T2, T2+, and T3 modules</li>
<li> <b>Gold:</b> includes T3, T4, and T4+ modules</li>
</ul>


<a name='Bug_me_not'></a>
<h2>Bug me not</h2>

<p>
Last but not least, the patch will also include <b>quite a few fixes:</b> corrected token reward amounts for assignments, the missing notification about new assignments, various bug fixes when equipping your robot at a field terminal, some robots not occupying any space in containers, the item not found errors when reverse engineering from a container, the broken public chat channel blocking... just to name a few.
</p>

<p>
We're also fixing various <b>gamma issues</b> with emergency timers, energy levels, etc. being screwed up during a server restart, which basically had a common cause. Since the fix will be only applied after the server shuts down, do note that <b>these issues might happen again</b>, but hopefully for the last time.
</p>

<p>
<b>Patch 3.7.3 will be deployed on Monday, February 1st, starting at 15:00 CET/server time (14:00 UTC).</b>
</p>
]]></description>
			<pubDate>Sun, 31 Jan 2016 12:59:54 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-85</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-12-23-winter-sale/</link>
			<title>Winter sale</title>
			<description><![CDATA[<div class='imgcenter'><img src="http://content.perpetuum-online.com/images/content/2015winter_header.jpg" alt="Snowy stuff!" title="Snowy stuff!"/></div>


<p>
Good news! The annual make-your-wallet-cry winter festivities are underway!
</p>

<p>
Perpetuum is available at <b>75%</b> off, credit packs and ICE at <b>50%</b>, and you can even save <b>10%</b> on the new premium packs and upgrade kits. This is true for both the <a href='http://store.steampowered.com/app/223410' target='_blank' class='external'>Steam store</a> and <a href='https://secure.perpetuum-online.com/purchase/store/' target='_blank' class='external'>our own store</a>, where the upgrade kits are also available since yesterday.
</p>

<p>
As mentioned in the previous blog post, the base game will receive a <b>permanent price drop to 9.99 EUR/USD</b>, and now I can also tell you that this will happen when the sale ends on January 4.
</p>

<p>
On behalf of the DEV team we wish you Happy Holidays!
</p>
]]></description>
			<pubDate>Wed, 23 Dec 2015 20:03:59 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-84</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-12-19-new-premium-packages-available/</link>
			<title>New premium packages available</title>
			<description><![CDATA[<p>
Today we're introducing <b>new premium packages and upgrade kits for Perpetuum.</b> Our main goal here is to be able to reach a wider audience by permanently reducing the price of the base game, while still providing something extra for those who are willing to support us beyond that.
</p>

<p>
The upgrade kits contain varying amounts of Extension Points, Perpetuum Credits, Alien Improbability Devices, and also exclusive new sparks, and the Perpetuum original soundtrack.
</p>

<p>
These kits are organized into the above mentioned premium packages, which include the base game plus one or both of the kits - the picture below should give you a nice breakdown.
</p>

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


<p>
You might also notice that the base game will come with 200 credits and 1 AID from now on, in order to provide a less bumpy road for new players.
</p>

<p>
Of course the <b>individual upgrades</b> are also available outside of the premium packages. So if you are an older player, you can also purchase these in any combination* and enjoy the same goodies like someone getting a whole premium package for the first time as a new player. (Hence the name "Upgrade Kit".)
</p>

<p>
<i>* Each upgrade kit can be purchased only once for each Perpetuum account.</i>
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/dlc1_poster.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/285/dlc1_poster.png" alt="Upgrade Kit Zero" title="Upgrade Kit Zero"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/dlc2_poster.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/285/dlc2_poster.png" alt="Upgrade Kit One" title="Upgrade Kit One"/></a></div>


<a name='Pricing'></a>
<h2>Pricing</h2>

<p>
Soon after the introduction of the premium packages, the base game (aka. "Standard Edition") will undergo a <b>permanent price reduction</b> and will be available for only <b>9.99 USD/EUR</b>.
</p>

<p>
Both <b>Upgrade Kits</b> go for the same <b>9.99</b> price tag if purchased separately, and if you decide for one of the premium packages, you'll enjoy a few bucks off on the package price compared to the individual prices. The <b>Premium Edition</b> goes for <b>18.99</b> (save about 5%) and the <b>Superior Edition</b> for <b>27.99</b> (save about 7%).
</p>

<p>
Note that these packages are <b>currently available on Steam only</b>, but we'll offer them in our own store soon as well.
</p>

<p>
Head over to our <a href='http://store.steampowered.com/app/223410' target='_blank' class='external'>Steam store page</a> to check them out now!
</p>


]]></description>
			<pubDate>Sat, 19 Dec 2015 00:32:22 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-83</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-09-23-september-status-report/</link>
			<title>September status report</title>
			<description><![CDATA[<p>
So shortly after setting up our <a href='http://blog.perpetuum-online.com/posts/2015-07-24-what-s-next-for-perpetuum-2015-roadmap/' target='_blank' class='external'>roadmap</a> for the remainder of this year, we dived right into its development. Well, right after figuring out what to do first (with your help), putting out some server fires (not literally, don’t worry) and trying to not die in the summer heatwave (managed). Anyway, here’s what we have in store for you in our <b>upcoming patch</b>.
</p>

<a name='Beta_1_reworks'></a>
<h2>Beta 1 reworks</h2>

<p>
After the rework of Alpha 2 islands, Beta 1s are next in line to receive the teleport and highway network treatment, and of course the new assignments and field terminals. Those of you who follow the <a href='http://forums.perpetuum-online.com/topic/8298/teleportgrid-highways/' target='_blank' class='external'>relevant testing topic</a> have already seen the new network proposals, and provided some useful feedback too (thanks!).
</p>

<p>
So here are the before/after maps for Hokkogaros, Domhalarn, and Norhoop. These will soon hit the test server (with a few smaller changes based on your feedback) and be part of our next patch.
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/hokkogaros_newnetwork.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/hokkogaros_newnetwork.png" alt="Hokkogaros teleport/highway reworks" title="Hokkogaros teleport/highway reworks"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/domhalarn_newnetwork.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/domhalarn_newnetwork.png" alt="Domhalarn teleport/highway reworks" title="Domhalarn teleport/highway reworks"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/norhoop_newnetwork.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/norhoop_newnetwork.png" alt="Norhoop teleport/highway reworks" title="Norhoop teleport/highway reworks"/></a></div>


<a name='Distress_beacon_changes'></a>
<h2>Distress beacon changes</h2>

<p>
In the <a href='http://www.perpetuum-online.com/Changelog:2015-08-21' target='_blank' class='external'>last patch</a> we have temporarily disabled the deployment of distress beacons, in order to allow us to finally remove some much hated mechanics that have been implemented a long time ago to battle the unwanted tricks players could do with beacons.
</p>

<p>
Distress beacons will be re-enabled in our upcoming patch, although with some <b>significant changes</b>:
</p>

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

<ul>
<li> New <b>teleport anomalies</b> will start spawning on all zones, which are a side effect of enemy teleport activity. You will only be able to deploy distress beacons in the close vicinity of these, which will basically “hijack” enemy teleport jumps and pull them out at your location.</li>
<li> Once a beacon is activated, the anomaly will despawn and enemy NPCs will start spawning like before. So <b>one anomaly, one beacon</b>.</li>
<li> Teleport anomalies will have <b>3 levels</b>, which will limit the type of beacons that you can use with them. Level 1 beacons can be used anywhere, level 2 only on beta and gamma, and level 3 will be gamma only.</li>
<li> Levels are the equivalent of stripes that we’ve had so far too on the icons. Beacon names and icons have been already updated to be more straightforward, so you don’t have to wonder anymore whether “platoon” or “commando” is the higher one.</li>
<li> Teleport anomalies will also emit significant <b>interference</b> (on beta and gamma), so it will also affect PvP a bit. They are destroyable though.</li>
<li> The multiple activators requirement will be removed, all beacons can be activated solo.</li>
<li> The volume of distress beacons will be reduced from 1 to 0.1 U.</li>
</ul>


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


<a name='Reworked_artifact_scanning'></a>
<h2>Reworked artifact scanning</h2>

<p>
Another mechanic that we wanted to give priority to is <b>artifact scanning</b>, mostly due to the relatively high amount of help requests and reports about players getting stuck with it or not really understanding how it worked.
</p>

<p>
The new artifact scanning breaks away from the triangulation method, and is much more similar to directional geoscanning:
</p>

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


<p>
As you can see on the screenshot, the scanner provides a list of the artifacts in range like before, but additionally to the range it also gives you a <b>bearing indicator</b> which will guide you to the scanned location. Note that I wrote “scanned location”, since the results can have a <b>significant deviation</b>, depending on your distance from the actual artifact and the accuracy rating of your equipment.
</p>

<p>
In practice this mechanic still requires multiple scans to narrow down the exact location (unless the random gods really love you), but it should be much <b>more straightforward and intuitive</b> than the old one.
</p>

<p>
Both the new distress beacon mechanic and the new artifact scanning method will hit the test server in a few days, so you'll be able to get a feel for them soon.
</p>

<a name='Terminal_facility_balancing'></a>
<h2>Terminal facility balancing</h2>

<p>
This is also coming in our next patch, involving some number juggling around terminal and outpost facility efficiency points. Currently there is not enough difference between Alpha and Beta facilities to warrant serious Beta-based facility usage in light of the much higher risk, so we’d like to balance this out a bit. (relevant forum discussion can be found <a href='http://forums.perpetuum-online.com/topic/8418/facility-balance/' target='_blank' class='external'>here</a>)
</p>

<p>
Here is how the new facility points will look like:
</p>

<p>
<b>Alpha 1 main terminals:</b>
</p>
<ul>
<li> All 0 (no change)</li>
</ul>


<p>
<b>Alpha 1 outposts:</b>
</p>
<ul>
<li> Current: 0 / 50 (higher on selected facilities)</li>
<li> New:      0 / 25</li>
</ul>


<p>
<b>Alpha 2 main terminals:</b>
</p>
<ul>
<li> Current: All 50</li>
<li> New:      25 / 50</li>
</ul>


<p>
<b>Beta main terminals:</b>
</p>
<ul>
<li> Current: All 50</li>
<li> New:      50 / 100</li>
</ul>


<p>
<b>Beta outposts:</b>
</p>

<p>
As you know the facilities here can be manually upgraded 3 times each, using a maximum of 10 points at the highest stability (1 point per 10 stability).
</p>
<ul>
<li> Currently the levels are:       0 -   50 - 100 - 125</li>
<li> This would be changed to: 50 - 100 - 125 - 150</li>
</ul>

<p>
(Meaning even if you don't spend any upgrade points, all the outpost facilities are at 50)
</p>

<p>
We’re also working on a <b>facility downgrade</b> option for Beta outposts, so you won’t have to destabilize your own outpost if you want to change around your facility points.
</p>

<p>
And last but not least, we’ll boost the <b>relation factor</b> in facility efficiencies. With the rebalanced relation progression in assignments, its current influence feels like not enough gain for all the fuss, so we’ll more or less bring it in line with the facility and extension factors.
</p>

<a name='Closing'></a>
<h2>Closing</h2>

<p>
So all the above mentioned stuff is coming in our new patch, which is currently slated for around <b>early/mid October</b>.
</p>

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

<p>
I’ll leave you with a picture of our freshly updated internal tool, which we’re using to create robot templates by mixing around their body parts. (You don’t want to know how the old one looked, it didn’t even have a 3D preview.) This is in preparation for the new <b>Syndicate robots</b> mentioned in the roadmap blog, and it really speeds up figuring out the good/useful combinations.
</p>

<p>
We’d also like to put this this tool into the test client so you can play around with it and show us your ideas, possibly even create a contest around this.
</p>
]]></description>
			<pubDate>Wed, 23 Sep 2015 23:59:25 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-82</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-07-24-what-s-next-for-perpetuum-2015-roadmap/</link>
			<title>What’s next for Perpetuum - 2015 Roadmap</title>
			<description><![CDATA[<p>
This post is intended to provide you with an overview on what we are planning for Perpetuum during the remainder of this year. Before we venture into the realm of tl;rig (too long;read it goddammit), some general notes:
</p>

<ul>
<li> Our goal is to do smaller but significant updates, and a lot of them.</li>
<li> The list that you see here is in no particular order. We still have to prioritise it, and we also consider your feedback on what you would like to see first. <b>UPDATE: We now have a <a href='http://www.polljunkie.com/poll/xdnfbd/perpetuum-roadmap-2015-features-and-balance-priority' target='_blank' class='external'>poll</a> for this.</b></li>
<li> The listed features and changes are in varying states of development. Some have a pretty solid concept that only needs to get done, but there are some where details are floating in the air. I’ll point these out individually and probably take them for a spin on the forums.</li>
<li> The list does not mean that we won’t do anything else if something more important comes up, nor that we won’t take any of these ideas back to the drawing board if some serious concerns arise. Your feedback is very welcome.</li>
</ul>


<p>
I’ll try to be as concise and to the point as possible because this is a long list. When we select to do a batch of these or make any progress, we’ll have detailed individual posts about them. If any particular feature or change catches your interest and would like to know more about, feel free to post a forum topic and I’ll try to answer it the best I currently can.
</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/530/highway.jpg" alt="Roadmap, get it?" title="Roadmap, get it?"/></a></div>


<a name='New_features_.26_significant_reworks'></a>
<h2>New features &amp; significant reworks</h2>

<a name='NPC_reworks'></a>
<h3>NPC reworks</h3>
<ul>
<li> Static spawns will be replaced by free roaming spawns of roughly the same sizes everywhere</li>
<li> A few larger caravans will probably stay too, if they are not interfering too much</li>
<li> We will make good use of the random NPC system developed for assignments here</li>
<li> Alpha 2 and upwards will have red (aggressive) NPCs only</li>
<li> We are looking into the possibility of enemy NPC groups fighting each other on the islands</li>
</ul>


<a name='Loot_rework'></a>
<h3>Loot rework</h3>
<ul>
<li> The current loot table system in unmaintainable</li>
<li> We are developing a new random loot system</li>
<li> This will also bring some significant loot balance changes, like drastically reducing the amount of “trash” items dropped, and a rebalance of kernels</li>
</ul>


<a name='Distress_beacon_rework'></a>
<h3>Distress beacon rework</h3>
<ul>
<li> Distress beacons have caused a lot of headache for us which have resulted in the introduction of some pretty nasty mechanics</li>
<li> The new system would start with the introduction of “alien teleport anomalies”, which would periodically spawn and despawn in random locations on all islands</li>
<li> These anomalies would be visible objects (no scanning needed), and distress beacons (which would be repurposed into “teleport hijack beacons” basically) would need to be deployed and activated next to one of these. They wouldn’t work anywhere else.</li>
<li> Activating the beacon will spawn in the enemy NPCs just like now, and close the anomaly (so one beacon per anomaly)</li>
<li> Currently existing beacons can be used in the new system, you don’t lose anything</li>
<li> Multiple anomaly types that limit which beacon can be used, to be able to differentiate alpha/beta/gamma usage</li>
<li> Makes us able to remove the “no loot when NPC is destroyed by explosion” and “NPC teleport” mechanics</li>
</ul>


<a name='Artifacts_rework'></a>
<h3>Artifacts rework</h3>
<ul>
<li> The current artifact scanning mechanic is not intuitive enough, a lot of players struggle with it</li>
<li> The new mechanic would be a bit similar to directional scanning</li>
<li> Instead of the artifact result list showing distances, it would instead show you realtime bearing indicators (the small compass thingies that we have in the landmarks list too)</li>
<li> These would lead you directly to the scanned coordinates, you only need to keep your compass straight while moving</li>
<li> The catch is that depending on your scanning efficiency and your distance from the artifact, the scanned coordinate might be somewhat off, so once you arrive at your result, you’ll probably have to do another scan, and repeat this process a few times</li>
<li> This mechanic will always have a certain amount of inaccuracy, to not make it too easy</li>
<li> You’ll probably be required to find the exact tile, being just near to it when scanning will not spawn the artifact like now</li>
</ul>


<a name='Field_rescue'></a>
<h3>Field rescue</h3>
<ul>
<li> Losing robots once and for all is a bit too hardcore</li>
<li> We’d like to introduce a mechanic that would allow you to keep your robot when it’s destroyed</li>
<li> It would stay unusable, unless you repair it using either materials or NIC</li>
<li> The robot would keep track of the number of destructions, and each repair would be more expensive than the previous one, up to a point where it’s not worth to repair it anymore and scrap it for good</li>
<li> Basically “number of lives” for robots</li>
<li> Makes insurance obsolete</li>
<li> Industry concerns: given that this would probably make players take more risks and encourage PvP, ultimately the number of robots lost for good and consequently manufacturing demands should not change significantly</li>
<li> Details still need to be worked out, especially what would happen to modules</li>
</ul>


<a name='Syndicate_supply_drops'></a>
<h3>Syndicate supply drops</h3>
<ul>
<li> Big loot containers dropped in random but pre-announced times and locations</li>
<li> Probably beta islands only, to encourage PvP events</li>
<li> Loot will have a relatively large spread regarding value and volume too</li>
<li> Plot twist: you can only loot it while you’re not in combat</li>
<li> Possibly could work on Alphas too if the location is not preannounced, but instead putting a visible beacon on the location that can be seen from afar</li>
</ul>


<a name='Geoscan_result_sharing'></a>
<h3>Geoscan result sharing</h3>
<ul>
<li> Automatically share your tile-based geoscan results with squad members</li>
<li> We’re looking into the possibility of each mining cycle updating the results on the terrain, so you would only need to scan initially, or when you move to another location</li>
</ul>


<a name='Steam_trading_cards'></a>
<h3>Steam trading cards</h3>
<ul>
<li> Trading cards, profile backgrounds, emoticons, the whole package</li>
<li> Helps with game discoverability</li>
</ul>


<a name='Buddy_program'></a>
<h3>Buddy program</h3>
<ul>
<li> If you invite someone and he/she buys the game, you both get extra EP or credits (to be decided, maybe both)</li>
<li> Account buddy-linking and confirmation will happen ingame due to Steam not having support for this before/while purchasing</li>
</ul>


<a name='Field_terminal_courier_services'></a>
<h3>Field terminal courier services</h3>
<ul>
<li> Get your items sent instantly from a remote field terminal storage anywhere in the world to the terminal you are in</li>
<li> Convenience service - pay with credits</li>
<li> Price is based on volume and distance - sending a full Scarab load of goods across the world instead of actually using a Scarab will be expensive</li>
</ul>


<a name='Tier_5_modules'></a>
<h3>Tier 5 modules</h3>
<ul>
<li> Completely new tier of items</li>
<li> Production only - randomized module stats on manufacturing, using predetermined min/max stat values</li>
<li> Resulting modules are NOT always better than lower tiers due to the randomness</li>
<li> 3 new gamma-only minerals (1 for each faction), 3 new commodities using the new minerals plus epriton and colixum, required for the manufacturing of tier 5</li>
<li> If the system is a success we will consider reworking all tiers like this, of course all using different min/max values and spreads</li>
</ul>


<a name='New_market_system'></a>
<h3>New market system</h3>
<ul>
<li> The current market system works only with uniformised modules, this won’t work with tier 5</li>
<li> A new, auction house-like service is needed, which will allow the trading of unique items</li>
<li> Current market system may be removed once this is done</li>
</ul>


<a name='Syndicate_robots'></a>
<h3>Syndicate robots</h3>
<ul>
<li> Hybrid robots “lite”</li>
<li> We were never really able to turn the idea of hybrid robots (mixing around different robot parts to create new robots) into reality due to balancing issues</li>
<li> Basically the story is that over the years on Nia, the Syndicate was able to research alien robot technology, and create a new line of custom robots using various parts, combined with Earth technology</li>
<li> Literally a fourth faction - a whole line of new robots, but using existing robot part models</li>
<li> Specialized roles - better in something, worse in something else, you know the drill</li>
<li> Obviously bonus for machine guns</li>
<li> Only way to acquire them is through the token shop, by purchasing CTs</li>
<li> Still very early in development, ideas for roles are welcome</li>
</ul>


<a name='Syndicate_News_Central'></a>
<h3>Syndicate News Central</h3>
<ul>
<li> What’s going on on Nia and with the Perpetuum Project - at a glance</li>
<li> Statistics, player and corp level toplists</li>
<li> Advertisement space for players or corporations</li>
<li> Intrusion event news</li>
<li> Helps promoting the feeling of being part of something big</li>
</ul>


<a name='Robot_paint'></a>
<h3>Robot paint</h3>
<ul>
<li> One of the oldest items on our todo</li>
<li> Still intend to do it</li>
<li> Really</li>
</ul>


<a name='Balance_.26_smaller_improvements'></a>
<h2>Balance &amp; smaller improvements</h2>

<a name='Industrial_facility_balance'></a>
<h3>Industrial facility balance</h3>
<ul>
<li> There is not enough difference between Alpha1/Alpha2 and Beta terminals, so we’ll dive into the balance of facility efficiency points and make some changes</li>
</ul>


<a name='Robot_speed_balance'></a>
<h3>Robot speed balance</h3>
<ul>
<li> Robots received a large speed boost in the past, now with the teleport and highway network changes we’ll revisit this, and probably reduce base speeds a bit across the board (about 10%)</li>
<li> Mechs and heavy mechs will receive special attention here, as their current speed capabilities are somewhat more than it would be warranted for their class</li>
</ul>


<a name='Mineral_field_balance'></a>
<h3>Mineral field balance</h3>
<ul>
<li> More mineral fields on Alpha islands, but with reduced mineral amounts (we won't remove any mineral types from Alphas though)</li>
<li> Intended to cut back large scale mining operations on Alpha without hurting newbies or casual players</li>
</ul>


<a name='T1_prototyping'></a>
<h3>T1 prototyping</h3>
<ul>
<li> T1 modules are special because they don’t have prototype variants, but prototyping them still employs the heavy material multiplier, which doesn’t make much sense</li>
<li> We’ll remove that multiplier for T1 items, but still make sure that mass-producing them stays a bit more efficient than prototyping</li>
</ul>


<a name='Corporation_production_folders'></a>
<h3>Corporation production folders</h3>
<ul>
<li> Much requested feature, you’ll be able to select source and target storages/folders for corporation production processes</li>
</ul>


<a name='Financial_divisions'></a>
<h3>Financial divisions</h3>
<ul>
<li> The other much requested corp feature, to be able to create multiple corporation balance divisions and manage member access to them</li>
</ul>


<a name='NPC_restricted_areas'></a>
<h3>NPC restricted areas</h3>
<ul>
<li> Due to the switch from static NPC spawns to free roaming ones, we’ll create areas where they won’t go, to prevent nasty surprises when deploying or arriving on the zone</li>
<li> This means mostly the vicinity of terminals and teleports</li>
<li> Note that this will only prevent them to pick a roaming destination inside these areas - if you aggro them they will still follow you inside these areas</li>
</ul>


<a name='Gamma_turrets_vs_NPCs'></a>
<h3>Gamma turrets vs NPCs</h3>
<ul>
<li> You’ll be able to set gamma turrets to shoot NPCs</li>
<li> Note that when turrets are set like this, NPCs will also attack them</li>
<li> <a href='http://forums.perpetuum-online.com/topic/8161/turrets-vs-npcs/' target='_blank' class='external'>Relevant forum topic</a></li>
</ul>


<a name='Squad_assignment_issues'></a>
<h3>Squad assignment issues</h3>
<ul>
<li> We’re aware of the squad membership issues regarding assignments, where you always have to leave your squad if you don’t want to get the negative relations from others</li>
<li> Our solution is that we’ll try to modify reward distribution so that it will only include the members who actually contributed to the assignment in some way</li>
</ul>


<a name='Module_diminishing_returns'></a>
<h3>Module diminishing returns</h3>
<ul>
<li> Look into ways on how we can battle the current trend of cookie-cutter fittings like 4 tunings/4 ECMs/etc.</li>
</ul>


<a name='Lighting_reworks'></a>
<h3>Lighting reworks</h3>
<ul>
<li> Some visual updates to lighting, make it all look a bit more pretty</li>
<li> Possibly update the skydome too</li>
</ul>


<a name='External_main_terminal_usage'></a>
<h3>External main terminal usage</h3>
<ul>
<li> Make it possible to use main terminals and outposts externally, like field terminals</li>
<li> Storage/assignments/equipment change</li>
</ul>


<a name='Remote_market_transactions'></a>
<h3>Remote market transactions</h3>
<ul>
<li> This depends on how exactly the above mentioned new market system will be implemented, but the intention is to make you able to create and modify market orders remotely</li>
</ul>


<a name='Intrusion_changes'></a>
<h3>Intrusion changes</h3>
<ul>
<li> Pair up intrusion times, so selected outposts/SAPs will always open at the same time</li>
<li> Makes controlling multiple outposts much harder for one corporation</li>
<li> Possibly make intrusion times public for everyone, remove intrusion scanning - feedback needed</li>
<li> <a href='http://forums.perpetuum-online.com/topic/8286/sap-times/' target='_blank' class='external'>Relevant forum topic</a></li>
</ul>


<a name='Specimen_processing_SAP_rework'></a>
<h3>Specimen processing SAP rework</h3>
<ul>
<li> You hate this</li>
<li> Rework it so that it would require you to deliver items from the SAP to a randomly chosen item delivery point nearby (or the other way around), similar to transport assignments</li>
</ul>


<a name='Equipment_in_killmails'></a>
<h3>Equipment in killmails</h3>
<ul>
<li> Include robot equipment in the killmail API</li>
</ul>


<a name='Log_pagination_fixes'></a>
<h3>Log pagination fixes</h3>
<ul>
<li> Fix the pagination of various logs and stop the “click through endless empty pages because nothing happened” silliness</li>
</ul>


<a name='Item_linking_in_chat'></a>
<h3>Item linking in chat</h3>
<ul>
<li> Be able to link items into chat for bragging rights or referencing</li>
</ul>


<a name='Closing'></a>
<h2>Closing</h2>

<p>
So this is it for now, our plans for this year - although some of them could seep into 2016 already, we’ll see. We hope there are many things in this list that make you excited for the future, we certainly look forward to them.
</p>

<p>
Again, feel free to open forum topics for any of the features or changes above, voice your concerns, make a suggestion, or simply express your approval - your feedback is important.
</p>

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

]]></description>
			<pubDate>Fri, 24 Jul 2015 16:10:16 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-81</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-07-23-july-status-report/</link>
			<title>July status report</title>
			<description><![CDATA[<p>
Those of you who follow the <a href='http://forums.perpetuum-online.com/topic/8194/random-assignments-testing/' target='_blank' class='external'>random assignment testing</a> forum topic already know that the <b>next batch of islands is ready.</b> This time it’s the Alpha 2 islands (Hershfield, Tellesis, Shinjalar) which get the highway/teleport network rework treatment, along with the new field terminals and of course the random assignments, ranging from level 0 to 5.
</p>

<p>
For those who didn’t know, the good news is that the package <b>will hit the live server this Friday, the 24th of July</b> (together with a few fixes, as usual).
</p>

<p>
Next up in line is the package of Beta 1 islands, but more on this below.
</p>

<p>
And as a bonus, we have some nice pictures for you. For a few weeks now you have been all around Alpha 1 islands thanks to the new mission system. We're happy to present you with some heatmaps of where exactly the new system took you. It's a pretty visual proof that the new system indeed works as intended.
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/mission_heatmap_nv.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/mission_heatmap_nv.png" alt="New Virginia assignment heatmap" title="New Virginia assignment heatmap"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/mission_heatmap_att.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/mission_heatmap_att.png" alt="Attalica assignment heatmap" title="Attalica assignment heatmap"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/mission_heatmap_dao.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/mission_heatmap_dao.png" alt="Daoden assignment heatmap" title="Daoden assignment heatmap"/></a></div>


<a name='Coming_up'></a>
<h2>Coming up</h2>

<a name='Beta_1-2_island_reworks'></a>
<h3>Beta 1-2 island reworks</h3>

<p>
As I mentioned above, with Alpha 2 islands done, we’re immediately moving on to Beta 1 and then Beta 2. There are a few things to consider when doing Beta islands: teleport placement, teleport connections, and highways can have considerable effects on PvP and outpost warfare, so we need to have a clear concept before making any changes there.
</p>

<p>
We already have some discussion going on about this <a href='http://forums.perpetuum-online.com/topic/8298/teleportgrid-highways/' target='_blank' class='external'>here</a>, so if you have good insight on Beta warfare, you’re more than welcome to share your thoughts.
</p>

<a name='Spark_teleport_removal'></a>
<h3>Spark teleport removal</h3>

<p>
Once we’re done with all the islands, we will remove the spark teleportation mechanic from the game. Spark teleports have been introduced in the past as a band-aid for long walk times, but now with the teleport and highway network improvements, their negative effects (instant power projection) will ultimately outweigh their benefits.
</p>

<a name='Token_shop_updates'></a>
<h3>Token shop updates</h3>

<p>
The Syndicate Supplies shop will receive some long awaited additions:
</p>
<ul>
<li> The new requisition slips, discussed in <a href='http://blog.perpetuum-online.com/posts/2015-03-27-random-assignments-the-final-details/' target='_blank' class='external'>this blog post</a></li>
<li> Direct purchase options for T2+ and T4+ items</li>
<li> Industrial distress beacons</li>
<li> A new feature that will limit the purchase of selected items to a minimum faction relation</li>
</ul>


<p>
<b>An important note here:</b> most of you probably know that the old assignment system allowed a few easy shortcuts to gather a lot of faction tokens over a relatively short time. We didn’t want to remove these from players cause they haven’t been exactly exploits, but we still need to get the token economy to a healthy status before we introduce new items.
</p>

<p>
In order to achieve this, we will increase both the token prices in the shop and the token amounts given as assignment rewards by a factor of 10. So in simple terms, this means an <b>artificial, one-time inflation.</b>
</p>

<p>
This will happen in about a month from now (we will post additional notifications once we’re close), so we advise everyone to <b>spend their stored faction tokens</b> on currently available items before that.
</p>

<a name='Roadmap_blog_incoming'></a>
<h2>Roadmap blog incoming</h2>

<p>
On Tuesday we had a long internal discussion about where we want to go from here. It is clear that we need to make a switch from our very long development phases lasting over multiple months to <b>more frequent updates</b> with relatively small but significant features and improvements.
</p>

<p>
So we have assembled a list of over 30 items, including new features, actual new content, and various improvements and balancing changes. Expect a long blog post in a few days.
</p>
]]></description>
			<pubDate>Thu, 23 Jul 2015 03:13:54 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-80</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-06-11-summer-sale-perpetuum-3-6-release/</link>
			<title>Summer sale, Perpetuum 3.6 release</title>
			<description><![CDATA[<p>
Friends, it is time to prepare for our annual ritual, during which our wallets gain sentience, slink out of our closely guarded pockets and offer themselves as monetary sacrifice to the great lords of Bellevue in hopes of a plentiful digital Summer wherein we may joyfully reap the crops of electronic entertainment while overdosing on caffeinated drinks and dubstep.
</p>
<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/devblog_50off.png" alt="" title=""/></div>

<p>
Yes, it is our favorite vaporous vacation vendition, the <b>Steam Summer Sale</b> and this time we offer you a whopping <b>50% off on Perpetuum</b> and all in-game items starting <b>from June 11 to 22</b>, both on <a href='http://store.steampowered.com/app/223410' target='_blank' class='external'>Steam</a> and on <a href='https://secure.perpetuum-online.com/purchase/store/' target='_blank' class='external'>our website</a>; a great opportunity to buy several copies of the game and thousands of credits to various members of your family, your pets, your dentist, your high school crush, your lawyer, your probation officer and Dave the Guy from Grocery Store on The Corner.
</p>

<a name='Perpetuum_3.6_release'></a>
<h2>Perpetuum 3.6 release</h2>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_fieldterminal.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/300/devblog_fieldterminal.jpg" alt="One of the new field terminals" title="One of the new field terminals"/></a></div>

<p>
It's been a long and bumpy road, but we're finally there. Our truly <a href='http://blog.perpetuum-online.com/posts/2015-03-27-random-assignments-the-final-details/' target='_blank' class='external'>random assignment system</a> aka. Assignment system revamp Stage 2 will <b>hit the live server on Monday the 15th of June</b>, along with a healthy number of general updates and fixes.
</p>

<p>
Public testing of the patch has been going on for almost 2 weeks already, and those of you who have been following development saw almost daily updates and fixes. I'd like to take the opportunity here to thank everyone who participated in the testing - your feedback and bug reports helped us a lot in speeding up development, and certainly made this a better patch.
</p>

<p>
Testing will not stop though, since in this first patch we're only releasing the new assignment system for the three Alpha 1 islands: New Virginia, Attalica, and Daoden. As soon as we finish reworking the other islands, you'll be able to see and test them first on the test server.
</p>

<p>
The order of release will be Alpha 1 islands (in Monday's patch), then Alpha 2s, Beta 1s, and finally Beta 2s, the latter ones receiving assignments for the first time ever.
</p>

<p>
The testing forum topic can be found <a href='http://forums.perpetuum-online.com/topic/8194/random-assignments-testing/' target='_blank' class='external'>here</a>, the first post of which also serves as preliminary patch notes.
</p>

<p>
We hope to welcome a bunch of new players during the weekend, and some of us devs will probably pop in to general chat too, so see you there!
</p>


]]></description>
			<pubDate>Thu, 11 Jun 2015 21:30:48 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-79</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-03-27-random-assignments-the-final-details/</link>
			<title>Random assignments - The final details</title>
			<description><![CDATA[<p>
The development of our new assignment system is approaching its final phase, so I wanted to give you an update and list a lot of things that the previous blogs missed. To recap, the <a href='http://blog.perpetuum-online.com/posts/2014-12-18-ice-returns-first-details-on-random-assignments/' target='_blank' class='external'>first one</a> explained the basic mechanics behind the new assignment template system, and the <a href='http://blog.perpetuum-online.com/posts/2015-01-24-january-status-report/' target='_blank' class='external'>second one</a> talked about the new assignment categories and the island reworks connected to the new system.
</p>

<p>
This one will be about the <b>little things</b> that make it all work together, but most importantly we’ll also have a look at how <b>squad assignments</b> work in the new system.
</p>

<a name='Field_terminals'></a>
<h3>Field terminals</h3>

<p>
I’m happy to report that one of the larger features of this patch, field terminals are finally alive and working. When you get in range to them on the terrain the 3 buttons for storage, assignments, and equipping will show up.
</p>

<p>
A field terminal <b>storage</b> works pretty much like a private storage in a terminal - it permanently stores your items and only you can access them. The only difference is that this can be accessed from the terrain.
</p>

<p>
You can of course also <b>request assignments</b> from the terminal, which will hopefully drastically reduce the time you used to spend moving to and from terminals between assignments.
</p>

<p>
Finally, it allows you to <b>equip your robot</b> right there on the terrain. It uses the same equip window that you are used to, and you can equip items from both your cargo or the field terminal’s own storage too. There are of course certain limits to when you’re allowed to do this - having a PvP flag, being in combat, or having an activated module will all block usage.
</p>

<a name='Assignment_NPCs'></a>
<h3>Assignment NPCs</h3>

<p>
When we wanted you to kill something in the old system, we could only set the exact type of NPCs and the quantity that you had to destroy... anywhere. This had the consequence that we had to create artificial objective radiuses to make sure that you destroyed the NPCs at the location we wanted you to do it, and not 2 meters next to the assignment request location where it’s the most convenient. Ultimately this created a lot of problems when the NPCs wandered out of the objective area, and when you killed them outside, the objective wasn’t triggered.
</p>

<p>
The new system works very differently:
</p>
<ul>
<li> We don’t use the fixed NPC spawns anymore - NPCs are spawned by the assignment when you get there, basically as a hidden "reach position" objective.</li>
<li> It also allows us to spawn an NPC group that isn’t necessarily made up of a uniform type of robots.</li>
</ul>


<a name='UI_improvements'></a>
<h3>UI improvements</h3>

<p>
This in turn made it necessary to explicitly <b>mark the NPCs</b> that are the targets of an objective. So now they conveniently have the objective letters on them, and similarly in the landmarks list as well. This way you’ll know exactly which ones are involved in your assignment even if there are other similar NPCs around.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_npcmarker.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/530/devblog_npcmarker.jpg" alt="Objective markers in action" title="Objective markers in action"/></a></div>


<p>
We have also made the same improvement for <b>building objectives</b>, like item dispensers and switches. Hopefully this solves the occasional newbie confusion about clicking the objective letters which do nothing.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_assignment_summary.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/300/devblog_assignment_summary.jpg" alt="Assignment summary (concept image)" title="Assignment summary (concept image)"/></a></div>

<p>
There is also a brand new <b>assignment summary</b> panel when you successfully complete one, listing all the rewards in detail. The picture of this panel indicates a few other changes which I’ll explain below.
</p>

<a name='The_return_teleport'></a>
<h3>The return teleport</h3>

<p>
As mentioned in the first blog, we’ll provide a return teleport option when completing an assignment with the aim of loading off your loot at a terminal or generally finishing an assignment-running session, without the need for boring walks.
</p>

<p>
The current plan is that the teleport option will be available for <b>5 minutes</b> after successfully completing an assignment, for <b>all members of your squad</b>, and it will place you near a main terminal or outpost of your choice, on the same island. You won’t be able to select an outpost that you are not allowed to dock in, standard no-combat/no-PvP teleport usage limits apply, and furthermore you’ll also lose the option when you leave the island where you got it (which includes docking).
</p>

<p>
This is a <b>very delicate</b> issue because we neither want it to compete with mobile teleports, nor have an impact on beta island PvP, so extensive testing is needed here.
</p>

<a name='Improved_objective_mechanics'></a>
<h3>Improved objective mechanics</h3>

<p>
We have a <b>new objective type</b> which is basically a rework of the old and rightfully hated “scan this enemy with your chassis scanner”-task. The new mechanic doesn’t involve any modules - you simply need to complete a <b>target lock</b> on an NPC, which will "scan" it, and drop an intel item into a container that you can pick up. This is further improved by the objective marking feature that I mentioned above, so in the case of multiple scan objectives, once you "scanned" a target the objective letter will disappear, letting you easily keep track.
</p>

<p>
<b>Kill objectives</b> will track the actual destruction of the target, not the kill. This makes sure that even if someone else kills your assignment target for you, your objective will still progress. Assignment-related NPCs are also tagged upon spawning, so loot will always drop for the assignment owner.
</p>

<p>
All <b>assignment-related items</b> will now drop into a special container indicated with a blue icon, so you’ll easily find the required items even during a massacre. More importantly, since the NPCs will be specifically spawned by the assignment itself, you won’t see assignment-related items in random loot anymore.
</p>

<p>
<b>Production objective mechanics</b> have undergone a massive overhaul in order to make them work in random assignments. Mass production objectives and CTs used as an objective target will all scan through the whole assignment and properly include the items that you gather during the assignment as actual production components. Assignment CTs in the factory will wear off after the objective is completed and the production line will be automatically cleared, so you won’t have to extract the CT and deliver that too, which caused a lot of confusion in the old system.
</p>

<p>
<b>Item dispensers</b> are more intelligent now too: in the case of multiple items they will now try to give you as much as possible and hold on to the rest, instead of simply telling you that the whole batch won’t fit your cargo. This is important for higher level assignments where item quantities scale up to increase difficulty. There you’re supposed to use robots with large cargo holds, but it’s also possible to complete the transports in an Arkhe, if you’re willing to do multiple rounds between the supply and the delivery location. It’s even more important that this way multiple players in a squad can complete the objective in cooperation.
</p>

<a name='Assignments_in_squads'></a>
<h3>Assignments in squads</h3>

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

<p>
Doing assignments in a squad has always been gimmicky at best, sometimes even detrimental. The new system allowed us to make some long overdue upgrades, hopefully to the point where you will want to do all of them with your friends.
</p>

<ul>
<li> No more “Request for squad” button. If you are in a squad, any assignment that you request will also show up for all your squadmates.</li>
<li> If an assignment is provided by another squad member, it will say so right before the assignment name, complete with the provider’s name.</li>
<li> Only the assignment provider can abort an assignment.</li>
<li> The assignment owner/provider has to be online and present in order to do it. Otherwise the assignment will be put on hold and no objectives can be completed as long as this is the case.</li>
<li> <b>MOST IMPORTANTLY:</b> everyone present and in the squad can contribute to any objective and complete any assignment that is shared through the squad. Objectives that require multiple kills or multiple items can be cooperated on freely.</li>
<li> We will have separate assignment categories that are designed to be done in a squad. (Though you will be able to solo them if you have the patience or need the challenge.)</li>
<li> NIC and relation rewards will be shared among any squad members present, but all item rewards will go to the assignment provider (this includes tokens).</li>
</ul>


<a name='Relation_rewards'></a>
<h3>Relation rewards</h3>

<p>
We would like to create a proper way of progression through assignment levels, since currently there isn’t much difference between going from level 1 to 2 or level 4 to 5. This is mainly due to the fixed way of giving out relation rewards, but in the new system it’s much easier to create reward scaling based on assignment levels.
</p>

<p>
As a result, your relation toward a particular megacorporation will progress faster on low assignment levels, but will gradually slow down as you go through the higher levels.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_relation_rewards.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/devblog_relation_rewards.jpg" alt="Relation rewards and penalties" title="Relation rewards and penalties"/></a></div>

<p>
We’ll also re-introduce <b>relation penalties</b> towards a competing NPC megacorporation when doing assignments. This will happen in a rock-paper-scissors method, so the 3 megacorporations will be paired up and an assignment will provide positive relations for one and negative relations for another. Due to this, the “Diplomacy” extension will return to provide a way to reduce negative relation hits.
</p>

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

<p>
As a final bullet point, I’d like to tell you that we do have plans on improving the offers in Syndicate Supplies along with the new assignment system.
</p>

<p>
One of the plans includes an iteration of the lovely boxes you got to know as AIDs. The new items are called <b>Requisition slips</b>, they would be purchased with faction tokens, and in principle they would work the same way like AIDs, but limited to certain item tiers and categories, in order to not make it <i>all that random</i>. Say, a "T3 Pelistal weapon requisition slip", which would give you a randomly chosen pelistal weapon from tiers 1 to 3. Or an "ICS Officer requisition slip" which would include T4+ items, but the purchase of which would also be tied to a minimum relation towards ICS.
</p>

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

<p>
Well this post got a lot longer than I thought, but I hope you can see that we worked on a <b>lot</b> of stuff. Unfortunately some things that need to be done only come up once you’re in the middle of doing the features, even when you laid down the concept and designs beforehand. And then you think <i>"we need this to make it right"</i>, while trying to avoid a serious feature-creep. So this might delay things a bit into April, but we really want to make this as good as we can, as it will be a pivotal part of the PvE experience.
</p>
]]></description>
			<pubDate>Fri, 27 Mar 2015 23:24:00 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-78</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-03-20-robot-goes-to-hollywood/</link>
			<title>Robot goes to Hollywood</title>
			<description><![CDATA[<p>
About a year ago we were approached by a production assistant representing MGM Studios, asking for permission to use some footage from Perpetuum in an upcoming movie. According to them it was supposed to be the favorite game of the main character, used in two different scenes. Some extra visibility is always good, even if it's just some obscure indie movie - we thought back then. So we provided some high quality gameplay videos and didn't hear back since.
</p>

<p>
Well, imagine our surprise today.
</p>

<p>
The movie is called <a href='http://www.imdb.com/title/tt3369806/' target='_blank' class='external'>"Max"</a>, and it seems to be a full-fledged Hollywood movie, a good one even. The trailer has been released today - look for a stompy Gropho at the 29 second mark. Obviously the movie is not about our game and it probably only gets a few seconds of screen time, but needless to say we're very proud! :)
</p>

<p>
<iframe width="612" height="344" src="https://www.youtube.com/embed/6EPPMCwD5bw" frameborder="0" allowfullscreen></iframe>
</p>

<p>
ps. Meanwhile the new assignment system is shaping up nicely, expect a new blog about it in the next few days.
</p>
]]></description>
			<pubDate>Fri, 20 Mar 2015 18:10:51 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-77</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-01-24-january-status-report/</link>
			<title>January status report</title>
			<description><![CDATA[<p>
Devs reporting in - hope you all had a good start of the new year. We took some time off during the holidays, but we’ve been back to developing the new assignment system since a few weeks now.
</p>

<p>
This is a continuation of the <a href='http://blog.perpetuum-online.com/posts/2014-12-18-ice-returns-first-details-on-random-assignments/' target='_blank' class='external'>previous blog</a>, so if you haven’t read that, I recommend to do so before you go on.
</p>

<a name='New_assignment_categories'></a>
<h2>New assignment categories</h2>

<p>
Currently we have 3 main assignment categories: combat, industrial, and transport. (Plus training and “special” assignments, but those are not really common.)
</p>

<p>
A lot of you have voiced your frustration about sometimes having to shoot in industrial assignments, or searching for artifacts in transport assignments. We’d like to clean this up, so when you request an assignment from a category, you will know exactly what kind of tasks you can expect and what objectives will most certainly not show up. Furthermore, we want you to be able to stay out on the field and complete assignment after assignment, and reduce the time spent on logistics and refitting. To this end, we’re <b>splitting up these categories</b> into a few more specific ones.
</p>

<p>
Thus far we couldn’t really do this, because most of the time we would have been left with 1 or 2 assignments in a category, and that can’t really make up a random pool. But now with the new template system we don’t need to worry about that anymore, since even with only one template in a category we should have enough randomness.
</p>

<p>
So below you’ll find the new list of categories and what they can contain. I have also included the type of robot that the assignment category is meant for, and the method on how the category will scale through the difficulty levels.
</p>

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

<p>
Straight-out killing, sometimes combined with looting specific items and their delivery. Nothing else, no artifacting or toying with distress beacons.
</p>

<ul>
<li> <b>Recommended robot:</b> combat bots</li>
<li> <b>Level scaling:</b> We have created a point-based system for ranking all our NPCs based on difficulty. We’ll use it to spawn the appropriate type and number of enemies that you should encounter for the requested assignment level.</li>
</ul>


<a name='Mining.2C_Harvesting'></a>
<h3>Mining, Harvesting</h3>

<p>
Mining and harvesting will be two separate categories. Although the new field terminals let you refit your robot, it’s unrealistic to expect that you’ll always have the needed modules in them (or in your cargo), if they would be in the same category and a harvesting assignment would come up after a mining one.
</p>

<p>
Another important thing to note here is that we'll give up the assignment-specialized mineral variants - they cause confusion for a lot of players anyway. So assignments will ask you to gather normal minerals, but now you'll have to deliver those too instead of keeping them.
</p>

<ul>
<li> <b>Recommended robot:</b> miners or harvesters, respectively</li>
<li> <b>Level scaling:</b> similarly to NPCs, the system also ranks minerals based on their availability on the island. So low assignment levels will ask you for a few units of an abundant mineral, and high levels may require lots of rare ones.</li>
</ul>


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

<p>
Pick up stuff and drop it off, simple.
</p>

<ul>
<li> <b>Recommended robot:</b> haulers</li>
<li> <b>Level scaling:</b> Higher levels may require larger volumes to carry, which requires robots with large cargohold, or multiple delivery rounds.</li>
</ul>


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

<p>
Includes scanning for minerals and non-combat artifacts, so the only thing you need here is a geoscanner and multiple types of ammo for it.
</p>

<ul>
<li> <b>Recommended robot:</b> anything that’s fast</li>
<li> <b>Level scaling:</b> In the case of minerals it’s the same as with mining, and for artifacts we’ll play with the “pop range”.</li>
</ul>


<a name='Hazardous_exploration'></a>
<h3>Hazardous exploration</h3>

<p>
This means searching for guarded artifacts or artifacts that will spawn enemies. In either case, you’ll need weapons and a geoscanner for this one.
</p>

<ul>
<li> <b>Recommended robot:</b> combat bot</li>
<li> <b>Level scaling:</b> NPC difficulty and artifact pop range, as explained above</li>
</ul>


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

<p>
Transport objectives combined with reverse engineering or mass production. Only available in main terminals and outposts.
</p>

<ul>
<li> <b>Recommended robot:</b> haulers</li>
<li> <b>Level scaling:</b> item volumes</li>
</ul>


<a name='Complex_production'></a>
<h3>Complex production</h3>

<p>
A complete industrial process, which may include everything from raw material gathering to the final mass production and delivery, with transporting the intermediate products in between.
</p>

<ul>
<li> <b>Recommended robot:</b> miners and haulers</li>
<li> <b>Level scaling:</b> raw material rarity and item volumes</li>
</ul>


<a name='Reward_calculation'></a>
<h2>Reward calculation</h2>

<p>
Due to the randomness of assignments, the old method of simply giving a NIC value to the templates wouldn’t work. There are a lot of factors that would make some assignments not worth doing and others overly lucrative if we did that.
</p>

<p>
So in the new system we’re assigning the base rewards to <b>individual objectives</b>, and apply a few <b>situational multipliers</b> to them. And this is where the system really comes together, since we have a lot of variables that we can work with: NPC rankings, mineral rarity, quantities, item volumes - we can even calculate the distance between objectives and assign a reward to that. In the end all these will be summed and result in the final assignment reward.
</p>

<p>
This calculation method also allows us to show you where you stand with the rewards <i>while</i> you’re doing the assignment, and <b>update it in real time</b> - this should give a nice additional feeling of progress.
</p>

<a name='Island_reworks'></a>
<h2>Island reworks</h2>

<p>
You already got a little taste of the island rework process in the <a href='http://www.perpetuum-online.com/Changelog:2015-01-22' target='_blank' class='external'>last patch</a>, where we included a search function for the world map - and trust me, you'll need it.
</p>

<p>
Since we’ll need to place a lot of field terminals and new objective buildings on the islands, we’ll use this opportunity to do the promised <b>teleport and highway network revamp</b>, and be done with all the island changes in one go.
</p>

<p>
The governing ideas behind the reconfiguration are as follows:
</p>
<ul>
<li> Make traveling between islands and terminals as painless as possible, but not instantaneous - traveling should be fast, but you should still have the feeling that you went to another part of the world.</li>
<li> Try to give the currently deserted outposts more exposure by leading the main transport routes through them.</li>
</ul>


<p>
Below is a reconfiguration concept for the island of New Virginia. Exact teleport positions could still change, but I hope the general idea is apparent:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_teleport_revamp.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/530/devblog_teleport_revamp.jpg" alt="Teleport and highway network reconfiguration concept of New Virginia - click for a larger version" title="Teleport and highway network reconfiguration concept of New Virginia - click for a larger version"/></a></div>


<p>
A final note here: once the rework is done, we’ll consider reverting the speed boost change for robots, or at least slow them down a bit - we’re open to your feedback.
</p>

<a name='Current_status'></a>
<h2>Current status</h2>

<p>
The programming part is more or less complete, we have a working field terminal which gives us a random assignment, and we can complete it. What’s still left is the configuration/content work where we need to create the various templates and fill up the islands with field terminals and objectives, and assign a reward value to everything.
</p>

<p>
In order to bring you the new features as fast as possible we are planning a <b>staggered release</b> of the reworked islands, starting with Alphas. This means that once we’re done with filling up Alpha 1 islands with the new assignment templates, random objectives, field terminals, and reconfigured teleports, we’ll deploy them to the test server and shortly after that to the live server. Fortunately the islands are (mostly) isolated regarding all the changes, and the random templates can also work alongside the old assignments, so it shouldn’t be a problem to have “new content islands” and “old content islands” coexist for a while.
</p>

<p>
When that will happen mostly depends on how fast we can fill up the islands with content, but we hope to release the first batch towards the end of February. Of course once we’re done with the first islands it will be easier to predict how long the next ones will take.
</p>

<a name='Closing'></a>
<h2>Closing</h2>

<p>
We know that quite a few of you are still having connectivity issues. While there isn’t really any news on this at this time, know that we are handling this issue as a priority, and we’re considering all possibilities to resolve it - after all, any new feature is useless if you just can’t play at all.
</p>

]]></description>
			<pubDate>Sat, 24 Jan 2015 21:32:48 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-76</guid>
			<link>http://blog.perpetuum-online.com/posts/2014-12-18-ice-returns-first-details-on-random-assignments/</link>
			<title>ICE returns, first details on random assignments</title>
			<description><![CDATA[<a name='ICE_.26_Winter_Sale'></a>
<h2>ICE &amp; Winter Sale</h2>

<p>
We’ve been thinking quite a lot about whether we should bring back <b>ICE</b>, and if so, in what form. Based on the forums, most of you would like to have it back too, so we finally decided that the most straightforward thing to do of course is to <b>make it give credits.</b>
</p>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/ice.png" alt="I.C.E." title="I.C.E."/></div>

<p>
For those of you not familiar with ICE (now called <b>Instant Credit Extender</b> instead of Integration Cycle Extender, hooray for multipurpose acronyms!): it’s an item that you can purchase for real money (costs the same as a 2400 credit pack), which gives you an ingame ICE item that can be traded on the market. If you activate it ingame, it gives 2400 credits to your account. The trick is of course that those who don’t want or can’t spend real money on credits but have the NIC to spend can this way obtain credits too.
</p>

<p>
Some of you have also suggested that there should be smaller credit packs too, because sometimes a pack of 2400 credits can be too much if you just want to downgrade a few extensions. So starting today, we’ll also offer tiny <b>packs of 200 Perpetuum Credits.</b> If this is received well and ICE also works out, we’ll consider doing a smaller version of ICE too, providing 200 credits. And not just because then we can have vanilla ICE and ICE (ice) baby.
</p>

<p>
To celebrate the return of ICE and of course the Holidays, we’ll have a <a href='https://secure.perpetuum-online.com/purchase/store/' target='_blank' class='external'>Winter sale</a> along with the <a href='http://store.steampowered.com/app/223410' target='_blank' class='external'>Steam Holiday sale</a>, where the base game and all credit products (including ICE) will be <b>33% off.</b>
</p>

<a name='The_New_PvE_-_Random_Assignments'></a>
<h2>The New PvE - Random Assignments</h2>

<p>
So, let’s start this. I’ll tell you in advance that this will be a big change that not only affects assignments but general gameplay too, so one blog won’t be enough. But we have to begin somewhere.
</p>

<p>
Just to get you up to speed, the second stage of our assignment system revamp is about <b>making the assignments themselves random</b>, meaning that you still choose the type of the assignment, but the exact objectives and locations are generated randomly when you request it.
</p>

<p>
Currently there is a big problem with the number of available assignments at a specific location. Although we have over 500 hand-crafted assignments, this number gets so diluted due to all the terminals, levels, and assignment types, that we are sometimes left with only 4-5 assignments in the final random pool. And that means a lot of repetition.
</p>

<p>
The main advantage of having a random assignment system is two-fold:
</p>
<ul>
<li> For you, it provides for a <b>varied gameplay experience</b>, providing just an ample amount of uncertainty, without stumbling into the exact same assignments over and over.</li>
<li> For us, it <b>frees up a lot of content development power.</b> A properly done template system allows us to simply add a new objective to the pool, and the system will automatically include it in all future assignment assembly requests, exponentially increasing the number of possible assignments.</li>
</ul>


<a name='The_assignment_template_system'></a>
<h3>The assignment template system</h3>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/devblog_missiontemplate1.png" alt="Assembling an assignment from a template" title="Assembling an assignment from a template"/></div>

<p>
So in the new system, instead of creating specific assignments with specific objectives, we only create <b>assignment template</b> schemes. This means that we only set the type of objectives, like “destroy N number of X type NPC”, not specific NPCs, numbers, or locations. Of course we still have to create a number of different templates for all types of assignments (combat, industrial, transport, etc.), but this can’t be compared to the man hours we need to create fixed assignments.
</p>

<p>
Due to the generative nature of this template system, we can also easily create relations between the number and difficulty of the tasks that get included in the assignment, and the rewards that you’ll get for them. Naturally, this makes <b>balancing changes a lot easier</b> too: a simple reward multiplier that is based on the request location zone can easily add an additional risk reward for beta assignments, while still using the same templates as alpha islands.
</p>

<p>
<i>Sidenote:</i> There is a certain room for randomness in templates too, but the objectives usually build upon each other and their order must be logical, so that would need a lot of rules which ultimately might not even pay off compared to fixed templates. Even with fixed templates there are a lot of pitfalls that we have to address, like linking together loot and dropoff objectives so they provide and request the same random item.
</p>

<p>
Another complaint that keeps popping up about assignments is that the <b>walking time</b> to get to and from an assignment is a lot of times longer that the actual time it takes to complete it. The new system employs a combination of various new mechanics to fight this.
</p>

<p>
For one, when you request a new assignment, the objectives from the random pool will be picked by considering a <b>distance limit</b> from the request location. To be more precise, the first objective will consider the distance from the request location, the second objective from the first objective, and so on. Assignments basically become a daisy chain of objective locations that randomly send you around the world, but with reasonable walking times between them.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_missiontemplate2.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/530/devblog_missiontemplate2.png" alt="Picking assignment objectives on the island using a distance limit - click for a larger version" title="Picking assignment objectives on the island using a distance limit - click for a larger version"/></a></div>


<a name='Assignment_terminals'></a>
<h3>Assignment terminals</h3>

<p>
Another new feature that we’re planning are called assignment terminals. These are small buildings scattered around islands that (as their main role) function as <b>assignment request and delivery points.</b> (We are calling them kiosks internally, this is what you see on the diagrams.)
</p>

<p>
The advantage of these small terminals is that it doesn’t matter if you have wandered too far off from a main terminal, you’ll always have a small assignment terminal nearby where you can request a new assignment, without having to break the action too much.
</p>

<p>
And finally, there is the idea of providing a <b>teleport home option</b> at these assignment terminals. This would be only offered for a fixed time after you completed an assignment, to give you the possibility of loading off your loot at the main terminal or generally finishing an assignment-running session.
</p>

<a name='Even_more_uses'></a>
<h3>Even more uses</h3>

<p>
The above are generally meant to make doing assignments more dynamic, but we also plan to give these terminals more, important roles, and these will affect gameplay in general.
</p>

<ul>
<li> They will function as <b>persistent, private storage facilities</b> on the terrain. You can drop anything from your cargo into them and they will keep them indefinitely and securely. Assignments will also use them to provide any starting or reward items.</li>
<li> They will also make you able to <b>re-equip your robot while on the terrain</b>, using either modules from their storage or from your cargo. This function will probably have the largest impact on the way you play Perpetuum.</li>
</ul>


<p>
So as you can see we have a large part of it worked out, but there are still a few things hanging in the air, mostly related to specific objective types and how they can work together with the template system.
</p>

<p>
<b>NPC spawns</b> in general are also slated for a revamp that would make us able to create real mixed spawns that work together as a single group, and to solve the orange spawn/red spawn/kiting/AI issues, but that’s already for another time.
</p>

<a name='Closing_Notes'></a>
<h2>Closing Notes</h2>

<p>
We’re also trying to work out why some of you experience serious <b>lag and disconnects</b> and others not. Unfortunately we’re still tapping in the dark since we can’t reproduce it either, and it’s hard to fix something if you don’t know the cause (assuming that it is a problem with our server). Some internal measurement tools are in the works, which could possibly find their way into the live client as well.
</p>

<p>
<b>On behalf of the Dev team, we wish you Happy Holidays!</b>
</p>
]]></description>
			<pubDate>Thu, 18 Dec 2014 04:06:15 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-75</guid>
			<link>http://blog.perpetuum-online.com/posts/2014-11-14-patch-3-5-4-robot-rebalancing/</link>
			<title>Patch 3.5.4 - Robot rebalancing</title>
			<description><![CDATA[<p>
The <a href='http://blog.perpetuum-online.com/posts/2014-10-15-october-status-report-ea-ends-robot-rebalancing/' target='_blank' class='external'>October status report</a> brought a general preview about an incoming <b>balance package that affects almost all robots</b> in the game.
</p>

<p>
After some public testing, forum feedback, collecting tears, and more number juggling, we now present you the final details.
</p>

<p>
<b>The main goals of this balancing package are:</b>
</p>
<ul>
<li> Boost light and assault robots considerably.</li>
<li> More diverse robot bonuses, but they generally provide less value increase. This also lessens the gap between high-level veteran players and less fortunate newbies.</li>
<li> Push robots more towards their intended roles.</li>
</ul>


<p>
Colorful spreadsheets coming up.
</p>

<p>
<iframe src="https://docs.google.com/spreadsheets/d/12DXj35GjS6eFtQuBjZdTF60weYy4q-89qLbqtqLf_oI/pubhtml?gid=0&amp;single=true&amp;widget=false&amp;headers=false" width="612" height="500"></iframe>
</p>

<p>
We're also introducing 3 new extensions under the <i>Robot control</i> category:
</p>

<ul>
<li> <b>Combat robot specialist</b> - Required extension for all combat robots, and controls the combat role bonuses.</li>
<li> <b>Industrial robot specialist</b> - Required extension for all industrial robots, and controls the industrial role bonuses.</li>
<li> <b>Hi-tech robot specialist</b> - Required extension for all Mk2 robots, and controls the special Mk2 bonuses.</li>
</ul>


<p>
The combat and industrial robot specialist extensions are becoming starter extensions, thus <b>every existing character will receive these two</b> on level 1 during the patch.
</p>

<a name='Additional_notes'></a>
<h3>Additional notes</h3>

<ul>
<li> The effect of the mass gain of light robots may not be clear for everyone: increased base mass for robots lessens the speed reduction effect of equipped modules.</li>
<li> We cleaned up some parameters of prototype robots, this means either slight increases or reductions. Compared to normal robots, light/assault prototypes now have +5 CPU/reactor and +10 sensor strength, while mechs/heavy mechs have +10 CPU/reactor/sensor strength.</li>
<li> Mk2 robots retain their special extra bonuses (so they still have one additional bonus compared to standard bots), but these are now controlled by a new extension.</li>
<li> The Baphomet loses its lone missile slot, as a consequence we'll remove all modules and ammo from this slot in all existing Baphomets and place them back into the same storage during the patch.</li>
<li> Although the Waspish gains a second small/medium mixed missile slot to bring it in line with the other two assaults, to make it look badass these have to be on its sides. So instead the top/back slot will lose the medium fitting and as such we'll also remove any equipped module from this slot during the patch.</li>
<li> Do note that assaults received a considerable reactor boost to make room for those medium modules.</li>
</ul>


<p>
The patch itself will be deployed to the live server <b>today at 14:00 CET/server time.</b> We'll be also performing some server and database maintenance, so the estimated downtime will be about 2 hours.
</p>

<p>
<i>ps. This isn't the monthly report, that's still coming.</i>
</p>
]]></description>
			<pubDate>Fri, 14 Nov 2014 04:40:38 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-74</guid>
			<link>http://blog.perpetuum-online.com/posts/2014-10-15-october-status-report-ea-ends-robot-rebalancing/</link>
			<title>October status report - EA ends, robot rebalancing</title>
			<description><![CDATA[<p>
So <a href='http://blog.perpetuum-online.com/posts/2014-09-12-september-status-report-gamma-islands-return/' target='_blank' class='external'>gamma islands are back</a>, you’ve been busy there for 3 weeks already. With the expected small hotfixes out of the way we can say that we’re happy with how things went down, we hope you’re having a good time too.
</p>

<p>
This brings me to the main announcement of this blog. As outlined in the previous status report, once we’re looking at a stable gamma system, we’re <b>ending our Early Access phase on Steam.</b>
</p>

<p>
Originally the EA phase was meant to be quite short, basically to make sure that our new servers work as they should and our integration with Steam is flawless. But because of the removal/revamp of gamma islands the game has lost a large chunk of its content, we decided to extend EA until it’s finished. Of course we could still wait until we’re done with the mission system revamp, and with new PvE content, and the new engine, and and and… but that would be a vicious cycle and we’d be stuck in there forever. With the new changes of the Steam UI it has also become even less desirable to stay in Early Access for longer than absolutely necessary, simply from a visibility standpoint.
</p>

<p>
So with that said, we’re <b>officially launching on Steam this Friday, the 17th of October.</b> And as it is the case with all newly launching games, Perpetuum will be -10% off for a week.
</p>

<p>
Of course this won’t really change much from a development perspective, we’re continuing on the road we have laid out and keep improving the game.
</p>

<a name='New_mineral_system'></a>
<h3>New mineral system</h3>

<p>
We’re also planning a small <b>patch for this Thursday</b> (version 3.5.2), with a few bug fixes, and something that we wanted to do for a while now. This is a <b>reworked mineral spawning system</b>, which won’t mean too much difference in gameplay at first, but it makes our lives easier and it’s also more optimal for the server and the database.
</p>

<p>
To get a bit more technical, mineral fields so far have been generated and stored in raw bitmaps, and “fields” as a concept did not actually exist. Minerals in ground tiles had no connection to each other, and we couldn’t tell whether two tiles belonged to the same mineral field or not. This made it practically impossible to create rules and mechanics that would affect a whole mineral field.
</p>

<p>
With the new system, <b>fields are node-based</b> and are stored hierarchically in the database, which makes it very easy to let a whole field despawn without any residue after a certain time for example.
</p>

<p>
The system is very different compared to the current one, which will result in all the <b>mineral fields being reset</b>, so please be aware of this.
</p>

<p>
From a balancing standpoint we’ll also take this opportunity and make the faction-specific mineral difference even more significant, going from a 1:1.5 ratio of non-faction:faction minerals on an island to a 1:2 ratio.
</p>

<a name='Intrusion_and_gamma_changes'></a>
<h3>Intrusion and gamma changes</h3>

<p>
Two relatively small but very significant changes will happen here, based on forum feedback and our observations, which will be deployed in the patch after the next one (3.5.3).
</p>

<p>
The change related to gamma islands is that we’ll be <b>lifting the limit of 3 terminals per island.</b> We have anticipated this change and mentioned before gammas were opened that we’re playing it safe but this might happen, but now we’re sure it has to go. The remaining terminal-to-terminal range limit and the red no-build areas should be enough to provide a soft limit for the number of terminals on an island.
</p>

<p>
The change to intrusions will bring an end to the automatic stability increase of beta outposts, and will require the owner corporation to <b>complete their own SAP events as well.</b> This will be the only way to increase the stability of outposts; if an event happens without any interaction then the stability will remain unchanged. Attacking corporations completing SAP events will of course still reduce stability, like they do now. As a result of this change, intrusion events should be more fast-paced and straightforward as defenders won’t have to stand around for two hours waiting for someone to come, but it will also require more effort to keep an outpost stable.
</p>

<a name='Robot_balancing'></a>
<h3>Robot balancing</h3>

<p>
We’re preparing a larger balancing patch that affects pretty much <b>every robot</b> in the game. The general aim is to boost light and assault class robots, and to stimulate or rather make room for a larger variance in weapon and module choices for all robots.
</p>

<p>
Listing all the changes specifically would be too much for this blog, but here are the main points:
</p>
<ul>
<li> Light and assault bots get additional head and/or leg slots.</li>
<li> They also get a slight CPU and reactor boost...</li>
<li> ...and a 25% mass increase, so equipped modules don’t affect their speed that much.</li>
<li> The current faction-specific weapon damage bonus of all combat robots will be changed to a combination of a larger general weapon damage bonus plus a smaller faction-specific weapon damage bonus. This means that your robot will be less “crippled” when using weapons other than its faction-specific ones.</li>
<li> Weapon-specific bonuses of assaults and mechs will be size-independent, so assaults will receive bonuses for medium weapons, and mechs for light weapons too.</li>
<li> All robots will receive an extra bonus that is either connected to their intended role or their faction.</li>
<li> We’d like to emphasize the scout role of light combats, so they receive a detection bonus.</li>
<li> Combat assaults receive an optimal range bonus in order to take on longer-ranged mechs more easily.</li>
<li> Light EWs get a small bonus to their faction-specific weapon cycle times to increase their combat capabilities a bit.</li>
<li> Combat mechs should be as agile as possible on the battlefield, so they receive a bonus to demobilizer resistance.</li>
<li> EW mechs’ main role is to disrupt from the distance, this means an EW module optimal range bonus for them.</li>
<li> Combat heavy mechs, being the slow fortresses they are, receive a small survivability boost with the help of armor resistance bonuses.</li>
<li> Industrial light robots get an accumulator capacity bonus giving them more working stability or even survivability, depending on their loadout.</li>
<li> Industrial mechs will be pushed more towards a combat support role with remote support module and sensor strength bonuses, while still retaining their primary mining and harvesting bonuses.</li>
<li> We’re also making indy heavy mechs a bit more sturdy with a bonus to their armor amount.</li>
<li> It’s not all that bright of course, so don’t be surprised if there will be also nerfs to some robots’ specific bonuses.</li>
</ul>


<p>
Mk2 robots have special bonuses and those will stay as they are, but basically Mk2s (and other special variants like prototypes) will get the same treatment as their normal counterparts.
</p>

<p>
These can still change as we will still go through all of these modifications again in the coming week. It will also hit the public test server first since we’re of course curious about your feedback too, so we don’t have an exact schedule for this other than “soon”.
</p>

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

<p>
Although this report is mainly about the impending and shortly upcoming changes, don’t forget that the larger updates outlined in the <a href='http://blog.perpetuum-online.com/posts/2014-09-12-september-status-report-gamma-islands-return/' target='_blank' class='external'>September</a> and <a href='http://blog.perpetuum-online.com/posts/2014-05-29-status-report-may-2014/' target='_blank' class='external'>May status reports</a> are still in effect. So the next blog post should tell you more about the incoming second stage of our mission system revamp. Or maybe another one inbetween about the teleport and highway network revamp?
</p>
]]></description>
			<pubDate>Wed, 15 Oct 2014 14:30:06 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-73</guid>
			<link>http://blog.perpetuum-online.com/posts/2014-09-12-september-status-report-gamma-islands-return/</link>
			<title>September status report - Gamma islands return</title>
			<description><![CDATA[<p>
These posts should be more frequent, I know. Gamma island mechanics are currently the most complex parts of the game and development dragged out more than expected. But we wanted to get it right this time before we move on to more pressing issues, like the situation on the PvE front.
</p>

<p>
The good news is that the wait is finally over soon: <b>the reworked gamma islands patch will hit the live server next Wednesday, the 17th of September.</b>
</p>

<p>
Now, since this will be a big patch that includes a lot of changes and fixes outside of gamma mechanics too, we’ll take a bit of precaution. When we deploy the patch on the 17th, gamma islands will be there, but the teleports leading to them will be <b>initially disabled</b>. We’ll use the next two days to gather any issues that might come up during general gameplay, and if all goes well, we’ll deploy the fixes and <b>open up gammas on Friday the 19th.</b> (Update: we'd still like to take a few days to make sure everything is right and check out a few remaining bugs, so gammas will open next week.)
</p>

<p>
There are still a few kinks to iron out until then, but these are mainly just small bugs and balancing issues. Testing on the PTS will still go on too (<a href='http://forums.perpetuum-online.com/topic/7012/gamma-revamp-testing/' target='_blank' class='external'>you're welcome to join!</a>), and here we would like to thank everyone who helped us with feedback, ideas, or bug reports!
</p>

<a name='What_you_need_to_know_about_the_new_gammas'></a>
<h2>What you need to know about the new gammas</h2>

<p>
The new gamma mechanics include a few big changes and a lot of small ones. For simplicity’s sake I’ll only talk about the important ones here, and those who are interested in the details can do so in the <a href='http://forums.perpetuum-online.com/topic/7012/gamma-revamp-testing/' target='_blank' class='external'>“Gamma revamp testing” forum topic</a>, which is fairly comprehensive.
</p>

<a name='New_islands.2C_new_layout'></a>
<h3>New islands, new layout</h3>

<p>
Initially we’ll start off with <b>6 gamma islands</b> - 3 old, and 3 brand new ones. For the new islands we tried to make things interesting instead of following the “big chunk of land”-style, so we have some <b>split landmasses and archipelago-style zones</b> too. Additional islands will be introduced when we see that the demand arises, and we’ll also try to keep them varied and interesting. And although the teleport network for these 6 islands seems fairly symmetrical for now, this won’t be the case as we expand with additional ones, so don’t build strategies around this.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_newgammas.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/500/devblog_newgammas.jpg" alt="New gamma islands - red overlay means no build/no terraform areas" title="New gamma islands - red overlay means no build/no terraform areas"/></a></div>


<a name='Reworked_terraforming'></a>
<h3>Reworked terraforming</h3>

<p>
Sky-high “terrain walls” were one of the big problems of old gammas. Although it was nice to see people getting creative, apart from the aesthetic issues it also allowed for near-impenetrable fortresses, which caused a lot of headaches for us and for you as well. No-bounds terraforming was a big issue, so we’re changing this now.
</p>

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

<p>
Terraforming has now a <b>limit of how steep you can make the terrain.</b> This limit is set between the slope capability of assault and mech class robots, which means that you can’t ever terraform anything where a light or assault bot wouldn’t be able to pass. Unfortunately we have to say goodbye to beacon-terraforming, however much you guys liked it, because we simply couldn’t make it work together with the slope limit (for now at least). So instead we made <b>module terraforming more user friendly</b>, by making terrain tile locking instant, and merging all the different types of terraforming charges into one charge, where you select the type of terraforming method from the new terraforming panel.
</p>

<a name='Network_bandwidth_limit'></a>
<h3>Network bandwidth limit</h3>

<p>
The second big issue that came up was that we didn’t impose any limits on the number of structures you can build. This not only caused balancing problems (numbers always win), but server and client performance issues too. To remedy this, all buildings connected to the network have a certain <b>bandwidth usage</b> and main terminals received a bandwidth cap.
</p>

<a name='Energy_management_changes'></a>
<h3>Energy management changes</h3>

<p>
Like some of you, we have also made the observation that gamma colonies are too self-sufficient. Since reactors generated energy out of thin air, you could practically leave your base alone and it worked for an indefinite time, unless someone destroyed it.
</p>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/energymineral.png" alt="Energy field" title="Energy field"/></div>

<p>
A big change here is that <b>reactors won’t be generating energy</b> on their own anymore. We’re introducing a new underground resource, which is not so much a mineral, but actually an <b>energy field</b> (that’s what we’re on Nia for, after all). These fields cannot be exploited by regular means; you need to place energy wells on them (a new building type), which will send the raw energy over your network into the reactors, which in turn will convert it to energy usable by all the buildings.
</p>

<p>
Like normal minerals, energy fields also deplete and respawn at random places all the time, so colony managers will need to check on them every few days and look for new energy sources to keep the colony powered.
</p>

<a name='Gamma_highways'></a>
<h3>Gamma highways</h3>

<p>
This has been requested for quite a long time now, and now they are here: buildable highway nodes, which will create a strip of speed boosting effect between them.
</p>

<a name='Walls_and_gates'></a>
<h3>Walls and gates</h3>

<p>
Also a fairly big change is that now you’ll be able to lock and <b>directly shoot</b> deployable walls and all kinds of plants too.
</p>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/wallgate.png" alt="Forcefield gate" title="Forcefield gate"/></div>

<p>
We have also created a simple <b>forcefield gate</b> that you can place between wall tiles, and can be opened and closed with a simple click (if you have access, of course). Since this is not part of the gamma colony system, but a simple deployable field device, you'll also be able to use these on Beta islands.
</p>

<a name='The_end_of_Steam_Early_Access'></a>
<h2>The end of Steam Early Access</h2>

<p>
Our <b>Early Access</b> phase on Steam has been created with the aim to warn new players about possible server and connectivity issues while we were in the process of <a href='http://blog.perpetuum-online.com/posts/2014-06-14-movin-movin-cruisin-cruisin/' target='_blank' class='external'>moving our servers</a>. Meanwhile, the development of gamma took longer than expected, and since such a large system in the game can bring unexpected performance issues, we have chosen to wait with the closure of EA.  But with that done, it will have served its intended purpose by a large margin, so it must come to an end.
</p>

<p>
So after gamma is released and seems stable, we will <b>come out of Early Access and officially launch on Steam.</b>
</p>

<p>
Of course this doesn’t really change anything - we will still continue development and regularly bring in new features and much needed changes.
</p>

<a name='What_comes_next'></a>
<h2>What comes next</h2>

<p>
As laid out in a <a href='http://blog.perpetuum-online.com/posts/2014-05-29-status-report-may-2014/' target='_blank' class='external'>previous blog</a>, first we’ll be doing a rework of the current highway and teleport networks, to <b>speed up travelling in the game</b>. The gamma patch actually includes a related change already, giving a flat <b>speed increase to all robots.</b>
</p>

<p>
Meanwhile we’re preparing a larger <b>balance package for robots</b>, with the aim of boosting smaller classes a bit, and changing some bonuses all around to make certain roles more distinct and logical.
</p>

<p>
Then we’ll move on to the long overdue <b>second stage of the assignment revamp</b>, bringing real variance to the PvE experience in the form of random assignments. NPC spawns have also become a bit of a mess due to all the balancing and mechanics changes over the years, so we are planning a big overhaul for them as well.
</p>

<p>
Later on we’ll still continue with improving the neglected <b>PvE</b> part of Perpetuum. The introduction of energy fields slowly starts to give sense for the actual backstory, and we have a few solid ideas already to make the collection of raw energy not just a gamma-only feature, but an interesting incentive that all players can participate in, from new to old.
</p>

<p>
That’s all for now, and I’ll try to make these reports a monthly thing, promised.
</p>
]]></description>
			<pubDate>Fri, 12 Sep 2014 02:52:52 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-72</guid>
			<link>http://blog.perpetuum-online.com/posts/2014-06-14-movin-movin-cruisin-cruisin/</link>
			<title>Movin' movin' cruisin' cruisin'</title>
			<description><![CDATA[<p>
As we mentioned in the previous post, ever since the Steam launch we've been busy working on getting new hosting. Over the last week we've finally received all the paperwork and hardware accesses to start the process:
</p>

<p>
On <b>June 16th (Monday)</b>, starting at <b>10:00</b> we'll start the <b>migration from our old servers</b> in Budapest to a large datacenter in Amsterdam operated by <a href='http://www.internap.com/solutions/industry/online-gaming/' target='_blank' class='external'>Internap</a>.
</p>

<p>
Internap certainly has a track record in <a href='http://www.internap.com/solutions/industry/online-gaming/' target='_blank' class='external'>gaming hosting</a>, so this will hopefully lower the on-terrain latency - Amsterdam is one of the major hubs of Transatlantic networking, so players from Europe and America should notice a much more stable connection. Internap also cooked up <a href='http://www.internap.com/2014/04/24/secret-sauce-just-got-better-optimize-internet-route-performance-miro/' target='_blank' class='external'>various solutions</a> to continually adapt networks, so in short we're having high hopes for this.
</p>

<p>
Now, a few words about the migration itself: During the period of moving, which we estimate to be <b>around 3-4 hours</b> (but you know how it is), <b>all</b> services will be down - game, web, email, IRC, everything. Some of this delay is inevitable (DNS propagation) and services will come back asynchronously: we'll try to get the game back up as fast as we can - most services are already running and working fine, we just need to synchronize some files and databases.
</p>

<p>
It's probably your best bet to follow us on <a href='http://twitter.com/perpetuumonline' target='_blank' class='external'>Twitter</a> or <a href='http://www.facebook.com/perpetuum.online' target='_blank' class='external'>Facebook</a> to follow our migration progress.
</p>

<p>
Wish us luck.
</p>
]]></description>
			<pubDate>Sat, 14 Jun 2014 11:10:38 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-71</guid>
			<link>http://blog.perpetuum-online.com/posts/2014-05-29-status-report-may-2014/</link>
			<title>Status report - May, 2014</title>
			<description><![CDATA[<p>
It’s been a little more than a month since we’ve <a href='http://blog.perpetuum-online.com/posts/2014-04-10-full-steam-ahead/' target='_blank' class='external'>launched on Steam</a>, and we’re closing in on 2 months past our <a href='http://blog.perpetuum-online.com/posts/2014-03-16-the-end-of-subscriptions-the-start-of-something-new/' target='_blank' class='external'>payment model change</a>, so it’s high time to do a quick assessment on where we stand, and where we’re going.
</p>

<a name='Fresh_blood'></a>
<h3>Fresh blood</h3>

<p>
The best news I can tell you is of course that our <b>playerbase received a much needed boost</b>, thanks to our parting with the subscription model, and the huge visibility that Steam provides.
</p>

<p>
We’ve hit the <b>600 mark with the online player count</b> on a recent weekend and our average player count is roughly 5 times as before. Of course this is a tiny amount if you compare Perpetuum to other online games, but I have to remind you that we’re still in <b>Early Access</b> so people are wary to join. Also, as we have stated before, we’ve chosen the path of a <b>slow growth</b> instead of spiking it, so it’s all pretty much going according to our plans. We didn’t have any server issues that can be attributed to online player numbers so far either, which is another good sign.
</p>

<p>
I don’t have the freedom to tell you actual financial data, but it should be enough to say that after months (years?) of worrying about what to put on your plate tomorrow, it’s a liberating feeling to have that off of the list of things to worry about, and being able to just focus on making the game better.
</p>

<a name='A_new_home'></a>
<h3>A new home</h3>

<p>
We have already started to put those financials to good use, so beyond the company-issued Ferraris (by which we mean a second portion of ramen), we have found a brand <b>new hosting location</b> for our game servers.
</p>

<p>
As you probably know, the Perpetuum server cluster (if you can call 3 machines a cluster) is currently located in Budapest, Hungary. This is of course quite optimal for us, but very sub-optimal for most you, as we are hardly what you could call <i>the center of the interwebs</i>. My support ticket inbox is always full of reimbursement requests related to lag and disconnections, and most of those can be probably attributed to various network and routing issues.
</p>

<p>
So after doing the necessary research and inquiries, we have decided to move the servers to a <a href='http://www.internap.com/' target='_blank' class='external'>prominent datacenter</a> in Amsterdam. Though technically we’re not moving the machines themselves, but rather renting new ones on location, since we’re very fond of the idea of not having to send in Gargaj to switch a faulty HDD in our self-maintained hardware. To Amsterdam.
</p>

<p>
Without going into too much technical detail for now, compared to the current mixed-role 3-server configuration, the new setup will consist of <b>5 core machines:</b> 1 server for handling player traffic (logins and zone jumps), 1 dedicated machine for the SQL database, and 3 dedicated machines for hosting the islands, split down between the 3 main factions.
</p>

<p>
Paperwork and technicalities are still in progress, but if things go as planned, you’ll be able to test the new servers <b>within a month.</b>
</p>

<a name='The_near_future'></a>
<h3>The near future</h3>

<p>
Let’s have a look at the things that we’ll be focusing on in the coming months. Some of these will be done in parallel, but the general order is something like this.
</p>

<a name='Gamma_revamp'></a>
<h4>Gamma revamp</h4>
<p>
With the closing down of gamma islands a huge chunk of the game content has been temporarily removed, so this is our <b>top priority</b> right now of course - we know that you guys are preparing for the mother of all wars when gammas open up again. We are using our public test server to try out all the new mechanics and limitations that we need to implement to make it all work again.
</p>

<p>
We’re taking our time with this because obviously nobody wants another gamma wipe a year from now, and we are grateful to everyone who aids us with valuable feedback and actual testing. More info on the progress of this is coming soon to the relevant <a href='http://forums.perpetuum-online.com/topic/7012/gamma-revamp-testing/' target='_blank' class='external'>testing forum topic</a>.
</p>

<a name='Quality-of-life_improvements'></a>
<h4>Quality-of-life improvements</h4>
<p>
Gargaj is on fire, and we have received an overwhelmingly positive feedback on the small QoL improvements like the autopilot, the storage search, and the many small UI-related changes. We’ll continue on this road, so you can definitely expect more of these.
</p>

<a name='Assignment_system_revamp_-_Stage_2'></a>
<h4>Assignment system revamp - Stage 2</h4>
<p>
After Gamma is back up, we’ll jump right into doing some long-awaited <b>PvE love:</b> the revamp  of the assignments. It’s been a while since we announced this, but better late than never.
</p>

<p>
As you might remember, the second stage is about making the assignments themselves random. We’ll be using an <b>assignment template system</b> where we only set what type of objectives you need to do, but the exact enemy you need to kill, or the item you need to acquire, or the mineral you need to mine will be all randomly selected from a pool of nearby locations, so your chances of seeing the exact same assignment twice will be quite low.
</p>

<p>
Not only that, but we’ll also seed the islands with many small <b>assignment terminals</b> that you’ll be able to use while on the terrain, so you can spare the long walks back and forth to the main terminals just to request or deliver an assignment.
</p>

<a name='Robot_paint_system'></a>
<h4>Robot paint system</h4>
<p>
We have already deployed the foundations of the paint system in a recent patch (you probably noticed because most of the robots received a white color due to a bug).
</p>

<p>
The coloring system will be definitely not just some “pick a color and be done with it”-thing: we’ll have <b>paint items</b> that you can either gather or manufacture and then mix them together to get the final color for your robot; so basically fully integrate the painting frenzy into the industry and market economy.
</p>

<a name='Teleport_and_highway_network_revamp'></a>
<h4>Teleport and highway network revamp</h4>
<p>
The topic of <b>long walks</b> is still one of our most discussed issues, and one of the many reasons behind it is the current haphazard teleport and highway system layout. Although we don’t plan to make groundbreaking changes to the teleport network itself, our basic concept for the change is that you should be able to travel between every teleport and terminal/outpost without stepping off of a highway, ever. If you’ve seen the Virtual Training Island, that should be a good indicator of our general direction with this, but we’ll try to even top that.
</p>

<a name='Balancing_changes'></a>
<h4>Balancing changes</h4>
<p>
<b>DEV Alf</b> is back from the dead too, so you can expect some balancing changes too. He has already jumped into a hot topic right now: the balance of signal detectors and electronic warfare in general.
</p>

<a name='Steam_trading_and_market_integration'></a>
<h4>Steam trading and market integration</h4>
<p>
This is something that we still need to do some research on, but I’m putting it here because we plan to do it sooner rather than later. As you probably know, several games have items that can be traded via the Steam economy already. The general idea is that first you would be able to trade ingame items via Steam, for example your Gropho Mk2 for some trading card or another Perpetuum originated item.
</p>

<p>
The ultimate goal however is that we’ll also hook up Perpetuum to the <b>Steam community market</b>, where you’ll be able to sell and buy ingame items for Steam wallet funds. We’re approaching this very carefully of course - it could be a large boost to the ingame economy, but things could also go wrong with it.
</p>

<a name='The_not-so-near_future'></a>
<h3>The not-so-near future</h3>

<p>
We’re quite aware that the graphics of the game are starting to look dated. Unfortunately the current engine architecture has also become dated, so this is not simply a question of putting in higher resolution textures and models. The <b>engine requires a major rewrite</b> for any significant upgrades.
</p>

<p>
Not to mention the GUI - one of the most frequent complaints we hear is about the small size of the ingame fonts. This is also something that’s very hard to fix currently, since the interface is pretty much hardcoded and not “stretchy”. Text with larger fonts would simply overflow outside of the UI elements, and we’d need to have a completely separate, differently sized interface for that to work - and we’d rather put that effort into a new and advanced interface engine that will work for all display sizes without compromise.
</p>

<p>
For these reasons we’ve been working on the <b>foundations of a completely new client</b> but as you might guess this is not a simple task. At this time we’re still pretty far from replacing our current client, but work towards this goal has been going on behind the scenes for the last year and a half now.
</p>

<p>
Our first goal here is to get basic functionality going (glorified chat client woo!), which would work as a proof of concept for the new interface engine. Once that’s satisfying enough, we’ll move on to the 3D engine itself. With the new interface tech we developed, the implementation of a new client should go a lot faster than before. Regarding a timeframe, we hope to have something to show <b>later this year</b>, at the very least a partially functional test of the new interface engine.
</p>

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

<p>
This year marks the <b>10th year of Perpetuum development</b>, and after an admittedly quite awful last year - which no doubt you noticed as well - the Steam launch has been one of the most important things that happened to the game. We’re adamant on riding this wave and focusing on making a better gaming experience for everyone, which is an easy thing to say, and it’s equally easy to be sceptic about it, but here’s the thing: <b>This project is important to us - and we’ll act accordingly.</b>
</p>
]]></description>
			<pubDate>Thu, 29 May 2014 09:52:09 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-70</guid>
			<link>http://blog.perpetuum-online.com/posts/2014-04-10-full-steam-ahead/</link>
			<title>Full Steam ahead</title>
			<description><![CDATA[<a name='LAUNCH_CONFIRMED.21'></a>
<h2>LAUNCH CONFIRMED!</h2>

<p>
Cue "it's been a long road" and other emotional phrases, and you have probably heard about this by now, but:
</p>

<p>
<b>Perpetuum will be officially released on Steam on the 23rd of April.</b> (Yes, this year :)
</p>

<p>
Feel free to check out our <a href='http://store.steampowered.com/app/223410' target='_blank' class='external'>store page</a> - though there is not much to look at yet, but some discussions have already started there.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_steampage.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/450/devblog_steampage.jpg" alt="Perpetuum on Steam" title="Perpetuum on Steam"/></a></div>


<a name='Steam_beta_access'></a>
<h3>Steam beta access</h3>

<p>
Those who already own the game are now able to link their Perpetuum and Steam accounts on our website and <b>receive a free copy of the game on Steam</b>. We have set up a new <a href='https://secure.perpetuum-online.com/account/connections/' target='_blank' class='external'>Account connections</a> section under account management where you can do this.
</p>

<p>
Note that this is only a small gift for our loyal players and future purchases of Perpetuum on our website <b>will not mean that you will also get a Steam key</b>. Since Steam is not a requirement to access the game and will not give players any in-game benefits, we will still be offering Perpetuum through our own store as well.
</p>

<p>
For now Steam access is still in <b>beta stage</b> (earlier than Early Access), so there might still be some small bugs or things missing.
</p>

<a name='Gamma_reset_and_testing'></a>
<h3>Gamma reset and testing</h3>

<p>
The most important information you need to know that the <b>gamma reset</b> will happen a day before the Steam launch, on <b>April 22</b>.
</p>

<p>
Since the last patch, the client includes the personal and corporation-level <b>reimbursement selectors</b>, where you can tell us the target terminal where you would like to have your gamma items transferred on the day of the reset. (More info in the <a href='http://www.perpetuum-online.com/Changelog:2014-04-08' target='_blank' class='external'>patch notes</a>.)
</p>

<p>
Meanwhile we’ve been working on the changes that justify the whole gamma reset in the first place, namely the terraform limitation and the colony building network restrictions. Both of these will be out on the <b>public test server</b> very soon, and we kindly urge you to break it in any way you can. We’re also putting down a mobile teleport next to the TM Alpha terminal on the test server which leads to the gamma test zone, so you won’t have to walk all the way unnecessarily. More info on the testing forum soon.
</p>

<p>
Depending on how testing and development of this goes, the best case scenario is that we don’t shut down gammas at all, but do the reset on the 22nd and you can immediately take it back with the improved mechanics in place. In case we encounter some serious issues during testing, we will still have the reset on the 22nd, but will close down gammas on the same day until we can deploy the changes.
</p>

<a name='Twitch_intergration'></a>
<h3>Twitch intergration</h3>

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

<p>
Gameplay features always have priority, but Gargaj has been working on integrating Twitch's one-click video streaming into the client whenever he had some spare time, so this is also coming very soon. Complete with Twitch chat integration, Twitch account linking, and eye-twitching Perpetuum video stream overdose!
</p>

<p>
Also, some of you have asked our stand regarding video sharing and monetization, so we've put up a policy page on our website - <a href='http://www.perpetuum-online.com/Legal:Video_Policy' target='_blank' class='external'>see here</a>.
</p>
]]></description>
			<pubDate>Thu, 10 Apr 2014 12:24:17 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-69</guid>
			<link>http://blog.perpetuum-online.com/posts/2014-03-16-the-end-of-subscriptions-the-start-of-something-new/</link>
			<title>The end of subscriptions, the start of something new</title>
			<description><![CDATA[<p>
With the launch of the revamped <b><a href='http://www.perpetuum-online.com/Changelog:2014-03-12' target='_blank' class='external'>New Player Experience</a></b> we’re finally ready to welcome the potentially massive number of new players that being Greenlit on <b>Steam</b> means. It’s been a long road to this point, and we’re excited to see what the future brings. However there’s one last change that we haven’t mentioned before as this one is different from the previous upgrades to Perpetuum.
</p>

<a name='Payment_model_change'></a>
<h3>Payment model change</h3>

<p>
During and since our Steam Greenlight campaign we’ve gathered a lot of feedback from players not familiar with the game. This feedback was overwhelmingly positive, however there was a single recurring complaint that we couldn’t ignore. We’ve thought and talked about this for a long time before coming to a decision, and in the end we decided that the best chance for Perpetuum to grow with this new audience is to do something about the subscription system.
</p>

<p>
<b>On April the 2nd, as a last step in preparation for our upcoming Steam launch, Perpetuum is going to change its payment model.</b>
</p>

<p>
 The subscription model will be dropped in favor of a single purchase when players join the world of Perpetuum, and augmented with optional in-game purchases of previously unavailable services and cosmetic upgrades. The price of the single and final purchase of the game will be comparable to 3 months of subscription time in the past: <b>28.99 USD/EUR</b> (VAT included).
</p>

<p>
In anticipation of the influx of new players, we will <b>suspend our 15-day trial and free reactivation</b> options on the same day. The payment model change combined with our Steam launch is a disproportionately large step for us compared to our recent years, and we want to make sure that we can provide the highest possible quality of service for the players who purchase the game.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/perpetuum140316.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/530/perpetuum140316.jpg" alt="" title=""/></a></div>


<a name='A_gift_for_our_active_players'></a>
<h3>A gift for our active players</h3>

<p>
As a thank you for supporting us over the years and helping us to get to this point, <b>all players who had at least 3 months of game time ever(!) on their account by April 2 will receive Perpetuum for free.</b> The 3 months can be anywhere in the past, reach into the future, be continuous or intermittent, doesn’t matter. We check for redeemed game time codes or monthly subscriptions. We also take ICE into consideration, but it’s important that we count consumed ICE items, and NOT redeemed ICE codes.
</p>

<p>
<b>So if your account currently has had only 1 or 2 months of game time so far, this is your opportunity to extend it to 3 months and get the game for good.</b>
</p>

<p>
The accounts that have less than 3 months of accumulated game time on April 2 will be deactivated, and can only be used again if you purchase the game for the full price.
</p>

<p>
We have set up an <b><a href='https://secure.perpetuum-online.com/account/status/' target='_blank' class='external'>eligibility check</a></b> on our website, so you can verify whether your account has enough months to receive a free copy or not.
</p>

<a name='EP_system_changes'></a>
<h3>EP system changes</h3>

<p>
The system most affected by the change is the EP system. It’s not being removed, and the core of the game will be kept as it has always been, however several adjustments need to be made in order to make it work.
</p>

<p>
First off, for the purpose of easier management, instead of receiving one EP every minute, players will be receiving the <b>EP in daily packages</b>. All accounts which own the game will accumulate Extension Points daily, however this raises the issue of older accounts having more EP without doing anything. In order to avoid the issue of inactive players gathering EP indefinitely, we’re introducing a new rule: <b>EP will only gather on an account for three days after being last online</b>. We’re confident that this isn’t such a big requirement for active players, but it will make sure that inactive players can be caught up to in terms of EP.
</p>

<p>
The second major change concerns the level playing field in Perpetuum. The EP system has always been one of the core systems guaranteeing that equal progress can be achieved for all players in the game. This won’t change, however we’re raising the bar a bit: for players willing to support us each month we’re introducing the <b>EP Boost</b>. This service will be available as an in-game purchase and will grant players a <b>50% boost to all EP earned</b> for 30 days. The pricing of this service will be comparable to the monthly fee we’re replacing.
</p>

<a name='Perpetuum_Credits'></a>
<h3>Perpetuum Credits</h3>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/gold.png" alt="Perpetuum Credits" title="Perpetuum Credits"/></div>

<p>
We’ll introduce a <b>new type of currency</b> that you’ll be able to purchase for real money - we’re simply calling it <b>Perpetuum Credits (PC)</b>.
</p>

<p>
The following items will be available to purchase for Perpetuum Credits:
</p>

<ul>
<li> <b>EP booster</b><br>Activating an EP booster on your account will increase your EP acquisition rate by 50% over the normal rate for a month. It will also make sure that you receive your EP supplement for every day as long as it is active, even if you miss to log in for more than 3 days.</li>
<li> <strike><b>EP reset</b><br>Reset the extensions of a character to starting levels, and free up all the EP spent on them. The EP can then be spent again for any character on the account. The EP reset item will also free up all EP penalties caused by character deletions.</strike> <b>UPDATE:</b> Based on your feedback and after some internal discussion, we have decided to not offer EP resets for now. The extension downgrade feature might even make a separate EP reset unnecessary, we'll see how people will use it.</li>
<li> <b>Extension downgrade</b><br>Currently extension downgrading is only available for 30 days after an account is created. We will remove this limit, and make level-by-level downgrading for Perpetuum Credits available to everyone. Also, there will be no level limit for downgrading, you’ll be able to downgrade even from level 10, down to the starting level of the extension.</li>
<li> <b>Character rename</b><br>Makes you able to rename your character. To avoid abuse, character information windows will publicly list all past names.</li>
<li> <b>Corporation rename</b><br>Change the name and short ID of your corporation. This will be only available to CEOs and deputy CEOs.</li>
</ul>


<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/165/helloictus.jpg" alt="Such color. Very pink. Wow." title="Such color. Very pink. Wow."/></a></div>

<p>
This is only the initial list of items, and we plan to introduce some more in the future, like the long awaited robot paint option. We’d like to stress that these will be only convenience or cosmetic items - no player will get the upper hand in the game by throwing wads of cash at us.
</p>

<p>
<b>Any subscription that spans beyond the day of the payment model switch will be converted to the appropriate amount of PC and added to the account.</b> UPDATE: see a detailed explanation <a href='http://forums.perpetuum-online.com/topic/6602/perpetuum-credit-conversion-info-for-april-2/' target='_blank' class='external'>here</a>.
</p>

<p>
We'll roll out these changes to the <b>public test server on March 20</b>, so you'll be able to see how this all works before it goes live.
</p>

<a name='Gamma_reset'></a>
<h3>Gamma reset</h3>

<p>
We’d like to quickly address this as well in this blog because the plans for gammas have changed around too many times.
</p>

<p>
So if you haven’t heard about this yet, we’re going to <b>reset gamma islands, with the necessary reimbursements</b>. The reason for this is that we’re changing the rules for terraforming and building limits for a better gamma gameplay and balance, and unfortunately there is no way around a reset.
</p>

<p>
The initial plan was to do the reset before the Steam launch, close down gamma, and reopen it whenever we feel it’s ready. However, we have made considerable progress and we might be able to avoid a closedown. So the current plan is to do the reset and the reimbursement on the day we launch on Steam, and start right away with a revamped gamma experience. If we encounter any showstopper issues connected to this, the reset will still happen on the day of the launch, and we’ll revert to the original plan.
</p>

<p>
As for the reimbursements, the details are still being worked out, but here’s what we already know for sure:
</p>

<ul>
<li> <b>Reimbursing buildings</b> and items in them is straightforward because they all have a specific owner. Items will be reimbursed as they are, either to characters (if in private storage), or to corporations (if in corporation storage). Buildings will be reimbursed by returning the foundation item and the appropriate amount of construction blocks.</li>
<li> <b>Reimbursing terraforming</b> is the tricky part. There is simply no way to know how much or where an individual character or a corporation has terraformed. Pretty much the only thing we are able to do is a fair approximation based on gamma activity. So the plan is to check which corporations ever had a gamma terminal in the past (counted up until today, to avoid abuse), and we’ll give out a package of terraforming charges for each terminal they have ever placed.</li>
<li> Both individual characters and corporations will be able to <b>set a target terminal</b> for the reimbursement within the game. The selection interface for this will be included in the payment model patch. If you miss to set a target terminal, we will use the TM Alpha terminal by default, so nothing will be lost.</li>
</ul>


<a name='Q.26A'></a>
<h3>Q&amp;A</h3>

<p>
<b>So when will you actually launch on Steam?</b><br>
- The exact date of our Steam launch will be announced on the day of the payment model patch on April the 2nd.
</p>

<p>
<b>Will I be able to transfer Perpetuum Credits between accounts?</b><br>
- No.
</p>

<p>
<b>Will I be able to trade Perpetuum Credits in the game for NIC?</b><br>
- No, but we’re keeping this option open for the future.
</p>

<p>
<b>My account’s validity is beyond the day of the payment model switch! What will happen to my subscription after that?</b><br>
- Your extra subscription time will be converted to the appropriate amount of Perpetuum Credits and added to your account. See a detailed explanation <a href='http://forums.perpetuum-online.com/topic/6602/perpetuum-credit-conversion-info-for-april-2/' target='_blank' class='external'>here</a>.
</p>

<p>
<b>How will I get my free copy of Perpetuum?</b><br>
- If your account had at least 3 months of game time through the years, your Perpetuum account will automatically be converted to a lifetime account on April the 2nd. If you have less than 3 months of game time so far, you can make your account eligible for the free copy at a reduced price by purchasing the missing months in our <a href='https://secure.perpetuum-online.com/purchase/choose/' target='_blank' class='external'>store</a> until April the 2nd. Check your <a href='https://secure.perpetuum-online.com/account/status/' target='_blank' class='external'>account status</a> page to verify its eligibility.
</p>

<p>
<b>What will happen to unused ICE items?</b><br>
- ICE will be discontinued and market orders for ICE will be cancelled during the payment model patch. Then, all ICE items in private storages and cargos will be converted to the appropriate amount of Perpetuum Credits and added to the owner's account. ICE in corporation storages will be converted and added to the account of the CEO, so make sure you move out any ICE items to personal storages if this doesn't fit for you.
</p>

<p>
<b>What will happen to recurring subscriptions?</b><br>
- All recurring subscriptions will be stopped on April the 2nd.
</p>


<p>
Feel free to ask any questions you might have in the comments and we’ll include it here! Details about the Steam launch and everything you need to know about it will be announced after April the 2nd.
</p>
]]></description>
			<pubDate>Sun, 16 Mar 2014 13:29:51 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-68</guid>
			<link>http://blog.perpetuum-online.com/posts/2013-12-24-a-beginning-is-a-very-delicate-time/</link>
			<title>A beginning is a very delicate time...</title>
			<description><![CDATA[<p>
...know then, that it is time to talk about how new Perpetuum players will experience their first hours in the near future. As you may know, this will be the <b>third feature patch</b> that we have planned before launching on <b>Steam</b>, after the already finished revamp of the <a href='http://blog.perpetuum-online.com/posts/2013-07-13-in-the-name-of-science/' target='_blank' class='external'>research</a> and <a href='http://blog.perpetuum-online.com/posts/2013-09-18-the-new-assignment-system-stage-1/' target='_blank' class='external'>assignment</a> systems. I wanted to write "final patch", but we’re going to have an extra one, which will contain features and changes connected with our entry to Steam. Details for that will be announced during January - expect a few surprises. But for now, let’s see how the new tutorial stage will look like.
</p>

<a name='Welcome_to_Perpetuum.2C_you_screwed_up'></a>
<h3>Welcome to Perpetuum, you screwed up</h3>

<p>
For the veterans who don’t remember how our current start of the game looks like anymore, a quick recap: create your avatar, select faction, school, major, starting corporation, and spark. All that without the slightest knowledge of what your selections actually mean in a game that you haven’t played yet.
</p>

<p>
We put a quick band-aid on this process recently by providing a selection of only <b>four presets to the four factions</b> with some general descriptions of what you can expect when you choose one. Still, looking at some shiny robot pictures and a few hints still isn’t up to par with experiencing the game itself.
</p>

<p>
This became really apparent from the number of requests we get from new players who ask for a character reset after a few weeks of play, because they have realized they screwed up their character (although that is mostly a misperception, but that’s another story). And the only thing we can do is advise them how to bring out the best of their characters (read: let them rot in their misery), because any special reset would be unfair towards the rest of the players.
</p>

<a name='Split_personalities'></a>
<h3>Split personalities</h3>

<p>
So to remedy this problem, we’ll <b>let you play before you actually play <i>for real</b></i>, and give you the opportunity to experience what this whole thing is about before asking you to make irreversible decisions.
</p>

<p>
The initial character creation will consist of nothing else than creating your avatar (shh, it’s okay...) and giving it a name. That’s all, right after this you’ll find yourself in a terminal. Which is no ordinary terminal of course, but part of a <b>virtual training program</b>. Yes, that’s virtual reality inside a virtual reality. Perfectly normal stuff.
</p>

<p>
<i>Obviously</i>, the Syndicate would never send the expensive spark of an Agent through a wormhole to the wilderness of Nia without proper in-house training. No Sir, that would be very irresponsible of them.
</p>

<a name='The_island_of_noobs'></a>
<h3>The island of noobs</h3>

<p>
That’s why they have created a whole <b>virtual island</b>, where every wannabe-Agent is sent to at first, cybernetically speaking. Being only virtual, the island is almost <b>completely sealed off</b> from the main Earth-Nia network. I say "almost", because the lovely Syndicate programmers managed to interlink the basic communication lines, so new and old can still chat about their experiences together. But other than that, <b>nothing gets in and nothing gets out</b>.
</p>

<p>
Sidenote: initially our plan was to create solo instances for this, but as it turned out that would require too many core changes throughout the game, and we have decided that this is not the right time for such experiments. In some aspect there will be multiple instances of training islands, but these will be "hard" instances that we’ll use in conjunction with queuing and load balancing. However, this is not something that we could use for missions for example. But fear not, proper instances are still on our todo.
</p>

<p>
So the island has some very <b>special rules</b> to make the learning process faster and more optimal:
</p>
<ul>
<li> As they are only some sort of husks yet, all Agents are created uniform in their skills, meaning level 5 of all extensions</li>
<li> Plenty of NIC to experiment with them too (and possibly EP - that’s still a question due to its account-based nature)</li>
<li> Most standard items are available on the market at virtually no cost</li>
<li> Robots and equipment are not lost upon destruction</li>
</ul>


<p>
It is literally a virtual playground where you can try <i>almost</i> anything without any second thoughts. We can do this <b>without compromising the actual economy</b> because as said, nothing gets out.
</p>

<p>
How do <i>I</i> get out though? Well, I’m glad you ask, I even have a screenshot of it:
</p>

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


<p>
What you see here is a part of the training island, with a central in-zone entry teleport, and four <b>exit teleports</b>. Each one of the exit teleports represents a faction preset selection: choose one to go through, and the selected preset (extensions, starting location, etc.) will be applied to your character and you will be transferred through the wormhole into the <i>real world</i>. While that happens, your character will be <b>stripped bare</b> of everything you gathered or did to it while on the island. Except for the real-life experience you gathered of course - that’s something you <i>should</i> keep.
</p>

<a name='Prepare_for_liftoff'></a>
<h3>Prepare for liftoff</h3>

<p>
Even though you’ll have nothing to lose, we won’t just simply throw you into the sandbox and let you figure everything on your own. Although I’m sure there are some who prefer it that way, we’ll provide some guidance in the form of a <b>rookie-checklist</b>.
</p>

<p>
This checklist, as the name suggests, will contain a <b>number of tasks</b> that you should do to become a useful and successful Syndicate employee. This checklist will basically replace our current sequential tutorials, but it will cover much more than the current basics of movement/camera, targeting, module activation, equipping, etc.
</p>

<p>
It’s pretty similar to an achievement system and the best thing is that you’ll be able to easily <b>track and review</b> all the tasks you have already completed. Reviewing them will even work after you have left the training island, so it’ll be a handy collection of quick how-to’s.
</p>

<p>
And the part where I wrote "you should do them" actually means you <i>have</i> to do at least a percentage of them to get out of training. I know, alt characters and stuff, and we’ll try to make the limit as painless as possible, but there will be actually a <b>reward for completing</b> the tasks too.
</p>

<p>
There will be a few milestones for specific stages of completion, and if you reach those milestones, your final character (the one on Nia) will receive some useful <b>starting supplies</b>, based on how well you did during training. This could mean some ammo or module packs for the first milestones, but it could be even light and assault robots for higher milestones, or when you complete the checklist at 100%.
</p>

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

<p>
I think it’s apparent that of the three, this patch is the most <b>content-heavy</b>, so that’s why we are a bit late with it. Testing of this new tutorial is slated for January, but that means a very tight schedule for us. Which brings me to why we didn’t really have time to prepare anything for Christmas.
</p>

<p>
A good percentage of why we are late with something can be attributed to things that are sidetracking us (critical bugs, server crashes, exploding toasters), and we <i>really</i> want to get you more ingame buddies already. But once we’re there, I promise we’ll have a party. So apologies, crossed fingers, and last but not least, <b>Happy Holidays for everyone!</b>
</p>
]]></description>
			<pubDate>Tue, 24 Dec 2013 14:19:22 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-67</guid>
			<link>http://blog.perpetuum-online.com/posts/2013-09-18-the-new-assignment-system-stage-1/</link>
			<title>The new assignment system (Stage 1)</title>
			<description><![CDATA[<p>
By now you should know that we have <b>three updates</b> planned before we can somewhat confidently launch on <b>Steam</b>: the revamp of the research system, the first stage of the assignment system revamp, and the reworking of the tutorial/new player stage. The <a href='http://blog.perpetuum-online.com/posts/2013-07-13-in-the-name-of-science/' target='_blank' class='external'>research revamp</a> has been successfully deployed in July and you don’t really complain about it a lot, which usually means it’s awesome.
</p>

<p>
Since then we’ve been working on the <b>assignment system</b>, which has now arrived at a state where we can share the details with you.
</p>

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

<p>
Well, most of it. The current system was put into the game way before sentient robotic beings have evolved and Nia was still ruled by pink rainbow-puking ponies. So it’s old, really old. It was basically put in to have missions in some way, any way.
</p>

<p>
The player is presented with a long and stale list of a gazillion missions which just gets longer and longer the higher he gets on the relation ladder. With time he finds out which missions provide the most rewards for the least effort, and then he does those over and over, degrading the whole assignment system into a glorified grindfest.
</p>

<a name='Assignment_levels_and_categories'></a>
<h3>Assignment levels and categories</h3>

<p>
So instead of presenting you a long list of assignments, they will be gathered under clickable boxes which are arranged by level and category, as it is visible on the picture below. Categories currently mean combat, industrial, transport, and training assignments, but this may be expanded in the future. The level system is pretty much the same here too, ranging from 0 to 6 as of now.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_missions2ui.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/500/devblog_missions2ui.jpg" alt="New assignments interface" title="New assignments interface"/></a></div>


<p>
In this <b>first stage</b> of the assignment system revamp, we are using our <b>existing assignments</b>, and gather them under the boxes so the system can <b>randomly select</b> one upon request. For the most part this is doable, but there are a few location/level/type combinations where we need to push some assignments up or down a level to have enough assignments in the random pool to choose from. This also means that some locations won’t have some levels that they do have now. This is a transitory solution until we do <b>stage 2</b> of the revamp, which will introduce <b>true random assignments</b>.
</p>

<a name='Requesting_an_assignment'></a>
<h3>Requesting an assignment</h3>

<p>
By clicking on a box, the system will then give you a <b>random assignment</b> with the appropriate category and level of that particular box.
</p>

<p>
Doing so will bring up an assignment information just like now, but with one <b>important change:</b> there is no accept option after you click on a box - the assignment is already active by then. This is necessary to prevent players from cherry-picking from the random assignments. Aborting is of course possible, with a penalty (see below).
</p>

<p>
Once you have requested an assignment from a box, you cannot request a new one from the same box until you either complete or abort it (or let it expire). In other words, you can only have one active assignment from a particular location, level, and category combination.
</p>

<a name='Parallel_assignments'></a>
<h3>Parallel assignments</h3>

<p>
Due to the above, we will <b>remove and reimburse the Parallel assignments</b> extension from the game as it will lose its usefulness. However, you will be able to freely request an assignment from every box at every location at once if that’s what you desire.
</p>

<p>
The new panel on the right of the assignments window will help you keep track of your active assignments all over Nia, as it will sort them by the locations where you have requested them.
</p>

<a name='Remote_assignment_discovery'></a>
<h3>Remote assignment discovery</h3>

<p>
The current <b>"all assignments"</b> tab which lists available assignments in remote terminals will be <b>removed</b> as it wouldn’t work in the new system. Instead we’ll include the available levels and assignment types in terminal and outpost information windows which can be opened for example through the world map (and which are already used for facility infos too).
</p>

<a name='Chained_bonuses_and_penalties'></a>
<h3>Chained bonuses and penalties</h3>

<p>
A brand new feature coming with this system is the concept of <b>reward multipliers and penalties</b>.
</p>

<p>
You can get a <b>positive bonus</b> by successfully completing assignments one after another without failing. The bonus means an <b>increasing multiplier</b> to the NIC and relation rewards of the assignments, so with every successful assignment, you’ll get increasingly larger rewards for your next assignments than you would normally get. However, if you fail to do just one assignment and break the chain (by aborting it or letting it expire), the multiplier will immediately fall back to zero.
</p>

<p>
Likewise, you can also get a <b>negative bonus</b>. If you keep aborting assignments one after the other, you’ll get an ever increasing negative multiplier to the rewards of your next assignment. Like in the case of the positive bonus, it is enough to complete just one assignment to get the reward multiplier back to normal. (After you get your reduced reward for that one of course.)
</p>

<p>
These bonuses are not global: every location, level, and category combo (so simply said: a box) has its own bonus tracker. Both positive and negative bonuses will have an <b>expiration time</b>, so they will slowly crawl back to the zero point if you don’t touch that box for some time (technically after their last bonus update).
</p>

<a name='Relation_changes'></a>
<h3>Relation changes</h3>

<p>
We’ll make things more simple and straightforward here by abandoning relation gains toward subsidiary NPC corporations and instead you’ll <b>only gather relation points toward the three big megacorporations</b>: Truhold-Markson, ICS, and Asintec. As you can see on the above picture, these will be now shown on the top of the window for easy tracking. We’ll retain the current NPC corporations in the game, but they will only serve a lore function as the contractors of the assignments.
</p>

<p>
This change has the consequence that we will have to <b>convert</b> all your current NPC corporation <b>relation points</b> to a single value per megacorporation, and this will happen <b>by averaging</b> the subsidiary corporation relation points within a megacorporation. For those who have only gathered relations toward one particular assignment type contractor (e.g. combat assignments), this might result in that you won’t be able to do the same level assignments like now, because the zero relations will drag down the average. However, we think this is the right way to make this change fair for everyone.
</p>

<a name='Level_relation_limits'></a>
<h3>Level relation limits</h3>

<p>
Currently the relation points necessary to unlock a particular level of assignments are all over the place. We’d also like to make this more straightforward by simply assigning relation 0.00 to level 0, relation 1.00 to level 1, and so on. Some relation reward balance changes will be necessary here in order to lessen the grind between some levels (level 0 to 1 in particular).
</p>

<a name='Testing_and_release'></a>
<h3>Testing and release</h3>

<p>
We’re still right in the middle of implementing all of this, but we’ll have a short testing period for the new assignment system on the public test server as soon as we are done with it. The deployment to the live server will probably happen somewhere in the beginning of October.
</p>

<p>
The next blog will talk about the final major stage before the Steam launch, the tutorial revamp.
</p>
]]></description>
			<pubDate>Wed, 18 Sep 2013 11:59:33 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-66</guid>
			<link>http://blog.perpetuum-online.com/posts/2013-07-13-in-the-name-of-science/</link>
			<title>In the name of science</title>
			<description><![CDATA[<p>
It’s been coming a long way, but we’re confident it was worth it: <b>the new research system is finished</b>. Actually you can try it out right now, since we’ve created a new <b>public test server</b> for it. All the information you need to access the PTS are at the end of this blog, but first let’s see what this is all about.
</p>

<a name='Tech_trees'></a>
<h3>Tech trees</h3>

<p>
The main concepts of the new <b>techtree-based</b> kernel research system have been covered in the previous posts, so I’m not going to repeat them all. Here are the most important “good-to-know” points, and some decisions that we have made for its final incarnation:
</p>

<ul>
<li> Researching a kernel happens the same way as before: right-click, research. 1 kernel contains 1 RP (Research Point), but robots drop multiple kernels now.</li>
<li> Every item in the knowledgebase requires up to 2 types of RP to unlock. Usually this means factional RP plus common RP, but for T4 items the common RP is replaced by hi-tech RP. Common technology uses only common RP, but double the amount (as if it were common+common), and hi-tech comes in for T4 items here as well (this is of course not doubled anymore, since it replaces one common part). Colony buildings use pure common RP for T1, common+hi-tech for T2, and pure hi-tech for T3.</li>
<li> Robots have a 5x RP multiplier.</li>
<li> After much consideration, we have decided for a 3x RP multiplier for the corporation tech trees.</li>
<li> You cannot research kernels directly into the corporation RP pool. First you need to research kernels for yourself, then donate the points into the corporation pool. <b>Donation is strictly one-way</b>, there is no option to get back what you have donated.</li>
</ul>


<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_techtreefinal.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/500/devblog_techtreefinal.jpg" alt="A tech tree in the new knowledgebase" title="A tech tree in the new knowledgebase"/></a></div>


<ul>
<li> If you research an item in both your personal and corporation tech tree, that item will receive a <b>production bonus</b>. This bonus halves the material requirements when producing a prototype item (so a 5x material multiplier instead of the normal 10x), and adds a fixed 50 points material efficiency bonus when producing the item in a factory. Items receiving the bonus are marked with yellow text in the facilities.</li>
<li> We have introduced 6 new complexity 1 research extensions, for each type of technology (Common, Nuimqol, Pelistal, Thelodica, Nian Industrial Trust, and Modular Private Colonies). The tech trees in the knowledgebase are laid onto a 10-column grid, and each level of a research extension will allow you to unlock items in that column for the relevant rechnology (e.g. <i>Research: Nuimqol technology</i> level 4 enables unlocking items in column 4 of the Nuimqol tech tree).</li>
<li> Researching in the corporation knowledgebase requires the same extensions, there are no separate corporation or CEO extensions for this purpose.</li>
<li> We have a new <i>Research access</i> setting for corporation members, with 3 settings: none, limited, and full access. None means obviously no access at all to the corporation knowledgebase, it remains invisible for that member. Limited means the member can see and use the benefits of the corporation knowledgebase, but not spend RPs to unlock items. Full access means that the member can see and use the known tech, and unlock items. CEOs and Deputy CEOs have forced full access.</li>
<li> It is possible to <strike>research kernels and</strike> unlock items while on the terrain. (Kernel research on terrain will not work, sorry.)</li>
<li> Kernels on the market can be now found under "Industrial implements".</li>
</ul>


<a name='Knowledgebase_conversion'></a>
<h3>Knowledgebase conversion</h3>

<p>
We have determined the new Research Point cost of every item in the new system. During the patch we will take every character’s current knowledgebase with all its known tech, calculate the RP cost of all known items (including partially researched items’ cost as a percentage), and return the RP sum to that character’s available RP pool. This effectively means that you could rebuild the same knowledgebase you had before (provided you have the required extensions), if you wish to do so.
</p>

<p>
We are aware that the new extension requirements could be an obstacle for some in achieving this, however we also feel that the ability to specialize and pick exactly what items you want to unlock compensates for this quite well.
</p>

<a name='Kernel_conversion'></a>
<h3>Kernel conversion</h3>

<p>
The current 99 different kernels types will be replaced by <b>only 6</b>: Pelistal, Thelodica, Nuimqol, Industrial, Common and Hi-tech. The first 4 factional kernels will be dropped by the appropriate NPC factions. Common kernels will be dropped by rank 1-3 NPCs in all factions, and Hi-tech kernels will be dropped by rank 4-5 NPCs in all factions, as well as observer and officer/starred type NPCs. (As there will be no special observer kernels anymore, their special research properties will be turned into much more dropped kernels instead.)
</p>

<p>
The drastic reduction in kernel types not only helps us in easier balancing, but should also revitalize the trading of kernels on the market, which has been hopelessly fragmented so far.
</p>

<p>
<b>One kernel</b> will simply contain <b>1 RP</b> of that type. So for example a 3rd star Devastator, which is a rank 3 Arbalest NPC, will drop 160 Common and 80 Nuimqol kernels on average, and you’ll get exactly that amount of RP when you research them. (We use a +/- 20% interval in the case of NPC kernel drop randomisation, so that could mean something between 128 and 192 Common kernels in this example.)
</p>

<p>
During the patch we will <b>convert all kernels</b> in personal storages, corporation storages, robot cargos, and field containers to the appropriate number of new kernels. We will also have to <b>cancel all sell and buy orders</b> on the market for all kernels, since we can’t convert them while on the market (and their prices will likely drastically change too).
</p>

<p>
<b>Structure kernels</b> will also <b>cease to exist</b> and won’t be available in the Syndicate Supplies store anymore. The new system uses Common and Hi-tech kernels for colony building research, and we’ll convert existing structure kernels to them as well.
</p>

<a name='Prototype_robots'></a>
<h3>Prototype robots</h3>

<p>
We’re introducing prototype variants for all standard robots, so it will no longer be possible to reverse engineer a standard robot. In order to produce a standard robot CT, you will have to unlock it in your knowledgebase, produce a prototype variant of it in the prototype facility, and then reverse engineer it. All prototype robots roll out with pure white paint.
</p>

<p>
Prototype robots receive a few bonuses over their standard counterparts:
</p>
<ul>
<li> +1% to CPU and reactor performance</li>
<li> +10% to sensor strength</li>
<li> 10 seconds base locking time instead of 12.5 seconds</li>
</ul>


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


<a name='Test_server'></a>
<h3>Test server</h3>

<p>
As mentioned, we do have a public test server for all the new stuff, so you can try it out and then we hopefully don’t have to make 3 server restarts and 2 rollbacks on patchday.
</p>

<p>
Now, our test server is only one lousy machine as opposed to the 3 beefy ones that run our live world, so initially there will be only one island active, New Virginia. If everything is smooth we'll activate a few more islands later, but testing the NPC->kernel->research->prototype->produce process should be doable on a single island too.
</p>

<p>
We have copied over a recent snapshot of your accounts and characters, so that’s what you can log in with. However, since we’ll only have New Virginia, all characters have been transferred to TM Alpha terminal. That means you won’t be able to access your stuff that isn’t already there (or one of the NV outposts), but since every one of you received a gazillion of NIC, it shouldn’t really be a problem. Every account on the test server has also received an extra 300 000 EP for testing purposes.
</p>

<p>
<b>The installer for the test client is available for download here:</b>
</p>

<p>
<a href='http://content.perpetuum-online.com/files/perpetuum_setup_test.exe' target='_blank' class='external'>http://content.perpetuum-online.com/files/perpetuum_setup_test.exe</a>
</p>

<p>
The install process is just the same as for the normal client, and it even won’t overwrite your normal Perpetuum shortcuts anymore like in the past. Unless you install it to your normal Perpetuum directory, cause it will obviously overwrite the whole thing then :)
</p>

<p>
After it’s installed though, feel free to copy over your Local.gbf file from your normal installation so you don’t have to configure your settings and arrange your windows again.
</p>

<p>
There is a dedicated forum topic for this testing session, where you can post your feedback and any bugs you find, and where we’ll update you on the status of the testing:
</p>

<p>
<a href='http://forums.perpetuum-online.com/topic/6091/new-research-system-testing-july-2013/' target='_blank' class='external'>http://forums.perpetuum-online.com/topic/6091/new-research-system-testing-july-2013/</a>
</p>

<p>
Testing will commence throughout the weekend and will end some time in the middle of next week. The plan is to deploy the patch to the live server towards the end of next week.
</p>

<p>
That is all, see you on the test server, and thanks in advance for the help!
</p>
]]></description>
			<pubDate>Fri, 12 Jul 2013 18:31:57 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-65</guid>
			<link>http://blog.perpetuum-online.com/posts/2013-06-14-status-report-june/</link>
			<title>Status report - June</title>
			<description><![CDATA[<p>
I’m happy to tell you that the development of our <b>new research system</b> is slowly approaching the finish line. Last time I have shown you the <a href='http://blog.perpetuum-online.com/posts/2013-05-02-new-tech-trees/' target='_blank' class='external'>tech tree layouts</a>, and as promised, now you’ll get a glimpse of how it will actually look in the game. Not only that, but we’ll also have a look at how our entry to <b>Steam</b> is coming along, which is also being developed in the background.
</p>

<a name='For_science.21'></a>
<h3>For science!</h3>

<p>
Your new playground for item research will have a separate place of its own in the main menu, so we’ll remove the current knowledgebase from the already overcrowded Agent profile window.
</p>

<p>
Now this is only a design mockup, since the guys are busy with its integration even as I’m writing this, but you’ll get the idea:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_research.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/500/devblog_research.png" alt="Research GUI mockup" title="Research GUI mockup"/></a></div>


<p>
As you can see, the window includes both tabs for <b>personal and corporation research</b>, and just like in the case of the colony management interface, the latter will be only visible if you have the proper “read rights” in your corporation.
</p>

<p>
On the top you’ll always be able to see your or your corporation’s overall research progress for great e-peen justice, and of course the <b>Research Points</b> available to spend per type. The "Donate" button, available only on the corporation knowledgebase tab, will allow you to transfer RP from your own pool to the pool of your corporation. (Doing it the opposite way won't be possible.)
</p>

<p>
The <b>grid</b> is obviously where the magic happens, all the items available for research will be laid out there, like you’ve seen in the <a href='http://blog.perpetuum-online.com/posts/2013-05-02-new-tech-trees/' target='_blank' class='external'>previous post</a>. Locked items will be dimmed and will show the required RP amounts and types. What may not be obvious at first are the <b>icon frames</b>: green is the color of the personal knowledgebase, and yellow is the color of the corporation knowledgebase. Unlocked items will have a solid frame with the appropriate color depending on which knowledgebase you’re looking at, and a dashed frame will mean that the item is unlocked in the <i>other</i> knowledgebase. Items with a double green-yellow frame mean that they have been unlocked in both your personal and in the corporation knowledgebase as well, and receive a <b>production bonus</b>.
</p>

<p>
While we’re at it, I should mention that this bonus will affect production in the factory and in the prototype facility as well. In the factory the item will receive a yet-to-be-determined material and time efficiency point bonus, and the prototype facility will work with halved material multipliers (5x instead of the normal 10x). This should make it well worth to aim for this combo research bonus.
</p>

<p>
Since it has caused some uproar on the forum, you have probably heard by now that we’ll also introduce <b>new research extensions</b>, which will enable the unlocking of items on a grid column-per-extension level basis. The level of these extensions and consequently the availability of research will be indicated by the dark blue and lighter blue grid background, as you can see on the above image. I should also tell you that these extensions will have a <b>complexity of 1</b>, so they shouldn’t be so heavy on your EP-wallets.
</p>

<p>
The current “Research” extension will be removed from the game and we’ll of course reimburse the EP for it. We have considered to keep it and let it provide a point bonus when consuming kernels, but it felt like a mandatory extension for everyone interested in research, so we dropped the idea.
</p>

<p>
We are also considering a <b>buyback option</b> for already researched items, where you could regain spent RP with a certain loss of points. This may not be available from the get-go, but we’re developing the system with this in mind.
</p>

<p>
Now the only major thing left to do is to determine the point cost of all the items and how many kernels the NPCs should drop. (As mentioned earlier we’ll replace the current annoyingly large number of kernel types with just a few, 7 to be precise.)
</p>

<p>
Once that is complete, we’ll try to put together a <b>test server</b> for anyone interested in helping squishing some bugs. We’ll keep you posted when the time comes.
</p>

<a name='Building_up_steam'></a>
<h3>Building up steam</h3>

<p>
Besides pushing the new major features, the <b>Steam integration</b> is also coming along nicely in the background. Although it wasn’t mentioned in the patch notes, the recent updates did some fixing with the Steam overlay, which works properly now. We already have a working (but yet hidden) Steam account linking option on our website, which already makes it possible to log into the game through Steam, without having to enter an email and a password in the game.
</p>

<p>
How exactly account linking will work and all the details will be revealed in a later post, once we have it all set up and ready.
</p>

<p>
I’d also like to stress that using Steam will be <b>entirely optional</b>: if you don’t have it or don’t want to use it, you will be able to continue playing with the normal game client just like now.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_achi.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_achi.png" alt="Doesn't look like much yet, but it works :)" title="Doesn't look like much yet, but it works :)"/></a></div>

<p>
Lastly, what would a Steam integration be without <b>achievements</b>? I’m happy to tell you that we’re working on that too, and we’ll have some interesting achievements to aim for when we launch on Steam.
</p>

<p>
When? If all goes well, we’ll be there by the <b>end of summer</b>.
</p>
]]></description>
			<pubDate>Fri, 14 Jun 2013 16:41:15 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-64</guid>
			<link>http://blog.perpetuum-online.com/posts/2013-05-02-new-tech-trees/</link>
			<title>New tech trees</title>
			<description><![CDATA[<p>
In the last blog I have explained about the basic concepts and the grid layout of the new <b>tech trees</b>, which will be introduced with the revamp of the kernel <b>research system</b>.
</p>

<p>
By now we have completed the layout of all of the trees, have a look:
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/techtree_nuimqol.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/99/techtree_nuimqol.png" alt="Nuimqol tech tree" title="Nuimqol tech tree"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/techtree_pelistal.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/99/techtree_pelistal.png" alt="Pelistal tech tree" title="Pelistal tech tree"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/techtree_thelodica.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/99/techtree_thelodica.png" alt="Thelodica tech tree" title="Thelodica tech tree"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/techtree_indy.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/99/techtree_indy.png" alt="Industrial tech tree" title="Industrial tech tree"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/techtree_common1.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/99/techtree_common1.png" alt="Common I tech tree" title="Common I tech tree"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/techtree_common2.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/99/techtree_common2.png" alt="Common II tech tree" title="Common II tech tree"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/techtree_colony.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/99/techtree_colony.png" alt="MPC tech tree" title="MPC tech tree"/></a></div>


<p>
As you can see we'll have <b>7 separate trees</b>, since we had to separate common and industrial tech, and even had to split the common one in two. This doesn't really have any influence on the research mechanic itself, it's just for usability reasons (less complexity, less scrolling).
</p>

<p>
As I have explained before, the items are laid out onto a grid, and the grid columns determine the research point cost of the items. The news here is that we'll also introduce <b>new enabler extensions</b> for each faction which will be used to unlock the research of the columns of that specific faction one by one. As there are 10 columns and 10 extension levels, this is really convenient (thanks Simmy for the hint!). Eventually when new items get introduced into the game we'll also create "advanced" extensions for this, but for now this will be enough.
</p>

<p>
I have also mentioned that we intend to make <b>prototype</b> variants for robots to give a reason to research them, and you have pointed out that ammunition and colony buildings don't have prototypes either. While this is true, we don't intend to make prototype versions for those due to balancing reasons. I also forgot to point out again that despite that, actually there will be a reason to research everything you want to mass produce, since you'll get a bonus for that if you have an item researched in both your personal and the corporation knowledge base. I believe this will come in handy for both ammo and buildings, since the former is in large demand, and the latter needs a lot of commodities to build so there is a lot to gain there.
</p>

<p>
In the next blog I can hopefully show you how the tech trees will actually look in the game. Until then feel free to provide some feedback on the tech tree layouts, we'll of course consider any changes if they sound logical.
</p>
]]></description>
			<pubDate>Thu, 02 May 2013 15:14:55 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-63</guid>
			<link>http://blog.perpetuum-online.com/posts/2013-04-17-progress-report/</link>
			<title>Progress report</title>
			<description><![CDATA[<p>
I know, I know, I'm late with this. I could tell you about the reasons for this delay, our mildly excessive optimism regarding the timeframe, and the bugs we had to fix instead of developing, but I think you would rather hear about how's the new stuff going.
</p>

<p>
So as I wrote in the <a href='http://blog.perpetuum-online.com/posts/2012-12-29-the-future-research-assignments-instances/' target='_blank' class='external'>last blog</a>, we're working on the new <b>research system</b>. This will use a fixed tech-tree system instead of the random lottery thing we have now. Consuming kernels won't yield direct research results, but research points, which will accumulate and can be spent to unlock items in the tech tree. Pretty standard stuff I guess.
</p>

<p>
What we have done so far is working out a concept how the trees should be built up, and did an internal tool for this which works directly from the database. So once we have all the tree layouts, it's just a matter of some proper UI skinning to get them into the game.
</p>

<p>
Here is a picture of the tool featuring the complete Nuimqol tech tree (still work in progress):
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/techtree_wip.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/500/techtree_wip.png" alt="Work in progress layout of the Nuimqol tech tree" title="Work in progress layout of the Nuimqol tech tree"/></a></div>


<p>
And these are the <b>main concepts</b> that we have laid down so far, additionally to what I already wrote about in the previous post:
</p>
<ul>
<li> We'll have separate trees for the 3 main factions (Nuimqol, Pelistal, Thelodica), one for the modular colony system, one for the industrial items/robots, and one for the common stuff. The latter two might be even merged, this is yet to be decided.</li>
<li> Each tree will have multiple subtrees with their own root points from where you can start out your research. In the case of the main factions, this looks like one tree for offensive items, one for defensive items, and one for EW/faction specific items, with robots intermixed.</li>
<li> The trees are laid out on a grid: you work your way from left to right, from the standard items towards the high-tier items. The grid columns also determine the point cost of the items in that column. (Research points are discussed in detail in the <a href='http://blog.perpetuum-online.com/posts/2012-12-29-the-future-research-assignments-instances/' target='_blank' class='external'>previous blog</a>.) This is the reason why the T1 ECM root is placed further to the right as you can see in the picture.</li>
<li> We'll possibly have some multiplier for the points required for robots. (i.e. they will cost more than the modules in their column)</li>
<li> We'll introduce prototype versions for every standard robot in order to give another reason to research them. This also means that you'll only be able to reverse engineer and create CTs from prototype robots.</li>
</ul>


<p>
Once we have worked out all the trees, we can start integrating the system into the game client. Obviously it won't look like this in the game, the tree nodes will be square and use the proper icons and tier markings.
</p>

<a name='Extended_combat_logs'></a>
<h2>Extended combat logs</h2>

<p>
I'd like to quickly touch this topic too. Some of us who are waiting for the others to finish their research system work had nothing better to do and started working on an extended combat log system. "Combat log" stands here not for the realtime log that you see in a window while shooting each other, but the history that we save to the database for further use and datamining.
</p>

<p>
The interesting thing for most of you here would be a whole new level of trophies/losses logs (or as you better know it: <b>killmails</b>), which would be tapping into these logs and include anything you want starting from repaired armor points to transferred energy amount and yes, even EW usage. Not to mention that this also paves the way for an <b>achievement system</b>.
</p>

<p>
Our plan for the first step is to set up the detailed logging and make the current format killmails work from that, and then expand from there. We also intend to send out all of the raw logs via our <b>API</b>, so the nice killboard-hosting guys will be able to create some battle statistics like damage dealt over time or ECM accuracy or whatever you can think of. Of course we also intend to do some fancy graphs and stats of our own in the game once we're done with the more important things.
</p>

<p>
This is it for now, I promise you won't have to wait another 3 months for the next update.
</p>
]]></description>
			<pubDate>Tue, 16 Apr 2013 19:14:41 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-62</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-12-29-the-future-research-assignments-instances/</link>
			<title>The future: research, assignments, instances</title>
			<description><![CDATA[<p>
The end of the year is near and we’d like to offer you some insight on <b>what’s going on around Perpetuum</b>, tell you about what’s currently in development, and get you a glimpse of what the near future will bring. Be warned, it’s a long read, but I didn’t want to miss anything - and I’m sure you’ll have many questions even so.
</p>

<a name='Behind_the_scenes'></a>
<h3>Behind the scenes</h3>

<p>
We know we’ve been a bit quiet lately, and this has its reasons. In the past months much of our development power has been put into things that are not directly related to the game itself.
</p>

<p>
For one, we’re of course getting ready to release Perpetuum on <a href='http://steamcommunity.com/sharedfiles/filedetails/?id=92921690' target='_blank' class='external'>Steam</a>. This involves a lot of paperwork, preparing marketing materials, and not to forget about getting the game itself fit for releasing it to such a broad audience.
</p>

<p>
Steam Greenlight - a highly public event - happened during the autumn, however we've been spending most of our time since the Gamma Expansion working on getting Perpetuum the extra funding it needs so we can take a quality leap forward in terms of world content. We realize that to create the type of content that would allow Perpetuum to grow to the next level requires a team much larger than ours, and all of us are working very hard on making that possible. This process involves all of the devs to some extent, and is mostly why we've been so quiet during these last months. These things however take time, and the new year will see us continuing the effort.
</p>

<p>
Meanwhile we’re working on the game itself as well of course, so in the rest of this blog I’m going to talk about what’s coming up. The time for small changes is over, we’re getting the big guns now.
</p>

<p>
As we stated after the gamma expansion, we’d like to <b>focus on the PvE part of the game</b> for a while, since that part is in desperate need of some fresh blood.
</p>

<p>
<b>We’ve chosen three large systems</b> currently in the game, the ones where we feel that reworking them would substantially make the game more fun to play: the kernel research system and the knowledgebase, the assignment system, and the new player experience with emphasis on the tutorials.
</p>

<p>
So let’s see them one by one in detail. The ideas presented here are still <b>work in progress</b> and may change as we work out the smaller details, and of course we will consider your feedback as well.
</p>

<a name='Research_revamp'></a>
<h3>Research revamp</h3>

<p>
<b>What’s wrong with the current system?</b>
</p>

<ul>
<li> <b>Random research results are not fun.</b> This is especially true when a technology line in your knowledgebase is close to complete, at which point kernel research becomes vastly irritating. Due to the randomness the system doesn’t allow for any serious planning or strategy.</li>
<li> <b>There are too many types of kernels.</b> Kernels have been partly intended as a second income besides plasma, but their sheer number fragments the kernel market and has a negative effect on their trading potential.</li>
<li> <b>Corporations are not a part of the system at all.</b> They are forced to feed one or two of their agents with kernels to stay competitive. This is very risky, as losing those agents leaves the corporation with close to no prototyping capability.</li>
<li> <b>Research has much more potential.</b> Why waste it simply on prototyping, a feature used by not many players?</li>
</ul>


<p>
<b>The new system:</b>
</p>

<ul>
<li> <b>Point-based.</b> Instead of getting technology directly from kernels, you consume kernels to gather research points (RP). You then spend these points in the knowledgebase for specific item technologies.</li>
<li> <b>Choose your research goals.</b> No more random results - you choose what you want to spend your RP on, using a fixed technology tree. It’s completely plannable, research only what you really need. I’m sure you’ve seen such a tree in many games already - just imagine a branch with many expanding nodes, starting out at the base from the lowest tier technology, and unlocking your way up to the most coveted items.</li>
<li> <b>Reduce the number of kernels</b> to 6 main types. They all hold a different type of RP, which accumulate into separate pools. To help keeping the system calculable, kernels will always contain a fixed amount of RPs. To keep scalability, NPCs will drop not just one of these, but many, depending on their ranks.</li>
<li> The RP technology types are: nuimqol, pelistal, thelodica, common (used for industrial too), hi-tech and “new-tech”. Unlocking item technologies in the knowledgebase will use a varying mix of these RP types, depending on the item’s faction, tier, or even novelty. <i>(Nasty details: the latter is what “new-tech” will be used for, and we’ll always use it when we introduce new robots or modules into the game. When the time comes where “new” items become “old”, and we’re ready to introduce a new batch of technology, accumulated “new-tech” points and kernels will always be converted down to hi-tech points and kernels - this is to prevent unlocking new technology on the first day by prior RP accumulation.)</i></li>
<li> <b>Separate knowledgebase for individual agents and agent-independent knowledgebases for corporations.</b> Agents always accumulate RP to their own knowledgebase, but they will have the option to donate any amount of unspent RP to their corporation at any time. The corporation-level knowledgebase can then be researched using the donated points by anyone with the necessary access.</li>
<li> Having an item researched in an agent’s own knowledgebase will unlock prototyping option for it (like it is currently), and having an item researched in a corporation’s knowledgebase will allow every member with proper access to prototype that item.</li>
<li> <b>Here’s the twist:</b> having the same item researched in your own knowledgebase AND in the knowledgebase of your corporation as well will provide a <b>factory production bonus</b> for you. We think this provides an incentive to develop both knowledgebases, your own and your corporation’s as well.</li>
</ul>


<p>
<b>So what will happen to your current knowledgebase</b> when this gets into the game? Well it will be wiped of course and you’ll have to start over, <a href='http://www.nelson-haha.com/' target='_blank' class='external'>ha-ha</a>. Nah, I’m just kidding, once we figure the exact RP value of every item in the new technology tree, we can give you the matching amount of RP for your actual knowledge, so you can basically rebuild your knowledgebase from scratch. Now, we can’t guarantee that you’ll have the same amount of “raw research value” after that, but I’m sure that being able to select specific technologies to research will mostly provide you with a better result overall. We still have to figure out what happens to unresearched kernels, so we’ll get back to that.
</p>

<p>
Some of you have been also wondering what happened to the promised <b>new tier of items</b> using colixum. Well, this happened :) We didn’t want to build upon a broken system and create an even bigger chaos. This new system will allow us to introduce new item technology in a much cleaner and nicer way, and that’s what we’ll do once it’s ready.
</p>

<a name='A_new_assignment_system'></a>
<h3>A new assignment system</h3>

<p>
I’ll be honest with you: the current assignment system is something we put into the game almost 3 years ago just to have an assignment system. There wasn’t much concept behind it, and it shows - it’s bland, grindy, and not really fun.
</p>

<p>
At first the main problem is that the player is presented with a huge list of available assignments. This can be quite overwhelming and you just don’t know what to do. Later on you figure out which assignments are the easiest to do or give you the most rewards, and then you’ll grind those over and over, effectively destroying your own game experience. And then we introduce the 6/10 rule - insult to injury.
</p>

<p>
So we’ve been planning a <b>complete revamp of the system</b> for a while now, and unlike in the case of research, <b>randomness</b> could be our friend here. This is a huge undertaking, and luckily we can separate it down into <b>two stages</b>: the first stage will use the current assignments, but will change the way they are provided and accepted, and the second stage will change the assignments themselves.
</p>

<p>
When you open the assignments window in the new system, you won’t see a list of specific assignments, only some buttons for <b>types of assignments</b> - combat, industrial, transport, and so on. These will be <b>arranged into a grid</b>, where rows mean assignment levels and columns mean assignment types.
</p>

<p>
Once you click a button in this grid, you’ll be assigned a <b>random assignment</b> of the selected type and level. Then you can either complete that given assignment, or you can choose to abort it, in which case you’ll be given a penalty. However, that penalty is not a deduction of relation points like now, rather a penalty multiplier for your next assignment’s reward. This means that the more assignments you abort in a row, the less rewards you will get for the assignment which you finally complete. The penalty will be cleared after a certain time or when you complete an assignment.
</p>

<p>
So this random assignment provider would be the first stage. The <b>second stage</b> is where we also randomize the objectives within the assignments. This system is still heavily under development, but it would use <b>assignment templates</b>, where we only set the number and types of objectives that you have to do. The exact NPCs you have to destroy, or the minerals you have to mine, or the items you have to transport would be randomly selected from a pool of objectives around a certain radius of the location where you take the assignment. This would maximize objective variety and minimize boring walking time. In the new system we also plan to scatter <b>small assignment terminals</b> around the islands, so you will be able to take them there too and not just in the big bases.
</p>

<a name='Assignments_in_squads'></a>
<h3>Assignments in squads</h3>

<p>
I'm sure most of you are familiar with the current mechanic for doing assignments cooperatively in squads, which is far from being optimal or useful.
</p>

<p>
As it stands today, the members of the squad and the assignment they are doing have a very loose connection. Everyone is doing their own assignment, it's not shared among members. One member's objectives are not completed if another member does them. The only actual mechanic is that you can share the money and relation reward among your squad members if you chose to do so when accepting the assignment.
</p>

<p>
We had a little <a href='http://forums.perpetuum-online.com/topic/5671/poll-squad-assignments/' target='_blank' class='external'>poll on the forum</a> where I asked you which of the two new squad mechanics you would prefer. While the result turned out not really decisive, it turns out that in a system where assignments are given randomly, only the first option makes sense, because there is very little chance that the squad members can get the same assignment.
</p>

<p>
So we’ll stick with option number 1, where every member of the squad is <b>working on a common goal</b> and contributes to one shared assignment, the squad leader’s one.
</p>

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

<p>
I left this for last because frankly this is the topic where I can share the least details - it’s very much work in progress. However I wanted to tell you as early as possible that instances are coming.
</p>

<p>
Before you pick up those torches and pitchforks and yell that instances have no place in an open sandbox world, I’d like to explain why they are needed, and what for.
</p>

<p>
What we definitely <b>don’t want is to drain population</b> from the open world into an infinite number of hidden pockets - the islands feel empty even so, we don’t want to make it even worse.
</p>

<p>
However there are a number of features and mechanics where we just <b>simply can’t go around instances</b> without having a negative impact on gameplay experience. In an open world you can’t set up a preset game event without pitfalls, however carefully you plan and script it. There are so many unknown variables that a single speck of dust can break the machine.
</p>

<p>
This is especially <b>critical for a new player</b> - when he can’t finish a tutorial objective because someone mined out all the titan ore before him, he will rarely ask for help, and probably leaves for something else. That’s why first and foremost <b>we’ll use instances for our tutorials</b>, where we can be (almost) sure what happens to the player, and where we'll have much more options than in the open world. Think for example temporarily giving a heavy mech to a new player just to give him a taste what the future holds for him, or to let him try various factions before he makes his actual choice.
</p>

<p>
Of course it would be a waste of technology to use instances only for a tutorial. <b>It holds many possibilities</b>, like small dungeons that you can scan down and enter from the open world to clear out, or controlled PvP arenas with proper limits, teams, timers and everything.
</p>

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

<p>
That’s pretty much all I have for you right now. These are the features that we’ll be working on in the <b>next 2-3 months</b>, to give you a rough timeframe. Of course once we’re ready with one system we’ll patch it out, you won’t have to wait for all that time.
</p>

<p>
And don’t worry if all of this is a bit hard to grasp now, I’ll post a follow-up to this blog a bit later when we already have some GUI-mockups and stuff.
</p>

<p>
Post your opinions and questions below, or feel free to create separate feature discussions on the forums, and last but not least, <b>we wish a Happy New Year to all of you!</b>
</p>
]]></description>
			<pubDate>Sat, 29 Dec 2012 13:17:15 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-61</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-11-25-the-2nd-anniversary/</link>
			<title>The 2nd Anniversary</title>
			<description><![CDATA[<div class='imgcenter'><img src="http://content.perpetuum-online.com/images/content/devblog_2ndanniversary.jpg" alt="Roboception!" title="Roboception!"/></div>

<p>
As it happens, <b>Perpetuum is officially 2 years old</b> today. No, we didn’t forget about it, so you can now stop spamming the forum with it :)
</p>

<p>
I’m not really the sentimental type, so I hope you forgive me if I won’t start a tearful trip down memory lane. Fact is that we’re still here, and if it only depends on us, we don’t intend to go anywhere. Fact is that in these 2 years Perpetuum saw <b>more than 60 patches</b>, from small fixes to large content and feature updates, including two major expansions. And fact is that we couldn’t have done this without <b>you</b>, our faithful players. So thank you for sticking with us thus far, and here’s to many more years ahead!
</p>

<p>
Of course it wouldn’t be a proper anniversary without some fun events, so let’s see what we have in store for you.
</p>

<p>
Allow me to start with the bad news: there won’t be an official tournament this time. Last year it was really great and it provided us with a lot of experience, and we’d really love to do it again in the future. But the truth is that it takes away so much development resources and manpower that at this time we’d rather spend that on actual development. Hope that’s okay with you. <i>*puppyeyes*</i>
</p>

<p>
But without further ado, here’s what <b><i>will</b></i> happen on our 2nd anniversary weekend, <b>starting on the 30th of November, and closing on the 4th of December:</b>
</p>

<a name='Anniversary_sparks'></a>
<h3>Anniversary sparks</h3>

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

<p>
Again, you will have the opportunity to unlock the "golden" Niani sparks through the connected special assignments. For our new players this will be the first time to get their hands on one of these special sparks, and for our veterans this will mean that they can unlock the other one too, the one which they couldn’t last year (although I bet some of you managed to unlock both by various means).
</p>

<a name='Treasure_hunt'></a>
<h3>Treasure hunt</h3>

<p>
Of course, the annual treasure hunt returns as well, but this time with a twist. Last year you had it simple, just had to search for artifacts and you got instant candy. To make it a bit challenging, the artifacts you have to look for will contain (beside random loot) a <b>special distress beacon</b> too. (Artifacts will be available on every island.)
</p>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/ice.png" alt="I.C.E." title="I.C.E."/></div>

<p>
Activating one of these distress beacons will call forth a Guardian Commander of one of the three factions, who will not be very happy that you phoned him out of his lovely plasma bubble bath. However if you can beat him, he will drop an Alien Improbability Device for sure, and maybe, just maybe, a universal faction token.
</p>

<p>
This token can be used in the Syndicate Supplies to exchange it for an Integration Cycle Extender, or as you know it better, <b>ICE</b>. Stocks will be limited though, so don’t miss out.
</p>

<a name='P.A.Q.S.'></a>
<h3>P.A.Q.S.</h3>

<p>
It’s time for the <b>Perpetuum Anniversary Quiz Show</b> again, with yours truly. We had one a year ago and it was great fun, so I thought it’s high time that we did it again. What’s it about you ask?
</p>

<p>
Well, I go out in a robot and everyone gathers around me as if I would about to start a lovely tale. Instead of a tale though, I drop out a field container with something inside it, and ask a question. The answer to that question is always a four-digit number, which happens to be the code that opens said container. The fastest one to find the answer and loot the container will get to keep anything that’s inside it. Pretty straightforward stuff. This time there will be even a few <b><i>cool</b></i> items in them. (See what I did there?)
</p>

<p>
We’ll have a dedicated chat channel for the quiz, the name will be announced at a later time, but we’ll of course have server-wide messages right before the event too.
</p>

<p>
The event will happen on <b>Sunday, December 2nd at 21:00 CET</b> (server time), right outside of <b>Truhold-Markson Alpha terminal</b>. So make sure you get there in time, or place a spark teleport target beforehand! (<a href='http://www.timeanddate.com/worldclock/fixedtime.html?msg=Perpetuum+Anniversary+Quiz+Show&amp;iso=20121202T21&amp;p1=50' target='_blank' class='external'>Here is a link</a> to figure your local time for the event.)
</p>

<p>
<b>Last but not least</b>, a little something aimed at those who can’t take part in these events for any reason: every account that has an active subscription at the time of the patch on Friday the 30th will receive a redeemable Alien Improbability Device. (And I’d like to state here that contrary to hearsay, it does not contain <i>only</i> T4 items.)
</p>

<p>
Well, that’s pretty much it. We hope you’ll have great time, wish you steady loot, and hope to see you in the game!
</p>
]]></description>
			<pubDate>Sun, 25 Nov 2012 12:35:54 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-60</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-10-27-free-24-hour-account-reactivation/</link>
			<title>Free 24-hour account reactivation</title>
			<description><![CDATA[<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_icemarket.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_icemarket.jpg" alt="ICE market" title="ICE market"/></a></div>

<p>
The introduction of <a href='http://blog.perpetuum-online.com/posts/2012-09-13-winter-is-coming/' target='_blank' class='external'>Integration Cycle Extenders</a> seems to be a success so far, the ingame market is constantly filled with buy and sell orders for it.
</p>

<p>
For a while, the price of ICE seemed to settle around 60-70 million NIC - much lower than we have expected, but certainly good news for buyers. Lately it seemed to slowly start upwards and it is quite possible that <a href='http://www.perpetuum-online.com/Changelog:2012-10-27' target='_blank' class='external'>today's patch</a> will increase demand and thus its price even more.
</p>

<a name='I_want_to_br-..._play_free.21'></a>
<h3>I want to br-... play free!</h3>

<p>
A lot of you with expired accounts have come to us asking to let you in for a few minutes so you can buy an ICE and get back into the game. But that wouldn't have been fair towards the others, not to mention the user management nightmare.
</p>

<p>
So today we present you our new temporary account reactivation feature, which will <b>revive an expired Perpetuum account for 24 hours, completely free of charge.</b> Obviously we still have to pay our rent, so you can only do this once every 30 days.
</p>

<p>
An account reactivated this way is no different than any other active account, you will even get EP for those 24 hours too.
</p>

<p>
Use that time to buy ICE, manage roles of dead corporations, check out new game features, or whatever else you can think of.
</p>

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

<p>
The temporary reactivation feature can be reached from your <a href='https://secure.perpetuum-online.com/account/status/' target='_blank' class='external'>account status</a> page, or <a href='https://secure.perpetuum-online.com/account/reactivate/' target='_blank' class='external'>here</a> is a direct link to it.
</p>

<p>
So spread the word to your old buddies and see you in game!
</p>

]]></description>
			<pubDate>Sat, 27 Oct 2012 05:29:00 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-59</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-10-16-green-across-the-board/</link>
			<title>Green across the board</title>
			<description><![CDATA[<p>
Well October 15 has come and gone, and <b>we've been <a href='http://steamcommunity.com/sharedfiles/filedetails/?id=92921690' target='_blank' class='external'>Greenlit on Steam</a>!</b>
</p>

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

<p>
This of course is a very good thing, but doesn't mean that Perpetuum will be available to be purchased via Steam tomorrow. This is only the first step in the process toward that goal, a process of which we'll probably be able to tell you guys very little due to NDAs and whatnot. So keep this in mind, we'll keep you updated as much as we can.
</p>
]]></description>
			<pubDate>Mon, 15 Oct 2012 19:34:25 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-58</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-10-12-bundled-in-greenlight/</link>
			<title>Bundled in greenlight</title>
			<description><![CDATA[<p>
We're happy to announce that Perpetuum is featured in the second round of the <b>Green Light Bundle</b>!
</p>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/devblog_greenlightbundle.png" alt="Green Light Bundle" title="Green Light Bundle"/></div>

<p>
<i>"The Green Light Bundle puts great indie games in the spotlight. Games that need your help to get onto Steam. Choose your price, play the games and don't forget to rate them on Steam Greenlight(tm)."</i>
</p>

<p>
Along with all the other nice indie games, the bundle includes a 30-day Perpetuum game time code. The code is available for old and new accounts alike, but only <b>one green light bundle code is allowed per account</b>.
</p>

<p>
<a href='http://www.thegreenlightbundle.com/' target='_blank' class='external'>To the Green Light Bundle website!</a>
</p>

<p>
(Note that this is separate from Steam Greenlight, we're awaiting an announcement for that on Monday.)
</p>
]]></description>
			<pubDate>Fri, 12 Oct 2012 11:47:56 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-57</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-09-13-winter-is-coming/</link>
			<title>Winter is coming</title>
			<description><![CDATA[<p>
Phew. Busy week.
The upcoming patch will feature a bunch of changes, we thought it best to summarize them in a blog post.
</p>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/ice.png" alt="I.C.E." title="I.C.E."/></div>

<a name='I.C.E.'></a>
<h3>I.C.E.</h3>

<p>
This is the big one. The <b>Integration Cycle Extender</b> is an ingame, <b>tradeable</b>, consumable item that grants <b>30 days of game time</b> to the account that it's consumed on. Players will be able to purchase ICE items from the Perpetuum website and sell them in-game to other players. This essentially gives players the option to <b>play Perpetuum for free</b> by acquiring game-time from others in the game.
</p>

<p>
Relating to this is a minor convenience change in the store we're currently still working on: soon you'll be able to automatically redeem your codes instead of getting them in email and having to fish them out from the spam-folder.
</p>

<a name='Character_creation'></a>
<h3>Character creation</h3>

<p>
With the influx of new people from Steam Greenlight we decided to spend some time polishing some aspects of Perpetuum that are first experienced by players. The most apparent of these changes is the way we're changing character creation.
</p>
<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_charpreset.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_charpreset.jpg" alt="Character preset selection" title="Character preset selection"/></a></div>


<p>
We want to avoid new players getting swamped with all the intricacies of the current system - we did some research into the most common character types, and created a <b>character template selection screen</b> for quick access to these. The old version of the character creator is moving to the "advanced" menu on this screen.
</p>

<a name='Amazon_Kickstarter'></a>
<h3>Amazon Kickstarter</h3>

<p>
Some of you know about the Amazon exclusive kickstarter campaign we're currently doing. The point was raised that the EP bonus granted by the kickstarter being only available to new accounts is unfair (not to mention the lack of an announcement and the fact that this Amazon offer is US only), so we're changing things around a bit concerning this to fix the level playingfield.
</p>

<p>
The <b>20,000 EP</b> that's currently granted by the Kickstarter will from now on be granted to <b>all accounts upon first subscription</b>, regardless where the time-code came from.
</p>

<p>
All accounts that haven't participated in the Kickstarter will <b>retroactively</b> get this 20,000 EP during the patch as well. Just to be perfectly clear, this means that no EP will be removed from any account, and all those who have a non-trial account and haven't redeemed a kickstarter code will get 20,000 EP. The exclusive items granted by the Kickstarter are not affected by this.
</p>

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

<a name='Smaller_changes'></a>
<h3>Smaller changes</h3>

<p>
We're adding detailed notifications to the equip window to let players know if they don't have the required extensions for an item they have equipped.
</p>

<p>
All NPCs on Alpha 1 islands will all change to non aggressive by default. This is to make sure new players don't get overwhelmed at once or during the tutorial. Affected missions will change accordingly.
</p>

<a name='Steam_Greenlight'></a>
<h3>Steam Greenlight</h3>

<p>
As we wrote in the last blog post, Valve has introduced the Greenlight feature to Steam about two weeks ago. This Tuesday the first 10 games have been greenlit with more coming "soon". This is very good news, as Perpetuum has been in the <b>top 15</b> for more than a week now. </p>
<div class='imgleft'><img src="http://content.perpetuum-online.com/images/content/devblog_greenlight.jpg" alt="Steam Greenlight" title="Steam Greenlight"/></div>
We'd like to offer congratulations to the dev teams of the first 10 games to get in, and thank everyone who voted for us.

<p>
We're giving away a <b>one year game code</b> on our Greenlight page upon every 5% we reach, and will be giving away the remaining in a single burst if we get greenlit. So <a href='http://steamcommunity.com/sharedfiles/filedetails/?id=92921690' target='_blank' class='external'>go and vote</a> if you haven't already!
</p>
]]></description>
			<pubDate>Thu, 13 Sep 2012 12:35:58 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-56</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-08-30-greeeeenlight-my-fiiiiire/</link>
			<title>Greeeeenlight my fiiiiire...</title>
			<description><![CDATA[<p>
...I'll get me coat.
</p>

<p>
Anyway.
</p>

<div class='imgcenter'><a href='http://steamcommunity.com/sharedfiles/filedetails/?id=92921690' target='_blank'><img src="http://content.perpetuum-online.com/images/content/500/percsi_zod.png" alt="" title=""/></a></div>


<p>
I don't think I have to introduce <a href='http://steamcommunity.com/greenlight' target='_blank' class='external'>Steam Greenlight</a> to anyone, but I'm happy to say that we took the chance as soon as we literally could and put the game up, so now you can express your desire to get the game up on Steam! <a href='http://steamcommunity.com/sharedfiles/filedetails/?id=92921690' target='_blank' class='external'>Click here!</a>
</p>
]]></description>
			<pubDate>Thu, 30 Aug 2012 15:33:19 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-55</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-07-10-the-gamma-proposal/</link>
			<title>The Gamma proposal</title>
			<description><![CDATA[<p>
Our latest expansion, <b>Gamma Frontier</b> has been out for a month now. According to your feedback, terraforming and colony mechanics are generally good, but there are some bits that need tweaking. Although the public test server helped us tremendously in solving bugs, the balancing aspect of the whole system is something that is still an ongoing effort.
</p>

<p>
Last Thursday we had a successful <b>DEV - Player conference</b> with selected representatives from major corporations, who shared their ideas and concerns on gamma mechanics. (There is a recording available <a href='http://content.perpetuum-online.com/audio/dev-player_conference_2012-07-05.mp3' target='_blank' class='external'>here</a>.)
Although some of the issues have been already discussed on the forums before this, establishing the “big picture” with the people who had the most hands on experience with the system itself proved really productive.
</p>

<p>
This blog is meant to present our <b>proposed solutions</b> to the raised issues, separated into different sections regarding how long it would take to implement them, if you agree with them. So imagine an extra “would” beside all the changes listed here as you are still free to tell us how completely wrong we are, or iterate on the ideas.
</p>

<a name='Immediate_changes_.28next_patch.29'></a>
<h2>Immediate changes (next patch)</h2>

<a name='.27.27.27.27.27Issue:.27.27.27.27.27_.27.27Building_on_gamma_is_too_expensive.2C_needs_to_be_more_accessible..27.27'></a>
<h3><b><i>Issue:</b></i> <i>Building on gamma is too expensive, needs to be more accessible.</i></h3>

<ul>
<li> Increase the manufacturing unit of construction blocks to 5. This means a manufacturing cycle will produce 5 blocks instead of one, so effectively this will also reduce its individual component cost, and thus, its price.</li>
<li> Halve the manufacturing time of construction blocks.</li>
<li> Since they are the most frequently used buildings, reduce the components in energy transmitters and energy backbones to 20% of the current amounts.</li>
<li> Remove infinite NPC-seeds for building foundations, so players can set their own price.</li>
</ul>


<a name='.27.27.27.27.27Issue:.27.27.27.27.27_.27.27Terraforming_is_too_expensive.2Fslow..27.27'></a>
<h3><b><i>Issue:</b></i> <i>Terraforming is too expensive/slow.</i></h3>

<ul>
<li> Reduce the price of terraforming charges to 20% of their current value.</li>
<li> Restore the old terraforming cycle time bonuses to harvesting-specialized robots (5% per controlling extension level - 50% max reduction), by switching back their current defense-related bonuses. Increase the cycle time of terraforming modules by 15% to not make them too fast.</li>
</ul>


<a name='.27.27.27.27.27Issue:.27.27.27.27.27_.27.27The_risk_of_losing_your_whole_gamma_colony_overnight_is_too_high.2C_and_other_issues_connected_to_MPC_defense..27.27'></a>
<h3><b><i>Issue:</b></i> <i>The risk of losing your whole gamma colony overnight is too high, and other issues connected to MPC defense.</i></h3>

<ul>
<li> Make every building able to enter emergency mode, except for command relays and turrets. This narrows down the risk of losing a base to the time frame when the owners are actually able to defend it.</li>
<li> Implement <b>multi-phase emergency mode</b> for main terminals only: this is somewhat similar to how beta outpost intrusions work. Depending on the technology level of the terminal, it has a counter of 3 to 5 times (for standard, advanced and hi-tech terminals respectively) when it can subsequently enter emergency mode. Every time the terminal goes into emergency mode, this counter decreases, and every time a phase passes without emergency (2 days), the counter increases. Once the counter reaches zero (ie. it enters the last possible emergency phase), the terminal becomes destroyable after the last emergency phase, like it is currently. Thus the worst case scenario (ie. not even one successful defense in between) for a standard main terminal would be 3 times 2 days (plus the set emergency offset time), so around 7-9 days.</li>
<li> Make newly built main terminals invulnerable for 72 hours, to make starting off on gamma less of a gamble (of course they can’t enter emergency phase either during this time).</li>
</ul>


<a name='.27.27.27.27.27Issue:.27.27.27.27.27_.27.27The_teleport_construction_range_issue..27.27'></a>
<h3><b><i>Issue:</b></i> <i>The teleport construction range issue.</i></h3>

<ul>
<li> It seems that the consensus is that the increased range is a good idea, so we’ll stick to the 2000m no-build zone around gamma teleports, as that is the safe range where a fully boosted hi-tech turret can’t reach anymore. And we promise to discuss such features with you in the future before announcing them as an immediately incoming change.</li>
<li> Keep minerals from spawning in the no-build zone.</li>
</ul>


<a name='.27.27.27.27.27Issue:.27.27.27.27.27_.27.27Gamma_reimbursements_required_due_to_changes..27.27'></a>
<h3><b><i>Issue:</b></i> <i>Gamma reimbursements required due to changes.</i></h3>

<ul>
<li> Reimburse the price difference of all purchased terraform ammo in proportion to the new market price.</li>
<li> Reimburse the price difference of all purchased construction blocks in proportion to the new market price.</li>
</ul>


<a name='.27.27.27.27.27Issue:.27.27.27.27.27_.27.27Not_enough_to_do_.2F_not_enough_rewards_on_gamma_islands..27.27'></a>
<h3><b><i>Issue:</b></i> <i>Not enough to do / not enough rewards on gamma islands.</i></h3>

<ul>
<li> Double the number of normal military and industrial roaming NPC spawns on gamma.</li>
<li> Add an elite NPC into roaming spawns on gamma.</li>
<li> Remove level 1 artifacts from gamma, keep spawning only level 2 and 3. Make artifacts spawn only on passable terrain.</li>
</ul>


<a name='.27.27.27.27.27Issue:.27.27.27.27.27_.27.27Too_few_NPC_spawns_in_general.2C_with_emphasis_on_starter_islands..27.27'></a>
<h3><b><i>Issue:</b></i> <i>Too few NPC spawns in general, with emphasis on starter islands.</i></h3>

<ul>
<li> NPCs on Alpha 1 islands will only attack when attacked. This makes it possible to place more fixed spawns without interfering with mining, artifact hunting, transport and travelling. (Of course NPCs popping out of beacons and artifacts are not affected by this rule.)</li>
<li> Increase all normal (non-starred) distress beacons to 10 waves.</li>
</ul>


<a name='.27.27.27.27.27Issue:.27.27.27.27.27_.27.27General_changes_to_minerals..27.27'></a>
<h3><b><i>Issue:</b></i> <i>General changes to minerals.</i></h3>

<ul>
<li> Make epriton liquid again.</li>
<li> Although the cost of noralgis incubators has been already considerably reduced, and the mined amount per cycle has been doubled in the expansion, we plan to increase both the maximum harvesting cycles, and the additional cycles per growth phases in noralgis (exact figures to follow).</li>
</ul>


<a name='Short-term_changes_.28~2_weeks.29'></a>
<h2>Short-term changes (~2 weeks)</h2>

<a name='.27.27.27.27.27Issue:.27.27.27.27.27_.27.27General_improvements_to_gamma..27.27'></a>
<h3><b><i>Issue:</b></i> <i>General improvements to gamma.</i></h3>

<ul>
<li> <b>Terraform suppression building:</b> slows terraforming in a certain radius for everyone. Owners can easily turn it on and off if they want to make changes to the terrain, but it can slow down offensive terraforming when active.</li>
<li> <b>MPC Aura buildings:</b> basically a copy of outpost auras. Place down a building and select an aura it should provide for the owner corporation’s members on the island.</li>
<li> <b>Turret priority setting:</b> set up a priority list for turrets that controls which classes of robots they should attack first.</li>
<li> Make turrets return fire when attacked, regardless of relation settings.</li>
</ul>


<a name='.27.27.27.27.27Issue:.27.27.27.27.27_.27.27Just_stuff_we.27ve_been_working_on..27.27'></a>
<h3><b><i>Issue:</b></i> <i>Just stuff we've been working on.</i></h3>

<ul>
<li> <b>Spark teleport:</b> this has been announced way back, but now I’m happy to tell you that this feature is close to complete. What’s it good for? You can place down teleport targets in any terminal or outpost you are, and you can teleport your spark back to it from any other terminal in the world, for a certain fee. This means that you can’t bring any robots or items with you, it’s only your bare spark. The feature should make market, production, and remote (corporation) storage management much easier and faster.</li>
<li> <b>Private transport assignments:</b> place items into a secured container that only you can open, set a pickup and a destination terminal, add a reward and a collateral amount, and let other players do the transport for you. This was obviously possible so far too and is nothing new, but creating a framework and adding safety rules to it should make it actually a viable mechanic.</li>
</ul>


<a name='Mid-term_changes_.28~1_month.29'></a>
<h2>Mid-term changes (~1 month)</h2>

<a name='.27.27.27.27.27Issue:.27.27.27.27.27_.27.27Not_enough_rewards_on_gamma_.2F_Give_more_meaning_to_colixum..27.27'></a>
<h3><b><i>Issue:</b></i> <i>Not enough rewards on gamma / Give more meaning to colixum.</i></h3>

<ul>
<li> Completely new tier of modules using colixum.</li>
<li> New robot variants using current chassis, with colixum-based components.  (Manufacturing still possible anywhere for both.)</li>
</ul>


<p>
So again, this is only what we propose. The list doesn’t include bugfixes, as those are obviously things that need to be done and don’t need player feedback. It’s also not meant to be a complete and final solution to all the problems mentioned - there is always room for improvement.
</p>

<p>
Now it’s your turn to tell us if we missed something important, changes where you would take a different approach, or even if you simply agree with all this. In order to keep the relevant discussion in one place, please post your opinions and ideas in <a href='http://forums.perpetuum-online.com/topic/5215/new-devblog-the-gamma-proposal/' target='_blank' class='external'>this forum topic</a>. If we reach a general consensus, the changes in the immediate section could be deployed already in the next patch, expected early next week.
</p>
]]></description>
			<pubDate>Tue, 10 Jul 2012 09:10:19 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-54</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-07-03-elephants-in-the-room/</link>
			<title>Elephants in the room</title>
			<description><![CDATA[<p>
Admittedly, the recent 48 hours weren't the particularly the merriest ones in Perpetuumland, so let me try to attempt to address some of the major issues that arose and have been discussed during this period.
</p>

<a name='Exploits_and_reimbursements'></a>
<h2>Exploits and reimbursements</h2>
<p>
There have been some occurrences of faulty functioning on server-side which were widely discussed on the forums. As a general statement, I'd like to remind everyone that as it says in the EULA, the abuse of such faulty mechanics is forbidden, and you may be risking your account status by doing so.
</p>

<p>
The most prominent such issue, as most might have heard of, was an anomaly which resulted in <a href='http://forums.perpetuum-online.com/topic/5165/information-on-the-robot-death-bug-20120702/' target='_blank' class='external'>bots respawning in your hangar</a> after they've been shot, essentially allowing you to fight with the same robot multiple times, turning Perpetuum into something of a George Romero movie. This was prominently used during a major fight on Monday; to address this, we will <b>reimburse those players who suffered losses to these zombie bots</b>, and will also <b>temporarily suspend the accounts of those players</b> who have repeatedly utilized this flaw.
</p>

<p>
Another, less problematic issue arose from the change of the production fees on Gamma islands: now that the mechanic has changed, and fees are returned to the owner corporation instead of the Syndicate, we will <b>retroactively reimburse</b> the corporations with these fees for their previous productions as well, since they should've been receiving these funds in the first place.
</p>

<a name='The_Big_One'></a>
<h2>The Big One</h2>
<p>
And now for the most uncomfortable part: Our announcement about <a href='http://forums.perpetuum-online.com/topic/5169/change-to-construction-around-gamma-teleports/' target='_blank' class='external'>the adjustment of the gamma teleport ranges</a> kicked up a massive stink, and it'd be feeble not to address that. To this end, we'd like to <b>offer a chance to the major corporations / alliances involved</b> in this game to express their opinions on the upcoming change, and <a href='http://forums.perpetuum-online.com/topic/5178/dev-player-conference/' target='_blank' class='external'>invite them to a public roundtable</a> on <b>July the 5th</b> (this forum and the opening post will continue to update with more information), where we'd like to provide an opportunity for the delegates of these groups to debate the change, provide us developers with enough insight so that we can handle this right, or even to make further adjustments. This also means that <b>said change will be postponed</b> until we have reached an agreement with the playerbase.
</p>

<p>
This all, of course, is far from being a final denouement of the situation, and we're well aware of that, but admittedly we painted ourselves in a corner a bit, so at this point what we feel is best, is to give you players a chance to right our wrongs.
</p>
]]></description>
			<pubDate>Tue, 03 Jul 2012 12:38:01 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-53</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-06-01-gamma-gamma-hey/</link>
			<title>Gamma Gamma Hey!</title>
			<description><![CDATA[<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_gamma_frontier.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/600/devblog_gamma_frontier.png" alt="Gamma Frontier" title="Gamma Frontier"/></a></div>


<p>
Finally the day has come, when we unleash what we essentially consider as almost a rewrite of the game (considering there's barely anything left untouched in it), and open <b>the Gamma Frontier</b>. This has been a frankly unreasonable amount of work, but having seen some of the things already built on the test servers, I feel it was already <i>well</i> worth it.
</p>

<p>
A big big BIG thank you and massive respect goes to anyone who gave the test server a shot and systematically uncovered our occasional mishaps through numbers and lines of code; we hope the final product lives up to your expectations. (And if you didn't join the test server, now you know who to blame.)
</p>

<p>
The massive list of changes and upgrades are available <a href='http://www.perpetuum-online.com/Changelog:2012-06-01' target='_blank' class='external'>here</a>, the help pages are available <a href='http://www.perpetuum-online.com/Lexicon#XV._The_Modular_Private_Colony_System_-_MPC' target='_blank' class='external'>here</a>, and a fairly accurate representation of the dev-team can be found <a href='http://imgur.com/gallery/s9rMw' target='_blank' class='external'>here</a>.
</p>

<p>
And now, it's your turn: Last one on Gamma is a rotten Arkhe!
</p>
]]></description>
			<pubDate>Fri, 01 Jun 2012 17:52:37 +0200</pubDate>
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		<item>
			<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>Wed, 09 May 2012 20:09:02 +0200</pubDate>
		</item>
		<item>
			<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>Wed, 25 Apr 2012 19:10:40 +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 10:47:54 +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 10:47:29 +0200</pubDate>
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		<item>
			<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 10:28:39 +0100</pubDate>
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		<item>
			<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 13:37:47 +0100</pubDate>
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		<item>
			<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 17:53:29 +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>Tue, 14 Feb 2012 18:02:08 +0100</pubDate>
		</item>
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			<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 10:24:25 +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 12:53:26 +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 12:48:03 +0100</pubDate>
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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 13:56:14 +0100</pubDate>
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			<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 09:07:26 +0100</pubDate>
		</item>
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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 11:14:46 +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>Fri, 18 Nov 2011 18:00:42 +0100</pubDate>
		</item>
		<item>
			<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 11:10:57 +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 07:01:48 +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 04:30:44 +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 17:02:44 +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 13:22:03 +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 06:59:13 +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 08:14:44 +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 14:22:52 +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>Wed, 24 Aug 2011 18:45:12 +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>Thu, 28 Jul 2011 18:02:48 +0200</pubDate>
		</item>
		<item>
			<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 14:24:15 +0200</pubDate>
		</item>
		<item>
			<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>Thu, 30 Jun 2011 18:19:00 +0200</pubDate>
		</item>
		<item>
			<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>Thu, 23 Jun 2011 18:24:43 +0200</pubDate>
		</item>
		<item>
			<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 11:29:09 +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 10:42:48 +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 17:18:04 +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 11:00:33 +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 11:55:20 +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 16:28:08 +0200</pubDate>
		</item>
		<item>
			<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 09:43:57 +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 06:27:21 +0200</pubDate>
		</item>
		<item>
			<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 16:32:52 +0200</pubDate>
		</item>
		<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 08:28:17 +0100</pubDate>
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			<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 11:10:48 +0100</pubDate>
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			<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>Mon, 14 Feb 2011 21:56:08 +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 07:33:52 +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 17:04:29 +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 13:10:49 +0100</pubDate>
		</item>
		<item>
			<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 07:33:42 +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 13:38:35 +0100</pubDate>
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		<item>
			<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 07:03:46 +0100</pubDate>
		</item>
		<item>
			<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 12:53:59 +0100</pubDate>
		</item>
		<item>
			<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 16:01:38 +0100</pubDate>
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		<item>
			<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 15:52:40 +0100</pubDate>
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