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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

<p>
 *Phew* that’s all of it I think. There is no tl;dr version for this I’m afraid, but trust me, it’s a pretty straightforward system once you get the hang of it. I tried to cover everything, but I’m sure many of you will have questions, which we’ll be happy to answer in the comments below or on the forums!
</p>
]]></description>
			<pubDate>Sat, 26 Nov 2011 09:07:26 +0100</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-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-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-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>
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			<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>
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			<guid isPermaLink="false">perpetuumdevblog-14</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-03-28-the-calm-before-the-storm/</link>
			<title>The calm before the storm</title>
			<description><![CDATA[<p>
While most of us are working on the upcoming six <a href='http://blog.perpetuum-online.com/posts/2011-03-03-the-sweet-sound-of-development/' target='_blank' class='external'>new islands</a>, we are of course still keeping an eye on what's happening on Nia. Based on your feedback and our own ideas we assembled a list of a few small but rather important changes, which we intend to implement in smaller patches before and around the world expansion patch.
</p>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

]]></description>
			<pubDate>Mon, 28 Mar 2011 16:32:52 +0200</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-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-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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