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		<title>Perpetuum DEV Blog</title>
		<link>http://blog.perpetuum-online.com/</link>
		<description>Perpetuum Developer Blog</description>
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			<guid isPermaLink="false">perpetuumdevblog-87</guid>
			<link>http://blog.perpetuum-online.com/posts/2016-02-11-steam-trading-cards/</link>
			<title>Steam Trading Cards</title>
			<description><![CDATA[<div class='imgcenter'><img src="http://content.perpetuum-online.com/images/content/trading_cards.png" alt="Steam Trading Cards and emoticons" title="Steam Trading Cards and emoticons"/></div>

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

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

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

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

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

<p>
Summary:
</p>

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


<p>
<i>Happy card hunting!</i>
</p>
]]></description>
			<pubDate>Thu, 11 Feb 2016 13:46:49 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-84</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-12-19-new-premium-packages-available/</link>
			<title>New premium packages available</title>
			<description><![CDATA[<p>
Today we're introducing <b>new premium packages and upgrade kits for Perpetuum.</b> Our main goal here is to be able to reach a wider audience by permanently reducing the price of the base game, while still providing something extra for those who are willing to support us beyond that.
</p>

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

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

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


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

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

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

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

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


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

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

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

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

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


]]></description>
			<pubDate>Sat, 19 Dec 2015 00:32:22 +0100</pubDate>
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		<item>
			<guid isPermaLink="false">perpetuumdevblog-80</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-06-11-summer-sale-perpetuum-3-6-release/</link>
			<title>Summer sale, Perpetuum 3.6 release</title>
			<description><![CDATA[<p>
Friends, it is time to prepare for our annual ritual, during which our wallets gain sentience, slink out of our closely guarded pockets and offer themselves as monetary sacrifice to the great lords of Bellevue in hopes of a plentiful digital Summer wherein we may joyfully reap the crops of electronic entertainment while overdosing on caffeinated drinks and dubstep.
</p>
<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/devblog_50off.png" alt="" title=""/></div>

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

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

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

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

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

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

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

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

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


]]></description>
			<pubDate>Thu, 11 Jun 2015 21:30:48 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-74</guid>
			<link>http://blog.perpetuum-online.com/posts/2014-10-15-october-status-report-ea-ends-robot-rebalancing/</link>
			<title>October status report - EA ends, robot rebalancing</title>
			<description><![CDATA[<p>
So <a href='http://blog.perpetuum-online.com/posts/2014-09-12-september-status-report-gamma-islands-return/' target='_blank' class='external'>gamma islands are back</a>, you’ve been busy there for 3 weeks already. With the expected small hotfixes out of the way we can say that we’re happy with how things went down, we hope you’re having a good time too.
</p>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

<p>
That’s all for now, and I’ll try to make these reports a monthly thing, promised.
</p>
]]></description>
			<pubDate>Fri, 12 Sep 2014 02:52:52 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-71</guid>
			<link>http://blog.perpetuum-online.com/posts/2014-05-29-status-report-may-2014/</link>
			<title>Status report - May, 2014</title>
			<description><![CDATA[<p>
It’s been a little more than a month since we’ve <a href='http://blog.perpetuum-online.com/posts/2014-04-10-full-steam-ahead/' target='_blank' class='external'>launched on Steam</a>, and we’re closing in on 2 months past our <a href='http://blog.perpetuum-online.com/posts/2014-03-16-the-end-of-subscriptions-the-start-of-something-new/' target='_blank' class='external'>payment model change</a>, so it’s high time to do a quick assessment on where we stand, and where we’re going.
</p>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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


<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/helloictus.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/165/helloictus.jpg" alt="Such color. Very pink. Wow." title="Such color. Very pink. Wow."/></a></div>

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


<p>
Feel free to ask any questions you might have in the comments and we’ll include it here! Details about the Steam launch and everything you need to know about it will be announced after April the 2nd.
</p>
]]></description>
			<pubDate>Sun, 16 Mar 2014 13:29:51 +0100</pubDate>
		</item>
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			<guid isPermaLink="false">perpetuumdevblog-65</guid>
			<link>http://blog.perpetuum-online.com/posts/2013-06-14-status-report-june/</link>
			<title>Status report - June</title>
			<description><![CDATA[<p>
I’m happy to tell you that the development of our <b>new research system</b> is slowly approaching the finish line. Last time I have shown you the <a href='http://blog.perpetuum-online.com/posts/2013-05-02-new-tech-trees/' target='_blank' class='external'>tech tree layouts</a>, and as promised, now you’ll get a glimpse of how it will actually look in the game. Not only that, but we’ll also have a look at how our entry to <b>Steam</b> is coming along, which is also being developed in the background.
</p>

<a name='For_science.21'></a>
<h3>For science!</h3>

<p>
Your new playground for item research will have a separate place of its own in the main menu, so we’ll remove the current knowledgebase from the already overcrowded Agent profile window.
</p>

<p>
Now this is only a design mockup, since the guys are busy with its integration even as I’m writing this, but you’ll get the idea:
</p>

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


<p>
As you can see, the window includes both tabs for <b>personal and corporation research</b>, and just like in the case of the colony management interface, the latter will be only visible if you have the proper “read rights” in your corporation.
</p>

<p>
On the top you’ll always be able to see your or your corporation’s overall research progress for great e-peen justice, and of course the <b>Research Points</b> available to spend per type. The "Donate" button, available only on the corporation knowledgebase tab, will allow you to transfer RP from your own pool to the pool of your corporation. (Doing it the opposite way won't be possible.)
</p>

<p>
The <b>grid</b> is obviously where the magic happens, all the items available for research will be laid out there, like you’ve seen in the <a href='http://blog.perpetuum-online.com/posts/2013-05-02-new-tech-trees/' target='_blank' class='external'>previous post</a>. Locked items will be dimmed and will show the required RP amounts and types. What may not be obvious at first are the <b>icon frames</b>: green is the color of the personal knowledgebase, and yellow is the color of the corporation knowledgebase. Unlocked items will have a solid frame with the appropriate color depending on which knowledgebase you’re looking at, and a dashed frame will mean that the item is unlocked in the <i>other</i> knowledgebase. Items with a double green-yellow frame mean that they have been unlocked in both your personal and in the corporation knowledgebase as well, and receive a <b>production bonus</b>.
</p>

<p>
While we’re at it, I should mention that this bonus will affect production in the factory and in the prototype facility as well. In the factory the item will receive a yet-to-be-determined material and time efficiency point bonus, and the prototype facility will work with halved material multipliers (5x instead of the normal 10x). This should make it well worth to aim for this combo research bonus.
</p>

<p>
Since it has caused some uproar on the forum, you have probably heard by now that we’ll also introduce <b>new research extensions</b>, which will enable the unlocking of items on a grid column-per-extension level basis. The level of these extensions and consequently the availability of research will be indicated by the dark blue and lighter blue grid background, as you can see on the above image. I should also tell you that these extensions will have a <b>complexity of 1</b>, so they shouldn’t be so heavy on your EP-wallets.
</p>

<p>
The current “Research” extension will be removed from the game and we’ll of course reimburse the EP for it. We have considered to keep it and let it provide a point bonus when consuming kernels, but it felt like a mandatory extension for everyone interested in research, so we dropped the idea.
</p>

<p>
We are also considering a <b>buyback option</b> for already researched items, where you could regain spent RP with a certain loss of points. This may not be available from the get-go, but we’re developing the system with this in mind.
</p>

<p>
Now the only major thing left to do is to determine the point cost of all the items and how many kernels the NPCs should drop. (As mentioned earlier we’ll replace the current annoyingly large number of kernel types with just a few, 7 to be precise.)
</p>

<p>
Once that is complete, we’ll try to put together a <b>test server</b> for anyone interested in helping squishing some bugs. We’ll keep you posted when the time comes.
</p>

<a name='Building_up_steam'></a>
<h3>Building up steam</h3>

<p>
Besides pushing the new major features, the <b>Steam integration</b> is also coming along nicely in the background. Although it wasn’t mentioned in the patch notes, the recent updates did some fixing with the Steam overlay, which works properly now. We already have a working (but yet hidden) Steam account linking option on our website, which already makes it possible to log into the game through Steam, without having to enter an email and a password in the game.
</p>

<p>
How exactly account linking will work and all the details will be revealed in a later post, once we have it all set up and ready.
</p>

<p>
I’d also like to stress that using Steam will be <b>entirely optional</b>: if you don’t have it or don’t want to use it, you will be able to continue playing with the normal game client just like now.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_achi.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_achi.png" alt="Doesn't look like much yet, but it works :)" title="Doesn't look like much yet, but it works :)"/></a></div>

<p>
Lastly, what would a Steam integration be without <b>achievements</b>? I’m happy to tell you that we’re working on that too, and we’ll have some interesting achievements to aim for when we launch on Steam.
</p>

<p>
When? If all goes well, we’ll be there by the <b>end of summer</b>.
</p>
]]></description>
			<pubDate>Fri, 14 Jun 2013 16:41:15 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-59</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-10-16-green-across-the-board/</link>
			<title>Green across the board</title>
			<description><![CDATA[<p>
Well October 15 has come and gone, and <b>we've been <a href='http://steamcommunity.com/sharedfiles/filedetails/?id=92921690' target='_blank' class='external'>Greenlit on Steam</a>!</b>
</p>

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

<p>
This of course is a very good thing, but doesn't mean that Perpetuum will be available to be purchased via Steam tomorrow. This is only the first step in the process toward that goal, a process of which we'll probably be able to tell you guys very little due to NDAs and whatnot. So keep this in mind, we'll keep you updated as much as we can.
</p>
]]></description>
			<pubDate>Mon, 15 Oct 2012 19:34:25 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-56</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-08-30-greeeeenlight-my-fiiiiire/</link>
			<title>Greeeeenlight my fiiiiire...</title>
			<description><![CDATA[<p>
...I'll get me coat.
</p>

<p>
Anyway.
</p>

<div class='imgcenter'><a href='http://steamcommunity.com/sharedfiles/filedetails/?id=92921690' target='_blank'><img src="http://content.perpetuum-online.com/images/content/500/percsi_zod.png" alt="" title=""/></a></div>


<p>
I don't think I have to introduce <a href='http://steamcommunity.com/greenlight' target='_blank' class='external'>Steam Greenlight</a> to anyone, but I'm happy to say that we took the chance as soon as we literally could and put the game up, so now you can express your desire to get the game up on Steam! <a href='http://steamcommunity.com/sharedfiles/filedetails/?id=92921690' target='_blank' class='external'>Click here!</a>
</p>
]]></description>
			<pubDate>Thu, 30 Aug 2012 15:33:19 +0200</pubDate>
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