Patch information
7/29/2011 Patch
Gameplay
- New: A few terraforming changes and some new highways on Hokkogaros.
- New: Added a popup warning when attacking another Agent with a PvP flag on alpha islands.
- Change: The non-assignment related NPC spawns on the inner alpha islands have been lightened up a bit.
Robots and modules
- New: New lore-inspired robot descriptions.
Assignments
- New: NPCs spawned from a normal artifact will be automatically tagged for you for 5 minutes, and NPCs spawned from artifact-type assignment objectives will be automatically tagged for you for 1 hour.
- Change: Assignment objective ranges are now checked in 2D. This solves the previous issues when the objective was on top of a hill, but objectives didn't get triggered at the foot of the hill, while it seemingly was still within range according to the radar.
- Change: The “objective complete” 3D-animations will now be only visible for yourself to prevent congestion of graphic effects.
- Change: Chassis-scanning objectives cannot be completed on a single NPC anymore, you'll have to scan different NPCs.
- Change: The item supplier-type objectives received an activation timer.
GUI
- New: Added missing icon for evasive modules.
General
- New: Added a new option to options/gameplay called “Send network routing statistics”. This tests and sends us valuable routing information about the connection between you and some possible future locations for the Perpetuum server. The option is only there so it can be turned off in case it causes some firewall issues for you (or you are overly paranoid). Otherwise we ask you to leave it checked, it helps us get a better picture on where we should move.
- New: Exporting item info to CSV will now put the item's name into the filename.
7/20/2011 Patch
SPOTLIGHT FEATURES
New storyline assignments
Three completely new multipart and repeatable storyline assignments are now available. They revolve around three new building complexes located on the new alpha islands: a Pelistal Fortress on Hershfield, a Nuimqol Refinery on Tellesis, and a Thelodican Storage Depot on Shinjalar. The assignments are level 3, so the necessary relation to unlock them is 2.50, with UASD (TM), DFI (ICS) and Asintec Intelligence Service (ASI).
Although these assignments can be completed solo by a well-advanced and equipped Agent, don't be fooled by the initial easier objectives: the final tasks will generally require you to work together with other Agents to be successful. Some of the objective types are completely new (switches, item containers), and some require you to perform tasks that you haven't done before in an assignment (artifact scanning) - pay attention to the assignment description and the event messages during the assignment!
GAMEPLAY
New: When you only have one locked target, using unlock will now work without the need to select that target. Change: Increased the pseudo-height of robots for better LOS calculation (nothing visual).
ROBOTS AND MODULES
Change: Seth base speed increased to 39.6 kph.
Change: Lowered the Gropho's base weight by 2500kg (3000kg for Mk2).
Change: L-demobilizers are now affected by line of sight.
Change: Reduced the accumulator usage of medium lasers.
Change: Reduced the accumulator usage of medium magnetic weapons.
Change: Medium shield generators have now 5 second cycle times - increased base accumulator consumption accordingly.
GRAPHIC ENGINE
Fix: 3D engine operative memory usage reduced to 4% of original, which generally means a ~300MB memory usage reduction for the whole client. In theory this should also reduce the number of dock and teleport crashes.
INDUSTRY
Change: Lowered raw material volume of epriton, imentium, liquizit, stermonit, triandlus and noralgis.
ASSIGNMENTS
Fix: There was a bug with reach position type objectives, which randomly made subsequent objectives impossible to complete.
MARKET
Change: Separated demobilizers into two subcategories, Short range and Long range.
GUI
Change: NIC toast messages now display the amount change properly colored, like in the transactions list.
GENERAL
New: Server shutdown countdown will now be displayed on the top status bar. Also, the shutdown message will be automatically displayed to everyone who logs in during a shutdown process.
7/8/2011 Patch
GAMEPLAY
- Fix: Connection to the server was dropped when entering a terminal took an unusually long time.
- Fix: Robots were vulnerable during the time between initializing an in-zone teleport and getting to the other side.
ROBOTS AND MODULES
- New: Added a cancel insurance option to robot right-click menus.
- Change: The package option was missing from insured robots. The option has been added and it will now show an error when you try to package them. So you'll know why you can't do that.
- Change: Signal detection and signal masking of combat assault robots has been set to 100/100 (their speed, mass, and extra headslot remained).
- Change: ECCMs have been reverted to passive EW defense modules.
- Change: Increased the passive resistance values of the T3 universal armor plate by 1.
- Change: Reduced the mass of the T2 small armor repairer.
- Change: Increased the repair amount of the T3 small remote armor repairer.
- Change: Coprocessors now require the “Dataprocessing” extension instead of “Optimized electronic warfare”.
- Change: Argano and Laird gained +1 head and +1 leg slot. Also increased their base CPU performance by 10 TF, and their base accumulator capacity by 40 AP (Mk2 too).
- Change: Reduced the cycle time of small miner and small harvester modules.
CORPORATIONS
- Fix: Corporation insurance was broken.
ASSIGNMENTS
- Fix: Level 0 delivery and transport assignment windows didn't close when the deliver button was pressed.
MARKET
- Fix: CSV export was missing from the market.
GUI
- New: Added an orientation indicator on both the radar and the world map.
- New: The radar has now the option to be in a fixed north orientation, and only the indicator of the camera rotates on it (right click, “Rotate with camera”).
- New: Added separate icons for the “new objective” and “objective completed” toast messages.
- Change: Moved the “Surface hit size” parameter in robot infos under the Defense section.
- Fix: Closing the world map should be now faster.
- Change: Offline Agents in squads are now sorted to the end of the member list.
GENERAL
- New: Completely revamped the friend system. Adding friends now works on a request/approve basis, and both friends and blocked players have been merged under the new “Contacts” tab in Agent profile/Relations. (Since this is a completely new system, unfortunately all old friends and blocked players have been removed.)
- Fix: Writing an agent note will not set him as a friend anymore.
6/30/2011 Patch
Server
- Fix: The lagmonster has been slain.
Gameplay
- Change: Reduced repair fees by 50%.
Assignments
- Fix: The world map didn't show assignment points that were on a different island than yourself.
Extensions
- Change: Renamed “Optimized electronics” to “Optimized electronic warfare”.
General
- Fix: Fixed a memory leak problem both in the installer and the client, which caused runtime error crashes during updates.
- Fix: Fixed a crash when opening the ingame help.
6/27/2011 Patch
Note: this patch is mainly due to fix lag issues, but since we have to update the game client as well, we're putting out some updates along with it. However since this patch was not planned this early, questions may arise like “why did you do this, but why didn't you do this?”. These features will roll out in the next patch when they have been finished and properly tested.
Gameplay
- Fix: When you used a teleporter with any active modules, syndicate protection was instantly removed from your robot on the other side.
- Change: Alpha strike (space key) will now ignore modules with no ammo, instead of constantly trying to activate them. Also works when turning them off with space.
Assignments
- New: Streamlined the 10-part tutorial mission line (added extra objectives, replaced reach position with proper “dock in” objectives etc.).
- New: Added optional toast popups for completing assignment objectives.
Market
- Change: Moved out the “Armor repairer tunings” category to the root of the “Armor” category.
- Fix: The markets in range panel was incorrectly updated when you were about to sell another type of item than the displayed one.
- New: Added a right-click buy option to the local items (green background) on the markets in range tab.
General
- New: Added a search-as-you-type filter box to the chat channels window.
- Change: Removed the 24-hour limit for deleting characters.
- Change: Removed the EP-penalty popup warning for the first character on the account.
- Fix: Links were not linkified in private conversations.
- New: Specific scan information is now visible in geoscan result items.
- Fix: The client went into a “not responding” state when you tried to close it during update.
6/18/2011 Patch
Graphic Engine
- Fix: Fixed several issues which could cause drastic fps drops over time.
General
- Change: Agent search now works for a minimum of 3 characters.
6/17/2011 Patch
Gameplay
- New: Added roaming NPCs to new alpha and beta islands.
- New: Change all ammo function: when changing ammo in modules while on the terrain, holding the shift key while clicking on the desired ammo will now change it in all applicable modules.
- Change: Reduced the signal masking value of the practice target, so it's visible from further away too.
- Change: Removed the “Show after upload” checkbox from the geoscanner window and added a second Upload&show button which will upload the scanresult and automatically show it on the map and the terrain (the latter only in case of tile-based results of course).
- Fix: Lag shouldn't interrupt autorun now (please report if it still does).
- Fix: The demobilizer effect tooltip didn't calculate demobilizer resistances into the speed reduction display.
- New: Added delete folder (and everything in it) option for geoscan result folders.
- Change: Reduced the spawning chance of observer artifacts.
- Change: Level II artifacts will now always contain at least 3 items, and level III artifacts at least 5 items.
- New: NPCs can now use their sensor suppressors.
Robots and modules
- Change: Optimal range of medium ballistic missiles has been reduced by 10%.
- Change: Increased base speed of light combat robots and their Mk2 variants.
- Change: Increased base speed of light industrial robots and their Mk2 variants.
- Change: Increased base speed and mass of assault combat robots and their Mk2 variants.
- Change: Signal masker modules are now using energy over time, which means that the basic activation AP cost is really low, but the effect itself drains AP every 2 seconds. The basic AP usage is multiplied by the hit surface size of your robot. AP drain lasts while the effect is active, and the effect will drop if there is not enough AP to drain.
- Change: ECCM modules gained an active ability, additionally to their current passive sensor strengthening. Their active effect is also using energy over time like the signal masker above (AP usage * hit surface, every 2 sec). Active ECCM has a 2 minute cycle time and its effect lasts only for 20 seconds, but it instantly removes every negative effect from your robot (target marker, demobilizer , sensor suppressor), and provides a huge ammount of demobilizer resistance and sensor strength for those 20 seconds. Additionally it also gives a certain amount of lock resistance, which means that every 3 seconds every other enemy or friendly robot has a chance to drop their lock on you. Lock resistance works similarly to how ECM/ECCM modules work, by comparing the enemy robot's sensor strength to your lock resistance.
- Change: ECCMs are now unique modules (one per robot).
- Change: Increased CPU usage of ECCMs.
- Change: Reduced the mass of Niani industrial tunings.
- Fix: Range extenders had no effect on interference modules.
- Change: The energy gained from ERP modules is now calculated with a sine curve instead of linearly: they reach their peak (100%) performance at 50% accumulator charge, and will only return 50% energy at both ends (0% and 100% accumulator charge).
Graphics
- Change: Geoscanner result cubes are now more transparent.
Extensions
- Change: Renamed “Armor repair” to “Accelerated armor repair”.
- New: Added Improved armor repair which raises the repaired amount (HP) of armor repairers and remote armor repairers by an additional 2% per level.
- New: Added Long range engineering which raises the optimal range of engineering equipment by an additional 3% per level.
- New: Added Improved energy drain which raises the amount of drained energy by energy drainers by an additional 2% per level.
- New: Added Improved energy neutralization which raises the amount of neutralized energy by energy neutralizers by an additional 2% per level.
Industry
- New: Remote production processes are now listed (in grey) under the monitoring tabs of facilities. This addition also brings the possibility to remotely cancel productions.
- Change: Lowered the minimum terrain height where triandlus and helioptris can grow.
- Change: Increased the mineral limit in triandlus and helioptris plants to 50 on alpha and 100 on beta islands.
- Fix: When a remote manufacturing process finished, the local list of production lines updated incorrectly and displayed the remote lines.
Assignments
- Change: Transport and retrieval assignment items are now called SynSec containers, and other destroy&recover type items retain their Data console designation, but now got their own icon.
- Fix: Assignment reward was not properly distributed in a squad where the members were in a corporation with 100% tax rate.
GUI
- Fix: Some of the small tactical effect icons didn't disappear even after the effect stopped (drainers, ECMs, etc).
Sound
- Fix: The annoying burst of soundeffects when leaving a terminal or teleporting should be fixed now.
General
- New: Added a new “Career tips” tab into the ingame help menu, which provides some advice for the new players who'd like to have a quick summary of their career possibilities.
- New: URLs in chat will now be automatically linkified.
- New: Added a technical support button on the login screen.
- New: Added optional toast message when receiving new private chat messages.
- New: Added a popup warning when teleporting to beta (PvP) islands.
- New: Added a “Reset hidden warnings” button to the Options/Gameplay panel, which will reset all “Don't show again” settings.
5/31/2011 Patch
Spotlight features
Geoscanning folders and changes
This patch brings a few changes to the geoscanning mechanics and introduces geoscan result folders. So far when you performed a geoscan, you always got a result item in your cargo that you couldn't check before uploading it to your map, and most of the time you just trashed it after this since it had no real use anymore.
Now when you do an area or tile-based scan, the result will be immediately visible on the scanner window, so you can decide whether you want to keep it (upload it to your folders), or just simply ignore it and do another scan. No item is created anymore, it all happens between the scanner window and your result folders and the map.
Uploaded geoscan results are now organized into folders, primarily by islands and secondarily by mineral type. These are just the default folders, and you can also move results over to your own uniquely named folders. There you can also create good old items from your results (right-click on result, Create result item), in case you want to give it to fellow Agents.
Long range demobilizers
Long range demobilizer modules are pretty much what the name suggests: lower speed modification potential than normal short range demobilizers, but they have a higher optimal range. Don't be deceived by their low Top speed modification values, they can be of course considerably modified by extensions and bonuses. For easier distinction of the modules, the new long ranged ones are called L-demobilizers, and the old ones have been renamed to S-demobilizers. Naturally, like all new technology, these modules are available via kernel research.
Gameplay
- Fix: Robots were sometimes stuck after using a teleport.
- Fix: Squad forming and inviting had issues when the invitees were in a different zone than the leader. This affected NEXUS effect distribution and member range displays too (among other problems).
- Change: It is now possible to send NIC to trial characters. (We reserve the right to limit it again if we see any issues.)
- Fix: Explosion damage will not affect players with Syndicate protection anymore.
- Fix: NEXUS modules have been shut down when a target was lost.
Robots and modules
- Change: Lowered the mass of T2 shield hardeners.
- Fix: Fixed the mass of T2 and T3 medium armor plates.
- Fix: Fixed the mass of T2 and T3 medium armor repairers.
- Fix: Fixed the mass of T2, T3 and T4 small remote armor repairers.
- Fix: Fixed the mass of T3 and T4 medium remote armor repairers.
- Fix: Fixed the mass of T4 medium HCL laser.
- Fix: Fixed the mass of T3- (Niani) shield hardener.
- Fix: Fixed the mass of T3- (Niani) small energy transferer.
- Fix: Fixed the mass of T3- (Niani) medium energy transferer.
- Fix: Fixed the T4 thermal ERP's kinetic damage recovery parameter.
- Change: Increased the locking range of heavy combat mechs.
- Change: Cremators (Arbalest NPCs) had incorrectly medium armor plates equipped - changed to light armor plates.
- Change: Increased the demobilizer resistance penalty of LWFs.
- Change: Removed the accumulator recharge penalty of range extenders.
- Change: Lowered the signal detection parameter of combat assaults robots to 80rF.
- Change: Increased the signal masking parameter of combat assaults robots to 200rF.
- Change: Combat assault robots gain +1 additional headslot.
- Change: Increased the base CPU performance of combat assault robots.
- Change: Interference emitters are now ranged modules: you need to lock a ground tile, and activating the module will deploy the emitter to that tile. To this end the module has an optimal range now, which can be increased with the proper extensions.
- Change: Increased the secondary damage recovery parameters of ERP modules.
- Change: Increased the signal detection-lowering effect of interference.
- Fix: Demobilizer resistance was applied incorrectly for stacked demobilizer effects.
- Fix: The Gargoyle Mk2 was missing briochit from its components.
- Fix: The description of demobilizers incorrectly stated that you can only equip one per robot.
- Fix: Mk2 robot CTs were not visible in remote storage listings.
Graphics
- Change: Due to popular demand the square-based geoscanning result display has returned, in a slightly newer iteration.
- Fix: Flawed and Niani modules has no visible beam effects.
Extensions
- Fix: The Basic and advanced geology extensions have been also incorrectly affecting the radius of area-based scans, and not just tile-based ones.
- Fix: The bonus of the NEXUS - Long range targeting extension was applied twice for the Farlock NEXUS module.
- Fix: Plant-specific extensive harvesting extensions had no effect.
Industry
- Fix: Rank II reverse engineering facilities had no improvement over Rank I ones.
- Change: The material ratio on the top of the Refinery window will now display the actual material efficiency instead of an arbitrary value. 100% material ratio means that you need the default number of raw materials for refining (0 delta), which equals the amounts listed in the commodities' components tab. Material ratios lower than 100% mean that you need more raw materials for refining a specific amount of commodities (positive delta), and ratios higher than 100% mean you need less (negative delta).
- Change: The discount ratio in the Repair shop Reapir shop, will now also display the actual discount value.
Corporations
- New: Added new player-contributed corporation logo symbols. If you want to make your own, check out forum topic!
- Change: Corporation members with the delegate role will now able to see corporation relations.
- Fix: Closed corporations will now be automatically removed from the recruitment database.
Assignments
- Fix: Anshar / File #2: Mission objective was at a wrong position.
- Fix: Dopamine / File #1: Mission objective was at a wrong position.
- Fix: Krakatau / File #1: Mission objective was at a wrong position.
- Fix: Krakatau / File #2: NPCs didn't drop the required mission item.
- Fix: Narayana / File #1: No NPCs at objective B.
- Fix: Nimitz / File #2: Mission objective was at a wrong position.
- Fix: Quinine / File #1: NPCs didn't drop the required mission item.
- Fix: Philoctetes / File #2: Mission objective was at a wrong position.
- Fix: Saladin / File #2: Mission objective was at a wrong position, NPCs didn't drop the required mission item.
- Fix: Tamerlan / File #1: Mission objective was at a wrong position.
- Fix: Tamerlan / File #2: Incorrect objective order, NPCs didn't drop the required mission item.
Market
- Change: Internal corporation orders are not counted anymore into your market order limits.
- Fix: The market filter for internal corporation orders did not work properly.
GUI
- Fix: Opening the world map should be considerably faster now.
- Fix: The landmark filter for robot classes didn't work.
- New: Added new landmark filters for corporation and squad members.
- Change: CPU and reactor performance values are now shown with 2 digits in module information windows.
- New: Added missing icon for waypoints in the waypoints tab.
- Fix: The settings and state of the squad window will now be saved.
- Fix: Value added tax was still shown when selling to an internal corporation order (GUI only).
- New: Facility levels are now also displayed in their window headers.
- New: Squad invitation replies have been moved to toast messages.
- Fix: Fixed a sorting bug in the squad window when out of range members were constantly jumping back and forth between each other.
- Fix: Corporation member list was not properly updated when members left or roles were changed.
General
- Fix: Various login issues.
- Fix: Trial players can now talk to DEVs/GMs in private too.
- Fix: Issues when deleting the last post in a corporation bulletin topic.
- New: Added a hotkey assignment for additional (terrain) icons.
Website
- New: You can now change your account's email yourself at your personal information page under account management.
5/11/2012 Patch
Gameplay
- New: Area-of-effect explosions are now affected by line of sight (blocked by plants, buildings, terrain, etc.).
- Fix: Fixed issues in squads which could affect NEXUS effect broadcasting and squad member accumulator display updates as well.
- Change: Slightly modified the teleport network on Hershfield.
- Fix: Missiles didn't damage the target if it walked out of optimal range during flight.
Robots and modules
- Change: Evasive module changes: CPU usage and mass reduced, surface hit size modification increased, demobilizer resistance bonus added.
- Fix: EW NEXUS provided more bonus than intended.
- Fix: Energy drainers can be used on NPCs again.
Extensions
- Fix: Optimized engineering had no effect on ERP modules.
- Fix: Mineral-specific Intensive mining extensions had no effect.
Intrusion
- Change: The registration fee multiplier of intrusion failures has been reduced to 1-2-3-4x (was 1-2-4-8x).
- Change: Intrusion periods (the time it takes to have all intrusion events at every outpost) have been increased from 2 to 3 days.
- New: Added confirmation for revoking intrusion failures.
Assignments
- Fix: Corrected descriptions in File #1 of Industrial Rookie Assignments.
- Fix: Philoctetes / File #2: Mission objective was at a wrong position.
- Fix: Gargantua / File #2: Mission objective was at a wrong position.
- Fix: Grotius / File #1: Mission description was wrong, and no transport item was supplied at pickup.
- Fix: Doppler / File #1: No transport item was supplied at pickup.
- Fix: Vigilia / File #1: No transport item was supplied at pickup.
- Fix: Siddharta / File #1: No transport item was supplied at pickup.
- Fix: Nelson / File #1: Objectives listed incorrect NPCs.
Market
- Change: Internal corporation adverts won't be taxed from now on (transaction fee still remains).
- New: Changed the “show only available” filter to a dropdown and added an option to show only internal corporation adverts.
GUI
- Fix: Fixed sorting by date in logs.
- New: Added number formatting to amounts shown in event messages.
- New: Colored armor and accumulator bars in the squad window.
General
- Fix: Lots of terraforming, blocking and decoration fixes on the new islands (the big size of the patch is because of this).
- Fix: Corrected the names of some teleports and destinations.

