noted

can anyone confirm this one? or add some more detail about this issue?

28

(6 replies, posted in Resolved bugs and features)

could not reproduce... keeping an eye on it in case it returns though

any progress guys? did it help?

30

(1 replies, posted in Resolved bugs and features)

We are aware of all the problems you're having, namely the unexplainable client crashes and annoying lag spikes, and we are working to fix them as soon as possible. Unfortunately lag issues happen in most cases due to network routing problems out of our reach, but we're investigating how we could lower the effects of these problems.

We kindly ask you to be patient until we get to the bottom of these frustrating bugs. Please send us the automatic crash report every time your client collapses.

A couple of tricks you can try in case you're facing such issues:
- delete the 'Perpetuum.gbf' file from your main game directory and let the game to update itself again
- check your operating system's or your router's firewall settings, allow outgoing ports TCP/17700 and TCP/18800:18810


Also, please read through our policy about reimbursing robots here.

31

(10 replies, posted in Localization)

ahoi!

"2010-12-24 17:50:00
Perpetuum in French on January 13!

We're glad to announce that C2C Games, an independent video game publisher will be distributing Perpetuum in France.

Naturally, most players like to play Perpetuum in their native language, so the game client will be fully translated to French and will be available on January 13, 2011. "

32

(1 replies, posted in Localization)

noted, thank you!

33

(1 replies, posted in Resolved bugs and features)

still no clue about how to recreate it? or anyone else having this thing?

34

(10 replies, posted in Localization)

it's on the way, but indeed, volunteer community members are doing it right now

35

(1 replies, posted in Localization)

that is so true... fixed

36

(8 replies, posted in Resolved bugs and features)

noted.

Also, let's make it clear, because its most likely to be a bug. Not an intentional thing to annoy you, i assure you, we just need time to deal with it.

So, what you are saying is that you have 2 little dots, 1 dot away to get a full protection ticket. And right after you take over an outpost, you don't get the promised 1 full ticket (=1 ticket + 2 dots), just 1 full ticket (and no extra dots).

Owned outposts: 1, tickets: 1, dots: 2
owned outposts: 2, tickets: 2, dots: 0 (and the dots are gone)

Right? Or please correct me.

You normally get 1 dot after you defend an outpost, and maybe thats the problem here, you also get just 1 dot if you capture a new outpost.

its a known bug (or missing feature wink ), will be taken care of

hmmm, interesting! noted

noted. expect a character limitation

40

(5 replies, posted in Resolved bugs and features)

NPCs rushing back to the spawn point is indeed intentional, but a minor revision is expected about that.

signed. screenshot wanted smile

noted

We'll see about this autorefresh thing, but we wanna avoid every server abuse hmm

Yup, all these things you've mentioned could happen, that's why we need more info or screenshots, Kaito. Possible issues:
- you collected the data consoles but did not press 'deliver' on the assignment's window after returning to the terminal (suppose you did that)
- you did not kill all the NPC yourself, someone else has probably tagged them before you did (suppose you also did that)

45

(3 replies, posted in Resolved bugs and features)

That is true, the mission tells you to scan 10 NPCs, and it does not exclude the option that you scan the same robot over and over again. What is required here is to spend there some time to create scan pictures. The task will get harder if you reach higher levels of assignments, so you won't just stand there making nice photos, NPC will fire back with bigger guns.