http://www.entropiaforum.com/forum/calypso-general-discussion/199321-q-see-digital-studios-rebuttal-part-1-a.html#post2570149

Originally posted this over at
http://www.entropiaforum.com/forum/calypso-general-discussion/199321-q-see-digital-studios-rebuttal-part-1-a.html#post2570149

Copying it here since I’ve come to the realization that like many other forums of the past (entropia-pioneers, entropiareality, etc.), even entropiaforum may not be here in a few years, like so many other other community forums, so the history may eventually wash away as people rewrite history in their own biased vision down the road… May come back and edit this later…

The Questions that were posted by the community are here:
[url]http://www.planetcalypsoforum.com/forums/showthread.php?205837-Q-amp-A-Thread-The-Next-Chapter[/url]

and the original Q&A session was first mentioned here:
[url]http://www.planetcalypsoforum.com/forums/showthread.php?205836-Planet-Calypso-The-Next-Chapter[/url]

The Answers that were posted are here:
[url]http://www.planetcalypsoforum.com/content.php?150-SDS-Q-A-(Part-1[/url])

The Answers received from Mindark so far:
[url]http://www.planetcalypsoforum.com/forums/showthread.php?206302-Support-news-from-JWT&highlight=welter[/url]

According to the answers thread, Hanne says that SDS
[quote]have responded to[B] all[/B] Planet Calypso and Entropia-related questions[/quote]

Let’s do a question by question breakdown of the questions that were asked and try to figure out which questions were asked that were [B]NOT[/B] responded to yet…

Also, while we are at it, let us take a look at this old Q&A session from a few years back, and some of the related threads that have come in to existence lately about various promises from the past to it to see if we can figure out what answers are still not out there that have been hanging around from back then that still need resolution:
[url]http://www.planetcalypsoforum.com/forums/showthread.php?66126-Q-amp-A-Answers-%28May-07%29[/url]

Here’s a few of the threads tied to some of the older promises, some of which were never delivered (yet)
[url]http://www.planetcalypsoforum.com/forums/showthread.php?200643-Marco-said-….&p=2597728&viewfull=1#post2597728[/url]

[url]http://www.planetcalypsoforum.com/forums/showthread.php?205880-Content-of-Oblivion[/url]

Then maybe that will give them something to be forthcoming with at a future date?… They promise better communication going forward. One way to help make that happen is to help identify where mis-communications have occurred in the past, figure out what promises from the past were made that were not honored, etc.

for quick reference, here’s a copy of the answers…
[quote]Support news from JWT
Statement from the CEO Jan Welter Timkrans concerning upcoming systems inside Entropia Universe

“We are currently prioritizing the systems necessary for the entire “Entropia Universe Concept” to function correctly. This includes getting the rudimentary space flight system that we had implemented in earlier versions up to speed. This is now our number one priority, which I am sure a number of current holders of hangars are pleased to hear. The new space system will permit flight from one planet to any other planet within the Entropia Universe and of course there will be opportunities for a lot of adventures along your travels.

We would also like to inform you that we have already employed about 20% new programmers who have started work in 2011 and we are aiming to employ about 20% additional programmers in the first and second quarters of 2011 so we can speed up the delivery of systems into Entropia Universe. Work has already started on the “Taming” and “ Mentoring” systems which will be back with a number of added features. Next in line is the “Makeup” and “Beacon “systems and mutants.”

Sincerely,

Jan Welter Timkrans[/quote]

[quote]Hello colonists!

We have taken a look at the many questions you shared with us regarding the recent acquisition of First Planet Company, and have responded to all Planet Calypso and Entropia-related questions. We greatly appreciate your interest and look forward to continuing to respond to your queries as we continue under our new structure as SEE Digital Studios. More great things to come!

*Please note that all questions pertaining to Planet Michael will be answered as additional information is made available.

Thank you for your patience!
Hanne

So, let’s start!

General
· How many full time staff will there be working on Planet Calypso?
The staff at First Planet Company has been retained and is now at SEE Digital Studios where they will continue to enhance Planet Calypso. Currently, the Planet Calypso team is focusing on continued post-launch development and updates.

· What can we expect in 2011? Can we have a roadmap?
We are not at liberty to disclose this information at the time, but we assure you that there will be many exciting new developments in 2011.

· When will we be able to sit down and lay down again?
This functionality is provided by the platform supplier MindArk, and will return.

· Have you given any thought to competitions for ideas, storylines, and new products for the players to help with development?
Yes, we plan on integrating in-game competitions that will involve the community in our efforts to continue rolling out new content in Planet Calypso.

· Where are the power fists? I am a level 43 Brawler (hit) without a power fist available to hunt or skill with.
SEE Digital Studios will continue to add new items throughout the planet, including new power fists.

· How much time does the design team have available to fix things like texture issues, bugs like when you can’t place items on pedestals, shop bugs etc.
SEE Digital Studios is working with the AGILE software development model, which segments each SDS content release into a number of sprints and milestones. The total development time is usually between 1 – 2 months depending on the release content. Due to the separation of platform and content, bugs are allocated to either MindArk or SDS. Depending on when SDS receives a bug report within our sphere of influence, its fix will be added to the current or next release plan.

· Is MindForce going to be Calypso-exclusive or are we going to SEE that on other planets as well? Like… Moonwalk Chip II (L)?
MindForce is an activity available throughout the Entropia Universe, and therefore can be used by all colonists on other planets. However, while the underlying system is generic, colonists may individually express themselves through MindForce. For example, magic can be used on a medieval planet.

· Is removing/adding event content always going to take weeks/months to change?
Adding new content and events takes time to plan, create, execute and finalize. Therefore it is difficult to put a time-frame on the process.

· Is it currently possible for things to happen in real time on the servers? Or must patches be applied?
Even though SEE Digital Studios has some access to real time parameters, most changes require a patch.

· Does SEE have plans to upgrade the Beacon system, providing different types of Beacons maybe, which yield different types of missions, in different types of location, against different creatures, etc.?
MindArk is continuing to develop the underlying Beacon system. They are enhancing the old systems and reintroducing them to give colonists new and improved quests.

· Will corporations be introduced into the game?
As we have stated in the past, we would like to develop the idea of corporations along the lines of factions.

· Any plans for new storage containers that aren’t so restrictive? Weight reducing containers that aren’t so rare?
This suggestion is being taken into consideration.

· Are the equipment, weapons, etc., going to be added too? Will any new gear be released and looted?
Yes, we currently have plans to add new equipment, weapons and gear.

· Will the additional funds now available allow for one or more additional developers working on community requests only?
Increasing communication with the community is one of our top priorities for 2011. We are working at establishing a stronger relationship between the community and SDS.

• Will there be more vehicles released?
Yes, we have plans to release many more vehicles, starting with the spaceship, which goes with the hangar system.

· Where are Simon and Emma?
Simon and Emma are still very much involved, but are now focusing their efforts toward in-game events and item parameterization.

Forum and Communication
· Will there be more communication with the end user (via forums, bulletin or email) to keep them updated on the future of development of both planets, due to the increased number of staff working on both?

Increasing communication with the community is one of our top priorities for 2011. We are working at establishing a stronger relationship between the community and SDS.

· Will this be the official Michael Jackson Forum?
No, Planet Michael will have its own forum at planetmichael.com.

· With new staff can we get frequent updates about what is happening both In-game and development status?
Yes, as mentioned, SEE Digital Studios is working toward increasing our relationship with the community. With that said, communicating in-game content updates and development status is at the top of our list.

· Is this the beginning of a new and sustained dialogue with the community?
Yes, as mentioned, we are currently exploring different methods of ongoing community satisfaction within the areas of communication and overall development.

· Do you have the feeling, the communication between you and the player base is good or bad?
Following requests by the community we have certainly increased communication by hiring Hanne as our dedicated community manager, and taking over the Entropia Forum, rebranding it as the official Planet Calypso forum. We now we have a forum dedicated to Planet Calypso and a community manager with strong ties. With that said, we plan to continue enhancing our interaction with the community by becoming even more involved and listening to feedback.

· Are you concerned by all the hate topics in the forum, or do you think most of the players are happy?
User feedback is always encouraged as it helps us understand the wants and needs of the community. We pay close attention to the negative comments in order to make improvements and ensure that we’re responding to loyal players with the big changes they’d like to see implemented wherever possible. This is a game for the community after all.

· What will change about these forums with this take over?
Initially there will be no major changes, however, over time we will improve the overall experience and connect more with the game and our player base.

· Will you be the official community manager regarding the MJ forum?
We are not at liberty to disclose this information at this time, but we assure you that Hanne’s focus will continue to be on Planet Calypso.

· Will you (SDS) listen to what your community is telling you?
Absolutely, user feedback is constantly encouraged as it helps us understand the wants and needs of the community.

· How long before this latest spurt of interest in the player base wanes and it’s back to the normal wall of silence and no communication from anyone other than Hanne?
Hanne is the official community manager so the majority of SEE Digital Studios communication currently comes from her, however we are working at establishing a stronger relationship between the community and all of SDS.

· There is a wish list here on the forum that in quite a number of cases contains a huge number of great, and seemingly easy to implement, enhancements and ideas. Is there a staff member in your company that’s responsible for actually checking this thread and passing the ideas on for further analysis?
The forum threads are closely monitored and both SEE Digital Studios and MindArk are very well aware of the wish list.

· Can we get quarterly ‘state of the game’ posts, about which direction you are taking the game.
The suggestion will be taken into consideration.

Economy
· What will be done to the current sweat crisis as there is only one use for ME on this planet and that is Teleport Chips?
We’re taking a hard look at this situation to see what we can do in the near future.
·
With the constant introduction of more land without an equivalent growth in the player base the value of each plot keeps dropping. What are your policies on this? Can SEE/SDS release as much new land as they please or are there restrictions? If so, what are these?
SEE Virtual Worlds and SEE Digital Studios will continue to implement the platform restriction ratio of land areas to active users.

· What will be done to the Planet Calypso economy to ensure better return rates?
Return rates are a part of platform balancing, which is managed by MindArk. However, SEE Digital Studios is currently in discussions with MindArk about balancing matters in order to enhance the end user experience.

· Is it guaranteed that big yearly sales like Medusa will happen going forward?
No, like most in-game transactions, some years there will have larger yearly sales than others.

· Will there be more DNA dropping including new ones?
Yes.

· What steps will you take to correct the turmoil caused by VU 10.0 conversions of land areas and the introduction of iron missions for some mobs and not for others? Some of these changes were so drastic they reduced the value of some land areas by up to 80%. When if ever will you attempt to correct the remaining conversion issues, and at what point will you introduce iron missions for the remaining mobs to balance out the current imbalance?
We have been adjusting land areas since VU 10. It is our long-term goal to eventually have iron missions on all mobs.

· Will any land investment opportunities be added for smaller budgets? For example Land share market.
Yes, we are constantly looking at ways of expanding the economy for all budget sizes.

· What are your plans to address Squatters, in reference to Empty LA’s, Shops, etc., managed by inactive players?
SEE Digital Studios will continue to follow the terms set out in the Account Inactivity Policy, which will deem any account inactive if it has not been logged in to for a period of three hundred consecutive days.

Marketing
· Does this mean you now have a budget for some serious advertising?
We are not at liberty to disclose this information.
Concrete plan to attract a growing stream of new participants into the universe – is there one and if so what is it?
In very general terms, we intend to address retention and customer service, as well as acquisition.

· Are there any plans to have a more traditional marketing campaign, specifically television advertisements, on the scale of other major studios such as Blizzard, EA, and Ubisoft? Or do you not consider yourselves in the same league?
Several media campaigns are being considered to increase exposure of Planet Calypso.

Planet Calypso Specific
· Will the storyline of Calypso be actively developed?
Yes.

· Are you going to tie up all the loose ends from previous stories? Using what functions?
Yes, we will be providing answers to any unsolved stories that will be sure to satisfy on all levels. For example, a major focus this year will be the resolution of the infamous ’Egg Story’.

· What is your vision for the future of Calypso?
Our main vision for the future of Planet Calypso includes streamlining, adding new opportunities and content, introducing events, and focusing our efforts on the overall colonist experience.

· When will the rest of Planet Calypso be developed? Server remakes and the rest of Amethera?
The development of Planet Calypso will be ongoing. Gradually we’ll address more of the servers and the development status.

· Will the Hangar system still be back next VU?
Yes, we plan on bringing the hangers back later this year.

· Where are Kerberos and Umbranoids?
Rest assured, Kerberos and Umbranoids will also return later this year once technical issues have been remedied.

· What about big story events for all professions instead of just hunters?
We have already included miners and crafters, but part of our long-term plan includes involving all player groups.

· When are we going to actually be able to travel to Akbal and/or Cimi?
We think this is a great idea and will take this into consideration. Thanks!

· What will SEE do differently to make me want to stay on Planet Calypso?
Some of the many changes will include increased product quality and communication, as well as better customer service.

· LandGrab?
We have no information at this time.

· Are we at war with the robots still or did we win?
As you know machines never give up but at times they need rebooting. This being said, the war is not over!

· And will the migration of Eomon be an actual migration or will they teleport from one location to the next every few hours?
We do want to get back to an actual migration feel and have received a few basic tools from MindArk that should allow us to achieve this.[/quote]

copy of the answers from 2007 Q&A
[quote]Q&A Answers (May 07)
Hello crew!

Here are the Balancing Manager’s responses to the Q&A. Any questions that were unrelated to balancing were omitted. Also, rather than respond “I cannot comment on the inner workings of the dynamics of Entropia Universe”, any other questions that required such a reply were also omitted in the responses.

Thanks to all who provided questions for this thread. A New Q&A will come later on, and with a faster time frame between Q:s and A:s.

Post 2
Are rare items expensive because they are rare or have they become rare drops because of inflation?
Submitted by Soundboy

It’s because of their rarity.

Post 5
What were the biggest/most surprising balancing mistakes ever made?
Submitted by Pirx Danford

When the loot during 10 seconds after a release contained 1000 times more shadow armor parts than there should have been.

Post 11
When am I going to get some decent loot or claims bigger than ample?
Submitted by dean

I actually don’t know and that’s a good thing.

Post 13
The question is would a hunter have the same profit with the same loot on different LA’s with different taxes?
Submitted by Raffaele Meiers

On a land area with higher taxes the hunter pays higher taxes.

Post 14
Why do you not “raise the bar” with SIB tools and weapons that require skills higher than the current “maxed” skills (~10k average) to give ubers something to aim for instead of destroying the chances of anyone new becoming uber (without an uber bank account)?
Submitted by Doer

We are doing that.

Post 17
There are certain items that have disappeared completely from the game, or are stuck on old avatars not active anymore. I think it’s a shame that those items will be lost in history (and in some cases, all we have is pictures to know they existed). Not only talking about equipment, but rare clothing-pieces. We all know clothing doesn’t drop anymore so getting it back seems rather hopeless unless you plan to do something about it.
Do MindArk in any way plan for these items to have their “return” on Calypso?
Submitted by Skam

We have no plans to return these items.

Post 18
Sometimes fairly common types of loot stop dropping completely, like Fine wool a few weeks ago. Is this on purpose or by mistake?
Submitted by Darkaner

There is always a natural variation cycle in drop rates on all items.

Post 22
Is the promised MindForce update coming or have you given that up?
Submitted by nisse

It hasn’t been given up on. It will be done.

Post 26
Does EVERY one in Entropia have the same programmed or instilled “luck”?
Submitted by jak

Of course everybody has the same installation there is no such thing as luck.

Post 31
Why are rifles so plentiful and seemingly encouraged, with few options in melee weapons?
Submitted by Spud Striker

We are starting to introduce more now, with many more planned for.

Post 32
Was the almost 20k ped HOF of Rugaritz a regrettable mistake?
Submitted by strakkan

No, but very rare.

Post 33
Can we expect more L weapons to fill the incremental SIB equipment void soon?
submitted by The Nightbird

Yes.

Post 42
As the balancing manager how do you determine when you can release more Land Areas/Asteroids/Space Stations/etc without severely impacting existing owners and their profit?
Submitted by Vap0r

Time, statistics, and a pre-planned release strategy.

Post 45
Will there be unlimited (!) melee amps, or improvement of melee generally?
Submitted by Alice

Yes to both.

Post 48
Will you ever actually release a list (sort of a ‘Heads Up!’) in regards to HOW and possibly WHAT drops certain new items?
Submitted by Sunab Naverith

We have no such plans today.

Post 50
What is the effect of the new auction fees on the general market transaction balance?
Submitted by helena

No unnecessary transportation sales, no display entries in the auction, an overall growth of the use of the auction and finally a growth of the use of participant owned shops.

Post 52
What role do the commercial ads play with loots, ATH and HOFs?
Submitted by Haxtor moogle

They add money to the system by being watched.

Post 55
When will you update with something not only MA is gaining on?
submitted by SODERD

We have done, and do so with every release – sometimes small things, sometimes whole systems. To take some examples: sweating, land areas, participant shops, auction system, real world and participant commercial system, Event system.

Post 56
How many people are in the balancing department, what are their responsibilities and what is the process to balance a VU (loot changes, new features, etc.)?
Submitted by fluke

I cannot go into details here, but there is a group of more than five people involved in all balancing.

Post 62
Will there be any amps for faps in the near future?
Submitted by Omega

We have no plans today to introduce them.

Post 63
Why does MA make things better for crafters and worse for miners and hunters.
Submitted by bigdeal

We don’t, there are always ways to find opportunities in all systems.

Post 64
Can we expect to see more frequent events and story lines that actually have both a head and a tail?
Submitted by JackFree

Yes.

Post 69
What makes an item balanced?
Submitted by Dunn

Many parameters determine balance, here are some of them. An item is balanced when:
It fits the user’s skill interval and current state in EU, meaning that it is fun to use and lets you interact with fun and intriguing events or mobs.
It doesn’t cost too much to use and its owner knows it.
You cannot drain the system with it.
It can be found in the way it was meant and with the right frequency.
The owner knows it’s expensive to use, but its fun to use or it has an interesting and unique advantage.

Post 78
How many in game data points are you able to balance?
Submitted by Gazza

There are millions if you mean when items and rules are created. A lot fewer when the systems, items and Entropia are running. The goal is to sit beside the universe watching the nature of Entropia take its course.

Post 79
I believe that the return rate (the “cash/ped” that the users are getting from the system as loot) should be increased. Why shall I play this game and not play on a casino where the odds are much more for me to gain some money?
Submitted by Niovara

I agree, everything we do aims for a better return rate for the users, but must still pay for the systems and us at MindArk. I think you should participate in Entropia because it’s a virtual universe and nothing else.

Market prices are at work, services are up for trade, socializing and training pays off. Opportunities are there all the time for the observant and hard working participant and not just at the same place everyday.

The universe isn’t static and predictable instead it’s built on natural laws and the goals of the users in it and that’s what makes it intriguing and full of possibilities.

Post 80
As far as I know only CEO and balance-manager know exactly about and set the parameters of the loot-system.
Since this is the most important part of the whole RCE-game: Is some 3rd person/team checking their work or do they just proof each others work?
Submitted by Agnus Dei

There is a bigger team working with these questions today.

Post 87
We’ve heard the term “Balancing Manager” ad nauseum, but there’s been no real description of what that position entails. Please describe exactly what you balance.
Submitted by AlphaGeek

Firstly, there is a whole team involved in balancing work. The team analyze every new system from when it’s only an idea to when you all are using it.

What will the system affect? What will it give and what will it take? What should the cost be to use the system and the items connected to it? Who will use the system, who are the real life users of system and who are the in world users? How will the system affect the performance of the hardware and the software platform and what will it cost to solve possible bottlenecks?

And of course the team continually analyze how a system works long after it has been released.

Post 93
Does MindArk have any plans of rekindling the past staples of our economic growth, or is their vision purely of advancing into the future?
Submitted by Stryker

We are constantly working with both new and old systems. It’s just a matter of time and the point of view of the beholder.

Post 94
Some time after VU with amp nerf has passed. Now what were impacts of it on “balance” (maybe reallocating part of loot from opalo users to high-lvl hunters etc.)?
Submitted by Denis

There is now a point in constructing, finding, selling and owning amplifiers other than just the best type. This has boosted the whole economy regarding amplifiers.

Post 99
Why do some mobs loot a large variety of items while other mobs loot only 1 or 2 items?
Submitted by Chilly

All creatures have different benefits and drawbacks.

Post 105
Is it balanced to make it better for low and high level players and worse for the mid-level?
Submitted by habanero

All users can find opportunities no matter what level they are at.

Post 112
Today my hit ability is for example 3.9/10, 6.1/10 on EP-10 and the same up to EP-50, shouldn’t the hit ability be higher on low guns and get lower on high guns depending on your skills?
Submitted by Rapido

You have to use skill interval dependent tools to get what you ask for.

Post 113
Is MA’s plan to keep going the actual process: Universe drain investor through big PR that deposit a lot of cash to buy “asset” and parasite gamer with tax and fee to use the new universe feature (examples: malls, CND, Land areas)?
Submitted by Etopia

We want to have many types of user groups. Investors with possibilities to enhance the experience of Entropia are one of those groups but certainly not the only one or even the biggest. Remember that they in many cases do important work with their areas and it’s voluntary to enter their areas.

Post 121
Rare Items/Ores and especially Blueprints in inactive accounts are a huge balancing problem, because they can be reactivated.
Limited Items avoid this problem.
But what will you do to balance the existing rare Blueprints (etc) in inactive accounts?
Submitted by schnups

The inactive accounts are eventually purged and the items go back to Entropia open market. All this is taken account for in the balancing.

Post 126
Are we all dealing with the same virtual world, insofar as odds/rules/chances?
Submitted by Amanita

Of course.

Post 127
Will Houses ever have the option of selling items when a player is off line like a shop without the need of a shopkeeper?
Submitted by TotalTwist

You need to have a shop or a shopkeeper.

Post 128
Is Land Grab no longer existent?
Submitted by Mercury

It definitely is existent and will return, in a different way though.

Post 136
When will respawn rate of mobs be fixed during events?
Since kinda hilarious to try to host nice events for community if there isn’t any mobs left after 5-15min of shooting in LA. No problem with Big mobs and 10 or 20 participants, but above 20 participants LA will be wiped clean.
submitted by Zap

The mobs will re-spawn faster after the next release.

Post 148
In a previous support case I asked if there will ever be any whip better than my Cobra ME. The reply was NEVER. So if there will never be any whip with more damage – how can the taming system work with bigger mobs?
Submitted by Sneaky B’stard

Of course there will be more whips that do more damage.

Post 158
The transferring of skills as it is now seems to be very confusing for most players. Will we see a system that is easier to manage, like just entering i want to fill a chip with 10 PED worth of skill x, then it shows how many of your skills that would take away and you press ok?
Submitted by Snakecharmer

No plans for that now.

Post 176
What is the prime motivation in your balancing?

To create a sustainable intriguing world with indisputable natural laws that can host a vast number of users and activities.

Post 192
I’m wondering if MA is going to introduce more mobs that use firearms as their
combat mode? There are currently 96 mobs in Entropia, of those only 5 are firearms.
Submitted by m0000

Yes.

Post 212
Whilst this isn’t strictly speaking a balancing issue, it does have a relevant impact for crafters. The lack of knowledge of what these attachments (scopes and lasers) actually do quite possibly subdues the market for them thus having a direct impact on the cost of crafting such attachments for crafters. Can MindArk provide a little more clarity as to the function of laser sights and scopes?
submitted by Jimmy B

More information has been delivered to all items, we are just not ready with all items yet.

Post 218
Now that players will be able to upload content of their own in form of pictures, ads or videos, wouldn’t it be cool to be able to upload your own musical compositions?
Submitted by Glyphan

Yes.

Post 221
Will there be more shops available at places like Genesis, Omegaton, Sakura?
Submitted by Violet

Yes.

Post 270
Are there any plans to introduce farms in the game, or farming licenses?
Submitted by Dusk

Yes.

Post 271
Will we one day have the ability to take one melee weapon in each hand?
Submitted by ufcfl

Yes.

Post 272
Does MA has an “inferior loot list” for avatars that have been annoying?
Submitted by Micheva

No.

Post 281
Will an item appear on market by re-looting it after it was TTed (used up)? Is the rule applicable to any kind of items?
Submitted by Auktuma

I’m not going to give details, but it works something like that.[/quote]

Here’s some of the questions that were posted that were not responded to that I’ve located.
[quote]Exciting to see all these new planets popping up.
There is thread about cost to travel between planets but can you throw some highlights on what am I paying 40ped for each way between planets?[/quote]

[quote]Will hangars and their spaceships be offiacially tradeable then?[/quote]

[quote]Will the teleporting between planets allways be available?[/quote]

[quote]Will every planet ( including Michael) bring additional hangars which serve as launching platforms for their pilots?[/quote]

[quote]What happened to the Harbinger event? I mean it never had a conclusion? Will it have one soon? What about our diplomas? [/quote]Answer was that the war is not over, but nothing about this particular question…

[quote]How about some skill bonus event again?[/quote]

[quote]How many full time staff will there be working on Planet Calypso?[/quote]20% is not really an answer as it’s not a real number…

[quote]How many staff on planet michael?[/quote]

[quote] In the development of Calypso what do you plan to develop?[/quote]Question is a bit vague, but I think the intention is to ask what the roadmap is for 2011, and what the priorities are. They did answer this by more or less saying they don’t know, I think?

[quote] In which order will these parts of calypso be developed?[/quote]

*** DOWN TO #4 IN QUESTIONS SO FAR… WILL ADD MORE LATER. FEEL FREE TO ADD MORE BEFORE I DO IF YOU FEEL LIKE IT.

Also, can anyone find the original 2007 question list to see which ones were passed over?
***

of course… what’s the point, lol…

New Forum…

Entropia Forum’s database got bought by Mindark, so the new location of the thread my shop in Entropia Universe is http://www.planetcalypsoforum.com/forums/showthread.php?183967-Delta-Discounts-Calypso-s-TRUE-Bargain-Shop-Omegaton-West-Habitat-Delta-Tower

2740 Turbosquid Links Left

I have posted quite a few Tubosquid Links over the last 24 hours, but still have quite a few more to post to get the
“comprehensive” list of all the links I have over there so far in to this blog.

Only 2740 more links to go to get every blasted asset I have over there linked to from here. Lots of copying and pasting from excel file I created from their database to do this. My right pointing finger hurts from clicking the mouse so much lately, lol.

Again, I just want to re-iterate here that this is NOT spam. It’s a list of art links that I’m creating to later use for commentary purposes here in this blog. What I want to do is give some examples of various trends my artworks have been going the last few years, expound on where those trends will lead me in the future, and also use this link list to make this blog more comprehensive and complete in showing my various forms of artwork.

This is both a reference for those that enjoy my artwork as well as for myself, both for visual viewing purposes as well as for historical and documentation purposes. I am trying to more or less account for all my artwork online up to this point in time so that going forward it’ll be easier for anyone reading this blog as well as myself and any art historians to see where I’ve been, where I am, and where I’m headed in my art, its themes, its purposes, its concepts, in various relations between art that I have created and am working on now or in future projects, etc.

This entire blog is sort of an auto-biography from me, by me, and to me, Jeff Thomann, aka Mastermesh, aka Maria Mastermesh Mesh… and it’s also something intended for you dear reader, and you, fellow art lovers and art historians as well. This is me and my story. Come along with me on the ride, if you dare. 😉 🙂

Turbosquid Links

http://www.turbosquid.com/FullPreview/Index.cfm/ID/239601redbrick78.jpg?referral=mastermesh
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Turbosquid Links

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Turbsquid Links

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Turbosquid Links

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http://publicdomainremix.wordpress.com/

I’ve created a new blog that is located at http://publicdomainremix.wordpress.com/

I know, I promised to only have this blog, but I can’t help but wanting to create new blogs for various purposes, while keeping this main blog from being a spam trap type of thing. The new blog at http://publicdomainremix.wordpress.com/ is mainly going to be used to locate, use, and remix various public domain video, images, audio, text, and other interesting things. The public domain is a very wide arena that has a bunch of potential for a lot of different things in my opinion, and I want to start exploring that wide and crazy world of public domain remixes. I have a lot of ideas on where to go with that.

The other main blog that I maintain currently, if you have not figured it out yet (since it’s linked over in widget to the right) is http://www.mastermesh.wordpress.com. That’s where I keep my delicious.com bookmarks backed up. I like posting those to a blog since I bookmark a ton of different places.

Maria’s Blog 4/18/2010

Over the weekend Maria bought a few QR 100 blueprints, and also outright bought some blueprints from both with high qr and low qr from a crafter that was doing consignment deals in Maria’s Shop, Delta Discounts. Maria has started to craft a little now too.

I used Bob the Builder’s website http://www.candyman.se/pe/bobthebuilder/v2/ as a guide to help me figure out which blueprints to buy with high qr. I’m focusing on low cost materials to skill upon. Basic Auxillary Socket is what I’m crafting tonight. The ingredients for it are 1 lysterium ingot, and 2 oil. That is the same cost as standard dampers, but dampers are only TT food, like Basic Filers. I can sell Basic Aux. Socket in the shop, even though the markup on it is low… and also can sell whatever residue I get from it.

Before now, my high qr crafting was mainly filters and dampers, which is costly and not good since it’s all TT food, that is useless for any other thing in game, even though it is listed as a component – it’s not a component of anything. Aux sockets are a component of something..

A long time ago I had the dream of Maria skilling up on longblades and crafting to eventually become a longblade engineer. Right now, she’s up to level 2 in that profession… She can’t hunt much these days because slow computer graphics card gives her lag… but crafting machines don’t need fast graphics cards since no one is around much, and speed does not matter as much as with hunting… so hunted up til now, but now the focus on skilling side of things will be in crafting… When not doing that, I’ll be continuing to buy stuff as cheaply as possible and selling it in the shop, as I have been up til now.

If you ever get in to crafting in Entropia Universe, it’s costly but tools like Candyman’s site can help you figure things out a bit. Right now Maria only has a hundful of qr 100 blueprints, but they are the ones that are use cheap ingredients so that she can get lots of skills cheaply. She also has a LOT of blueprints in various books from the blueprint consignment deals she’s been doing with the shop, so she’s well on her way to becoming one of Entropia Universe’s best crafters in a few years. The shop ownership is only the first of many long term goals. The blueprint collection is part two of that. Now it’s time to build some skills in crafting!

p.s. I really love auto-crafting in Entropia Universe since it lets me type posts like this while also doing something in game. Very nice being able to multi-task.

Maria’s blog: 4/16/2010

I’ve not put a lot in to blogging from Maria Mesh’s perspective for a while. I think now is the time to start doing that. I type a lot on Entropiaforum, so sometimes get lost over there instead of typing over here…

Today, Maria sold her apartment, Omegaton West Habitat – Delta Tower, Apartment 1D to a society mate. Eventually, she may get the chance to buy it back at the same price, but only time will tell. The apartment was sold to free up some PED. Maria also sold a lot of empty books she had in resettlement storage when she was running the “lost library”… an idea that sort of fizzled because a lot of people did not seem interested in buying blueprints, even if they were TT priced. What bps she has left she’ll either sell in the shop or sell to friends at a good price.

Most of the rest of the empty books have the Technician bps in them, so I need to manually unload each and then sell them and the books themselves to the trade terminal. The Lost Library has served it’s purpose, it allowed me to “save” my peds that were tied up in all of these books up until now… I spent the money on them all so that I could basically waste my time moving stuff around in books and organizing them in a nice and neat way instead of wasting time in game doing other junk that would be throwing the money away, such as hunting, buying overpriced stuff I don’t need, but wanted, etc. It was a bit of a way of making the peds last instead of blowing them all at once. Now I have a clearer vision of what to do. I’m going to keep buying stuff at TT prices off of the auctions and selling in the shop. That way I can keep playing the game safely and not loosing a ton of money in high risk investments… so the need to have that many books to mess around with is not there as much any more. Each of the resettlement containers has around 100 books in them, each priced at 1 ped, and a good bunch of them had 2-4 blueprints in them at 1 pec each, bought from the technician… so each resettlement container had about 10 US dollars worth of peds in them… not a lot of money, but enough to make my need for peds now want me to sell them so that’s what I’m doing. It was also, in part a bit of a test on the servers to see how many items an avatar could hold. I discovered that an avatar can hold an almost unlimited amount of items if they are stacked in books, boxes, and other containers… you are not limited to the 200 item slots in inventory and 500 in storage for each planet as some may believe…

Since the apt. sold, Maria is left with two estate deeds – The Shop at Omegaton West Habitat, Delta Tower, Block A, Shop 1, and one of the booths behind it, Omegaton West Habitat, Delta Tower, Booth #3. She also bought a shopkeeper and manniquin a few days ago, which is part of the reason she’s in need of peds… and sold the apt. Shopkeeper cost her 3k, that is 300.00 US Dollars… and Manniquen was only 30.00 US Dollars. I thought you could sell items the manniquen wore as he wore them, but apparently I was wrong on that, so it may be a bad buy. I sent a support ticket in about it since I could have sworn I saw a manniquen do that a few years ago in one of the malls.

Out of the 100 books that were in one of the resettlement containers, only 25 are left that have blueprints… I’ll unload the other resettlement container later that has the component II books and other books later. Luckily, the technician and Trade Terminal don’t let you sell books to them that have blueprints in them, which makes it a lot easier to sell the empty books than it would be otherwise… I just throw them all in the sell tab and if they have blueprints in them they bounce back in to inventory.

A lot of crafters tend to throw away low level blueprints, that is sell them to the trade terminal, or hand them out to anyone on the streets. The idea behind the Lost Library was to gather up those throw aways and re-distribute them to other folks in exchange for other blueprints, etc. That worked up to a point, but it got to be very difficult to organize, so I eventually sort of gave up on the idea, and just started selling on consignment in my shop. With that I paid Trade Terminal prices to crafters, tried to sell the stuff, and then if we got profits I gave them profits back. There was a lot of work involved in keeping the google documents. I still have several things on consignment with several people, but will slowly either sell them back to them at TT value or outright buy them so I’m not left holding a lot of people’s stuff, where I could eventually get accused of being a scammer.

In Entropia Universe, your reputation is EVERYTHING… if you ever get accused of scamming, you might as well forget about playing the game for a year or two… it’s not really that bad, and I’ve never been accused of scamming because I never have scammed… but some people aren’t so smart… you are not as anonymous as you may think you are in a virtual world… I could write a lot of topics on that eventually.

Well, my hands are a little sore from typing this and moving all those blueprints from the resettlement boxes to inventory, and then to the sell tab of the technician, so I’ll write more at a later time. Have a nice day.

Maria’s getting another apartment. Loooong history…

This post is a lot longer than I thought it would be… what’s sad is a lot of details aren’t in here… a lot has happened in the last couple of years in Entropia Universe for my avatar… there’s enough plots and stuff in here and all that’s been going on with the NBK on the forums at Entropia Forum to make an entire mini-series or 19 of them, lol…
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Maria mastermesh Mesh is about to purchase a second apartment again. She previously had 2 of them… but sold off one a few days ago. Now she’s getting a second one since it’ll be on the same floor as the one that she already has.

There’s a lot of history… now here a little back story for those of you that are in to reading about that sort of stuff…

In the Pre-Maria Days, I had heard of Entropia Universe, via Slashdot.org. However, it sounded like a crazy idea… then… there was this one post about some guy named Deathifier that had spent a lot and earned it all back… and another guy named Neverdie that had spent even more, and earned it all back… so then Maria came in to being…

Yes, the hype was mostly hype, but it was an interest way to spend time and some small amounts of money as I was home on weekends as my wife worked then… and a few months prior to that time, a casino had opened a few blocks away from where we lived… At the casino I could blow through 30 dollars in less than 20 minutes. IN Entropia Universe, I could survive on 30 dollars hunting snablesnots for a month, so it seemed like an interesting thing…

Maria started out her life in Entropia Universe as a poor homeless citizen, like all avatars are when they first begin the game, with nothing more on her back than an orange jumpsuit.

Then, Maria sweated a lot and finally got a little income through that. She also shortly got an income from a deposit from an Earthling and took up hunting. She axed her way across two continents with a few 2×0 axes that got bloodied up pretty fast and needed repair. Maria found that the axes were not very economic weapons eventually (no Skill Increase Bonus – SIB)…

Then, Maria took up hunting with a rifle. Her trusty rifle accompanied her everywhere. Her favorite hunting spots were, and still are locations that are not real busy spots. Prior to the recolonization of Calypso (Version Update 10), she hunted a lot around Fort Argus, Fort Zeus, North of Fort Ithica and radom other spots on occassion.

She no longer hunts much to the east of Argus since it is now a Player vs Player (PvP) Zone. She does still travel north of Argus on occassion. She’s also found a new hunting location that did not exist prior to the recolonization – EOS. She loves hunting Foul in the hills between EOS and Athena Space Base.

Back in the early days, Maria loved trading, and joined the Entropia Forum Dollar Growth Fund (EFD Growth Fund) Smart Trade Terminal Solution (STTS), and thought about joining Entropia Investment Fund (EIF).

STTS only existed for a short time and now no longer exists. EFD Growth Fund still exists on the forums at Entropia Forum. If you are a regular over there, you might think about joining the fund since the only investment requirement is Entropia Forum Dollars, not real money – although it is possible to buy or invest real peds to get EFD in that fund…

Luckily, Maria never joined EIF since they sunk a lot of money in to investments such as Land Areas, a mall shop, and a hanger, all of which have zero Trade Terminal Value. If Maria had bought in to that fund, her money would now be gone with little to no way of getting the money back since the EIF still exists but has no plans on ever selling out for any time in the near future it appears, so all peds that went in to those investments are now gone… The investments are bringing EIF some money, but it’s arguable how much since it’s likely that the original investment money is gone unless they ever sell their invested money, which they have no plans on doing… so until they get that money back, they have lost a lot of cash… Unfortunately, sometimes, to get ahead on Calypso that it is required to make big investments like that. I still think the EIF is extremely risky since there is no such thing as multiple owners of an asset in EU, and everything is based on trust. If the Fund manager dies or something, the assets he holds can be considered gone like the wind, along with all the Project Entropia Dollars (PEDs) that various individuals put in that invested in that stuff through the EIF.

Maria also thought about joining MMA Bigshow in his quest to create Entropia Holdings at one point in time. However, MMA is no longer in game, so Maria is glad she did not do that. MMA’s cockiness got the entire community irritated at him in the forums at entropia forum, even though he really probably had some ok ideas… I guess if you are martial artists that fights all the time, you might get too aggressive sometimes… and that may reflect in other areas of your life…

Maria jumped around to several different societies in the beginning of her journeys. For a while she was in The American Soldier (TAS), where she met some nice friends, including big Dodge Ram, and Fillipe Castanhas, among others.

Later, TAS was disbanded, and Fillippe talked Maria in to joining Entropia Asia Cadets (EAC), which was a cadet society for Entropia Asia. Maria was not Asian but joined anyways because some of her friends were there. Shortly thereafter EAC got blackmailed a little – one member of the society (I won’t name names here) bought a dot com for the Entropia Asia… and did so without consenting with anyone… in part because he ran an ISP… it was a nice site with it’s own forum and things… but wasn’t that great… Later, the higher ups in the society were asked to pay for that domain or something (not sure about all the details since I was a lowly cadet)… and the leaders of EAC broke off to start Zoku instead of staying as a cadet society for EA. At that time Cadets were given a choice – either stay in a dead cadet society, join Zoku, join EA, or go off on their own way. Maria decided to join Entropia Asia because Vortezy, Bryon, and some of the other folks over there were nice, and helpful.

Shortly after that, Maria went silent for 9 months because all deposits and activity from earth that powered her dissappeared (VU updates caused me not to be able to log in for 9 months til I got new hardware… could not even get past the login screen with the ol ATI-All-In-Wonder 9000 Pro and pentium III…).

When Maria awakend from her 9 month slumber, she was still EA, but it was a nearly dead society at least for her part of the world… There were still Asians in the society, but being located in the States, I could not see people in my society unless I stayed up til 3 am… which was a bad situation…

Maria decided to change directions if she was going to continue to survive on Calypso… so I started reading the forums… and I read them A LOT… Over time, I started thinking it’d be neat to cut some deals with shop owners, so I started studying the entropia forum and looking around at various shop owner’s avatars and visiting various terminals in game to see who owned what estates, etc. As a result, Maria met a lot of folks that owned shops in the Port Atlantis Mall and a few other places and befriended quite a few of them. She started trading things at Trade Terminal (TT) Value to some of those folks, including Nihilist, who happens to run EFD Growth Fund. Nihilist sort of became Maria’s mentor in the ways of running a shop successfully in game. He ran, and still runs a consignment shop called Dead Man’s Plunder… He buys things at TT value, trys to sell it in his shop, then pays back a percentage of profits…

Maria bought tons of things off of the auction for him, paying TT value for it. Some got accepted, others rejected. The rejected stuff, Maria did not know what to do with it… so she started trading it. Around this time, Vortexy, which is one of the leaders of EA started handing Maria lots of blueprints to sell too since he was crafting a lot… so she’d go sell his blueprints at Port Atlantis near the TP… and would also sell whatever else he handed her… she was a pretty good scounger in those days. She cut a few deals and met lots of traders… She actually started a non-society guild called United Buyers Exchange Resource (U.B.E.R.) and traded things to and from a lot of folks at TT values back then. It was fun and games, and no losses really since TT value was always growing, or getting traded off for something else to sell. STTS took that idea to a new level, but Josh Edwards (who ran STTS) only sold via auction, so he actually lost a lot of potential profit… and cost people that worked with him 100% of auction fees + 30% of the profits on top of that… pretty steep cost, but it was all junk people normally sold to the TT anyways, so it was not a bad deal… Maria eventually got in to that as an investor, and urged Josh to stop using the auction and get in to using a shop or something… He never listened, so she sold off her investment and moved on… There is still a massive void in EU that STTS filled that should be filled by someone, but is not currently being filled by anyone, so stuff gets sold in to the TT and avatars in the entire community get poorer and poorer because of that…

Around that time, NBK Entrepreneurs was formed by Hardwrath, someone who used to be leader of NBK, but had also been in a deep slumber, like Maria. Maria liked the enticing sound of being in NBK E, since she wanted to change her focus towards running a business and not being a ped loosing hunter the rest of her life… so she joined NBK Entrepreneurs… it got active about a year, had lots of great people in it – several shop owners (some of which Maria had brought in due to her U.B.E.R contacts, including Nihilist), an Land Area owner, and lots of traders… and some of the best crafters in all of the virtual universe…

Eventually though, a lot of the crafters wanted to do their own thing and focus on cutting deals with miners, so NBK Miners started, and NBK E was more or less abandoned by all but Maria and a few other dedicated folks. After that NBK E was forced by NBK leadership to become NBK Otium. Otium means “at ease.”

The idea from leadership is that Otium should be a place for the retired avatars to go that don’t fit in any other NBK society… a while before then, Nihilist quit because the promises that Hardwrath had made with a steady supply line being created when NBK E. first started out was never really brought in to being – it was, but only to benefit skilling crafters and miners, not shop owners… This and a lot of other things going on caused Otium to exist. I still am not sure I like otium since it sounds an awful like like Opium… but it’s started to grow on me a bit… sort of nice to not be under pressure to skill or cut business deals all the time even though I’m still doing some of each…

Anyways, at some point in time, prior to the recolonization, Maria purchased an apartment in Treasure Island. It was Apartment 10A in the Silver Building. The “Stack Exchange” was there, which was a service Maria ran to trade stacks of items among a lot of different individuals. Maria also had 2 shopkeepers that more money that magically appeared on her pedcard from a transfer from earth allowed her to buy. The real purpose behind the Stack Exchange was to get people in to the apartment to look at the shopkeepers and buy things. A few events were done with the NBK (Maria’s society)

Eventually, Maria bought a booth in the basement of the Delta Tower at Omegaton West Habitat… and bought Apartment 1A in the Delta Tower too… Those funds from earth helped her to make that happen…

and the Stack Exchange became the NBK TT shop… when Maria bought out the old NBK TT shop’s inventory and moved it in…

Then a few months later, the Treasure Island Silver apartment deed was traded for a deed to Apartment 4A in the Delta Tower… so Maria had 2 apartments and a booth all in the Delta Tower… 4A, 1A and Booth #3. She moved the NBK TT Shop and shopkeepers to the 1A apartment.. but that business never took off since the booth and shopkeepers were hidden away and not visible… then Maria moved everything out of the NBK TT shop apartment and converted it to a blueprint shop since NBK folks and others were continuing to TT Maria blueprints along with other things…

Then Maria did something radical and traded the two shopkeepers and booth in for the Shop 1 in Block A in Delta because the guy that owned that place, Rufwon, had been trying to sell it for a long time… Maria felt sorry for Rufwon and also found the idea of being visible from outside of the building to be nice…

So the Lost Library was established in Block A, Shop 1 of Delta Tower in Omegaton West Habitat. Maria owned Aparment 1A in the same building and 4A as well..

about 2 weeks ago, she sold 4A…

and now one of the folks that is selling blueprints in the Lost Library, who sniped 1D from Maria in an Auction at time when Maria was a little poor, is wanting to sell 1D…

So going Forwards, Maria mastermesh Mesh will own Apartments 1A and 1D, as well as Block A – Shop 1 in the Delta at Omegaton West Habitat. There’s also potential to eventually buy the booth back or buy another booth too, leaving lots of room to expand the shop at some point in the future, both horizontally, and vertically at some point in the future… The costs of expanding looks way too pricey right now, but I’m going to hold the deeds because that price may not look so bad in the future… I never thought that 2 years ago I’d join the NBK, much less own an estate… or three estates!!!… You never know what will happen in the virtual universe… the future is bright now that I have 3 estates in the same building… lots of potential room to grow eventually, even if the costs aren’t justified for that growth yet… Hopefully I can find a way to make that justification change and get profitable at the same time! 🙂

http://www.zazzle.com/jeffthomann

I’m going to start using Zazzle more. It’s similar to Cafepress, but also different. I will likely go back to each of my artfolio images and re-upload them to Zazzle eventually, putting a new link to my zazzle account in each of the posts that I’ve already created on Cafepress. That way my products are in both Cafepress and Zazzle. I am also probably going to do likewise for Createspace, and Lulu. Additionally, I’ll likely move some of my images that are on Turbosquid over to Zazzle and Cafepress so that the good photos are on all the markets out there. I’m also investigating a few places that let artists sell their real world artwork directly and not electronically. I might use one of those places to sell originals of some things eventually.

My Zazzle shop is located at http://www.zazzle.com/jeffthomann

Color Pallette… Color Blindness… When is a something done?

I have mentioned color pallette in a few postings already, but don’t think I’ve gone in to a lot of detail about my personal preferences in my own color uses, why I have those preferences, etc. so I figured it might be time to post a little bit about that here, even though most of the stuff that I’m uploading to the artfolio is not color yet – It’s mainly black and white or blue and white sketchbook scans for now, but I’ll get around to uploading the color works later, and at that time, it’ll be good to know a little about my use of color.

For those of you that don’t know this yet, I am partially color blind. Greens and Reds that are medium toned or darker tend to look alike to me, which appears to be the same color as a grey color (just black and white) tone of the same value. Luckily, I’m not fully color blind, or else this little issue would have a much more major impact on my artwork than it does now. Bright reds, and greens are very visible to me. It’s only the darker tones that are usually seen in shadows that make things a bit difficult for me.

Because of this, I have a tendency to drive myself towards pointillism type of styles, or similar types of styles that use visual color mixing instead of real color mixing, at least in this part of the color spectrum. That way, I can move in very close to the canvas, and look at what is going on with the color blobs up close and personal to try to resolve issues and create a plan of attack to figure out what move to make next in this chess game of creating art.

Eye strain headaches does come to me after a while of doing this sort of stuff, especially since I’m near sighted… because I’m constantly looking at different areas of the painting, or color drawings at a distance, and then up close, and then at a distance, and maybe upside down to check composition, etc. I did not even realize I needed glasses for my near-sightedness until after I graduated from college, but I really should have probably gotten glasses a very long time before that. My dad loves transitions lenses and got me hooked on using them since they keep me from having to constantly buy sunglasses only to lose them. However, the transition lenses do cause me problems when making art and viewing art sometimes since they put a dark tone on everything I see through them. Because of that, I have to take off my glasses to view things in museums, galleries, or as I paint sometimes so that I’m not making major color/tonal mistakes. That causes even more eye strain on occassion. I do like the transition lenses since my eyes are pretty sensitive to light, and they make staring at a computer all day at my 40 hour a week job more tolerable. However, I hate that they cause me to not be able to see a lot of true colors at a distance… All through school, I remember squinting a lot in painting classes and drawing classes. I just assumed that this was normal at the time since I had never thought to check with a vision specialist. I knew that I was color blind, and just sort of assumed that the squinting and headaches were a normal part of the process of creating art. I sometimes wonder how things would have been different if I had glasses way back in elementatry school….
Strangely, all of this does not have a huge impact on viewers of my work because a lot of artists use green to muddy down red and vice versa to get shadow colors and tones as they are on opposite ends of the color spectrum.

My favorite colors are somewhat bright and intense. As mentioned in another post, I love the color pallette that folks like Remington use, where there’s lots of vividness to the work and it sort of brings a positive cheery mood in to play.

I like mixing colors on the canvas itself visually more than a lot of other painters do. I do mix colors when I can but like using paint staight out of the bottle when possible so that it’s easier to come back to an area and re-work it or balance it out with similar colors on opposite ends of the canvas if I need to… Stuff that comes out of a bottle is usually mixed fairly closely to other stuff that comes out of a bottle that has the same label and is made by the same company. That makes it easier to not have a lot of worries about painting an area and then needing more of that same paint mix later, but not being able to find it because you cannot figure out the exact proportions of which paint you mixed to arrive at that color, especially when, like me, you are color blind so physicially mixing the paint is a very difficult chore. That label on the bottles of paint helps ease my mind in making decisions since I know that the green in that bottle is the same green that I got out of that bottle an hour ago. Pointillism type effects can be used to help mix and match just about any color that exists, at least at a certain distance.

My favorite oil paint colors are usually Cadmium Red (for bright bold red intensity), Crimson Red (for darker red tones and colors), Currealean Blue (for highlights that are in blue – lots of artists are afraid to use blue in highlights, which is a huge loss to their works), Cobalt Blue (for mid-intensity blues), Prussian Blue (for really deep dark blues), and occassionally a very bright yellow, and maybe something strange like violet, which can be very bright and noticible if applied thickly or almost unnoticible if applied thinly with the rest of the colors mentioned above, either scumbled on or put in to small dabs in small pointillism type fields of color on the canvas. I also use just about any other color out there that I can on occassion in small bits, but the colors listed above are the main ones that I usually end up utilizing the most. Most of my works usually end up heading toward red/blue side of the color spectrum because of that. There’s just something about Purple/Violet combinations or near-purple violet that is reached by visual color mixing that I really love – it’s a deep passionate, and dramatic color scheme.

I have a bad tendency to sometimes fall in to the elementary color trap that many artists fall in to on occasions, thinking of blue as dark/cool, red as bright/midrange, and orange for brighter areas than that, and yellows for highlights, instead of really looking at the way things are in reality and trying to match it as closely as possible – where all areas of the color spectrum exist in both bright and dark areas. I do try to balance out that fallacy, which is not always a true representation of reality when I can, but it’s usually a lengthy process since I try to put more and more color range in to both shadows and highlights as I proceed throughout a color pencil drawing or painting — many times I fail horribly and overwork the artwork. It’s hard to know when a work of art is “done.” There are defintitely “levels of doneness” as I like to think of them to any work of art…

Simple abstract forms with simple lines is the first level. The second level takes that and adds more tones or patterned areas to break up the light and dark more. The third level balances things out more and more, making the really complex patterns more worked out with brush stroke placement becoming one of the most important aspects of the work – a small line that’s the wrong color in the wrong place can unbalance everything and cause compositional balance to completely dissappear. Then, on the next level, things really start getting complex… as Professor Bohac used to say, that’s when it’s time for an artist to “fight their way out of a paper bag…” because a simple little thing that’s as wide as a centimeter or smaller can unbalance the entire work…. and as paintings start coming to a level of “reality” that is almost near photo-quality things get even more complex, and the “living elements” of the work start dissappearing more and more… The more realistic a painting gets to be, in terms of photo-realism, the less gestural qualities the work has… Artists, especially those that work with narrative, portrait, or landscape subjects can find themselves in hard to get out of places with their works as they get in to internal conflict about “how realistic” to make the work… since each level of realism requires more work on the entire canvas…

A simple line drawing done in 30 seconds or less can be thought of as a final work of beautiful art just as a photo-realistic painting that took thousands of hours to create can… Any and Everything in between these two extremes is where most artist live. It’s a very dangerous rocky terrain with a lot of smooth valleys full of beautiful smelling flowers. It takes a true artist to know how to balance it all out and make sure that the level of realism is right for the work in question, and each individual area of each work’s composition in question. There’s a different answer for each artists and each individual work.

As I post more artworks in to this blog, I’ll try to explain my own individual tendencies, techniques, and ways of doing things to get my works to where I want them. It is often said that an artist is his/her own most critical judge. I agree with that somewhat. However, that judgement is what makes us who we are, and makes us strive to do better in the future, or to strive to make horrible and hideously disgusting works that cause fear in the hearts of mankind…. It’s all about figuring things out and making them work… knowing the messages you are trying to communicate and trying to find ways to make those messages clear. For me compositional balance is a very important thing. For others, maybe not so much. I’ll try to post more artwork here in the blog later this week.

Gameplan…

I know that I probably seem like an unorganized slob sometimes since my thoughts seem so scattered sometimes, and I post about such a wide variety of things… but all the pieces of the master plan will come together over time… Here’s the gameplan for this blog, as it stands now. Remember, game plans are just that – plans, and they can and do change over time, so some or all of the goals listed below can go up or down in priority over time, or change completely as new goals come along…

Current Primary goals for this blog:
– Get as many of my sketchbook drawings scanned and uploaded to Cafepress and linked to from here as I possibly can. Please bear with me… I know that some of this old stuff is rough looking, maybe even what some might classify as “ugly” and amateurish. That’s ok. The newer, fresher, better stuff will get uploaded eventually. I am uploading everything that I can so that I will see it online here in the blog and it’ll act as an incentive to do better work in the future. The old saying that a picture is worth a thousand words is very true in many ways. I believe that each image I’ve ever made in my entire life sort of has something to say about me, my technique, and my way of doing things… some of which the casual observer can see… some of which only I can know since I was there when the artwork was created, and know what was going on in my head at the time… what logic flow there is, why certain elements are as they are, etc. The same is true of photographs, and any artwork really. A picture is actually worth many, many, many more than a thousand words.

– Get as many of my paintings, and other artworks photographed and uploaded somewhere and linked to from this blog. Most of the stuff will probably go on Cafepress. Some of it might go elsewhere. For stuff that I really don’t ever want deleted in the coming decades, I might even upload some of it to the Internet Archives since I believe that place will probably be around a lot longer than most other places, including both wordpress and cafepress. It’s just a major hassle to get stuff in to there since the interface is slightly clunky and slow, etc.

Although distributing my work in this way is not the best or neatest way of doing things since Cafepress is sort of kitschy, some of this really old stuff is not all that great of a artistic quality, etc., it does get the stuff out here where people can and will look at it. That’s a very powerful motivator for me because it gets people actually seeing some stuff I’ve done, which is a LOT more than the stuff is doing sitting in the basement collecting dust in a sketchbook, deteriorating slowly year after year. Yesterday I was watching the news and there was a story on about this whole mess Google has gotten itself in by copying entire books before getting permission from each author of the books so that they could put it online. Google’s primary argument is that that makes the stuff accessible to the masses when otherwise it would just sit in the libraries untouched as it has for years, sometimes decades or centuries. That’s sort of the same sort of idea that I have going on with all of this. My artwork is a living, breathing thing, and I’m still a living artist, at least for the moment… so why not try to get as many people seeing my stuff as I can. There’s a whole huge world out here, full of many interesting people. Is artwork really artwork if it doesn’t have a viewer? My opinion is that it is, but it’s not nearly as good as artwork that gets viewed.

– Start creating new artwork in the future and continue to upload it on to the internet and link to it here. This part of the plan may take a little while since I still have the backlog of all the stuff I want to scan or shoot photos of to upload. Ultimately the goal is to make more new stuff the primary content on here… and still have the older stuff available here to view for historical purposes, etc. What form my new works will come in is largely undecided and will likely be a lot of various forms. One of many ideas that has been bouncing around in the back of my brain the last couple of years (and actually is part of the reason I started messing around with Cafe Press in the first place) is to start doing illustrations for the books on Project Gutenburg and re-publish the books in Cafepress along with new books that I create myself, etc. A sort of similar vein of though is to create 3d animated movies that use Public Domain or Open Source projects as the basis for where to start. Some folks in the Blender community have created entire full length movies with Blender that is all open source now. At least one guy that I know of has tried to do similar on his own with Lightwave a couple of years ago. This sort of stuff could never have been a one man show just a handful of years ago, but now things have progessed to a point where that is not really the case as much… More people can do more with fewer man hours than used to be possible, and things keep improving to make it easier with every new version of every piece of creative software that comes out…

I enjoy creating a wide variety of different types of art. I would not mind breaking in to Illustration industry, animation industry, or stock photograpy industry a little more than I have, or maybe even becoming a full time art critic, game designer, movie director, or something else creative somewhere down the road. I have a lot of hobbies and ideas. This blog is a bit of a soul searching thing as well as many other things. Some day I still might write a novel for Nanowrimo or some other sort of book.

Main Secondary Goals with this blog:
– Maybe do a post here and there about each of the various subjects that I find interesting and used to have blogs on… hobbies such as Entropia Universe, Role Playing, FTA Satellite, etc. With Entropia Universe, I was in email contact with some of the folks in FPC, and there was some discussion about having me create a World Book for them. HOwever, that idea is sort of nixed at the moment and has been replaced by my Entropia posts to this blog. I still may do something like that eventually, using some of the posts in here to help me along that path. However, there’s just too much work for one person to tackle with a project that huge, especially since it’d be a never ending battle as a lot of things change in Calypso and all of the Entropia Universe with every Version Update (VU).. so anything that got written would have to constantly be re-written as the rules of the universe and everything about it would be, is, and will be in constant flux… That’s just nature of the “Dynamic” system that is Entropia Universe is…

I still find it hard to believe that not too long ago I thought blogs were just for people who are mostly self absorbed (*Hopefully you don’t think that about me, lol), that I thought that facebook was just for teeny-bobbers, and that I thought that that I’d never get around to finally getting my artwork online after having so many false starts over the years (My first “website” was something I was starting my sophmore year in college but that was WAY back when the world was still on Windows 95 because 98 did not happen yet, and 100 mb was considered a lot of space, lol….

Seed idea…

How many people in the world eat apples and oranges daily?!?… How much of the world is getting hurt by green house gases because of trees that are now gone? Imagine what could happen if we all saved our apple and orange, or whatever other fruit seeds you come across in your daily meals, and send them to people to plant, or plant them yourselves somewhere? I am always eating apples and oranges in my lunch and now have started collecting the seeds and planting the little baby trees inside of a little bowl at home that has a light directly above it most of the day. What I’ll do with these saplings when they get bigger, if they get bigger, I don’t know… Wonder if others have similar ideas or are doing likewise?!?… Is there some sort of national forest type of place that could allow us to plan these little orphan trees? Maybe we could start a national orchard that has free fruit for everyone! 🙂

My first photo on The 3d Studio

Here’s a link to my first image on The 3d Studio.
Asphalt photo on The 3d Studio
I am not sure if I’ll use them as much as Turbosquid for individual photos like this one though since the minimum markup for a product is 10.00 on stock photos. However, for packs of multiple images that might be an ok price.

Exhibits Tag and Category

The Exhibits Tag and Category of this blog is reserved for artwork that I have enterered in to various exhibits. I will try to mention in each individual posting, or in the first comment of each posting which exhibits each item was in. I will also try to create a tag, and possibly as category for each individual exhibit. However, the main exhibits tag and category will be applied to all works that were in any exhibit.

Similarly, I’ll try to tag each item with a tag denoting the original year that the item was created. By default I’m tagging all artwork that I know that I created in College with the college and 1999 tags since I graduated in December, 1999, and I might not be able to pinpoint the exact year between 1994-1999 that the college artwork was created. (Yes, it took me 5 and years to graduate from college, but that’s mainly because I took a few extra classes in order to get a theater minor).

Artwork created in Highschool will be tagged with the tags 1994 and highschool because I graduated from highschool in 1994.

Artfolio vs Portfolio

I plan to tag and categorize all future posts that I consider a part of my true art portfolio as “Portfolio” at some point in the future. This is different than the posts tagged or categorized as artfolio. Artfolio is reserved for all of my artworks posted in this blog, both unfinished and finished as well as works in progress, quick preliminary sketches, ideas, notes on technique, diary type art-related postings, etc. Portfolio tagged items are a subset of Artfolio tagged items which are more finished, and worthy of viewing. A lot of artists don’t like to show the unrefined, unfinished works to the public for a variety of reasons. I like doing this so that it’s easier to see techniques being used, discuss various methods of doing things, discuss the historical rationale behind symbols and patterns being utilized, etc. That’s why I created the artfolio tag and category. The portfolio tag and category is reserved for things that I would, and may actually put in my real world art portfolio. The Artfolio stuff is more of a hodge podge mix of everything I do that’s art related.

Fantasy Lands…

Wikipedia is bad for studying fantasy game worlds in mmorpgs since they have rules that keep that sort of thing from staying in posts there…. can’t verify blah, blah, blah… which is weird since they have entire sections on fantasy places in literature

like Oz…
http://en.wikipedia.org/wiki/Land_of_Oz

Land of Oz

Mavel Universe,
http://en.wikipedia.org/wiki/Marvel_universe

and even Heroes…
http://en.wikipedia.org/wiki/Heroes_(TV_series)

etc.

I guess for now, folks in Entropia will just have to continue to use places like http://www.entropedia.info/ because the place that should describe all of these sorts of things in detail, wikipedia, refuses to do so. Gigantic bias against virtual game worlds there on wikipedia in my opinion, which is really too bad… How are places that real people visit with their avatar every day less real and needing to be in there than silly make believe places like the land of Oz?, especially since places in Entropia Universe are paid for with real world money?

Something that really frustrates me about all of this is that they apparently have different rules for different virtual worlds… since they apparently don’t mind listing locations inside of the virtual universe of Warcraft… even though it’s an MMROPG and is “less real” than Entropia since it’s based entirely on a virtual gold system instead of a PED system that has a real world monetary system as the PED is tied to the dollar in a 1:10 ratio.

I’ve added a few more products to Turbosquid. Here’s a preview of them…

I’ve added a few more products to Turbosquid. Here’s a preview of them:





This one is a photo of a brick wall where the bricks come together. It might be useful for creating pattern textures.





I belive this ne is a picture of tire tracks on a parking garage floor





This is another photo of some concrete in the same parking structure.





This is yet another photo of concrete in the parking garage. This one has a few more interesting textures that are more in focus and might be useful for bump maps.





This one is another interesting concrete pattern in the parking garage.





This is a photo of the yellow line on the floor of the parking garage that outlines where cars should park. I love the weathered look of this line. It shows the harsh reality that these sort of places see. Mankind trys to create this neat little line and mother nature chooses to chew it up over time, creating a unique form of beauty.

Entropia Tree View – http://x1z.net/EU/

Entropia Tree View is a very nice little website tool that helps you keep your inventory organized in Entropia Universe. You simply copy your inventory list from Entropia Universe’s Website in to the window and the Tree View creates a neat tree view of your inventory that lists all items in containers together in one location that you can easily check on or off to control the little text form created. This makes sorting out your inventory infinitely easier than trying to cut and paste your inventory line by line to sort out which items are in what box, storage, estate etc. Thank you very much for this amazing tool Snow Leopard. You have save me and probably a lot of other people from a huge amount of headaches, and probably carpel tunnel! 🙂 😉

Entropia Survival Strategies and tips…

As someone that has had an avatar on Calypso a few years, I have a bit of experience in surviving in Entropia Universe (EU). This is the first of many little Survival tips, hints, tutorials, etc. I’m probably going to be posting in here.

If you don’t know what Entropia Universe or Planet Calypso is yet, go take some time to read about it at http://www.entropiauniverse.com.

Also, go take a look at the entry for Entropia Universe on Wikipedia. http://en.wikipedia.org/wiki/Entropia_universe

Take particular note of the stories on there about Neverdie, Jon Jacobs (Deathifer), Mike Everest, and a few other success stories. THESE types of stories are usually true. HOWEVER, they are not typical stories of average participants. Most people that participate in the virtual universe can and should expect monetary losses when playing. This is a Massively Multiplayer Online Role Playing Game (MMORPG) after all, just like Warcraft, Dialo 2, or Everquest. However, unlike those other games, the losses in EU should not be extremely great unless the participant in question wants them to be because EU is free to participate in on some levels. Sweating, gathering dung, fruit, stones and oil are all free (well oil is probably the hardest of those to get because the rig is in the middle of a pvp zone that’s always full of avatars)…

There are many risks in EU. Many consider the main professions of crafting, hunting, and mining in the game to be similar to gambling in a slot machine at a real world casino. However, there ARE ways to participate and make money and come out ahead. It just takes some work to figure out how to come out ahead… it also takes a bit of luck on occassion. Trading is one of the main ways to do this. HOwever, you have to be smart with the way you trade to make money in this game. You also have to have a lot of persistence, strategy, and sometimes just plain luck.

FORUMS
There’s quite a few forums run by participants (players) of this virtual universe with the real cash economy known as Entropia Universe. Forums are THE primary way participants share information with one another. In a “game” (even if the developers don’t want to call it a game – but a virtual universe instead) such as this one, KNOWLEDGE IS POWER, and getting knowledge from other participants through forums is probably the easiest way to get knowledge quickly.

The largest, and probably most popular one in English currently is probably http://www.entropiaforum.com (EF). I participate in that forum a lot, as do many other helpful individuals. EF is a huge place – take time to read, read, and then read some more before you ever think about depositing a lot of cash in to the game. There’s a huge learning curve to this virtual universe known as Entropia Universe, and places like EF can help you get over the major hurdles of that learning curve much, much, much faster than you can overcome the learning curve on your own.

Other forums exist. Http://www.entropiaplanets.com (EP) is one example of such a startup. A few years ago Entropia Pioneer’s forum was hot, but that got so stale and stagnant that it got shut down permanantly some time during the last year or so. There’s also been a few other forums here and there that have had limited success.

http://www.entropiareality.com is another forum, but it’s mainly for flame fests since it’s not moderated. Since entropiareality (i.e. ER in other forums since some other forums actually hate ER enough that they edit their forum to keep that word from showing up in their own forum) is flame bait, some discussions in other forums sometimes end up here near the end since no moderators are not around to keep all parties posting their spit spats to one another out in the open like little elementary kids that like to cuss because they have not potty trained their speech yet.

When it comes to the forums, remember to use netiquitte. Also remember that theories are just that, theories… not something that can be proven, and if it can be proven, the system might just be altered to make the theories false again later… This is important to know since there’s a LOT of various loot theories out there…. and if the Mind Ark and FPC are smart, as I believe they are, they likely change the loot system regularly, just like online casinos or google, to keep those that want to cheat the system from doing so for too long of a stretch of time.

AUCTIONS
The in game auction is nice, but it’s limited because there is an auction fee that the seller has to pay regarless of whether the item the seller is trying to sell actually sells or not. The selling forums in EF help people bypass that little administrative fee. Similarly http://www.entropiabay.com (EB) was set up specifically to help people do this sort of stuff in a more ebay type of setting. Entropiabay is sort of a new kid on the block, but it has limited popularity. Over time, it might become one of the best places to sell stuff online in game. EP also has an auction type of thing in it’s forums, but since EP itself is even newer than EB, the number of people utilizing that system is very limited.

Most folks that don’t do a lot of person to person trading in game use the in game auction system at some point in time. It is a lot more reliable than the forums sometimes because forums require that you have to meet up the people you are dealing with in game, which is not always easy. With the in game auction, you are using a system that anyone in game can access 24/7. However, since it does have fees to sellers, and high fees in addition to that, it’s not necessarily the best way to sell things.

SHOPS
In game shops are nice to have. They allow you to sell things in game 24/7 regardless of whether your avatar is actually logged in or not. Price of shops very greatly depending on location and size of the shops in question. Mall shops are the most expensive and have the highest monthly rent fees. However they also are probably the most popular shops in game. Shop owners have to deal with taxes when figuring out what prices to mark items with. They also have to deal with monthly rent sometimes. Taxes are not too difficult to work with since taxes are passed on to customers, not to shop owners themselves, and taxes also are interesting because they usually are a lot lower than the fees that have to be dealt with in the in game auction regardless of whether people bid or not. Tax money that is collected goes to Land Owners if the shop is on a land area that is owned by a participant. Some shops are in areas that are not owned by participants, and it’s never been determined if the taxes off of those shops go back to feed the loot pool or go in to the overall income of MindArk. Some estates that act as shops, such as booths in apartment basements, hangers that have shopkeepers in them, and some houses that have shop keepers in them, do not have monthly rent payments. That makes these places very interesting places to own as any income from the shop is more or less a complete income since the shop owner does not have to “break even” on a rent fee every month. However, they still may have some decay fees in the form of shopkeeper decay. Shop keepers decay approximately 10 PEC per sale… Most folks that own shop keepers are aware of this and pass that cost on to their customers. Even that small fee is typically less than the auction fee costs sellers as the auction always costs a seller something regardless of whether or not any actual sale was made.

HANGERS
Hangers are estates that have ships that can be used to fly to the astroids above Calypso, Club Neverdie (CND) and Crystal Palace (CP). It is also possible that they will be used to get to new planets when new planets are introduced in 2010. Hangers also have a number of item points on them, so they can hold furniture and other things, such as shopkeepers, just like all estates that have over 6 item points (shopkeepers require 6 item points but give you 20 back in exchange with the number of things that the shopkeeper can hold and sell for you)

ALGORITHMs…
Here’s what is believed to be the algorithm that is currently used to figure taxes.

Shop Tax = (Markup * 49.75 / (1990 + Markup))

Here’s what is believed to be the algorithm that is currently used to figure auction fees on the in game auction.

Auction Fee/Commission = (0.5 + Markup * 99.5 / (1990 + Markup))

Here’s what is believed to be the cost to pilots for using ships (although the ship system is currently offline until it’s reintroduced. This system, along with most other systems in the game have to be recreated to suit the Cry Engine 2 Game Engine that was added to EU in Version Update 10.0)

the actual flight costs, one way, to each desination are (in TT value):

10 ped to CP (4 decay, 6 ped in oil).
40 ped to cND (16 decay, 24 ped in oil).

DYNAMIC CHANGES…
As with everything in this dynamic universe, change is the ONLY costant we can accurately rely on… so the information above may be completely inaccurate by the time you read this. The systems in place in the virtual universe change every time a new version update is implemented, and sometimes even during the course of the same version of the game as Mindark can and does alter some things on the server side of the game any time they want. Getting used to changes IS a very important characteristic anyone that wants to survive in EU for long MUST have because there can, will be, and always are changes coming up… some may benefit you. Others might not… that’s why a lot of the forums are always full of people complaining about things and speculating about things. However, most long term residents of Calypso and any part of EU know that change is coming and always will happen over time…. because ENTROPIA UNIVERSE IS DYNAMIC!

I’ll add some more tips about EU and living on Calypso in future postings here. Stay tuned…

10 Days left to upgrade shops in Entropia Universe and get the December Discount!

10 Days left to upgrade shops in Entropia Universe and get the December Discount!

* +20 item points – 2,000 PED
* Live streaming with music of your choice – 25,000 PED
* Exclusive Custom Name Sign (Non interactive) – 5,000 PED

2k for 20 points beats the heck out of 3k for a shopkeeper that will always cost you 10 pecs in decay for every sale, and eat 6 points, thereby only really giving you 14 extra item points instead of 20…

History of Entropia Universe… The one constant is CHANGE… Entropia Universe is DYNAMIC!

===edit===
For future articles/blog posts like this one please see my other blog dedictated to Entropia: http://entropiatrash.wordpress.com
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This post is going to list all of the historical information about Entropia Universe. I don’t have time to list it all right this second, but will in the not-too-distant future. There is a lot to this… so this will likely grow to be a very long post over time.

http://www.entropiadirectory.com/wiki/EU_HistoryIntro story

Ever wondered where all the people are?

1000 years into the future our history begins

The era of space travel
The Space Age
Space Industry
Quantum technology
Genetic Engineering
Space Travel
A long time ago Mankind took the final step into the depths of space. We conquered our own solar system and soon embarked on a new era of interstellar travel. Mankind have now begun to expand their civilization across the galaxy, following a growing web of desolate outposts and industrial supply facilities that have been left behind by robotic space vessels called the Odysseus Probes.

The Odysseus Probes was a great enterprise set into motion by a global alliance that would later unite the people of Earth. For nearly a century these Odysseus Probes have explored and expanded Mankind’s knowledge of space and its endless new frontiers, continuously discovering new planets and primitive worlds to which humans have later arrived to colonize and conquer. During the dawn of this new era of interstellar travel Earth has survived the conflicts and transitions to a centralized form of leadership that tied every colonized planet together into the Federal Empire. One of these new colonial planets is called Calypso, a life-giving but remote world in a star system situated far beyond the Colonial Frontier in the deep unknown regions of space.

The Odysseus Probe that discovered Calypso built up a vast robot community to prepare it in time for the first human arrivals. One single corporation made the first claim to colonize the world and launched an enterprise called the Exodus Project to bring the first settlers to the New World. When the first humans finally arrived on Calypso they could move into several pre-constructed cities in a terra-formed region of the world called New Eden.

As the settlers moved in the robots would turn over the control to the humans. It was during this gradual human takeover that something went terribly wrong. The robots suddenly turned against the settlers and started a devastating war that would become known as the Robot Revolt. This war nearly wiped out the entire human population on Calypso and laid their new colonies in ruins. After a long time a new generation of settlers finally rid the planet from the hostile robots only to face a new menace as horrid mutated humans began to emerge among the radioactive ruins. Rejected and forgotten, this new threat was quickly set aside by the settlers when they discovered a new robot enemy suddenly appeared from the dark void. The enemy had not been eliminated and was now originating from elsewhere. A desolate robot controlled mining colony in a far away star system had been infested with the same corruption as the robots did on Calypso. These new robots were real war machines, and they were now trying to invade Calypso using advanced teleportation technology to land their invading forces directly on the planet.

And so, the war against the machine continues. The colonial catastrophe on Calypso forced the corporation in charge to be signed over to the Federal Empire. The benefit of unlocking a free market on Calypso was overshadowed by the bureaucratic behemoth of the Federal Empire. Growing tensions between collaborating colonies that are demanding more independence from the Federal Empire has diverted military resources away from Calypso. The free market provides access to vast technological aid but the settlers are now left to deal with the invading robots on their own. It is part of an imperial plan called Project Entropia, which is based on the calculated presumption that salvaged enemy robot technology will provide the settlers with the knowledge they need to surpass, strike back and finally defeat the robots once and for all.

Despite all the dangers that are threatening the colony on Calypso the settlers are determined to persist and have built up a colonial capital called New Haven. This is the first new striving social community on the planet, built to provide settlers with a secure home environment as they continue to explore and colonize the expanding planetary frontier in the land of Entropia.

Chapter 2
The conquest of space
Interplanetary Conquest
The New World Project
New Technology
The Odysseus Probes
Teleportation Technology
Conflicts & Globalization
As interplanetary travel grew the space frontier quickly shrunk because it was limited to the inner boundaries of the solar system and the early ways of space travel. New resources became rare and conflicts between rival corporations grew more violent in their desperate struggle to claim any new resources. The fear of a global economical collapse due to a slow stagnation of the interplanetary market, and the threat of an open armed conflict between the leading national corporations would soon compel Mankind to find ways to reach even deeper into space, far beyond their own solar system. To solve the growing economical problems the leading global forces within politics, market and science moved together to embark on the greatest enterprise in human history: the Odysseus Project. As this huge endeavor was set into motion the gathered forces within this new global body also took the final step towards a world union. Though the market industry was to be the main beneficiary from the Odysseus Project, the public had to be convinced that they were partaking in a great historical enterprise as well. Many conservative emerging nations worried that they could be left out so the plan to increase the industrialization and knowledge of space would also include a mission to expand the whole human civilization beyond its own solar system and to secure the survival of Mankind in the future. This would be “Mans Greatest Quest”. Taking advantage of a project of such a grand scale it was used to give a feeling of new hope to the world, and calm the masses. As a result the New World Project was founded alongside the Odysseus Project and its main goal was to find a new planet in a nearby solar system that could sustain human life. But to send humans beyond their own solar system and directly into the unknown infinite voids of space was still too dangerous. The journey was far too long, the search extremely difficult and the construction of life-supporting spacecraft made the enterprise both technologically and financially crippling. Instead combined efforts and resources were focused on the development of new technology, such as the Jump Rail, Shield Generators and the creation of Antimatter. The first step towards the development of teleportation technology was the invention of a linear way of teleportation using a construction called a Jump Rail, which was capable of sending matter light-years away straight across space. However, construction and usage was extremely costly and the journey far too inaccurate and risky to be of any real practical use. The amount of material, special constructions and energy consumption needed to create a Jump Gate were not available at the time to make it viable. With the creation of antimatter and prototype antimatter reactors it was possible to construct the first functional Jump Rail, though it was still far from practical. The mere fact that the Jump Rail would be torn apart by the violent forces released at each launch did not help its case. For a vessel to survive the immense stress of a launch it seemed natural to focus on the construction of small, compact vessels. The first tests were performed on so called nanoships, and even though the stress tests proved minimal during launch, the smaller vessels did not survive the actual journey. These tests proved that the target matter needed to be contained within a powerful energy field to prevent its atoms from dissolving. As a result the technological development of energy shields also took a step forward. All new technology at this early stage of development was quite crude in both size and functionality. The task required a vessel with a much larger and sturdier hull, allowing it to be equipped with all the devices needed as well as the massive surrounding construction that could emit a stable energy field to protect it. Worried about loosing political momentum the new global political body changed project requirements so that all the new bulky equipment would have enough space onboard the new vessels: the giant Odysseus Probe. A total of seven large Odysseus probes were assembled on orbital space stations. Jump Rails was then used to launch the probes into space towards carefully selected planetary star systems in the galaxy. These star systems had proved to be the most suitable candidates according to prior astrological research with the most advanced space telescopes and equipment. The probes had to be completely self-reliant and were therefore equipped with the most advanced and expensive technology available at that time. Each probe was controlled by a virtually sentient AI quantum super computer, which made the probe capable of its own progressive development and self-reproduction. The AI had several objectives and two primary missions. One was to find and utilize new resources, launch new probes and prepare a communication network for Mankind in space. The second mission was to find a planet capable to sustain human life and initiate a terra-formation to prepare it for human colonization. When a probe had reached its target destination it launched drones to make a survey of all nearby stellar constellations, in search of potential resources to exploit in order to continue its own reproduction and primary mission directives. When enough data had been gathered on a potential planet the probe would send down a Base Matrix that was to land on a strategic place on the planet, set up a base platform and begin to construct it’s own robots. Well adapted to the environment, these robots would in turn find and extract necessary resources from the surrounding areas and produce material to build new facilities. To expand the base and increase its technological capabilities, the Odysseus probe would monitor the progress to a certain point before it would continue its journey towards a new destination. The base would continue to expand and eventually launch a new generation of Odysseus Probes into space to continue the primary missions. The further development of Quantum Technology led to the construction of the first functional teleportation units, which allowed all matter to travel virtually instantly from one place to another. It also meant that organic matter could be transferred from one point to another, creating an instant form of human travel. From being just scientific experiments the new technology needed stronger financial support from the market to reach up to the next levels of development. The Global Alliance saw a great potential in the system and financed the next step in the development: the creation of the first global teleportation network. With financial benefits in mind the scientists introduced the idea of creating an open doorway through space that would save a lot of travel time between colonies and remote outposts. Since the large “Quantum Leap Generators” in each system required vast amounts of energy to function it ultimately led to the increased research and development of antimatter reactors and refineries. With practical and profitable use in mind the technology would later be used to create the first operational Space Gates in the future. All Odysseus Probes had been built and launched within the period of a decade. During this time the newly formed global alliance had to deal with arising conflicts in order to protect their goals towards a unified world. But with new technology at their fingertips the alliance was able to end all major conflicts as quickly as they arose, and not always by the use of force. To add more strength to their agenda they made the teleportation technology available to the open market. When teleportation became the new way of public transportation, it made daily trips and global travel quick, easy and available to everyone. As a result the national borders begun to gradually fade away and merge together, increasing the human tolerance and slowly erasing the cultural barriers that had kept mankind apart. Ethnical groups, political factions and a strong sense of cultural heritage still remained within human society but as Earth was becoming one world it was each individual’s affiliation to one of the growing global mega-corporations, which replaced the old human view of having different nationalities on Earth. Meanwhile the people on the expanding interplanetary colonies gradually became more socially integrated, slowly forming a stronger bond to each other and the planet they lived on.

Chapter 3
The new order
Corporation Wars
The Federal Empire
Imperial Dominion
The people of Earth were about to unite under one single form of leadership. But the corporations were growing weary from waiting for the new resources and profits that the Odysseus probes would bring them. After nearly a decade there had still been no response from any of the Odysseus Probes and people feared that the probes had been destroyed. With each year passing by without a message from any of the probes the conflicts in space increased and before long escalated into corporation wars. The battles took place in space far away from Earth where the Global Alliance had no means of control. With the lack of response from the Odysseus Probes and the brewing conflicts in space beginning to spread to the Mars colony, it increased the official demand for answers as well as the need for new leadership. Scientists came up with the conclusion that the probes had been caught in some sort of a temporary abnormality that became known as a Time Flux, probably due to the form of travel provided by the use of Jump Rails. Half teleported and half travelling at several times the speed of light, it would change the reality of time from both standpoints. What would appear like a short moment of travel for each probe could pass by like ages for the people back on Earth. Still, it was only a matter of time before the project command central would receive the first signal of arrival from one of the Odysseus Probes. In the meantime corporation conflicts had to be dealt with using a stronger power than what could be issued out by the Global Alliance. The Global Alliance was determined to take control of the situation before the conflicts escalated on Mars and stop them before they could spread to the Lunar Colony and finally the Earth itself. To gain enough power to take action the Global Alliance gathered to form a whole new government. This new form of leadership would gain political power to rule the Earth, including all the planets in the solar system and all regions of space in-between them. But most important, it would also stretch as far as human civilization went, no matter how far away into space it would take Mankind. The Federal Empire of Earth had been born. The newly formed Federal Empire used political tactics and increased mobile military capabilities in space to gain control over the interplanetary colonies. This was done in order to prevent the corporation wars spreading down to solid ground and into populated areas. Time was short and the Federal Empire wished to put an end to the corporation wars before the first signals from the Odysseus Probes were received. The first elected Supreme Imperial Chancellor did not intend to give the corporations the chance to slip away and take their conflicts with them to any new colonies in the future front regions of space. When the corporations lost control of the public markets, their armed conflicts quickly came to an end. For a short time the corporations thought about forming their own alliance, which threatened to turn against the Federal Empire in an attempt to overthrow its new government. However, during the very same period the first signals from one of the Odysseus Probes reached Earth. The growing threat from the corporations quickly faded away as they turned their interest towards the new potential resources that were beginning to emerge across space. This first signal was the start of a new age in the history of Mankind: the era of interstellar travel and conquest.

Chapter 4
The colonization of space
Interstellar Conquest
Space Gates
Imperial Contracts
Decades passed by as Mankind began to move away from Earths solar system, following the growing web of robotic bases and industrial supply facilities that were left behind by the Odysseus Probes. So far, the Jump Rails were the only means of interstellar travel but this would soon change with the invention of the Space Gates. As the industry continued to expand the public community would follow and it became a slow but natural form of immigration out into space. Humans managed to adapt and overcome the problems of a life in colonies on new alien worlds, learning how to survive in very hostile environments. Communications and travel were easy but life was hard, if not impossible, unless science and technology were used to aid Mankind in the stellar conquest and colonization of new planets. Even though many worlds are considered habitable it still requires advanced environmental and/or anatomical adjustments to support human life. As a result many humans on far away worlds have been altered technologically or genetically and have become altered in their appearance compared to the original humans on Earth. Through the passing of generations these altered humans began to naturally inherit genetically engineered traits from their parents, without the need for prior genetic alteration of the unborn child. As for yet, the only aliens encountered have been relatively early forms of primitive life. The altered humans originating from Earth remain the only truly intelligent form of life on these few habitable alien worlds. With the continued development of Teleportation Technology the first operational Space Gates were soon being constructed across the entire Earth solar system to link the different planets and colonies together. There was no longer a need for any large human transport vessels between the interplanetary colonies since smaller shuttlecrafts could now travel instantly through the Space Gates. However, the Space Gate technology had its limits. An active gate consumes vast amounts of energy and requires the large scale construction of antimatter reactors, generators, shields, stabilization units and other expensive systems. The opening itself in the gate has to be kept small to keep the active teleportation field stable and the passage secure. The reactors that generate the energy to activate a gate are enormous and require large quantities of antimatter to function. The creation of antimatter is still a difficult and expensive process, still making the issue of Space Gates a matter of economics rather than the most practical and efficient way of space travel available. The interstellar network is growing rapidly. To encourage market competition and ease the economical strain, as well as the political pressure from having to sway off corporate mischief towards the government, the Federal Empire began to issue out Imperial Contracts. These contracts focus on the communication network such as the protection and maintenance of Hyper Link Beacons and the construction of Space Gates. Corporations who have obtained a contract to maintain a beacon are able to pick up new signals transmitted from an Odysseus Probe that has established a new base somewhere in space. The signal that is crossing a contracted beacon will be detected and tagged with a claim before the news has reached all the other control stations in the network in each sector of space. The corporations are then able to sign the contract for a new base and its resources from the Federal Empire at first hand. This also includes claiming a contract for future research and the development of entire new colonies on other planets, which is called a Colonial Contract. This means that the corporation is in complete control of the market on the colony until the whole world has been terra-formed and secured to allow a larger public immigration.

Chapter 5
The beginning
The Discovery of the New World
Planet Calypso
Words of a New World
The Exodus Project
Colonial Uproar
The Great Exodus
Centuries had passed by as man slowly moved further into space. During this time an unknown number of new generation Odysseus Probes had started their endless voyage cross the galaxy, sharing the same ancient quest as the original seven probes that had been launched from Earth such a long time ago. It was one of these new generation probes that discovered a truly life-giving planet. With minor environmental adjustments this New World would be a virtual copy of the Earth itself but with its own evolution of generally early primitive life forms. Once the probe had proven the environment to be acceptable for human settlement it established a base and sent a message back through the hyper link network before it begun the terra-formation of the planet. When the atmosphere and environment had been adjusted to fully support human life the robots continued to build cities that were to stand ready in time for the first human arrivals. However, things had changed during the course of time since the first original probes were launched from Earth. Before the signal managed to reach its intended destination on Earth, it was intercepted and decoded by a corporation that now owned and maintained several of the beacons inside a large sector of the hyper link network were the signal was first received and identified by humans. The corporation OmegaTech quickly claimed the contract to colonize the world but withheld the crucial information from the public that a true living planet had been discovered. The issue was only discussed in secrecy before the Supreme Imperial Chancellor within the closed chambers of the Imperial Senate. The Federal Empire knew the great importance of this historical discovery and decided to give the contract to OmegaTech along with an ultimatum. Unless the corporation had begun a colonization of the planet within a decade the Colonial Contract would be passed on to the next corporation in line that filed a claim on the New World after it had been made official. Indeed there were speculations that the Federal Empire itself had already drawn up its own plans and that the ultimatum was only their first step in taking control of the New World. As the data communications with the robot base matrix on the New World continued more data was decoded that revealed new amazing information. According to certain files the mysterious planet had kept the Odysseus Probe stationed for several standard cycles in orbit before it finally made the decision to leave, despite available resources to construct a new Jump Rail to continue its own voyage within less than one cycle. Any information that would explain this event had for unknown reasons never been transferred from the Odysseus Probe to the robot base matrix before the probe left the star system. This strange delay in the probe’s voyage gave the planet its name according to a very ancient human tale from Earth, were a sea nymph waylaid a homeward-bound hero named Odysseus for seven years on her island. The name of this nymph was Calypso and it was considered most fitting for a future market campaign. Despite efforts to keep the discovery a secret many rumors of the amazing New World soon begun to spread across the colonies. The new planet and its star system were positioned far past the rim of the Colonial Frontier, which gave the isolated planet an almost mystical reputation amongst the people on the imperial colonies as well as on Earth. This growing public interest was building up a pressure on both the OmegaTech Corporation and the Federal Empire. OmegaTech used this interest to execute a hostile takeover and to gain legal motion and financial aid from the Federal Empire for a daring project that would expand the empire outside the colonial boarders and past the known frontiers by bringing the first human settlers to Calypso. With federal aid and a growing public interest throughout the colonies, OmegaTech were able to launch an enormous enterprise called the Exodus Project. Its goal was to bring human settlers to Calypso within less than a decade. The best way would be to launch a research ship towards Calypso using a Jump Rail. The ship would carry necessary equipment and crew for the construction of a Space Gate and the basic material needed to link it to its counterpart that would be built inside the secure space of the colonial frontier. However, there were not enough technological resources available within the corporation itself to embark on such a project. To succeed with this endeavor OmegaTech would need to obtain technological aid and resources from other interstellar corporations but the space market was more interested in seeing the downfall of OmegaTech rather than to help it succeed and prosper. It was a clear attempt by market rivals to weaken OmegaTech in order to move in later and take over the financially vulnerable corporation. High prices on imported resources, shipment delays, equipment flaws, espionage and sabotage would threaten the project, despite legal aid from the Federal Empire. The Federal Empire wasn’t able to control the corporations directly in favor of a single corporation without a risk of causing a political market crisis. OmegaTech had foreseen this line of events and decided to use a more old fashion approach to overcome this problem. By contemplating whatever available technology and resources it had access to the corporation decided build a giant colonial space vessel called The Exodus. The commercial campaign was given the same name as the ship, which increased the public interest in the project even more. The Exodus would be able to take over a thousand settlers to Calypso using the largest Jump Rail ever built. With financial support from the Federal Empire the project was set into motion, despite massive criticism from rival corporations about the low technological level of the whole enterprise. And it was a risky business. It would take every last bit of financial resources to succeed, which would leave the OmegaTech Corporation financially crippled and very vulnerable. The colonies on other planets were not considered living planets like Earth. Even though some planets possessed enough basic elements to be terra-formed and given a new designed ecosystem it still had to be artificially maintained, just like the home planet of Earth itself. Despite these advanced technologies permanent habitants had to be genetically designed to survive on these worlds. Calypso had its own natural ecosystem, even though it had been slightly altered by the robots to make it perfectly suitable for unaltered human beings. When the Federal Empire stated that the discovery of the New World was fact, it quickly became leading news all across the colonial empire. The thought of an untouched world spread a new sense of hope and joy amongst the people throughout the colonies. The Exodus campaign rose ill rumors amongst the colonies that the New World would only be available to the unaltered human elite on Earth and the people within the OmegaTech Corporation, which caused industrial strikes and colonial uproars. The relatively small colonial communities of altered humans posed more of an annoyance than a threat to the corporations and the Federal Empire. The colonial uprisings would fade away with the insurance that the Federal Empire would give all people in the colonial empire the chance to apply for the journey to Calypso onboard the Exodus. However, genetically altered humans and habitants on other colonies wouldn’t be anatomically fit to take on the hard ventures as settlers at this early stage of colonization. Instead they were given the official promise that they would gain access to the new world as any other visitors would once the colony had been secured. This promise was not favored well amongst certain political factions and would result in a growing envy and ill will within the altered human colonies. The Exodus was built in space inside a shielded dome next to a large resourceful asteroid and industrial facilities owned by the OmegaTech Corporation. This dome was not only a shipyard but would also serve as the protective coating around the ship when it was to be launched by the large Jump Rail. The Jump Rail was being constructed at the same time near another resourceful asteroid. These construction areas were located not far away from a central space station that controlled the only Space Gate in the sector. When the great ship was complete, it was moved to the Jump Gate and there it was prepared for launch. The fortunate people who had been authorized to become the first settlers on Calypso were now allowed to travel to the space station and board the Exodus. Every step in the project was followed in detail by the interstellar media and transmitted through the interstellar hyper-link network, instantly reaching people all over the colonial frontier inside the Federal Empire. Media titled it “The Great Exodus”, which boosted the public campaign even more. When the Exodus ship was finally launched on her journey towards Calypso it was considered as another milestone in human history and the beginning of a new era. It had taken three years to complete the Exodus Project but it would take another two years before the people in the Federal Empire finally heard from the Exodus again.

Chapter 6
The first arrivals
Calypso
The Silent Odysseus Probe
Operation Prometheus
When the first settlers arrived on Calypso everything was prepared for their arrival by robots that had already built up a complete infrastructure. Upon the settlers arrival, the robots Base Matrix turned over its control to the humans. The first settlers on Calypso experienced a historical moment as they sat foot on a vast and unspoiled planet, rich in life and resources. They moved into the cities and began to make the last adjustments to the environment. Mankind seemed to have returned to paradise and this first region of colonies became known as New Eden. But all this would soon change. During further investigations of the Robot Base Matrix on Calypso the research teams were never able to find the reason why the Odysseus Probe had stayed for so long before leaving. Though the reason for this delay would remain a mystery the researchers did come across several clues that pointed towards another nearby star system, positioned even further away in the unknown regions of space. The scattered information indicated that shortly after a robot base had been successfully established on Calypso, the Odysseus Probe had constructed a new Jump Rail and then launched itself towards this new destination. Its last transmission was made only to inform the Base Matrix that the probe had arrived and positioned itself in orbit around one of the major planets inside this system. For all they knew the silent Odysseus Probe could still be there. The OmegaTech Corporation decided to launch a second project called Operation Prometheus in an attempt to shed more light over the mysterious actions of the Odysseus Probe. It would also be an opportunity to intercept and examine this old human artifact from the past. An unmanned probe named the Prometheus 1 was prepared for the mission and a small Jump Rail was built to launch the probe towards the last received coordinates. Equipped with a hyper-link transmitter it could send back instantaneous information of what it might discover. The probe arrived at its intended destination in less than three months and transmitted data of an eerie and dark planetary system orbiting a dying star. Two colossal planets with high-density readings were the most distinct features in the system and were given the names Akbal and Cimi. There was no sign of the Odysseus Probe but Prometheus 1 had detected signals from several robot base installations on the surface of both these planets. There was no doubt that these robots originated from the Odysseus Probe, but the question was why the Robot Base Matrix hadn’t established any communications with the interstellar hyper-link network. As Prometheus 1 was ordered to establish contact with the Base Matrix on the planet Akbal the research team back on Calypso received several encrypted signals through its system that originated from the Robot Base Matrix on Akbal. Unable to decode it they decided to process it through the Base Matrix on Calypso.

Chapter 7
The robot uprising
The Robot Revolt
The Birth of the Mutants
The Robot War
The Imperial Takeover
The Military Rescue Plans
The Haven
The End of the First Robot War
The Battle of Calypso
Without any warning the Base Matrix turned all its robots into savage and ruthless death-machines, and with cruel and merciless tactics, forced the darkest era known to Man upon the poor settlers of Calypso. At the beginning of the revolt the Base Matrix cut off all forms of communications on and off the colony. It took control of space drones that were working on a near completed Space Gate and used them to sabotage the construction, rendering it completely useless. The terror continued as it overloaded local energy reactor facilities in the cities, causing them to overheat and explode. It intended not only to destroy the infrastructure but also spread lethal radiation poisoning that would quickly dispose of all living human beings. A few colonies managed to stop this sabotage in time and people quickly became organized in time to stop the local robots from running berserk inside their cities. But the Base Matrix had already planned to take advantage of the panic and confusion to create an armed army of restless robots that would turn the revolt into total war. As the humans were forced to retreat the sinister robots begun to use own nuclear charges to infect possible escape routes and wipe out any last scattered remains of the human population. This massive radiation would slowly kill more people over a longer period of time, but many settlers survived this contamination. Instead of dying they were genetically altered and perhaps suffered a far more cruel fate than death. They began to mutate. Only a few uncontaminated survivors managed to seek refuge in the last city left standing on Calypso and get transported up to the orbiting Exodus but only genetically unaltered humans were welcome here. There was simply no room or resources left in the city for medical care and safe treatment of these victims. For the protection and the survival of the human refugees inside the city the severely contaminated humans were rejected and forced away. They only managed to survive by hiding in the wilderness and underground in the city ruins to escape the robot death-machines. What little humanity they had left slowly faded, with no hope of ever being rescued. They were doomed and quickly forgotten by the humans who were too occupied with their own survival. Mad robotic space drones caused damaged to the Exodus in orbit but its internal AI computer systems remained secure. The ship and its crew survived the ordeal and managed to clear the space of all hostile elements. The Exodus was then transformed into an orbital military space station and the crew initiated a rescue operation to evacuate as many human survivors as possible from the surface. Surviving settlers had to be turned into soldiers and would be forced to fight long and hard to reclaim their planet but they were being constantly outnumbered by the robots. Since all AI robots were being infested with the same madness down on the surface the commanders onboard the Exodus could not send in its own robots to battle in fear that these machines would go mad as well and be used against them. In a desperate attempt to even the odds the commanders onboard the Exodus begun to create androids and used these artificial genetic humanoids as expendable soldiers and personnel in the war. They also started to use semi-automated drone ships, piloted by human operators onboard the Exodus using a remote hyper-link control system. To reestablish contact with the Federal Empire the Exodus crew used a small Jump Rail to launch a probe past the jamming range of the robot infested planet and managed to connect itself to the interstellar hyper-link network and send a message of their desperate situation back to the Federal Empire. The next step was to rebuild the Space Gate but they could only spare enough antimatter to activate the gate for a very limited period of time. Once the Space Gate was activated they could only hope that there would be reinforcements standing by on the other side. The situation on Calypso was clearly getting out of control. To quickly deal with this growing problem the Federal Empire of Earth forced OmegaTech to sign over the entire corporation leadership to the imperial government, thus forming the federal controlled imperial corporation now known as OmegaTech Incorporated. This federal incorporation gave OmegaTech access to more funds and resources that could insure the safety and future prosperity of the colony on Calypso. When the corporation became federal the planet also became an open market for other corporations to make future investments. The Federal Empire welcomed any help that could present an immediate aid to the settlers in their struggle for survival. According to the message the settlers could only keep the Space Gate open for a short moment. A massive military operation to save the colony could not be launched with such limitations so the only efficient form of aid would be a compact delivery of the latest technology, supplies, equipment and expert personnel. Any corporation that offered their aid would be given the first share of the new open market on the colony. As a result brand new technology would become available to the settlers such as Resurrection units, Mindforce and Energy Weapons. Calypso would be turned into a test zone for many new technological wonders. The cry for help from Calypso was the primary issue of debate in all the political chambers back on Earth. One of the primary concerns was to ensure that the robotic madness wouldn’t spread to any other robotic outposts or to any human colonies. The second concern was to help the settlers on the isolated colony on Calypso. Besides sending immediate technological aid, the Federal Empire constructed Jump Rails to launch several military spaceships towards Calypso as a back-up plan if the settlers failed to recapture the planet. Although it was agreed that it would require a larger military operation to perform such a task, the Colonial Chamber made it clear that no imperial or company-controlled paramilitary force could be stationed on Calypso after such an operation. It would diminish their trust towards the Federal Empire since the members of the Colonial Chamber feared that such military force would be used to keep colonial people away from the planet in the future. The colonial people would never accept Calypso being turned into an “Imperial Resort” for the citizens of Earth, giving that there was a planet left after such a full scale military operation. Many feared that such a presence of military power might escalate the robot attacks to such a degree that it could lay waste to the entire planet. The settlers and crew onboard the Exodus had fought hard to defend the last populated region of the colony. Only three cities inside this region had escaped robot sabotage and destruction because they had been built around a large inactive volcano, relying solely on geothermal energy absorbed from deep within the sleeping mountain. The other cities used matter/antimatter reactors, which proved to be their downfall as the robots used these to create large explosions that levelled the cities and spread a lethal radiation poisoning amongst the human survivors. The protected region was to become known as The Haven. It was the only tactical and secure area left on the planet and many survivors who had fled from the other cities came here to seek refuge. It was the last line of defense and the only chance for Mankind to recapture the planet and defeat the robots. The settlers withstood the robot attacks long enough to successfully repair the Space Gate and create a temporary opening. Personnel of officers, scientists and engineers from the Federal Empire were rushed through the gate along with as much supplies and equipment as possible before the gate closed. In a desperate attempt to keep the poorly stable gate open as long as possible it collapsed and exploded. The colony was cut off again but they now had new technology and expertise at their disposal, which finally gave the colonial forces enough military strength to fight a winning battle against the robots. Despite the advantage of the new technology it would take several hard years before the robots could finally be defeated. The brave settlers withstood the robot terror long enough for imperial military vessels to arrive at the Calypso system with more reinforcements, and the war came to an end. To inspire new hope among the settlers, the Federal Empire declared that a whole new infrastructure would be created in the three remaining cities. To ease the financial strain on federally owned corporation OmegaTech Inc, the Federal Empire decided to give two other interstellar corporations access to Calypso. These new corporations would aid the colony in the construction of the other two city projects in exchange for a higher market position within these assigned urban zones. Each corporation was also assigned a contract by the Federal Empire to exploit different resources on the planet in order to insure stability and to encourage trade and economical growth within the region. These three new cities were named New Haven, Neo Ithaca and Xin Shi. But the war was far from over…it had only just begun. When the robots had been destroyed it gave the settlers on Calypso a short moment to reflect on what really had caused the robots to rebel and target humans as their enemy. The element that caused the catastrophe was soon traced back to its point of origin, in the Akbal-Cimi system. When the Imperial military spaceships were being prepared for launch towards the Akbal-Cimi system a massive vessel arrived in the Calypso system along the very same trajectory. The vessel clearly came from the Akbal-Cimi system and it was soon identified as an Odysseus Probe. The massive vessel was not responding to any commands but it was most likely to have been the very same Odysseus Probe that once discovered Calypso. The only form of messages transmitted by its AI command module were said to be incomprehensible but were taken as a warning to the settlers, later revealing its real intent, to recapture the planet. The imperial military spaceships were quickly positioned to intercept this first Titan of War and prevent it from reaching Calypso. The battle over Calypso lit up the dark skies at night for several days before the massive Odysseus Probe was finally destroyed and its wrecked parts fell through the atmosphere like shooting stars. One military spacecraft and nearly all of its crew had been destroyed and the rest of the small fleet suffered substantial damage. The Exodus was kept safe and out of harms way on the other side of the planet during the battle – in case the settlers had to be evacuated from Calypso. This historical moment became known as the Battle of Calypso but it never became a celebrated victory. To the settlers the battle only meant the beginning of a new robot war…a war that has yet to end.

Chapter 8
The robot threat
Colonial Conflicts
The Orbital Defense Network
The Robot Threat
The New Robot Invasion
The Land of Entropia
Communications with the robots were properly reestablished after the first war but the victory faded quickly as the news on the Battle of Calypso reached all the colonized corners of the Federal Empire. The speculations of an interstellar threat of mad Odysseus Probes turning back to conquer human colonies spread much fear on the Colonial Frontier. As a result the colonies on the frontier demanded increased military protection from the Federal Empire. To avoid panic and rebellion the Federal Empire ordered its imperial fleets to be stationed in the colonized sectors positioned close to the distant sectors of the Calypso and Akbla-Cimi systems. A small fleet of imperial spaceships were also sent to join the battered fleet in the Calypso system in preparation for an offensive strike against the very heart of the robot problem. However, by moving forces from one corner of space to another it weakened the Empires presence and power in certain sectors, causing colonies to seize the moment and gain enough political power to make the people rise up and demand imperial independence. This threat to the Federal Empire postponed any further reinforcements of new spaceships to Calypso, since these vessels are considered vital to stabilize the current conflicts that had arisen within the empire itself. Naturally the Federal Empire would not redraw their imperial battleships currently deployed in the Calypso system. The Federal Empire also kept their word to the loyal colonies that it would not station any imperial military command or forces on Calypso, which assured the colonies future as an open market for any new investment. The task to uphold law and order as well as the defense of the colony has been given to the local authorities and the Colonial Guard. The Federal Empire maintained command of the solar system space defense. The rest it laid in the hands of the settlers themselves. To keep the planet safe from further robot invasions a solid orbital defense system had to be constructed before all else. In order to release enough resources for this purpose all other projects on rebuilding the colonial infrastructure on Calypso were postponed. Funds have only been focused on rebuilding one single city: the city of New Haven. OmegaTech constructed a basic network of orbital energy emitting satellites, which included deep space detectors, patrolling drone ships and drone carriers. By constantly expanding the Orbital Defense Network it created an impenetrable planet defense system for the future. The original plan was to use this network as a defense against asteroids but it was now reworked to include five times as many units. A built-in safety system in every unit guaranteed that none of the offensive orbital weapon systems could be armed and directed towards the planet itself. The entire defense network is connected to the Exodus, which now served as an orbital command central. After several failed attempts to penetrate the defense network on Calypso the Akbal-Cimi Base Matrix seemed to realize that it would take far too much time and resources to break through the increased orbital space defenses around Calypso before its own system would be invaded by counter-attack forces. It kept building new modified Odysseus Probes but kept them stationed in the close vicinity of the Akbal-Cimi system for protection. Unmanned scout probes from the fleet in the Calypso system were sent out to investigate the Akbal-Cimi system and soon discovered that a similar defense network was already being constructed around the main planet of Akbal. Soon these scout probes wouldn’t even get that close to the Akbal-Cimi system as the robots began to deploy their modified Odysseus probes, now called Titans of War by the Imperial Fleet, and position them further out in the system to form an own first line of defense. At this rate it would no longer be possible to recapture the Akbal-Cimi system with the currently available resources or technology within the Calypso system. It became obvious that the robots had access to far superior technology when armed groups of robots somehow managed to penetrate the orbital defenses and suddenly began to appear on the surface of Calypso. It took some time before it became clear that the robots truly did just appear out of thin air. Somehow the Matrix on Akbal-Cimi had managed to reveal the secrets of true dimensional travel and used it to develop a superior form of teleportation technology, thereby being able to construct a fully functional deep space teleportation system. The robots were now able to deploy and teleport their troops across time and space and drop them down directly on the surface of Calypso. Although fewer in number these new robot invaders were far better constructed and equipped compared to their predecessors that once ran amok on Calypso. Their mission was as clear as ever: to destroy all humans and take over the planet. As the robot threat increases, the Imperial Fleet of Calypso has come to realize that an attack on the corrupt robot home world, the Akbal-Cimi system, would be impossible since the robots now possess a superior technology and nearly infinite resources. It makes the robots far too powerful compared to the forces of the Federal Empire and an attack on their planet would be a virtual suicide. When the problem was brought before the Imperial Chamber it decided to change strategy and made up a new and far more controversial plan. They believe that if given enough time, the robots will continue to develop and deploy new technology with their invading forces. Upon defeating these new robots that technology can be recovered and extracted in order to increase the research and technological development of Mankind. This conquered robot technology will then be used to create new weapons against the robots, weapons that some day will finally defeat the raging machines once and for all. In short, the superior ability of humans to adapt and invent things by both logic and abstract thinking will sooner or later put them side by side with the robots, flexible but strictly logical minds. In the end it will bring Mankind the tools they need to put an end to the robot war and regain control of Calypso and the Akbal-Cimi system. It was considered the most likely entropy for the planet according to a simulation of the problem performed by GAIA, the Global Artificially Intelligent Advisor and likewise the imperial central super computer on Earth. This also gave the controversial plan its official name: Project Entropia. The downside of this entropy is that the robot invasion of Calypso has to continue in order to obtain the crucial knowledge required to finally liberate Calypso from the robot menace. Something that is not favored too well by the settlers on Calypso, but it’s something they now have to learn to live with. The land once called “New Eden” now felt like a painful memory of a paradise lost long ago and the authorities changed it to Old Eden. However, being struck by a sense of dark humor in their hard and lonesome struggle against the restless robot invaders, the local citizens of Calypso like to refer their small pocket of human civilization as the Land of Entropia.

This is the present time…..

The background history of EU was written by Marco (MA), Frank(MA) and Fredrik Andersson

Humans find the first suitable planet to colonize and call it Calypso.
A probe is sent ahead containing machines to terraform the world.
The machines make the world more habitable for humans and build a city.
Humans land on the planet and take control and begin Mining and Hunting Operations.
The machines resist having control taken away from them and revolt.
Violent War with the renegade machines breaks out.
With new arrivals too far away a large percentage of the population is wiped out.
The machines are finally defeated
One city ‘New Haven’ is left after the mass destruction
New cities are constructed with corporate aid
A secure network of environments linked by teleporters is created.
A new breed of robots take up residence in a nearby Mining Colony
ENTER THE PLAYERS

New colonists arrive and begin to colonize again.
The remaining robots become more secretive and organized, now hell-bent on destroying all humans. They often make attempts to invade the cities and regain control of the planet.
Robots establish a foothold in space and their development and evolution becomes more and more secretive.

Project Entropia Version Update 4.2

2003-01-28

*** PLEASE READ THIS DOCUMENT IF YOU FIND SOMETHING STRANGE IN PROJECT ENTROPIA! IT MIGHT PROVIDE THE INFO YOU NEED BEFORE APPROACHING PROJECT ENTROPIA SUPPORT! ***
Welcome!

The Version Update 4.2 (“VU 4.2”) for Project Entropia is a major step in the development of Project Entropia. Information about the content of the version update is located in this document. The VU 4.2 is scheduled for a release at the 30:th of January 2003.
VERSION UPDATE FEATURES
Participant versus Participant combat available

In a special area on the western shore of the continent of Eudoria (marked on the in-universe map) there is a special area where combat between participants is allowed. When entering this area the participant will be notified about the current status. Avatars are not lootable. The area in itself is quite valuable, with rare mineral deposits and uncommon creatures roaming round.
Personal Storage Facilities present

In various areas in Project Entropia each Avatar has the ability to use a Personal Storage Facility. This functions as a safety deposit box, in which you can store items of your choice. Certain items may not be placed here, namely Blueprint books, Deeds, the PED Card, Exchange certificates, and the orange starting clothes. The maximum amount of items that can be stored is at present limited to 500 items. A single stack of several items counts as one item in this Storage Facility. The Storage Facility is currently free of charge.

NOTE: In the next VU (4.3), the weight allowance will be reduced on your Avatar. Therefore we urge you to maintain a reasonable number of items on your Avatar. Also remember that a smaller inventory will increase performance and load times across the board.
Avatar look redesign

All old participants have the option to redo their Avatar looks. The Avatar will keep all items and skills. To keep the old Avatar look just press “Accept” without modifying the settings. You will also be able to change your Avatar name.

PLEASE NOTE that the name chosen is indeed your Avatar name, not your personal name. Also note that titles and ranks will soon be implemented in Project Entropia, reducing the need for entering such “names” as Avatar names. The Avatar name CANNOT be changed after it is entered and accepted.
Hall of Fame updated

The Hall of Fame (“HOF”) has been updated. A new area of fame is the crafting section. The HoF is also split in two sections, one for “All Time High” events, and one that shows the greatest effort of the last 24 hours.
Exchange enhanced

Several updates and enhancements have been made in the Project Entropia Exchange. Better information is available, and the interface has been tweaked for better understanding and functionality.
Skills are rated

Each skill has an individual rank associated with it, indicating how good an Avatar is in their respective field.
Skill experience tweak

The rate at which an Avatar gains experience in his or her skill levels has been set to the correct level.
Skill icons

The skills interface has new icons, making it easier to find a typical skill.
NPC:s populate Project Entropia

In various location there will be NPC:s (Non-Participant Characters) present, doing their thing.
Enhanced transfer capabilities

Several enhancements in the Bank Interface while transferring money from a real life credit card to PED:s have been made. Many of the problems with getting the now infamous “Internal error” message have been eliminated.
Limit amount of items per transfer

The number of items you can transfer in a Trade Terminal is limited to 40. A single stack of items (for example ore or ammunition) counts as one item.
Blueprint books tradeable

You can now trade and sell blueprint books.
Drop Confirm dialogue box

Every time you try to drop an item you have to confirm it.
Monsters drown

After a short while below water the monsters not ordinarily living in water will drown. Drowned animals will not drop loot.
Clothes

More various clothes are present in Project Entropia.
Faster Society functions

The technology running the Societies has been updated and should not take as much time as before accessing it.
Attributes Rating Values Fixed

The avatar attributes (Strength, Agility, etc.) were shown wrongly on the client. The correct values are now shown.
Invisible weapon accessories now visible

Weapon accessories, like scopes, laser sights and amplifiers, are now shown correctly.
Weapon decay mismatch fix

In some rare instances the value of a weapon was shown differently from the time you last logged out of Project Entropia, compared to the next time you logged in. This has now been resolved, and the correct value is always saved on the server.
New client loader and login screen

Project Entropia has a new leaner and more capable client loader, updater and information viewer.
Resumable downloads

The auto-updater utility keeping Project Entropia current has received an added resumable download capability. This means that if the connection should fail during a download, once you restart it, you will begin downloading the files from the point the connection failed.
New firewall ports

Sometimes the participant can’t connect to the Project Entropia Virtual Universe because of their firewall. Opening the following ports in the firewall you use can easily solve these problems:
• 20, 21 (TCP outbound) – Additional TCP port outbound for passive mode FTP
• 30584 (UDP inbound/outbound)
• 30592 (TCP outbound)
• 31111 (UDP inbound/outbound)
Newbie Guide online

On the Project Entropia web page there is a newbie guide present to educate newly arrived colonists about Calypso of what to expect and how to use Project Entropia, while downloading the client software.
Exploit Information Reward System active

At the Support section at http://www.project-entropia.com a new Exploit reporting category has been added. Participants who encounter “exploits” (bugs that can be manipulated into cheating) and report these to MindArk can be rewarded with up to 1000 PED:s.
KNOWN ISSUES
Radar is not updating all the time

Yes, we know. It has become better though. It will be completely fixed in the future.
Yes, you can run through trees

This is not a bug.
Missing icons on clothes and items

On certain PC configurations sometime the item icons in the inventory become invisible, or you receive a dummy icon called “Unable to show”. If this happens to you, please update to the latest video card drivers, check if Project Entropia officially supports your video card, and also change the video settings on the Setup button in the initial login screen. If this fails, please contact the Project Entropia Support.
Background music causing Crash To Desktop (“CTD”)

Sometimes a bug in mp3 decoder system causes the Project Entropia client to crash to desktop while playing a music file. If you experience a lot of CTD you could try to completely shut down the music in Project Entropia using the Options Interface.

Project Entropia Version Update 4.4

2003-04-03

*** PLEASE READ THIS DOCUMENT IF YOU FIND SOMETHING STRANGE IN PROJECT ENTROPIA! IT MIGHT PROVIDE THE INFO YOU NEED BEFORE CONTACTING PROJECT ENTROPIA SUPPORT! ***

Welcome! The Version Update 4.4 (“VU 4.4”) for Project Entropia is a major step in the development of Project Entropia. Information about the content of the version update is located in this document. The VU 4.4 will come within a few days.
VERSION UPDATE FEATURES
Auctions

Auction houses and independent auctioneers have been added throughout the continent of Calypso. These points of trade will increase the commerce between participants and societies. Everything that normally can be traded between participants can be traded on the global auction market.
Enhanced Communication between Participants

Several enhancements have been made to ensure secure communication between participants. A new special Society tab has been added for intra-society communication. A “Friends” list has also been added, in which a participant can add friends to and chat with them directly if they are online, regardless of distance. All messages sent and received through the Friends-list are also saved in the client folder, in a file called “FriendChat.txt”.
Clothes Making

The avatars now can make clothes using raw material from the fauna of Calypso. The system works a lot like the construction system with raw material, a blueprint of the design one wants to make, and a special machine for performing the action.
Colorize

Participants can also colorize their newly created clothes to suit their own style and feeling.
Added Uniforms

Official MindArk representatives present in Project Entropia will have distinct clothing showing they are officials. Also, several of the NPC traders have received special clothes.
Avatar Information Sheet Present

A new section displaying the Avatar skill, skill levels, skill ranks, and skill XP has been designed. The section also has info about the avatar name, social status and professional standings. This information section has also been prepared for future implementation of avatar reputation, fame and credibility, as well as background, trivia and statistics.
Added Boxing Ring

Boxing rings have been added. These work like limited PvP areas where combat can take place. The rules are set by the participants.
Added Production Platform

An Omegaton Survey Probe Ship has dispatched an automated production platform. This platform has gone missing and Omegaton has even denied any knowledge about its whereabouts. Rumor has it that it indeed functions and is pumping crude oil out into the open, free for grabs!
Added Catwalk

A catwalk stage has been built just outside the fashionable Nymphtown, to enhance fashion shows, dance competitions, and other kinds of entertainment.
Added Range Information to Items Info

The items info view port now displays the range for all ranged weapons.
Changed Condition Function

Items now stop working at a condition of 10%, instead of 0% as before.
Several Updates in the Skills Section

Many new skills have been added. More details are also now available on the descriptions of several skills.
Fierce Monsters

Several monsters have evolved on the Calypso surface.
More Items

The stock of items present in Project Entropia has been expanded, with new weapons, armors, tools, and other items.
Added Support for Credit Cards

The Project Entropia Bank now has support for Visa once again. In the future, Diners Club, and American Express cards will also be supported. NOTE! THE VISA FUNCTION WILL COME ONLINE A FEW DAYS AFTER THE ACTUAL VU IS RELEASED!!
Robots are Gaining Strength

While attempting to strike at Calypso settlements several times already, the robots have something else up their collective sleeve. Some unconfirmed data reports at least one new type of robot never before seen.
Support for DirectX 9 Implemented

Project Entropia now has DirectX 9 support. Please note that from this update forward, Project Entropia requires Microsoft(r) DirectX(r) version 9.0, which can be obtained from Microsoft’s official site: http://www.microsoft.com/windows/directx/.
New Entry Points for Newcomers

Newcomers to Calypso will find themselves closer to civilized areas.
New Sound Engine

Project Entropia now has a completely new sound system in place, which will grant Project Entropia much better options using sound and music as mood enhancers and to create cool effects.
Ghost Jumping

The restless soul of a dead Avatar can now jump.
General Updates to the Client Software

Several fixes and updates have been performed on the Project Entropia Client Software to increase stability and performance.
Client Error Messages Updated

The error messages given to participants when they fail to connect to Project Entropia have been updated and are streamlined.
Zombie Creatures Be Gone

The problem with “undead” creatures striking back after they have been killed has been fixed.
Rebalancing

Almost every system has been reviewed and rebalanced somewhat.
KNOWN ISSUES

Yes, you can run through trees. This is not a bug.
Missing icons on clothes and items

On certain PC configurations sometimes the item icons in the inventory become invisible, or you receive a dummy icon called “Unable to show”. If this happens to you, please update to the latest video card drivers, check if Project Entropia officially supports your video card, and also change the video settings on the Setup button in the initial login screen. If this fails, please contact the Project Entropia Support Team.
Tab key does not work

The function of the tab key has gone missing.
Society chat and Kicked Out Members

When a society member is kicked out of his or her society, the former member is still allowed to use and listen to the Society Chat messages, until the former member logs off Project Entropia.
Reverb

Project Entropia now supports environmental effects set in applications like Creative(r) Surround Mixer(r). If you experience exaggerated reverb effects in Project Entropia you should check your surround mixer settings, and disable “game effects” if necessary.
SPECIAL
Scan

The first time you scan an entity in Project Entropia after VU 4.4, your will transfer your level in “Enemy Scan” to the four skills “Scan Human”, “Scan Animal”, “Scan Robot”, and “Scan Mutant”. The skill Enemy Scan is removed. For example: You have Enemy Scan level 50. The first time you scan an entity you will gain level 50 to “Scan Human”, “Scan Animal”, “Scan Robot”, and “Scan Mutant”.

Project Entropia Version Update 4.5

2003-04-09 – Source

On our light-board here at the office, the motto for 4.5 is up. It reads:

“Lag kills. Defeat lag.”

It will be a challenge. Really. But we have lag as the number one issue to solve, because it has ripple effects into every other system. Content will be next to nil in 4.5 – almost every resource we have is working on fixing the lag problems, may it be server lag, client lag, memory usage, memory leaks, whatever.

For some other disappointing news, the technical manager has determined that there is not enough resources available to apply external testers to the inhouse servers in time for VU 4.5. I will try to continue persuading him, but I think it will be hard.
Update

2003-04-25 – Source

A quick update – the lag reducing efforts are being tested inhouse, and moves along nicely. The main area that is addressed is rubberbanding, synching between client and server and primarily that kind of lag. We have also reduced load on the databases. Login and logoff is also sped up.

Minor areas in 4.5 is the client lag when entering cities (which lag due to data being loaded from your harddrive) and when many avatars are in view. These areas will be better, but the big improvements there will be in 4.6, or later.

Updates in the auction are being done. It is mainly bugfixes and no new functionallity.

The main content part of VU 4.5 is the ability to team up and share loot.

VU 4.5 will come in two parts, with about a week of each other, in the first half of May.

Lag has been pretty bad the last few days. The reason for this is a great influx of new participants. This makes the 4.5 VU even more needed.

Lag Kills! Defeat Lag!

Project Entropia Version Update 5.0

2003-05-05

Hello! Its great to be back! I have annoyed the devs to gather info about what is going on. Many of you have questions about the VU and stuff.
Version naming

As the next update is a great architectural change compared to Project Entropia right now, the next VU will be called 5.0. The content part will be called VU 5.1.

ETA of next Version VU 5.0 will come around the middle of the month, give or take. VU 5.1 will arrive roughly a week after VU 5.0.
What is in VU 5.0?

No content whatsoever. VU5.0 is an architectural change (or re-write, as some of our veterans may remember, as we changed the communication system between the servers last fall) in how the server actually behaves in regards to synching between client and server, how the priorities in data handling and how the server makes better use of its time.

Previously several systems where affected by the simple fact that an Avatar was logging in, and this made the physics system (the system that takes care of synching positions, movement etc) freeze for up to a few seconds (other areas where also affected with these freezes, making rubberbanding a painful fact). The server was effectively “locked” from action while this happened. This is removed in VU 5.0. It was not an easy task to do, and there will probably be some initial bugs but the way it has been done, we can make updates quite fast (without any serious downtime), if needed.

These “freezes” was the fact that made the rubberbanding an heavy issue when a server was full of Avatars moving around – the physics system did not have the time to make accurate updates. To summarize – the rubberbanding should be lessened by a great amount once VU 5.0 is applied. Minor areas that are also improved by this change is login and logoff time, as well as some transactions and database operations.
What is not in VU 5.0?

We have another area that causes “lag”. That is the streaming of buildings, Avatars and items (like when you approach an Outpost, the harddrive is busy loading models and textures, and this causes “lag”). Another is when many Avatars are in your own surrounding, as they are also streamed to your client (“streamed” as in data loaded from your harddrive – not as streamed over the Internet). These areas has not been updated in VU 5.0. They are next inline for major updates, and the tech guys say that they should be ready by VU 5.2 (scheduled about one to one-and-a-half month after VU 5.0). By VU 5.2 many sources of the now infamous (and extremely annoying) CTD (crash to desktop) problems should be eliminated.
Bomb Reimbursement

While I was away the Bomb Reimbursement Programme was performed. This was the programme where a participant while mining blew up an entire stack of bombs instead of a single bomb. Nothing else. Probes has not been reimbursed yet, but will come. If anyone feels that they are affected by the above problem and has not been given their bombs back (check your Storage Terminal), please contact Project Entropia Support.
Random amount of PEDs, PECs, and ammo in the Storage Terminal

Once in a while you may find money or items in your storage terminal that you do not remember placing there. This is often due to lagginess in the loot system, and the items are then placed in your storage terminal.
The Merge bug on the 28th and 29th.

Those that lost ammo and other stackable items during the above time period due to the merging bug will get their items back as soon as the analyzis and Programme has been finalized. I have no ETA on this, though. It is a great amount of logs and database records that needs to be verified and cross-checked, thus it takes a lot of time. Please bear with us on this.
Ideas Forum

I will this week make comments on the ideas in the Ideas forum. I do read them, but I believe that the lack of feedback from us is frustrating. Therefore I will be more active in that board.
Auction problems – items invisible

There are instances where auction items are placed in the avatars inventory, but is not updated correctly, thus not showing to the participant. We are aware of this and an investigation is at hand. This is going to be corrected.

Project Entropia Version Update 5.1

2003-06-13

*** PLEASE READ THIS DOCUMENT IF YOU FIND SOMETHING STRANGE IN PROJECT ENTROPIA! IT MIGHT PROVIDE THE INFO YOU NEED BEFORE CONTACTING PROJECT ENTROPIA SUPPORT! ***
Welcome!

The Version Update 5.1 (“VU 5.1”) for Project Entropia is a major step in the development of Project Entropia. Information about the content of the version update is located in this document. We are still heavy at work with the mission to reduce lag and increase performance. In the upcoming VU 5.2 the new Item Management System will be in place, and once it is, we envision that all problems correlating to items will be solved once and for all. This release will make way to this major upgrade.

Please check the Known Issues section in the Support section on the Project Entropia web site for current issues. Also, the best place for up to date info about what is going on is the Project Entropia Developer’s Post forum on the Project Entropia web site. VU 5.1 is expected to arrive around the 20:th of June. The date may change though.
VERSION UPDATE FEATURES
Attachment crafting level 6-10

Attachment crafting on level 6-10 is in, together with the associated components needed. At the moment none of these designs require Lysterium. ,-)
The Project Entropia Newcomer Shuttle Port

Just south of Port Atlantis the Federal Empire has built a Shuttle Port, where all newcomers arrive when coming to Calypso. This area has information booths available, giving the basics of Project Entropia.
Project Entropia Transfer Center

The old Project Entropia Bank is replaced by the new Project Entropia Transfer Center.
New deposit option

For those who do not have a credit card a new pay-by-phone option is implemented in the new Project Entropia Transfer Center. Just pick up the phone, dial a number, and you get PED to your avatar, while your phone bill is charged.
Avatar Trivia and Avatar Background

The avatar has the possibility to make a personal presentation of himself in the Avatar Interface that will be visible to other Avatars.
Rebalance success rates while crafting and mining

Generally you will succeed with your action more often, but the output value is reduced.
Rebalanced skill advancement

Several skills now have a higher increase rate, mostly those that have less skill checks per time frame. This mostly affects mining and crafting, and does not affect hunting much.
Rebalanced attribute advancement

The attributes now increase in greater steps than before, especially at lower levels.
Possibility to learn from mistake

When failing using a skill the avatar still has a small chance of raising the skill.
Dynamic XP message

The XP gain messages have been updated somewhat.
Society in target square

When targeting an avatar the society the avatar is a member of will show in the target square.
Feedback on 15% Condition

When an item is deteriorated to 15% of its full Condition a message will tell the participant it’s a good time to consider repairing the item.
Recharge delay bar on melee weapons

When using a melee weapon a delay bar will show when the weapon is ready for use again.
What killed the avatar?

When being killed the avatar will get a message in the chat window that says what killed the avatar.
Trader NPC’s have “uniforms”

All the trader NPC’s (Technician, Auctioneer, etc) have similar clothes as other NPC’s of the same kind, to distinguish them more easily.
Change of stock in the Trade Terminal

The Trade Terminal will have new weapons available, the Omegaton M2200 and the Sollomate Busho.
New weapons

New weapons are added.
New tools

New tools are added.
New armors

New armors are added. Shadow is no longer king of the hill. ,-)
Updated component names

Several components have name updates, mostly the word “Parts” have been added.
NPC’s are talkative

Several NPC’s have a lot more to say.
New NPC’s / Monsters

New species will inhabit the continent.
Tougher NPC’s / Monsters

Bigger, meaner and more dangerous forms of already existing npc’s will appear.
More NPC’s / Monsters

Despite all hunting the numbers of existing monsters is steadily growing.
The NPC’s / Monsters will make more sounds

Several new sounds have been implemented on the NPC’s / Monsters.
NPC / Monster AI is optimized

Several of the Monsters have new AI controlling them. Expect less passive monsters.
Lost ruins

Somewhere on the continent a ruined city has been found. Unfortunately the coordinates to its location were lost in the transmission.
Minopolis

The new city of Minopolis founded, located some distance north of Nymphtown. This is a city designed in a new way, with a more distinct look than the old outposts. Several of the outposts will soon grow to new looks.
Added facilities to outposts

Storage terminals and auctioneers will be present in more outposts than today.
New looks of the old outposts

Several outposts have new looks.
Changing skies

The first step in the future Weather system is in place – the sky will change depending on where you are on the Eudoria continent.
Items in auction

The avatars will always see the items they select.
Healing is reduced when moving

If you are trying to heal using a medkit when moving the result will be diminished to about a quarter of the normal heal rate.
Deterioration per use

Weapon attachments now have the correct “deteriorate per use” set.
New animations and sounds when dying

The avatar can now be killed in more varied ways than before.
New animations and sounds when using melee weapons

New animations and sounds added to a variety of melee weapons, most notable on the powerfists.
Leader becomes founder

Prior, the founder of a society was titled “Leader”. This is changed to “Founder”.
None becomes Freelancer

Prior, an avatar not a member of a society had society rank “None”. This is changed to him or her being “Freelancer” instead.
New music

A lot of new ambient music has been added.
Skill management system changed

The skill management code has been optimised to increase performance. This will decrease the strain on the systems, and will reduce the login and logoff times.
Several performance / lag fixes

Many steps have been taken to increase performance and to reduce lag. We are still in the process of making several heavy upgrades, which will come in VU 5.2.
Audio system

The audio system is optimised.
Database

The database is optimized. This will help performance, until the major re-write of the item management system is implemented in VU 5.2.
SPECIAL

The below is currently tentative, and might not make it to VU 5.1.
Teams

You have the opportunity to form temporary groups with other avatars. You will see the other team member’s health status. A series of click-commands are also in place. Loot distribution is automatic within the group, and every member has full insight on what is going on. Items will be distributed randomly among the members, while stackable items are split as evenly as possible throughout the group.

Project Entropia Version Update 5.2

2003-10-15

*** PLEASE READ THIS DOCUMENT IF YOU FIND SOMETHING STRANGE IN PROJECT ENTROPIA! IT MIGHT PROVIDE THE INFO YOU NEED BEFORE CONTACTING PROJECT ENTROPIA SUPPORT! ***
General Information

The Version Update 5.2 (“VU 5.2”) for Project Entropia is a major step in the development of Project Entropia. Information about the content of the version update is located in this document.
VERSION UPDATE FEATURES
SYSTEM UPGRADES
Item Management System

The Item Management System of Project Entropia has been extensively upgraded. This means that the internal system handling all items and transactions has been upgraded, to increase performance and to reduce the number of issues occurring in regards to item manipulation.

As Project Entropia is built to utilize maximum security, all item manipulation and trades are conducted on the secure server, before the client shows what’s going on (the Project Entropia client does not hold any vital data whatsoever). This has sometimes caused confusion, as the client predicts actions. These predictions have sometimes shown incorrectly on the client, even though everything is perfectly okay on the server. The most common area where misunderstandings occur is the shown ammunition when quickly logging off and logging on again.

One obvious change is that the participant may notice some of his or her items become “faded” into a blue-gray icon when moved. This means that the item is currently being handled by the server and cannot be manipulated until the server says so. This has always been the case, but before it was not shown to the participant.
Inventory

The inventory functions have been revamped. One of the areas that has been an issue for participants using slow connections is synching of items between the Project Entropia Servers and the client software on the participant’s own computer. The major reason for participants’ timing-out, crashing, starting with “no inventory in newbie clothes”, etc was due to the sheer number of items in the avatar inventory. Even though no real problems were derived from this, it caused confusion. Therefore, we have made several upgrades to reduce this behavior.

One major change is the introduction of “container” items, which are boxes, cases, chests, etc in which items are stored. The system only synchs items between the server and client that are in the currently used container, meaning that a participant will not experience long load times while logging onto Project Entropia, but will experience somewhat longer load time while manipulating cases of different kinds, as the containers are synched when accessed. With the containers, the synching of items has been distributed to many different areas, instead of one giant area. Please feel free to put seldom-used items in a special container and leave them be – then that container won’t use your connection or disturb your load times.

In future releases more types of containers will be implemented, even such that will bring a reduction to the weight carried in it. At the moment a participant cannot drag items to a closed container, but must open it to place items inside.

An inventory can at most show 500 items. More items than that in an inventory will render the additional items invisible. MindArk strongly recommends that participants restrain themselves to have inventories with max 200 items. More items will cause performance hits on you, loss of connection and possibly other strange effects, especially if you have a lesser connection (below 2Mbit) or have an ISP of lesser quality.
Auction

The auction system is completely redone to eliminate the issues with “stuck items”. Also, the interface has been redone to utilize for much meaner and leaner operations. The new auction has a fee of one PED for each item put on the auction, to reduce “Spam”. When VU 5.2 is applied, all current bids are nullified and returned, and all items offered are also returned to respective participant. The new auction will therefore be completely empty directly after the VU 5.2 is applied.

Another area that is upgraded is how transactions in the auction are handled. Instead of the participant needing to visit the auctioneer to get the latest info, all such messages are handled in real time. If a participant is offline, the message will be stored until he or she logs on again. All money is also transferred the moment a change occurs. The only thing that has to be manually collected is an item won.
Crafting

As stated above, the major reason for having performance problems is due to a high number of items. One of the most cumbersome areas is crafting, or more specifically, the blueprints. Therefore there have been changes to the crafting system. The number of unique blueprints has been reduced to about half, and some crafting categories have disappeared (Tool, Weapon, Armor, and Attachment Components, and Tailoring Materials) completely. The associated skills have also been removed. Some skills have also changed name (the old “Assembling” skills are now called “Manufacturing” instead, and the old “Manufacturing”-skill are removed). Those who have blueprints and/or skills in these areas should read the “Compensation” section, below, before contacting MindArk.

The crafting system overall has been changed in that way that there are no longer any overlaps between lootable items and craftable items. All craftable items are craftable only. Therefore, a whole range of new craftable items is introduced. With this, several new minerals and EnMatters have been introduced as well.

Tailoring now works more like the rest of crafting. You have a raw material; you use a refiner on it and get a refined piece of material you can use together with a blueprint to make clothes.

The Manufacturing Interface is also revamped, and more logical than before. The participant is also informed on the relative chance of success, based on skills, blueprint QR and the level of difficulty.

Overall, the crafting system is somewhat easier to manage, with fewer steps needed from start to finish.

We are very much aware of that this is a major change and can feel like a letdown for some participants. This simply had to be done; otherwise the crafting area of Project Entropia would hamper performance across the board for every participant.
Compensation

There is an automatic compensation system in place when you load up Project Entropia the first time after the VU. If you are entitled to any compensation you will receive messages to that effect. Obsolete blueprints and components will be changed to current blueprints (with QR 1) and into minerals. Items/money stuck in the auction will be returned to your personal storage facility. Also, those affected by lost Quality Rating (including QR on converted blueprints) will be reimbursed for this, in a compensation system, where the participant can select which kind of compensation he or she desires. In this compensation system obsolete skills are also taken in consideration.
PCGamer Quest

Those participants that joined Project Entropia through the client distributed on the PCGamer (US) edition also have a special quest available.
MIXED FIXES/UPGRADES

In no particular order:
If you lose connection to the chat server the system automatically tries to re-logon, without the need to re-logon Project Entropia.
Added a connection indicator in the client. A three-lights display is located by the radar. If the load is light, they are green. If the load is heavy, it changes to yellow, and if the load is high, it changes to red. This display is updated a couple of times per minute.
Added functionality to the Friends-list, indicating when friends come on- and offline.
Added new, more Asian looking face textures to Avatar Creation Interface.
Upgraded the performance substantially in the Fast key Interface.
Added new music and sounds.
“Nothing to loot here” – The frequency is reduced, but you will still encounter critters with no loot. It’s not a bug.
Updated an instance where client-to-client synch mismatched in PvP Trade.
The Hadesheim Siren is now silenced when no attacks are in progress.
Updated functions when stacks are split, to show more accurate info in the client.
Update the servers extensively to reduce lag and performance slowdowns.
Several new items added, especially high-level equipment.
T-key changed to move stuck avatars to a random location, instead of a fixed.
Fixed so newbie clothes should not multiply.
Fixed an issue with claim deeds not being removed after deposit was depleted.
Updated the defense turrets.
Updated that both parties engaging in a PvP Chat gets automatic focus in the Chat window.
Fixed an issue with blueprints weighing double if inserted into a blueprint book.
Fixed an issue with items picked up from the ground weighing incorrect.
Fixed a minor issue with the selected title being reset to the top one in the Avatar Information interface with each login.
Fixed an issue with being able to vote multiple times in the Vote Booth.
Fixed an issue where uncolored clothes could not be used in the Coloring Interface.
Further secured the Trade Terminal Interface.
Upgraded how the teleporters behave if the system is under heavy load.
Upgraded the looks and functionality on the various Loot Interfaces.
Empty blueprints books are now sellable.
Fixed issues in the Repair Interface when using the quick-buttons (not making items un-accessible anymore).
Quality Rating on Blueprints associated with Value, meaning that Value will rise with higher QR, to the max of one PED at QR 100.
Fixed an issue with a full inventory covering buttons in the auction.
Fixed an issue with current value/condition not always showing the correct amount in the auction.
Several upgrades of functionality in the PvP Trade Interface, most noticeably the removal of “Cancel” functionality once “Accept” is pressed. You may however cancel once the order confirmation is presented.
Clothes and armor with a value/condition of zero are not wearable (exception: newbie clothes).
The autofire bug (the weapon could uncontrollably fire due to an ALT+TAB change) is eliminated.
Fixed an issue with the PED Card while withdrawing PEC, making the PED Card crash.
Fixed an issue with ever-active decoys.
Corrected a client bug when merging two full stacks, one stack would go missing.
Corrected some tool tip errors.
Added more detailed error messages for rarer instances.
Fixed an old issue that allowed avatars to chat even while dead using the Focus button.
Fixed various graphical glitches.
An avatar should only have one set of newbie clothes.
Many items have enhanced looks in Items Info view port.
Fixed a potential issue with the mouse pointer focus changing when someone requests a PVP Trade or PvP Chat. The pointer does not automatically change to pointer mode now.
Fixed “leveling” of blueprint books (visual leveling).
Enhanced the Trivia/Background info.
Enhanced the messaging when leaving/entering PvP zones, to ensure the message is displayed.
Fixed the prefix elimination on “Uncolored” clothes when colored.
Fixed an issue with commands being sent to the Main Chat instead of the PvP Chat.
Fixed an issue with NPCs just spinning round and round.
Rebalanced success rates while crafting and mining. Generally you will succeed with your action more often, but the output value is reduced.
Rebalanced skill advancement. Several skills now have a higher increase rate, mostly those that have less skill checks per time frame. This mostly affects mining and crafting, and does not affect hunting much.
Update to the PvP Chat informing the other party when the first party left the chat.
Fixed so the Avatar busy message is shown correctly.
Updated the boxing ring bell to have a two second delay.
KNOWN ISSUES/MISSING FEATURES

In no particular order
You can’t repair a weapon with attachments attached to it. You have to detach them prior to repairing.
Currently, the virtual companies on the Exchange don’t offer any shares.
The drill tower cannot be accessed. The minerals within it will be transferred
VU 5.2.1

29 Oct, 2003 – Source

Hello crew, Today’s update was a minor bugfix-update. Most noticeable is the increased spawn rate for the new minerals, and the completely new Support Section. The PE web page and Support is a work in progress and have some glitches right now, it will be fixed the following days.

For those of you who get an error when watching – this is due to an updated DNS entry (meaning that the pages are now at a different address, and the servers on the Internet that act like “phonebooks” sometimes are slow to update this info). Please familiarize yourself with the new Support section. Mail to Support will still work, but will soon be shut off. You get the picture when you browse the new Support. You may change your login the first time you enter info into the Account info. Please note that the account info given here is for everything you do with PE and/or MA. This update includes several lag fixes, but we still have some lag monsters that needs to get killed.

The devs have found a major culprit and will annihilate him as soon as possible (even if it might take a while). In the future, the annoying “overweight when logging in” bug, as well as the “HoF strangeness” bug, will be fixed. A note to miners, some resources expiry dates acts up, showing strange data (like expiry on the year 24567). Such deposits should be extracted as fast as possible, as they may disappear within a minute’s time.

Project Entropia Version Update 5.3

2003-11-24

*** PLEASE READ THIS DOCUMENT IF YOU FIND SOMETHING STRANGE IN PROJECT ENTROPIA! IT MIGHT PROVIDE THE INFO YOU NEED BEFORE CONTACTING PROJECT ENTROPIA SUPPORT! ***
General Information

The Version Update 5.3 (“VU 5.3”) for Project Entropia is a major step in the development of Project Entropia. Information about the content of the version update is located in this document.
VERSION UPDATE FEATURES
Housing system

The first version of the PE housing system is in place! Several small communities have been set up for future buildings. You can acquire your own house by bidding on the corresponding lot deeds in the auction. The lot deed’s item info (right-clicking on the deed) shows the location of the lot and house. You may also store items safely in your house. In the next VU’s the system will be enhanced and will allow an almost complete customizability. The supply of houses on Calypso will be quite limited, and we will not litter the countryside with houses.
Space travel

The initial steps has been taken in the quest of personalized space travel.
Interactive content

In PE there you can now find the first of a series of puzzles, or “quests”, requiring in-universe manipulation of items and scenery. Search and find out!
Map

The map is updated with the new house communities, as yellow dots. If you hover the mouse pointer over one of these, you get a tooltip displaying the name of the location.
Mindforce

Mindforce is introduced! The first version is in, allowing for the use of extra sensory powers. You need a Mindforce implant to use the Power chips found here and there. To activate a Power, you need to have it in your fast key interface and use the corresponding F1-F12 key. One Mindforce can be used without any equipment though, and that is the Sweat gathering skill. If you have nothing equipped in your hands, you may use this power. The requirement is that you are close to the creature you want to extract its fluids from.
New EnMatter

A new Energy Matter is available, which is one of the two parts of making the Mind Essence energy needed for using Mindforce Powers. You combine this EnMatter with the other part in a EnMatter refiner to make the Mind Essence.
Crafting Equipment

Some of the “Equipment” crafting (Mechanical, Metal, Electronics) material have been updated to be used at various places on Calypso.
Skills

New skills have been added in the Mindforce section of the Avatar Information Interface.
Fast key

The performance of the fast key system is enhanced.
Friends chat

If you receive a message from a person not on your Friends list, you now get the info that the person isn’t on your list, as well as you see who it is.
Server load indicator

The Server load indicator is upgraded to more actively show the system load. A indicator in the reds may indicate that the system might be heavily loaded, and can affect the experience. However, this is not an exact indicator.
Avatar weight calculation

An error in the avatar weight calculation when logging on has been fixed.
Decoy

An issue concerning decoys and logging off has been corrected.
Teleport stacking

Sometimes when several avatars teleported to the same place at the same time, they got stacked on top of each other. This has been fixed.
Containers

Several minor glitches with containers have been fixed.
Lag/stability fixes

Several server and client updates have been applied to reduce lag and performance slowdowns. The system login process is enhanced, as well as how a participant performs – an avatar performing a lot of activities may experience “lag” him-/herself, but other participants do not get as affected as prior to VU 5.3.
Nude avatar

By manipulating the inventory interface, you could make your avatar nude. This has been fixed.
Spelling errors

Spelling errors have been fixed.
KNOWN ISSUES/MISSING FEATURES
You can’t repair a weapon with attachments attached to it. You have to detach them prior to repairing.
Currently, the virtual companies on the Exchange doesn’t offer any shares.
Sometimes attachments may detach from a weapon when logging on.
The Team chat is not always initiated when the Team Leader invites the first member.
Some kind of items cannot be placed in a house.
Hall of Fame does not display time correctly in the 24 hours section.

Project Entropia Version Update 5.4

2003-12-17

*** PLEASE READ THIS DOCUMENT IF YOU FIND SOMETHING OUT OF THE ORDINARY IN PROJECT ENTROPIA! IT MIGHT PROVIDE THE INFO YOU NEED BEFORE CONTACTING PROJECT ENTROPIA SUPPORT! ***
General Information

The Version Update 5.4 (“VU 5.4”) for Project Entropia is a major step in the development of Project Entropia. Information about the content of the version update is located in this document.
Update Personal Info

You must update your Project Entropia account info through the Project Entropia Support section. Logon using your standard Project Entropia Login and Password. Account with faulty information will be locked down and a dialogue will be initiated with the person handling the account.
Old Support Mail

In VU 5.3 a new Support Section was launched, which is available through the Project Entropia client and through the Project Entropia web page. Now when this new system is up and running all future communication/support inquiries will go through the Project Entropia Support Case Center (“PESCC”). This means that old unresolved matters that was supplied using email needs to be entered by the participant into the PESCC to be attended by the MA Support staff.
VERSION UPDATE FEATURES
Christmas season

MindArk continues the tradition started last Christmas, with presents to the active and contributing participants.
Enhanced Manufacturing

Added the Apprentice Level of manufacturing weapons, armor, and clothes.
More weapons

Some 100 weapons added to Project Entropia, of various performances. Among these several new models are introduced, like a dedicated BLP Submachine-gun. Several of these weapons are manufactured, even various BLP rifles.
More armor

Almost a dozen new armor sets added, including the new “Undead”-series.
More clothes and accessories

With the enhanced level in tailoring several new kinds of clothes can be found and/or made. A tailor may now make coats, jackets, miniskirts, boots, hats, shades, etc.
Coloring re-vamped

The coloring functionality changed to be clearer. It now shows the Chance of Success (as in Manufacturing) of coloring an item to best possible output.
New paints added

Several new paints have been added, allowing for even greater variety of participant-colored clothes.
Chance of Success update

The various levels of feedback when the Chance of Success is displayed (currently in the Manufacturing Interface and the Coloring Interface) has been split up into more steps, meaning you will see a more rapid advancement to your chance of success.
Skill increase changes

Skills related to the Mining and Manufacturing areas have received enhanced increase rates.
Blueprint acquiring

The chance of getting a new blueprint while manufacturing is enhanced. The chance of getting a blueprint that can be bought from the Trade Terminal is removed.
Added Mindforce

Several Mindforce upgrades added, as well as a completely new Mindforce power.
Project Entropia Smart Card Verification system

Are you sure that your personal computer is clean from viruses and key-sniffing hacker tools that is gathering data, passwords and other personal information? In a world where malicious intrusions on home computers are more and more common, one cannot be too secure with sensitive information.

Add an even higher level of security to your Project Entropia account with this Project Entropia Gold Member Smart Card Verification system. With this combined Smart Card and Smart Card Reader your Project Entropia login procedure will have a level of security equal to the most secure real life banks. The Smart Card includes a personalized CPU Unit that creates a unique verification password each time you logon to Project Entropia. This means you never use the same password twice, rendering unwanted attempts to acquire your password obsolete.
Become Lord of the Manor – A castle is available!

Who will be the proud owner of the Calypso Castle?
More functions added to Hangars

Are you one of those with a pioneering soul and lust to reach the stars above? Space has never been closer.
Portable terminals

There are now portable terminals available, that can be placed where the participant feels is a good spot. Remember that placing an item out in the open means that anyone can pick it up though, so be advised to place it in a secure location, like a house. To access a portable terminal, you need to SHIFT+Right click on it.
House decorations

Several new ways of personalizing your house is introduced.
Increased some mineral availability

Some of the rare minerals and enmatters have become somewhat less rare.
Updated Drop functions

The Drop Item request is updated to inform about the fact that anyone may pick up dropped items. Also, when dropping items, the item is placed below the avatar position, positioned in the same facing as the avatar.
Merge of skills

The skills “Make Pants” and “Make Shirt” have been merged to “Make Clothes”, and the old skill levels have been added up.
Hall of Fame

The Hall of Fame 24h section is updated.
Fixed a mismatch of Tailoring blueprint level in Items Info

Some tailoring blueprints showed as having level one when they indeed had a higher level.
Change of Plasma category

The Plasma rifle is now under the correct section “Rifle” in the Auction.
Mindforce animations

Fixed some animation-lockups when using Mindforce.
Stackable items invisible fix

Corrected a rare issue with merged stackable items becoming invisible on the client.
Manufactured items with negative value

Fixed an issue with manufactured items in rare instances having a negative value.
Auction time change

The added time to an offer in the auction if it is about to expire is changed from 15 minutes to six minutes.
PK and teleporting

Fixed an issue where the PK status was not updated correctly when teleporting while in the 30 second “grace period”.
Billy Revival Terminal

Updated an issue with reviving at the Billy Spaceship Afterworld making the avatar invisible for some monsters.
KNOWN ISSUES/MISSING FEATURES
You can’t repair a weapon with attachments attached to it. You have to detach them prior to repairing.
You cannot drop item onto a hangar floor.
Currently, the virtual companies on the Exchange doesn’t offer any shares.
Sometimes attachments may detach from a weapon when logging on.
The Team chat is not always initiated when the Team Leader invites the first member.
All tailored clothes shown as “Uncolored” in the auction, even if they are colored. There are some issues with the Society terminals that will be fixed in next VU. Some laser carbines have the wrong graphics on the client when shown in the auction. They appear “fatter” than they should be. The looks is correct outside the auction after a logon.
List of 5.4 mini updates
System updated (5.4.0.4) [2004-01-08]
Fixed the names in the auction for the new paints.
Fixed an icon issue with Attachment blueprints (they all showed being level I, regardless of actual level).
Some minor stability fixes.
System updated (5.4.0.3) [2003-12-21]
Fixed an issue with “Corrupt Paladin arm-guards” in the loot. The correct armor will be found in the storage terminal.
System updated (5.4.0.2) [2003-12-19]
Fixed an issue with “gluefeet” when moving on rolling terrain.
Updated accuracy synch between server and client
System updated (5.4.0.1) [2003-12-18]
Fixed an issue with “stickiness” when moving near walls and up ramps.
Updated a skill experience bug with Laser Weaponry Technology, BLP Weaponry Technology, and Plasma Weaponry Technology, where the increase rate was to high above the level of 3000.

Project Entropia Version Update 5.5

2004-02-17

*** PLEASE READ THIS DOCUMENT IF YOU FIND SOMETHING OUT OF THE ORDINARY IN PROJECT ENTROPIA! IT MIGHT PROVIDE THE INFO YOU NEED BEFORE CONTACTING PROJECT ENTROPIA SUPPORT! ***
General Information

The Version Update 5.5 (“VU 5.5”) for Project Entropia is a major step in the development of Project Entropia. Information about the content of the version update is located in this document.
VERSION UPDATE FEATURES
New Society system

A completely new society system added. Societies are an integral part of PE structure and development in the virtual universe. Therefore a lot of energy has been put into the design and the functionality. Among the new society features included are:
Society Themes/Template, with corresponding Society Ranks/Hierarchy within the society. This will allow for advancement, promotions and more responsibility and privileges. Gaining power within a society means you also have more rights to actively perform actions.
Easy to use search engine, that makes searching for societies very easy.
Diplomatic Relations, meaning you may set an official posture against another Society to show whether they are your enemies or friends.
An intra-Society Allegiance system, for internal power struggles about the top position within the society. Make your own candidacy for being the supreme leader and fight for the members respect and their votes!
Leaderboard High scores, which will show various prosperous societies on a high-score ranking list.
Detailed Society Info and History, be known as the founder of a society, add required equipment, choose administration, select areas of pursuit, and much more.
Member Roster management, an easy to use system for searching for members, add them as friends at an instant, upgrade avatar status within the Soc, or punish the bad apples immediately.

More info about the society functions is available through the help sections in the actual society system in Project Entropia.
New PvP Zone with avatar looting presented

During a deep-core drilling operation Omegaton Industries happen to release toxic fumes in the mountains south of Echidna. This resulted in an excruciating death for all human beings in the area. Mutants and robots have dismantled the mining site, but records of the event have been found in the public. These records indicate a very rich area of rare minerals, the reason Omegaton ventured out there in the first place.

However, the zone is considered contaminated and normal protection levels are reduced, meaning any avatar who ventures into this zone is susceptible of looting by others. All stackable items (except ammo packs/cells, decoys, bombs/probes, and PED/PECs) are at risk when getting killed within the zone, together with any non-stackable item found in the zone.

The trade terminals supply an anti-toxic shot that allows for travel within the contaminated zone. The shot is in effect until the avatar is killed in the zone. If killed outside the zone the shot still stays in effect. If an avatar is killed in the zone he or she is instantly transported away from the zone to the last resurrection point or to Port Atlantis, if no such point exists. Even the ghosts fear the toxic area.
Participant-run shops added

Added shops to Project Entropia. An avatar may set up a shop on any estate lot he or she owns. The shopkeeper will stand vigilante 24/7 offering the goods the owner put up for sale.
New business lots in Hadesheim available

Several estate lots suitable for the participant-run shops are available in Hadesheim.
Skins usable in tailoring

Animal-specific skins can be refined into leather counter-parts. If you have good enough skill you may add animal leather to any tailoring design by putting the leather into the manufacturing interface. The Berycled coat is rumoured to be the fashion statement during the spring.
New creatures

A lot of new creatures have been spotted by explorers. Someone reported that even the infamous Araneatrox was brutally slain by these new menaces.
General creature update

Several changes has been applied to the creature on the continent Eudoria. The way they attack, their size and speed, the damage done and health level are revised. Some nasty surprises lurk in the dense Calyso underbrush. Someone even said the snablesnot seemed to have a cold…
Redesigned outposts

A new technical system added to Project Entropia, adding area-specific line of sight. This means that in some instances you will not see avatars located within buildings while you are outside of them. This includes visibility on the radar. This action enhances client performance and distributes load times.
Chat spam precautions

Some basic level chat spam prevention has been added to the main chat.
Logoff delay

A 20 second logoff delay has been introduced to counter potential misuse of the logoff functions. Even if your client loses connection to the server, your avatar will remain vulnerable during this time period.
Paint cans changes

All new paint cans come with a skill requirement. All old cans can still be used as before and are not affected by the skill requirement limit. If you add new cans to a stack of old cans, the old cans will be affected by the skill requirement.
Space ship enhancement

Take your position and be ready for launch, experience the feeling of commanding a space ship as a gunner, pilot or navigator.
Resting

Avatars may now sit or lie down, as well as placing oneself onto various chairs.
Right-click menu

You will have access to a right-click menu if you SHIFT+Right-click.
Shortcut to Friends

The keyboard key “j” is used for quick access to the Friends Interface. The Friends interface can also be moved outside of the screen, to save space.
Added functions to manufacturing

You may now add several stacks of the same material in the manufacturing interface, if you so desire.
Added Mindforce

Several Mindforce upgrades added, as well as a completely new Mindforce power. Rumours have it there are a revival Mindforce chip in existence.
Blueprint acquiring

The chance of getting a new blueprint while manufacturing is enhanced.
More weapons

New weapons added.
More armor

New armor sets added.
House decorations

Several new ways of personalizing your house is introduced.
More clothes

More festive clothing added.
More items

A news bulletin states that mutants has robbed a Toy Cargo ship…
KNOWN ISSUES/MISSING FEATURES
You can’t repair a weapon with attachments attached to it. You have to detach them prior to repairing.
Currently, the virtual companies on the Exchange doesn’t offer any shares.
Sometimes attachments may detach from a weapon when logging on.
The Team chat is not always initiated when the Team Leader invites the first member.
All tailored clothes shown as “Uncolored” in the auction, even if they are colored.

Project Entropia Version Update 5.6

2004-03-05

*** PLEASE READ THIS DOCUMENT IF YOU FIND SOMETHING OUT OF THE ORDINARY IN PROJECT ENTROPIA! IT MIGHT PROVIDE THE INFO YOU NEED BEFORE CONTACTING PROJECT ENTROPIA SUPPORT! ***
General Information

The Version Update 5.6 (“VU 5.6”) for Project Entropia is a major step in the development of Project Entropia. Information about the content of the version update is located in this document.
Project Entropia Gold Member Smartcard Security System

The Project Entropia Gold Member security system goes live with VU 5.6. Those who have acquired the Smartcard and Reader (through the Trade Terminal Real Life Items section) should receive the equipment during April, to the address supplied with the Project Entropia account. If you need to update the info, please do it as soon as possible through the Project Entropia Support Section.
VERSION UPDATE FEATURES
Mentor & Disciple system

We are aware of the great effort our participants put into helping newcomers to Calypso and making them feel welcome. To show our appreciation for this we have decided implemented a Mentor & Disciple system. Being a mentor is about helping newcomers get a foothold in the new universe. When you offer your help to a newcomer, and they accept, they become your disciple and you become their mentor. As a mentor you advice your disciples and support them in their advancement. When a disciple reaches certain skill levels, the disciple is deemed to be sufficiently trained to manage on her or his own.

At this point the mentor receives special surprise gifts as a reward for helping out. Some details about the Mentor system:
A mentor “Adds disciples” by right-clicking on the potential disciple.
To be able to act as a mentor you need to at least have reached the level “Unskilled” in any one professional standing (seen in the left section of the Avatar Info interface).
To be eligible as a disciple you must be “Newcomer” in all of your professional standings (including Sweat Gatherer). This means as soon as a Newcomer achieves the rank of “Inept” (the rank above “Newcomer”) in any professional standing, they may not be selected as a disciple.
When the disciple reaches certain skill levels, the Mentor reward kicks in. The Mentor has a progress rating on each disciple in his training. The actual skill levels are shown in the Disciples interface. The skill goal is quite high as the rewards are special items only acquired through this means.
A mentor can have a maximum of 100 disciples at once. The mentor can at any time contact a disciple.
A disciple may only have one mentor. A disciple may be a mentor for others.
Once a link is formed between a mentor and a disciple, the disciple cannot leave it (a short “grace period” is given). A mentor may kick a disciple at any time (but why would s/he? If the avatar has stopped participating is one reason).
When a disciple finishes his or her training the mentor gains skill in the new “Mentor” skill (the advancement in the Mentor-skill is somewhat different from ordinary skill advancement – you will probably raise whole ranks each time you gain XP). The Mentor skill shows how many successful disciples s/he has guided.
First person view of items and actions

You now see the items your avatar is carrying in first person view. Weapons and tools are shown, as well as mindforce powers. The “Z” key toggles between FPV w/ items – FPV w/o items – 3rd PV behind – 3rd PV free.
Visual item update

Almost all weapons in Project Entropia have received a visual overhaul, and are now displayed with a much higher detail. This is a first in a series of grand visual upgrades being done to Project Entropia over the coming months.
Monster visuals update

Almost every creature in Project Entropia has been given a visual overhaul, meaning more detailed graphics with higher clarity.
New drop functions

When dropping an item from the inventory to the ground you may now determine the placement of the item in detail. This is especially useful for indoor decorations and furniture. You may even rotate items by holding down the right mouse button and move the mouse right and left, and drop some specific items on walls or in the ceiling.
New creatures

A lot of new creatures have been spotted by explorers. Someone stated a warning about being unwary in rocky terrain…
Updated robots

Several changes has been applied to the robot population of Calypso, meaning changed behaviour, damage done, and hit points. Also, the robots seems to have found new ways to spread their terror.
Logoff delay update

An “Abort” button added to the Logoff delay interface, due to community demand.
More weapons

Over 50 new weapons added.
More armor

New armor sets added.
House decorations

Someone saw indistinguishable creatures stealing rare paintings, tables, and lamps from a cargo shuttle…
Society templates

Two new society templates added based on community input – the “Mystic” and the “Basic”.
Society ranks shown

You may now view the various ranks associated with a society template.
Society Leaderboard update

Pending societies are no longer eligible for Leaderboard positions.
Increased chance of success in crafting

The chance of success is increased on lower levels of crafting.
Octagons

Several new Octagon Boxing / Training areas added all over Eudoria.
Hadesheim Marketplace update

Added a storage terminal to the Hadesheim marketplace.
Skills renamed

The skill “Ranged Critical Hit” and “Melee Critical Hit” are renamed to the more appropriate “Inflict Ranged Damage” and “Inflict Melee Damage”, as that is what the skills actually influence. No rule mechanics have changed though – the name change is a cosmetic one to avoid confusion as the term “Critical hit” can suggest a range of effects.
Avatar animation updates

Many avatar animations have been polished, among others the infamous grip on some of the BLP rifles (no more holding the rifle in you’re stomach).
Item rebalance

The infamous Improved A-3 Justifier Mk.III is rebalanced, after community feedback. The new stats are acquired by repairing the weapon.
Server upgrades

A server crash issue has been eliminated. The entire Project Entropia universe server park is upgraded with new hardware to meet the ever-increasing number of Project Entropia participants. The new system will reduce “lag” and latency issues, as well as some disconnect issues.
Client upgrades

Several fixes have been applied to the client, to reduce the rate of disconnects and Crash-to-desktop (“CTD”) issues.
Item/houses streaming optimization

The way buildings and items are streamed to your Project Entropia client has been optimized to reduce the “lag” felt when entering/exiting buildings.
Fixed issue with floors in hangars

Fixed an issue that meant you could fall through the floors in a hangar.
Fixed issue when sitting down

Fixed an issue with sitting down and becoming difficult to hit.
Fixed issue with long range gathering of items

Fixed an issue that meant you could pick up items from far away.
Fixed issue with avatar position after server crash

Fixed an issue with the avatar position not being saved when a server crashed.
KNOWN ISSUES/MISSING FEATURES
All tailored clothes shown as “Uncolored” in the auction, even if they are colored.
Currently, the virtual companies on the Exchange do not offer any shares.
You can’t repair a weapon with attachments attached to it. You have to detach them prior to repairing.
The Team chat is not always initiated when the Team Leader invites the first member.

Project Entropia Version Update 5.7

2004-06-01

*** PLEASE READ THIS DOCUMENT IF YOU FIND SOMETHING OUT OF THE ORDINARY IN PROJECT ENTROPIA! IT MIGHT PROVIDE THE INFO YOU NEED BEFORE CONTACTING PROJECT ENTROPIA SUPPORT! ***
General Information

The Version Update 5.7 (“VU 5.7”) for Project Entropia is a major step in the development of Project Entropia. Information about the content of the version update is located in this document.
VERSION UPDATE FEATURES
Crystal Palace Space Station available

The Crystal Palace Space Station is opened! Take the journey into space and experience a whole new area of exploration. See never-before-seen scenery and encounters and find new items not available elsewhere. Be the first one to set foot in a unique setting, untouched by human colonists.

The venture into space and the Crystal Palace Space Station is the first step of Project Entropia’s upcoming exploration of space and beyond.
Project Entropia Hardware Infrastructure upgrade

The hardware platform and infrastructure handling Project Entropia is updated to new state-of-the-art equipment, capable of handling the ever-increasing number of new Project Entropia participants. Expect better performance, increased stability, and reduced latency.
New area of crafting; Armor attachments

The Project Entropia crafters has a new area to master; the creation of armor attachments. These attachments are added to existing armor pieces by dragging and dropping them onto the armor. To remove an attachment, just double-click on the armor icon while it is in your inventory.
Massive load of new clothes

A huge pile of clothes is added to Project Entropia. All these are tailorable. Some examples are:
Headwear
Sombreros
Fedora hats
Bowler hats
Top hats
Berets
Underwear
Bustiers
Thongs
Stockings
New bra model
Footwear
Stiletto boots
Stiletto heels
Cowboy boots
Other clothes
Tuxedos
Evening dress
Tanktops
Mesh tanktops
Cut-offs
Bomber jackets
Added colors

Several new colors have been added, including black and white paint.
New weapons

A lot of completely new weapons added, including many melee weapons.
New armor sets

Armor sets added, both craftable and lootable.
New creatures

A lot of new creatures have been spotted by explorers. Someone described a horrendous sighting on the Crystal Palace station…
House decorations

An unnamed source has stated seeing new paintings on Calypso from a renowned Earth artist.
Colorable storage boxes

Storage boxes are now colorable. It makes it easier to distinguish between boxes.
Visual item update

Several items, mainly weapons, in Project Entropia have received a visual overhaul, and are now displayed with a much higher detail. This is a part of a series of grand visual upgrades being done to Project Entropia over the coming months.
New death system

When you die you will have the option to teleport to the nearest revival point. If you decline you will be a stationary ghost, unable to move. To get the option to be moved while dead, please press the ’T’ key on your keyboard. That will move your ghost to the nearest revival terminal. Note that the old way, where you moved to your last revive position no longer applies.

One could ask oneself why anyone would like to be a stationary ghost – the answer is that you can be revived on the spot, given the right equipment or Mindforce.
’T’ key change

If you press the ‘T’ key while alive, you will be asked to confirm your decision in a YES/NO dialogue box. If you select YES you will be automatically teleported after 60 seconds to the nearest revival terminal.
Mentor system tweak

The first tweak to the mentor system makes it easier to become a disciple – you now can be Newcomer as well as Inept in your skills and still be a disciple. Expect more tweaks in future VU’s.
Teaming issue fixed

An issue when disbanding a team and then having difficulties getting loot afterwards has been fixed.
Indoor movement

The indoor movement speed is increased.
Independent Guide bundled with Project Entropia

The very nice and vibrant Project Entropia society Entropia Pioneers has, together with famed Project Entropia participant NEVERDIE created a Guide to Project Entropia, an unofficial manual of sorts for Project Entropia. The guide is bundled with Project Entropia and will available from the Project Entropia web site.
Client upgrades

New fixes have been applied to the client, to reduce disconnects and Crash-to-desktop (“CTD”) issues.
KNOWN ISSUES/MISSING FEATURES
All tailored clothes shown as “Uncolored” in the auction, even if they are colored.
Currently, the virtual companies on the Exchange do not offer any shares.
You can’t repair a weapon with attachments attached to it. You have to detach them prior to repairing.

Project Entropia Version Update 6.0

2004-08-10

*** PLEASE READ THIS DOCUMENT IF YOU FIND SOMETHING OUT OF THE ORDINARY IN PROJECT ENTROPIA! IT MIGHT PROVIDE THE INFO YOU NEED BEFORE CONTACTING PROJECT ENTROPIA SUPPORT! ***
General Information

The Version Update 6.0 (“VU 6.0”) for Project Entropia is a major step in the development of Project Entropia. Information about the content of the version update is located in this document.
VERSION UPDATE FEATURES
New Graphics Engine implemented

After almost three years the old NetImmerse graphics engine is retired and the new GameBryo engine is in place. This new graphics engine will enable us to add a lot of really cool graphic effects to Project Entropia, like weather, shadows, dynamic lighting, etc. In the course of the next few months several such graphic upgrades will come.
Client software feedback system

If the client software happens to Crash-to-desktop (“CTD”), the client now have a feedback system in place. This system asks whether the participant is willing to help MindArk by sending in his or her current PC configuration. This information will help us track down any potential driver/hardware issues causing client stability problems.
New Avatar Trading interface

A brand new avatar to avatar trading interface added. The new interface is more secure and have a lot more feedback panels. Items can no longer be removed from the offer area without clearing the entire offer. A personal chat also appears when trade is initiated. Note: You cannot trade items that have attachments added; you have to remove attachments prior to trading, to minimize confusion.
New Map interface

The addition of new locations spawned the new map interface. A map of the Eudoria continent and the Crystal Palace Space Station is supplied, as well as a sneak peak of the newly discovered continent “Amethera” (also known as “The land grab continent”). The new map interface has various filters, a quicker navigation system, and three distinct zoom levels.
New weapons

New weapons added.
New armor sets

Armor sets added.
Longus

An issue with the Longus hit probability fixed.
Robots and lying about

Robots finally realized their prey could lie down, so the aim is adjusted accordingly.
Scrollbar added to Manufacture interface

Scrollbar added to the input material list, to allow for designs with six inputs.
Container content usable in manufacturing

You may now drag input materials directly from a container to the manufacturing interface.
Scanning issues fixed

When scanning mutant, the correct skill is increased (‘Scan Mutant’, instead of ‘Scan Animal’, even if some scientists claim the old classification should stand ,-)
Scanning oneself no more

When scanning another avatar, you no longer see your attribute levels. Now you see the target levels instead, as intended.
Skill lists

Fixed an issue when a single new skill was added and that skill was the only one on a new page, it was impossible to change to the new page.
PED Card transfer interface

Corrected the interface so it doesn’t become locked when you tried to withdraw more money from your PED card than you had on it.
Avatar interaction interface update

Fixed a potential issue with the avatar interaction menu (the one you get when you right-click on an avatar) that could cause the interface to lock up and making the avatar becoming forever “busy” until logoff.
Refiner interface

An issue corrected in the refiner interface when you added multiple stacks to it and they were auto-moved back to the inventory.
Info about blueprint books in the auction

Now it doesn’t crash when you check the info of a blueprint book that is in the auction.
Long avatar names

Limited the maximum length of the full avatar names (first+nick+last name) to 40 characters. Also updated the Friends list, estate guest list, and space ship guest list.
PED Card transactions from containers

The inventory no longer locks up if you drag and drop money from a container directly onto your PED Card in the inventory.
Mourner

Mourner now is called Mourner again.
Pixie armor

The Pixie armor is now shown correctly in the auction.
Adjusted Guardian armor

Fixed non-decaying adjusted Guardian armor bug. Increased durability on the armor.
Armor attachments

Fixed an issue with armor attachments not showing in the PvP Trade.
Repair interface and mindforce implants

Fixed issue with “Repair All” and mindforce implants in the Repair interface.
KNOWN ISSUES/MISSING FEATURES
All tailored clothes shown as “Uncolored” in the auction, even if they are colored.
Currently, the virtual companies on the Exchange do not offer any shares.
You can’t repair a weapon with attachments attached to it. You have to detach them prior to repairing.

Project Entropia Version Update 7.2

2005-03-22

*** PLEASE READ THIS DOCUMENT IF YOU FIND SOMETHING OUT OF THE ORDINARY IN PROJECT ENTROPIA! IT MIGHT PROVIDE THE INFO YOU NEED BEFORE CONTACTING PROJECT ENTROPIA SUPPORT! ***
General Information

The Version Update 7.2 (“VU 7.2”) for Project Entropia information is located in this document.
VERSION UPDATE FEATURES
New cities built

Two cities have been built on Amethera by the Omegaton Industries and Genesis Star Interstellar conglomerates, with the blessing of the Federal Empire. Amethera is deemed to be secure enough to grant such construction, and both the Genesis Star and Omegaton representatives are pleased with the decision. The third conglomerate, Chikara OmniWorld, is expected to start construction as well in the near future. The focus and demand from the Empire is to supply housing for the colonists in the form of reasonably priced apartments.
Apartments introduced

Thousands of apartments is introduced! We want to make a place to call home available to a much larger portion of the Calypso colonists than previously possible. The apartments will be available through the auction and have the buyout price set to 250 PED for the small apartment, 350 PED for the medium and 450 PED for the large apartment. Apartments come with a maintenance fee of 10 PED per 30 days. After this time period you need to pay the fee, else you will not be granted access to the apartment, until you do. There is no limit as to the number of apartments a single avatar may own.

The Beta apartments promised will be issued some time after the actual VU goes live. Thanks for your patience.
Trapping issues

The creatures of Calypso have evolved to notice when they are being “trapped”. This means that when a creature is unavailable to reach a target for different reasons, it will behave differently, and in some cases, will become immune to damage, until the creature believes it is no longer trapped.
Treasure Island lots

Ten new lots added to Treasure Island to the Lake View community.
Colors added

Paint cans added to allow for even more diversity when coloring items.
Added clothes

New pieces of clothing added, some of which are tailorable, including formal wear and shorts.
Added weapons

A great deal of weapons added, including clubs, maces, daggers, and shotguns. Some items are craftable. There are rumors about a unique item being spotted as well.
Housing decorations added

Dozens of items designed for making a home nice and comfortable have been added, including paintings, statues, and baskets.
General items added

A number of other items added to expand the range of items in Project Entropia.
Updated armor looks

Some armor sets have new and enhanced looks.
Visual enhancements

Several areas in Project Entropia, ranging from clothes, avatars, items and nature have been reviewed and updated from a visual standpoint, in order to remove oddities, like holes in clothes etc.
Amplifier feedback

Updated so an amplifier that is at condition 10% gives info to the owner about this.
Mentor loot

Added more items to the Mentor loot.
Auction accepts more

The auction now accepts more variety of items for sale.
Auctioneer back

After taking an unauthorized vacation, the auctioneers are back on Amethera.
Sweating

A slight adjustment upwards as to the number of sweat bottles acquired per successful sweat gathering has been made
Quickbar enhancements

Several minor additions and tweaks have been made to the Quickbar and Statusbar functions.
Client stability

Several potential crash issues are removed from the Project Entropia client software.
Sound system crash fixed

A bug in the sound system in Project Entropia that could cause a client crash has been removed. Participants who have disabled sound due to this problem should try to enable it again.
KNOWN ISSUES/MISSING FEATURES
If you sit or lie down in an apartment, you may fall through the floor into the apartment below.
Shopkeepers can become corrupted when they reach low condition. An update is on its way, tentatively scheduled for VU 7.3.
All tailored clothes shown as “Uncolored” in the auction, even if they are colored.
You can’t repair an item with attachments attached to it. You have to detach them prior to repairing.

Project Entropia Version Update 7.3

2005-05-04

*** PLEASE READ THIS DOCUMENT IF YOU FIND SOMETHING OUT OF THE ORDINARY IN PROJECT ENTROPIA! IT MIGHT PROVIDE THE INFO YOU NEED BEFORE CONTACTING PROJECT ENTROPIA SUPPORT! ***
General Information

The Version Update 7.3 (“VU 7.3”) for Project Entropia information is located in this document.
VERSION UPDATE FEATURES
Land Area Management

The Land Management System allows for customized land areas and creature habitats. The land areas that have this support have a Fertilizing station present, in which the owner of the land can make his or her decisions about the future of the area.

To create a well functioning local eco system, the land needs to be rich and fertile. To achieve this, Energized Fertilizer needs to be added and distributed from the fertilizer station.

The Energized Fertilizer is a unique compound made out of animal dung and growth molecules. The creature dung may be collected from the ground, while the growth molecules is a newly discovered energy matter. Adding Energized Fertilizer will give you Improvement Points (IPs) that can be used to modify the land. All changes to the land area have a cost of IPs. Also, sustaining high level creature maturity or numbers will cost IPs over time.

In order to implant various creatures, the owner needs to gather complete samples of creature DNA. Once this is acquired and processed, the creature may be added to the lands fauna. This is done by dragging the DNA sample icon to the interface. Once added, the process begins by dispatching food chain algorithms to attract the creatures to the land, and quite soon the area’s eco-system is altered in the preferred way.
New Cities

Two new cities completed – Treasure Island City and Sakura City. They are located on Amethera; TIC on Treasure Island, and Sakura City to the south.
Auction Procurement Orders

You can now set a procurement order in the auction. An order is an outstanding order on items, meaning you can try to buy a bulk lot from several different sellers, at a set price, or a single item not currently on the market. You select the item type, choose a quantity you want, and a price. All current selling offers in the auction is compared to your order and those that match will be handled directly. Only full offers with a buyout value set is considered. The order will not split a selling offer if the offer is larger than the quantity the order has set, it will instead be ignored.

If your quantity isn’t met, the order will stay for as long as you choose, trying to match any selling offers that comes to market.

The price to add an order is 1 PED per day you wish the order to be active. This fee is paid in advance, regardless of the actual number of days the order is active. For instance, if you have paid for having an order for five days, and the entire quantity is met within three days, the cost will still be the 5 PED’s initially paid.
Creature Maturity Levels

The various creatures in Project Entropia have received an overhaul to their titles (or maturity levels), meaning that creatures that share titles now have them corresponding correctly. Previously, an “old” creature of one kind could be maturity level 6 while another “old” creature could be of maturity level 3. This will result in some changes to how the creatures’ names and location will look like after the release, as some creatures in an areas previously occupied by, for example, “adult” creatures now have “old” creatures instead.

Even though some confusion is expected, especially from the veteran participants, we are sure you will soon learn the new maturity levels, and as they are much more coherent now than before, it will be easier overall to assay creatures and their challenge rating.
Durability

All items that are worn when used have a durability rating, which shows the general level of deterioration when used. The items that have the lowest deterioration are noted as having “Exceptional” durability while the ones that are most prone to high wear and tear are noted as being “Fragile”, with a scale in between.
Treasure Island lots

Twenty new lots added to Treasure Island to the Lake View community, together with new house designs.
More Creatures Roaming the wilderness

The overall creature activity on Calypso is increased, somehow…
Music and Sounds

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