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Steam News30 October 201510y ago

October Development Update 2

Hello everyone! Here we are again to give you a fresh summary of what we’ve been up to during this week. 1- Health window So far, fellow players, you haven’t had much to worry about your colonists.

Full notes

Full Project AURA update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone! Here we are again to give you a fresh summary of what we’ve been up to during this week.

What changed

1 fix2 additions2 changes0 removals
  • Balance
  • Events
  • Gameplay
added1- Health windowSo far, fellow players, you haven’t had much to worry about your colonists. Here it is the first of many things you’ll have to be aware of from now on: diseases. The Health Panel will show you the medical status of your colony. Providing information such as how many colonists are sick, what is the level of danger of their sickness and how many resources your Care Centers are producing to solve those problems. Everything you need to deal with this new feature. Here you can take a peek at the window. And remember, you’ll have to be alert from now on!
added2- Creation kit and moddersThe Creation Kit will be the main modding tool for Project Aura . Inside it you will find the Quest Kit, the tool players will use to create their own breathtaking stories through a series of quests. With it you’ll be able to create variables, choose the rewards and objectives of the mission, and perform various actions: such as giving the player items, money or even activating user-made quest items or productions. Since today, we have opened a new specific forum for modding on Steam!
changed3- Colonists re-thinkingAwakening colonists will be now more expensive, on the other hand, the amount of workers required per lane is going to be reduced.
changed3- Colonists re-thinkingColonists will now improve their skills based on their activity, up to a value limited by their rank. To keep improving their skills, you will need to promote the char.
fixed3- Colonists re-thinkingOnce we publish our next patch, you will be able to test these changes by enabling the “test” mode inside the game. Here it’s explained how to do that. Coming soon: More buildings are being made, bugs fixed here and there and, last but not least, we’re happy to announce that we’re developing a feature that’s been requested a lot: a short campaign that will serve as a tutorial. That’s all we have to say. Remember to stay tuned every Friday for more info and have a happy Halloween! Thanks for the interest in Project Aura ;) -- Pixel Quality Games http://www.projectaura.com Twitter: @ProjectAuraGame Facebook: ProjectAuraGame

Project AURA changes

addedSo far, fellow players, you haven’t had much to worry about your colonists. Here it is the first of many things you’ll have to be aware of from now on: diseases. The Health Panel will show you the medical status of your colony. Providing information such as how many colonists are sick, what is the level of danger of their sickness and how many resources your Care Centers are producing to solve those problems. Everything you need to deal with this new feature. Here you can take a peek at the window. And remember, you’ll have to be alert from now on!
addedThe Creation Kit will be the main modding tool for Project Aura . Inside it you will find the Quest Kit, the tool players will use to create their own breathtaking stories through a series of quests. With it you’ll be able to create variables, choose the rewards and objectives of the mission, and perform various actions: such as giving the player items, money or even activating user-made quest items or productions. Since today, we have opened a new specific forum for modding on Steam!
changedAwakening colonists will be now more expensive, on the other hand, the amount of workers required per lane is going to be reduced.
changedColonists will now improve their skills based on their activity, up to a value limited by their rank. To keep improving their skills, you will need to promote the char.
fixedOnce we publish our next patch, you will be able to test these changes by enabling the “test” mode inside the game. Here it’s explained how to do that. Coming soon: More buildings are being made, bugs fixed here and there and, last but not least, we’re happy to announce that we’re developing a feature that’s been requested a lot: a short campaign that will serve as a tutorial. That’s all we have to say. Remember to stay tuned every Friday for more info and have a happy Halloween! Thanks for the interest in Project Aura ;) -- Pixel Quality Games http://www.projectaura.com Twitter: @ProjectAuraGame Facebook: ProjectAuraGame

1- Health window

So far, fellow players, you haven’t had much to worry about your colonists. Here it is the first of many things you’ll have to be aware of from now on: diseases. The Health Panel will show you the medical status of your colony. Providing information such as how many colonists are sick, what is the level of danger of their sickness and how many resources your Care Centers are producing to solve those problems. Everything you need to deal with this new feature. Here you can take a peek at the window. And remember, you’ll have to be alert from now on!

2- Creation kit and modders

The Creation Kit will be the main modding tool for Project Aura. Inside it you will find the Quest Kit, the tool players will use to create their own breathtaking stories through a series of quests. With it you’ll be able to create variables, choose the rewards and objectives of the mission, and perform various actions: such as giving the player items, money or even activating user-made quest items or productions. Since today, we have opened a new specific forum for modding on Steam!

3- Colonists re-thinking

We want you to be able to track every colonist and make of him/her a deeper resource, and there are some changes toward this goal:

  1. Awakening colonists will be now more expensive, on the other hand, the amount of workers required per lane is going to be reduced.

  2. Colonists, once reached level 10, won't auto-promote to a higher rank, instead you will have to do it yourself with a cost in influence docs (diplomacy).

  3. Colonists will now improve their skills based on their activity, up to a value limited by their rank. To keep improving their skills, you will need to promote the char.

Once we publish our next patch, you will be able to test these changes by enabling the “test” mode inside the game. Here it’s explained how to do that. Coming soon: More buildings are being made, bugs fixed here and there and, last but not least, we’re happy to announce that we’re developing a feature that’s been requested a lot: a short campaign that will serve as a tutorial. That’s all we have to say. Remember to stay tuned every Friday for more info and have a happy Halloween! Thanks for the interest in Project Aura ;) -- Pixel Quality Games http://www.projectaura.com Twitter: @ProjectAuraGame Facebook: ProjectAuraGame

Source

Steam News / 30 October 2015

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