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Steam News4 December 201510y ago

Patch 2.8

This is a major update, next is the description of the most important features introduced with it: 1. Energy Finally, energy is fully implemented.

Full notes

Full Project AURA update

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What changed

0 fixes7 additions3 changes0 removals
  • Gameplay
  • Balance
addedThis is a major update, next is the description of the most important features introduced with it:
added1. EnergyFinally, energy is fully implemented. It brings full control on management and opens new features like redirecting energy to boost your preferred platforms. Are your processing plants in the colony struggling with not enough materials?: boost your raw extraction platforms to work faster or reduce the energy for your processing plants until you get a proper stack, etc.
added2. Colonists2.1- Promotion: 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). 2.2- Skills: Vital Reserves are becoming more efficient training and evaluating the colonists that will become available later for the colonies. After this patch, picking a char of a profile will ensure he/she has the proper skills and in more according level to their rank. 2.3- Progression: Colonists will improve their skills according to the tasks they do. These skills depend on the profession you assigned to the char, and, you can see it in their sheet. The numbers in green are the active skills to calculate the workpoints, the number in orange is the skill used to calculate how much xp the colonist will earn (a char with a higher intelligence will learn faster). 2.4- Numbers: Awakening colonists will be now more expensive, on the other hand, the amount of workers required per lane have been dropped substantially. Colonists new defrost price:
changed2. Colonists2.5- Directors: Finally, becoming more relevant for the buildings they are in.
added2. ColonistsA worker will add points to the blueprint he/she is linked every time his/her production is finished and the blueprint will stack these points until getting the required work points to produce.
added2. ColonistsThe amount of points a colonist adds to the blueprint depends on his/her profession involved skills, and, from now on, there is a new "third" skill summing up, which is the director's leadership.
Imagine 2 persons, A and B, bringing boxes from point12Imagine 2 persons, A and B, bringing boxes from point increased, buff

Project AURA changes

addedThis is a major update, next is the description of the most important features introduced with it:
addedFinally, energy is fully implemented. It brings full control on management and opens new features like redirecting energy to boost your preferred platforms. Are your processing plants in the colony struggling with not enough materials?: boost your raw extraction platforms to work faster or reduce the energy for your processing plants until you get a proper stack, etc.
added2.1- Promotion: 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). 2.2- Skills: Vital Reserves are becoming more efficient training and evaluating the colonists that will become available later for the colonies. After this patch, picking a char of a profile will ensure he/she has the proper skills and in more according level to their rank. 2.3- Progression: Colonists will improve their skills according to the tasks they do. These skills depend on the profession you assigned to the char, and, you can see it in their sheet. The numbers in green are the active skills to calculate the workpoints, the number in orange is the skill used to calculate how much xp the colonist will earn (a char with a higher intelligence will learn faster). 2.4- Numbers: Awakening colonists will be now more expensive, on the other hand, the amount of workers required per lane have been dropped substantially. Colonists new defrost price:
changed2.5- Directors: Finally, becoming more relevant for the buildings they are in.
addedA worker will add points to the blueprint he/she is linked every time his/her production is finished and the blueprint will stack these points until getting the required work points to produce.

This is a major update, next is the description of the most important features introduced with it:

1. Energy

Finally, energy is fully implemented. It brings full control on management and opens new features like redirecting energy to boost your preferred platforms. Are your processing plants in the colony struggling with not enough materials?: boost your raw extraction platforms to work faster or reduce the energy for your processing plants until you get a proper stack, etc.

2. Colonists

2.1- Promotion: 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). 2.2- Skills: Vital Reserves are becoming more efficient training and evaluating the colonists that will become available later for the colonies. After this patch, picking a char of a profile will ensure he/she has the proper skills and in more according level to their rank. 2.3- Progression: Colonists will improve their skills according to the tasks they do. These skills depend on the profession you assigned to the char, and, you can see it in their sheet. The numbers in green are the active skills to calculate the workpoints, the number in orange is the skill used to calculate how much xp the colonist will earn (a char with a higher intelligence will learn faster). 2.4- Numbers: Awakening colonists will be now more expensive, on the other hand, the amount of workers required per lane have been dropped substantially. Colonists new defrost price:

  • Junior from 250 to: 500

  • Senior from 500 to: 2,500

  • Master from 1,000 to: 5,000

  • Super Engineer from 2,500 to: 10,000

2.5- Directors: Finally, becoming more relevant for the buildings they are in.

  • A worker will add points to the blueprint he/she is linked every time his/her production is finished and the blueprint will stack these points until getting the required work points to produce.

  • The work speed for a colonist depends on his/her morale.

  • The amount of points a colonist adds to the blueprint depends on his/her profession involved skills, and, from now on, there is a new "third" skill summing up, which is the director's leadership.

How does the activity system works?: Imagine 2 persons, A and B, bringing boxes from point 1 to 2. The fast they move the boxes depend on their morale and the amount of boxes each one carry depend on their strength. 2 persons with the same morale will move at the same speed, but, if person A is twice stronger than B, person A will carry 2 boxes and B only 1 box. Our system works the same. Colonist morale tell us how fast they progress in the blueprint, and, once it’s finished, the skills will tell us how many “boxes” (work points) are added to the blueprint.

3. Organization Chart

Nodes will show now more information, and, a new "manual" mode is available. This mode allows you to share the director leadership bonus point manually among your blueprints.

4. GUI

4.1- Construction panel: Templates will indicate now also its energy consumption per cycle.

  • The sum of all the buildings’ energy consumption, on a platform, will tell us its energy consumption.

  • The sum of all platforms energy consumption will tell us the colony total consumption.

4.2- Help panel (F1): Help windows have been updated according

Source

Steam News / 4 December 2015

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