Repeated intro
Hello Community! It took a while to release this new -major- update. The amount of new features, like a brand new tech tree, has been a challenge to integrate, but we are happy with the new step in quality achieved and the amount of possibilities opened :). Most of the work has gone -again- to the sandbox: bugs, stability and the tech-tree implementation, we have started to add, as well, macro-management tools like the production queues for the blueprints. We have finally started to work towards the experience, introducing the first immersion element where you may decide your ideological affinity in this new adverse times. Decision which will have its consequences! After this patch, the update frequence will be much higher, and we will be able to focus on the story and playability enrichment, with the introduction of colony threats: climate disasters, social riots, logistical challenges... quests and your assistants to help you in the beginning; and much more surprises! Next you can see the modifications introduced in this new version:
What changed
0 fixes3 additions0 changes0 removals
addedHello Community! It took a while to release this new -major- update. The amount of new features, like a brand new tech tree, has been a challenge to integrate, but we are happy with the new step in quality achieved and the amount of possibilities opened :). Most of the work has gone -again- to the sandbox: bugs, stability and the tech-tree implementation, we have started to add, as well, macro-management tools like the production queues for the blueprints. We have finally started to work towards the experience, introducing the first immersion element where you may decide your ideological affinity in this new adverse times. Decision which will have its consequences! After this patch, the update frequence will be much higher, and we will be able to focus on the story and playability enrichment, with the introduction of colony threats: climate disasters, social riots, logistical challenges... quests and your assistants to help you in the beginning; and much more surprises! Next you can see the modifications introduced in this new version:
addedGUIReworked Main Menu •Main menu has been upgraded to Beta3 look and it brings new colony activation options. Set your affinity with any of the existing Corps, choose your packing to go your own strategy. Reworked In-game full GUI •The main GUI template has been redone. In later patches, it will allow players to setup its color and opacity. Char sheet panel •Will indicate if the colonist got any disease. •Char skills will be shown now with a decimal point. •Stat values estimation for the next day is also displayed now. Other Panels improved •Residential building's Tenants panel has been simplified. •Item conversion panel now allows to input the amount to transform, it required to manually go one by one before. •Inventory new category FAV: Drop on it any item you wish to have more in hand.
addedNEW FEATURESTechnologies •The 5 Tech Trees (Corps + XXI Knowledge) working, bringing 11 new infrastructure buildings and the 6 entertainment buildings. Blueprint Production queues •Blueprints can now work also in queue mode. •Added "Has Mats" option to filter available productions by those you own or not the mats to be produced. •Added "Production Info" option to display information related to any selected production in the blueprint panel or queue. Market •Develop Diplomacy Technology to access Corp. markets. While closed, they will appear with a lock icon in red on them. •The quality of the items available in the markets will depend on your colony level. •Items to buyback in the market will be reset at the start of each new day. Reworked Colony level system •A brand new colony has a category of Experimental Colony which is the equivalent to level 1. While there is no limit on how many levels a colony can progress (just your skills), there are 10 categories a colony can achieve, bringing special bonuses like allowing for extra platforms expansion. Other changes/features •The available space to build on outer platforms has been reduced. *In later patches, it may be usable by very developed colonies for special constructions. •Buildings construction costs have been rebalanced and some of the new buildings require now a few special items in order to be built. •Workshops require now 0 energy (they will pick it from the buildings they belong directly) so it is easy to make your energy costs calculations. •The max speed
Project AURA changes
addedHello Community! It took a while to release this new -major- update. The amount of new features, like a brand new tech tree, has been a challenge to integrate, but we are happy with the new step in quality achieved and the amount of possibilities opened :). Most of the work has gone -again- to the sandbox: bugs, stability and the tech-tree implementation, we have started to add, as well, macro-management tools like the production queues for the blueprints. We have finally started to work towards the experience, introducing the first immersion element where you may decide your ideological affinity in this new adverse times. Decision which will have its consequences! After this patch, the update frequence will be much higher, and we will be able to focus on the story and playability enrichment, with the introduction of colony threats: climate disasters, social riots, logistical challenges... quests and your assistants to help you in the beginning; and much more surprises! Next you can see the modifications introduced in this new version:
addedReworked Main Menu •Main menu has been upgraded to Beta3 look and it brings new colony activation options. Set your affinity with any of the existing Corps, choose your packing to go your own strategy. Reworked In-game full GUI •The main GUI template has been redone. In later patches, it will allow players to setup its color and opacity. Char sheet panel •Will indicate if the colonist got any disease. •Char skills will be shown now with a decimal point. •Stat values estimation for the next day is also displayed now. Other Panels improved •Residential building's Tenants panel has been simplified. •Item conversion panel now allows to input the amount to transform, it required to manually go one by one before. •Inventory new category FAV: Drop on it any item you wish to have more in hand.
addedTechnologies •The 5 Tech Trees (Corps + XXI Knowledge) working, bringing 11 new infrastructure buildings and the 6 entertainment buildings. Blueprint Production queues •Blueprints can now work also in queue mode. •Added "Has Mats" option to filter available productions by those you own or not the mats to be produced. •Added "Production Info" option to display information related to any selected production in the blueprint panel or queue. Market •Develop Diplomacy Technology to access Corp. markets. While closed, they will appear with a lock icon in red on them. •The quality of the items available in the markets will depend on your colony level. •Items to buyback in the market will be reset at the start of each new day. Reworked Colony level system •A brand new colony has a category of Experimental Colony which is the equivalent to level 1. While there is no limit on how many levels a colony can progress (just your skills), there are 10 categories a colony can achieve, bringing special bonuses like allowing for extra platforms expansion. Other changes/features •The available space to build on outer platforms has been reduced. *In later patches, it may be usable by very developed colonies for special constructions. •Buildings construction costs have been rebalanced and some of the new buildings require now a few special items in order to be built. •Workshops require now 0 energy (they will pick it from the buildings they belong directly) so it is easy to make your energy costs calculations. •The max speed
GUI
Reworked Main Menu •Main menu has been upgraded to Beta3 look and it brings new colony activation options. Set your affinity with any of the existing Corps, choose your packing to go your own strategy. Reworked In-game full GUI •The main GUI template has been redone. In later patches, it will allow players to setup its color and opacity. Char sheet panel •Will indicate if the colonist got any disease. •Char skills will be shown now with a decimal point. •Stat values estimation for the next day is also displayed now. Other Panels improved •Residential building's Tenants panel has been simplified. •Item conversion panel now allows to input the amount to transform, it required to manually go one by one before. •Inventory new category FAV: Drop on it any item you wish to have more in hand.
NEW FEATURES
Technologies •The 5 Tech Trees (Corps + XXI Knowledge) working, bringing 11 new infrastructure buildings and the 6 entertainment buildings. Blueprint Production queues •Blueprints can now work also in queue mode. •Added "Has Mats" option to filter available productions by those you own or not the mats to be produced. •Added "Production Info" option to display information related to any selected production in the blueprint panel or queue. Market •Develop Diplomacy Technology to access Corp. markets. While closed, they will appear with a lock icon in red on them. •The quality of the items available in the markets will depend on your colony level. •Items to buyback in the market will be reset at the start of each new day. Reworked Colony level system •A brand new colony has a category of Experimental Colony which is the equivalent to level 1. While there is no limit on how many levels a colony can progress (just your skills), there are 10 categories a colony can achieve, bringing special bonuses like allowing for extra platforms expansion. Other changes/features •The available space to build on outer platforms has been reduced. *In later patches, it may be usable by very developed colonies for special constructions. •Buildings construction costs have been rebalanced and some of the new buildings require now a few special items in order to be built. •Workshops require now 0 energy (they will pick it from the buildings they belong directly) so it is easy to make your energy costs calculations. •The max speed