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Steam News27 August 20178y ago

Patch 2.96.2

Greetings Community! We are bringing to you a new patch today and it is all about game rebalance. This is only our first step in the process, so we keep waiting for your feedback and suggestions after trying it.

Full notes

Full Project AURA update

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Repeated intro

Greetings Community! We are bringing to you a new patch today and it is all about game rebalance. This is only our first step in the process, so we keep waiting for your feedback and suggestions after trying it. So, without further delay, next are the details for the 2.96.2 patch: Please note you need to join the game's test branch to play this patch. You can find here instructions about how to access it.

What changed

0 fixes1 addition5 changes0 removals
  • Balance
  • Gameplay
  • Compatibility
addedGreetings Community! We are bringing to you a new patch today and it is all about game rebalance. This is only our first step in the process, so we keep waiting for your feedback and suggestions after trying it. So, without further delay, next are the details for the 2.96.2 patch: Please note you need to join the game's test branch to play this patch. You can find here instructions about how to access it.
changedChanges to marketWe have made major changes to market in order to make it more interesting and to start to approach the survival factor : • The number of available items have been greatly reduced. • Your colony's starting money has been reduced, The final amount will depend on your difficulty level chosen. • Your colony's relationship with Corporations will determine the available items for sale at their respective markets. Very bad Relation <10: Will close its market for you. Bad Relation <40: You can't trade influence with them. Neutral Relation <75: Will sell you only the basic materials. Good Relation >75: Will sell you Corp's security boxes. Very good Relation >90: Will sell you Corp's core-security boxes. *The corporation you have affinity with, will sell you an additional object in the market. Check the wiki for more info: http://en-wiki.projectaura.com/Market#Available_Items
changedChanges to DiplomacyCorporation buildings built in your colony will have a negative effect on your relations with their rival Corporation only if you have the rival's diplomacy tech developed E.g.: An Eco Corp building will sub 1 reputation point with the Neo Industrial Corp (Eco's rival) only if you have Neo Industrial's diplomacy tech developed. Monuments become highest tier buildings and now they have only a positive effect on reputation. (+0.1 Reputation daily) Effect which you can increase by improving your relationship technology.
changedColonists' compatible profilesAny work position has an ideal profile to be developed with. This way, Farmer profile will be ideal to work in the Greenhouse; The Heavy Operators will be ideal for the Electro Refinery, etc. A worker in an ideal position earns a morale bonus daily but, on the other hand, if the place is inappropriate he will receive a morale penalty. However, there is also the compatible profile, where the colonist will receive neither bonus nor malus. The profile compatibility table has been updated to: Versatile: Compatible with any profile. Artisan: Operator. Recycler: Technician. Programmer: Researcher. This way next profiles have no other compatible one but versatile: Director. Farmer. Medic. Pilot. Heavy Operator. * Note versatile profile can go in any position being always compatible. * For this patch we have updated again the Resource Scheme Guide , which now includes also information about the ideal profile for each work position.
changedChanges to construction materialsWe have reorganized buildings' tiers, with the goal to make the game play more fluent. • The plastics quality required by buildings in Tier 1 has been reduced from plastic prefab modules (craftable in the Prefab Factory) to polymers (craftable in the Plastic Factory). • All the construction materials for buildings have increased their cost in ingots. *We will update wiki ASAP with detailed information about building tiers.
changedMore BalancingInnovation points generation has been increased on first colony levels. • The experience required for junior colonists to level up has been increased. • Colonists recruiting price (SC) has been reduced, but its price will increase by a 50%

Project AURA changes

addedGreetings Community! We are bringing to you a new patch today and it is all about game rebalance. This is only our first step in the process, so we keep waiting for your feedback and suggestions after trying it. So, without further delay, next are the details for the 2.96.2 patch: Please note you need to join the game's test branch to play this patch. You can find here instructions about how to access it.
changedWe have made major changes to market in order to make it more interesting and to start to approach the survival factor : • The number of available items have been greatly reduced. • Your colony's starting money has been reduced, The final amount will depend on your difficulty level chosen. • Your colony's relationship with Corporations will determine the available items for sale at their respective markets. Very bad Relation <10: Will close its market for you. Bad Relation <40: You can't trade influence with them. Neutral Relation <75: Will sell you only the basic materials. Good Relation >75: Will sell you Corp's security boxes. Very good Relation >90: Will sell you Corp's core-security boxes. *The corporation you have affinity with, will sell you an additional object in the market. Check the wiki for more info: http://en-wiki.projectaura.com/Market#Available_Items
changedCorporation buildings built in your colony will have a negative effect on your relations with their rival Corporation only if you have the rival's diplomacy tech developed E.g.: An Eco Corp building will sub 1 reputation point with the Neo Industrial Corp (Eco's rival) only if you have Neo Industrial's diplomacy tech developed. Monuments become highest tier buildings and now they have only a positive effect on reputation. (+0.1 Reputation daily) Effect which you can increase by improving your relationship technology.
changedAny work position has an ideal profile to be developed with. This way, Farmer profile will be ideal to work in the Greenhouse; The Heavy Operators will be ideal for the Electro Refinery, etc. A worker in an ideal position earns a morale bonus daily but, on the other hand, if the place is inappropriate he will receive a morale penalty. However, there is also the compatible profile, where the colonist will receive neither bonus nor malus. The profile compatibility table has been updated to: Versatile: Compatible with any profile. Artisan: Operator. Recycler: Technician. Programmer: Researcher. This way next profiles have no other compatible one but versatile: Director. Farmer. Medic. Pilot. Heavy Operator. * Note versatile profile can go in any position being always compatible. * For this patch we have updated again the Resource Scheme Guide , which now includes also information about the ideal profile for each work position.
changedWe have reorganized buildings' tiers, with the goal to make the game play more fluent. • The plastics quality required by buildings in Tier 1 has been reduced from plastic prefab modules (craftable in the Prefab Factory) to polymers (craftable in the Plastic Factory). • All the construction materials for buildings have increased their cost in ingots. *We will update wiki ASAP with detailed information about building tiers.

Changes to market

We have made major changes to market in order to make it more interesting and to start to approach the survival factor : • The number of available items have been greatly reduced. • Your colony's starting money has been reduced, The final amount will depend on your difficulty level chosen. • Your colony's relationship with Corporations will determine the available items for sale at their respective markets.

Very bad Relation <10

Will close its market for you.

Bad Relation <40

You can't trade influence with them.

Neutral Relation <75

Will sell you only the basic materials.

Good Relation >75

Will sell you Corp's security boxes.

Very good Relation >90

Will sell you Corp's core-security boxes. *The corporation you have affinity with, will sell you an additional object in the market.

Check the wiki for more info

http://en-wiki.projectaura.com/Market#Available_Items

Changes to Diplomacy

Corporation buildings built in your colony will have a negative effect on your relations with their rival Corporation only if you have the rival's diplomacy tech developed E.g.: An Eco Corp building will sub 1 reputation point with the Neo Industrial Corp (Eco's rival) only if you have Neo Industrial's diplomacy tech developed. Monuments become highest tier buildings and now they have only a positive effect on reputation. (+0.1 Reputation daily) Effect which you can increase by improving your relationship technology.

Colonists' compatible profiles

Any work position has an ideal profile to be developed with. This way, Farmer profile will be ideal to work in the Greenhouse; The Heavy Operators will be ideal for the Electro Refinery, etc. A worker in an ideal position earns a morale bonus daily but, on the other hand, if the place is inappropriate he will receive a morale penalty. However, there is also the compatible profile, where the colonist will receive neither bonus nor malus. The profile compatibility table has been updated to: Versatile: Compatible with any profile. Artisan: Operator. Recycler: Technician. Programmer: Researcher. This way next profiles have no other compatible one but versatile: Director. Farmer. Medic. Pilot. Heavy Operator. * Note versatile profile can go in any position being always compatible. * For this patch we have updated again the Resource Scheme Guide, which now includes also information about the ideal profile for each work position.

Changes to construction materials

• We have reorganized buildings' tiers, with the goal to make the game play more fluent. • The plastics quality required by buildings in Tier 1 has been reduced from plastic prefab modules (craftable in the Prefab Factory) to polymers (craftable in the Plastic Factory). • All the construction materials for buildings have increased their cost in ingots. *We will update wiki ASAP with detailed information about building tiers.

More Balancing

• Innovation points generation has been increased on first colony levels. • The experience required for junior colonists to level up has been increased. • Colonists recruiting price (SC) has been reduced, but its price will increase by a 50%

Source

Steam News / 27 August 2017

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