Repeated intro
Greetings Community! We are bringing to you a new patch today where its main feature is a first Campaign available which has been done with new players in mind. But there is much more! And without further delay we invite you to continue reading about the details for the 2.96.9 patch:
What changed
0 fixes1 addition2 changes0 removals
addedGreetings Community! We are bringing to you a new patch today where its main feature is a first Campaign available which has been done with new players in mind. But there is much more! And without further delay we invite you to continue reading about the details for the 2.96.9 patch:
changedTechnologiesNew Eco core-technology available: "Empathy", with it, recruits will inherit your colony's average stats Hydration/Nutrition/Morale/Health when joining your colony. • There is a new technology available: "Market", which will allow you to open Corporation Markets. Previously markets were unlocked by "Diplomacy" tech. • New Inventory technology available: "Stocks", it will allow you to automatice productions by setting min and max stocks at your inventory and even auto-sell depending on market prices. *This is still a very beta feature.
changedRebalanceThe amount of water and seaweed obtained on game start have been halved. • We have reworked the ship accident algorithm to reduce its randomness. • Ship factories were producing only yellow innovation, now will produce magenta as well. • Specialized recycling productions will be now unlocked together with the corresponding tracking technology. E.g.: You will be able to recycle garbage with high content in steel once you get the tracking tech which allows you to mine with your ships that same kind of garbage. •Electronic Equipments are no longer required to build the Hub Stations for the inner platforms. *Hub Stations are required to be able to build on those platforms. • Crafting wiring requires copper scrap instead of copper ingots. • Beta and Gamma plastic processing required work points have been increased. • Electric Transformer require now less Electronic Equipments to be crafted but now they require also: Prefab Gamma. • Disassembling Gadget has been rebalanced to produce more Copper but the chance to find other metals like Tin, Platinum, etc. has been lowered. • "Medic" profile has been renamed to "Sanitarian". • Recover Organic Waste blueprint, the one used in residential buildings, has changed from Green to Blue and its ideal profile has changed from Recycler to Sanitarian. • Residential Buildings: Values have been modified for residential buildings: Hostel, Block, Apartment, Estate. Comfort consumption: 1, 1, 1, 1 Morale production: +1, +2, +3, +4 Capacity: 15, 12, 10, 8. • Stats average daily effect has been removed for hydration/nutrition/morale. UI • Building Search panel now works properly. • There is an extra option available to work with the market: Drag an item from the available items list to the purchase list to add it (or vice-versa). •Auto Fill option in the Org charts, will now fill the full chart instead of only the selected nodes. • In order to clarify queues behavior: Starting a production queue will set your initial production to what your queue points to, instead of what you would have selected in the production panel. Misc • Corporation Buildings design have been improved. • It is now possible for a building to start producing just after been built. *Previously it required to wait a cycle until being able to start producing. • Reduced game-loading launch time. • Optimized interface global responsiveness and performance. • Optimized platform rendering in the outside rings, this will earn a few FPS for big colonies. • Electro Refinery template size has changed. • Tutorial voices are all now back again. Bugs
Project AURA changes
addedGreetings Community! We are bringing to you a new patch today where its main feature is a first Campaign available which has been done with new players in mind. But there is much more! And without further delay we invite you to continue reading about the details for the 2.96.9 patch:
changedNew Eco core-technology available: "Empathy", with it, recruits will inherit your colony's average stats Hydration/Nutrition/Morale/Health when joining your colony. • There is a new technology available: "Market", which will allow you to open Corporation Markets. Previously markets were unlocked by "Diplomacy" tech. • New Inventory technology available: "Stocks", it will allow you to automatice productions by setting min and max stocks at your inventory and even auto-sell depending on market prices. *This is still a very beta feature.
changedThe amount of water and seaweed obtained on game start have been halved. • We have reworked the ship accident algorithm to reduce its randomness. • Ship factories were producing only yellow innovation, now will produce magenta as well. • Specialized recycling productions will be now unlocked together with the corresponding tracking technology. E.g.: You will be able to recycle garbage with high content in steel once you get the tracking tech which allows you to mine with your ships that same kind of garbage. •Electronic Equipments are no longer required to build the Hub Stations for the inner platforms. *Hub Stations are required to be able to build on those platforms. • Crafting wiring requires copper scrap instead of copper ingots. • Beta and Gamma plastic processing required work points have been increased. • Electric Transformer require now less Electronic Equipments to be crafted but now they require also: Prefab Gamma. • Disassembling Gadget has been rebalanced to produce more Copper but the chance to find other metals like Tin, Platinum, etc. has been lowered. • "Medic" profile has been renamed to "Sanitarian". • Recover Organic Waste blueprint, the one used in residential buildings, has changed from Green to Blue and its ideal profile has changed from Recycler to Sanitarian. • Residential Buildings: Values have been modified for residential buildings: Hostel, Block, Apartment, Estate. Comfort consumption: 1, 1, 1, 1 Morale production: +1, +2, +3, +4 Capacity: 15, 12, 10, 8. • Stats average daily effect has been removed for hydration/nutrition/morale. UI • Building Search panel now works properly. • There is an extra option available to work with the market: Drag an item from the available items list to the purchase list to add it (or vice-versa). •Auto Fill option in the Org charts, will now fill the full chart instead of only the selected nodes. • In order to clarify queues behavior: Starting a production queue will set your initial production to what your queue points to, instead of what you would have selected in the production panel. Misc • Corporation Buildings design have been improved. • It is now possible for a building to start producing just after been built. *Previously it required to wait a cycle until being able to start producing. • Reduced game-loading launch time. • Optimized interface global responsiveness and performance. • Optimized platform rendering in the outside rings, this will earn a few FPS for big colonies. • Electro Refinery template size has changed. • Tutorial voices are all now back again. Bugs
Technologies
• New Eco core-technology available: "Empathy", with it, recruits will inherit your colony's average stats Hydration/Nutrition/Morale/Health when joining your colony. • There is a new technology available: "Market", which will allow you to open Corporation Markets. Previously markets were unlocked by "Diplomacy" tech. • New Inventory technology available: "Stocks", it will allow you to automatice productions by setting min and max stocks at your inventory and even auto-sell depending on market prices. *This is still a very beta feature.
Rebalance
• The amount of water and seaweed obtained on game start have been halved. • We have reworked the ship accident algorithm to reduce its randomness. • Ship factories were producing only yellow innovation, now will produce magenta as well. • Specialized recycling productions will be now unlocked together with the corresponding tracking technology. E.g.: You will be able to recycle garbage with high content in steel once you get the tracking tech which allows you to mine with your ships that same kind of garbage. •Electronic Equipments are no longer required to build the Hub Stations for the inner platforms. *Hub Stations are required to be able to build on those platforms. • Crafting wiring requires copper scrap instead of copper ingots. • Beta and Gamma plastic processing required work points have been increased. • Electric Transformer require now less Electronic Equipments to be crafted but now they require also: Prefab Gamma. • Disassembling Gadget has been rebalanced to produce more Copper but the chance to find other metals like Tin, Platinum, etc. has been lowered. • "Medic" profile has been renamed to "Sanitarian". • Recover Organic Waste blueprint, the one used in residential buildings, has changed from Green to Blue and its ideal profile has changed from Recycler to Sanitarian. • Residential Buildings: Values have been modified for residential buildings: Hostel, Block, Apartment, Estate. Comfort consumption: 1, 1, 1, 1 Morale production: +1, +2, +3, +4 Capacity: 15, 12, 10, 8. • Stats average daily effect has been removed for hydration/nutrition/morale. UI • Building Search panel now works properly. • There is an extra option available to work with the market: Drag an item from the available items list to the purchase list to add it (or vice-versa). •Auto Fill option in the Org charts, will now fill the full chart instead of only the selected nodes. • In order to clarify queues behavior: Starting a production queue will set your initial production to what your queue points to, instead of what you would have selected in the production panel. Misc • Corporation Buildings design have been improved. • It is now possible for a building to start producing just after been built. *Previously it required to wait a cycle until being able to start producing. • Reduced game-loading launch time. • Optimized interface global responsiveness and performance. • Optimized platform rendering in the outside rings, this will earn a few FPS for big colonies. • Electro Refinery template size has changed. • Tutorial voices are all now back again. Bugs