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Steam News23 March 20188y ago

Patch 2.99 (Prerelease Version)

Greetings community! We are very happy to announce a new patch available for Project AURA and we invite you to read below for details: Translations In this patch we include the advances that the community has been doing

Full notes

Full Project AURA update

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

Repeated intro

Greetings community! We are very happy to announce a new patch available for Project AURA and we invite you to read below for details:

What changed

0 fixes2 additions4 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
addedGreetings community! We are very happy to announce a new patch available for Project AURA and we invite you to read below for details:
changedTranslationsIn this patch we include the advances that the community has been doing for the languages: French . (75%) German . (50%) Russian . (20%)
changedBuildingsWe have improved design for the buildings: • Tech labs • Infirmary • Water Desalination Plant They will show now better animations to easily know about their status.
addedGameplayThe sandbox mode includes now dynamic tips. You will be asked on each new game to have them active or inactive. If you disable the tips, you will be able to reenable them via options/game. • Your colonists may demand new services, buildings, better food, etc… These optional quests will raise your colony's morale if succesfully completed. • All the Quests are now enabled.
changedUIThe new panel Govern/Residential Policies panel is now active and working. It will allow you to move in group your colonists to new residential buildings and setup their residential goals based in Rank. • We have modified the search filters position for Building/Colonists and the Health panel, to make it more simple to understand. • Load/Save in-game panel now display more information about the saved games. • Pressing F2 while seeing the contextual info for production improvements (like food dishes) will place the required item for the improvement directly in the Resource Panel. • While there are active threats, the UI will add now a red-effect. • It is now accessible in-game, through a scheme, the info about relationships among Corporations. To check it: hover mouse on the information icon close to the leader portrait in the Govern/Relationship Panel. • Added QuickSave (F5) and QuickLoad (F9) key shortcuts. • Hovering mouse on buildings will now display information about their production status. • Clicking on a locked building in the construction panel now will open it, so it is possible to check info like construction mats required or blueprint used. • Default Contextual help background will now adjust to text width. • In the Building search panel, placing mouse over module count will show the modules built in it.
changedBalancingDisasters will be now more distanced in time but a bit more intense. • Residential buildings –to make it more intuitive- will produce now same morale than their colonist’s default Rank. So if a Junior consumes 1 morale, a hostel will produce 1 morale, and so on. • Residential buildings will now consume half of their morale produced in comfort. According to the wiki . • Residential buildings will now consume only comfort (in previous versions they were consuming also maintenance). • The maintenance and comfort generation by the colony has been decreased from 25 to 20 per level. • Alpha Hangar now consume 1 less maintenance points. • In the previous patch we introduced a boost to innovation for the first three days after the colony level up. The bonus (a multiplier) will now affect also your chance to generate Invention and Core-Invention docs. • The work points required to produce colored investigation docs have been doubled, on the other hand, The amount of colored Invention Docs required to produce a Core Doc of the same color has been reduced from 15 to 10. • The

Project AURA changes

addedGreetings community! We are very happy to announce a new patch available for Project AURA and we invite you to read below for details:
changedIn this patch we include the advances that the community has been doing for the languages: French . (75%) German . (50%) Russian . (20%)
changedWe have improved design for the buildings: • Tech labs • Infirmary • Water Desalination Plant They will show now better animations to easily know about their status.
addedThe sandbox mode includes now dynamic tips. You will be asked on each new game to have them active or inactive. If you disable the tips, you will be able to reenable them via options/game. • Your colonists may demand new services, buildings, better food, etc… These optional quests will raise your colony's morale if succesfully completed. • All the Quests are now enabled.
changedThe new panel Govern/Residential Policies panel is now active and working. It will allow you to move in group your colonists to new residential buildings and setup their residential goals based in Rank. • We have modified the search filters position for Building/Colonists and the Health panel, to make it more simple to understand. • Load/Save in-game panel now display more information about the saved games. • Pressing F2 while seeing the contextual info for production improvements (like food dishes) will place the required item for the improvement directly in the Resource Panel. • While there are active threats, the UI will add now a red-effect. • It is now accessible in-game, through a scheme, the info about relationships among Corporations. To check it: hover mouse on the information icon close to the leader portrait in the Govern/Relationship Panel. • Added QuickSave (F5) and QuickLoad (F9) key shortcuts. • Hovering mouse on buildings will now display information about their production status. • Clicking on a locked building in the construction panel now will open it, so it is possible to check info like construction mats required or blueprint used. • Default Contextual help background will now adjust to text width. • In the Building search panel, placing mouse over module count will show the modules built in it.

Translations

In this patch we include the advances that the community has been doing for the languages: French . (75%) German . (50%) Russian . (20%)

Buildings

We have improved design for the buildings: • Tech labs • Infirmary • Water Desalination Plant They will show now better animations to easily know about their status.

Gameplay

• The sandbox mode includes now dynamic tips. You will be asked on each new game to have them active or inactive. If you disable the tips, you will be able to reenable them via options/game. • Your colonists may demand new services, buildings, better food, etc… These optional quests will raise your colony's morale if succesfully completed. • All the Quests are now enabled.

UI

• The new panel Govern/Residential Policies panel is now active and working. It will allow you to move in group your colonists to new residential buildings and setup their residential goals based in Rank. • We have modified the search filters position for Building/Colonists and the Health panel, to make it more simple to understand. • Load/Save in-game panel now display more information about the saved games. • Pressing F2 while seeing the contextual info for production improvements (like food dishes) will place the required item for the improvement directly in the Resource Panel. • While there are active threats, the UI will add now a red-effect. • It is now accessible in-game, through a scheme, the info about relationships among Corporations. To check it: hover mouse on the information icon close to the leader portrait in the Govern/Relationship Panel. • Added QuickSave (F5) and QuickLoad (F9) key shortcuts. • Hovering mouse on buildings will now display information about their production status. • Clicking on a locked building in the construction panel now will open it, so it is possible to check info like construction mats required or blueprint used. • Default Contextual help background will now adjust to text width. • In the Building search panel, placing mouse over module count will show the modules built in it.

Balancing

• Disasters will be now more distanced in time but a bit more intense. • Residential buildings –to make it more intuitive- will produce now same morale than their colonist’s default Rank. So if a Junior consumes 1 morale, a hostel will produce 1 morale, and so on. • Residential buildings will now consume half of their morale produced in comfort. According to the wiki . • Residential buildings will now consume only comfort (in previous versions they were consuming also maintenance). • The maintenance and comfort generation by the colony has been decreased from 25 to 20 per level. • Alpha Hangar now consume 1 less maintenance points. • In the previous patch we introduced a boost to innovation for the first three days after the colony level up. The bonus (a multiplier) will now affect also your chance to generate Invention and Core-Invention docs. • The work points required to produce colored investigation docs have been doubled, on the other hand, The amount of colored Invention Docs required to produce a Core Doc of the same color has been reduced from 15 to 10. • The

Source

Steam News / 23 March 2018

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