Greetings community!
We have just released 2.96.1 version. Next, you can find in detail all the new features and improvements the last patch brings:
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.
Threat System
• The Threat System has been fully implemented and it brings new challenges and even situations where you may lose the control of your colony, but don't worry, you will be notified by your AI-Assistant with detailed information and tips on how to overcome each challenge.
• We have grouped the threats into three categories which you will be able to enable or disable when starting a new game.
The Victory Conditions to win the game are scheduled for next patch which will include also new Steam achievements.
Ship System
•The ship system has been reworked with special mention to the new: risk of accident, which you may take in count from now on for each one of your missions to the outside. The value of this probability -which will take in count things like the components setup attached to your ships- will depend on several factors:
- Your chosen difficulty level: The harder the difficulty level, the higher the risk of accident. *If you choose the easiest difficulty level, the risk of accident will disappear.
- Ship type: Being Alpha the fastest ship bringing resources to base but, on the other hand, the most vulnerable.
- Ship Components attached: Shields will make your ships more resistant, etc.
- The rank of the pilot: It will be less frequent to see a higher rank pilot to fail.
- Your Navigation Technology: The more developed you have this technology from the Conservatives, the lower will be your risk of accident but, be ready to count with a good deal of Core Documents...
More info: http://en-wiki.projectaura.com/Colony_Ships
Hangars Redesign
• All the hangar buildings have been redesigned and now count with new animations.
Colony levels
Colony capacity and the population required to level up have been reduced:
- A level 1 colony has a capacity of 30 colonists and you can level after reaching 1/3 pop of its capacity (10).
- A level 2 colony has a capacity of 60 colonists requiring 20 pop to level up.
- And so on...
*Remember that leveling up your colony will grant you benefits but, at the same time, your colonists demands (daily morale consumption) will increase.
Cooking System
• We have added two new modules for the kitchen, this way the cooking system becomes fully implemented. These modules are bringing two new food bases and plenty of recipes to produce the best quality food for your colony:
Bakery: based in Sweet Base.
Distillery: based in Fermentable.
More info: http://en-wiki.projectaura.com/Crafting_Cooking
Colonists stats
• In previous versions, colonists were dying if any of their stats: hydration, nutrition, morale or health went to zero. Now it will be the case only for health and the rest of stats may trigger social events.
• Health panel has been adapted to the new changes.
Reputation System
• It has been partially implemented where contracts and quests will arrive within next update: 2.97.
• Influence is now traded through diplomacy, so wildcard influence item will no longer be available at the market.
*Be careful to degrade too much your relations with a Corp, because they may interact with your colonists or use their diplomacy against you.
More details: http://en-wiki.projectaura.com/Colony_Diplomacy
Dome
• Manufacture additives in the Chemical Plant to grant additional properties to your dome.
• Setup your dome properties to make it resistant to some climate disasters, but, on the other hand, vulnerable to others.
• Remember to activate your shields to protect your colony!
More details: http://en-wiki.projectaura.com/Colony_Shields
Maintenance & Comfort
The changes here had a great impact on the game mechanics.
• Maintenance and Comfort points become global to your colony, instead of specific to your buildings.
• We have added Workshops. A building category and, from now on, the new habitat for your technicians, which will help you managing your colony's Maintenance and Comfort points.
• New Conservatives Infra: Zeppelin
The zeppelin will daily transform 100 Comfort Items into 25 colony's Comfort Points.
As all the infrastructure buildings, it will work autonomous, so you only need to worry about keeping a constant supply of Comfort Items to sustain your zeppelins production.
More details: http://en-wiki.projectaura.com/Colony_Maintenance%26Comfort
Interface
• We have restructured the main interface to show you all your colony's relevant info in a glance.
• New panels to search colonists and buildings are now more intuitive.
• Contextual help menus have a bigger background, allowing for more detailed info and sharper text characters.
Platforms Specialization
• When expanding your colony, you can decide the kind of platform specialization you are going for: maintenance, comfort or optimized for extra space for buildings.
Recruitment
• From now on you will be able to recruit colonists of any rank, as long as you have enough reputation with the Vital Reserve and influence of the appropriate color for the colonist's profile you want to recruit.
E.g.: To recruit a farmer (Eco) you will need green influence, blue for a scientist (Cosmos), etc.
• The required influence color to awake and promote director colonists has been changed from violet to white.
*You may guess that recruiting super engineers will have very high diplomatic requirements. Our plans for later patches are to promote to Super Engineer through a challenging system based in opportunity. But we will tell you more about it in due case, on Steam forums.
Other Features
• Entertainment buildings no longer require a blueprint to work, and they will produce morale daily, depending the amount on your technology level.
• The Tech Tree has suffered numerous changes to be adapted to the new version.
• We have added a new item: Bronze Alloy, which is now the main required material for the construction of monuments and entertainment buildings.
*You will need copper and tin ingots to produce this alloy in the Assembly Tunnel.
• The Food Menu has been simplified and the option to refill larder is now more intuitive.
1. Indicate the number of days you want to keep your larder filled.
2. Click on Refill and the required food will be sent from your inventory to the larder, according to your colony's menu setup.
*If you enable the AutoFill option, the larder will keep daily the food levels you specified.
• Those Blueprints -like Vestige Extraction- where any of the produced items is unknown (indicated by a question mark icon), will display now info about your chance to find something.
• Recycling (destroying) a building, will return its construction materials intact, as long as the building has never produced before. Otherwise you will get its construction materials equivalent in raw materials.
...This has been a really big update!
And we are getting closer to the release version each day, however, there is still much work to do.
During the next weeks, we will keep fine-tuning the new version, before jumping to the next patch which will improve the diplomacy system bringing quests and new challenges for your colony, updated tutorials, in-game help, assistants and much more. It all, inside a more immersive environment with numerous surprises we won't unveil for now.
As always, thanks for the interest in Project Aura ;)
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