Project Aura 2.7 RC1 version.
While there are tons of new features and items, for the 2.7 version we keep focusing in the sandbox. Lore, quests, game goals and incentives... is something to expect in later versions, after we end with a robust and stable -bug free- core.
We want to remark the new residential, morale and maintenance systems and, in our path to open development to community, our first preinstalled "Colony Ranks" mod already functional.
Six new buildings are available and the amount of items has been almost doubled.
Continue reading for a detailed list of changes:
Core changes
• New morale system
• New maintenance system
• New entertainment system
*While intuitive for experienced players, steam guides will be available ASAP.
New buildings
Residential
• 3 new residential modules: Residential Block, Apartment Building and Estate. Each one with their respective blueprints and benefits for their tenants.
• Decide where your colonists will live.
• Service & Comfort residential levels.
Entertainment
• 1 new module Disco with effects on colony morale.
Care Center
Infirmary building has been renamed to Care Center and now includes an extra module:
• Drug Manufacturing
Process active ingredients to obtain supplements and improve your colony's health. Manufacture medicines from Q1 to Core levels.
Juice Squeezer
• A new module for the Industrial Kitchen building to produce Juices from fruit and concentrates from vegetables.
New Greenhouse version for fungi
• 1 new module Greenhouse for fungi farming.
*Corporation, Botany lab and Hostel buildings improved graphical look.
Food Management window redesigned
• Colony menu now allows up to 6 food and 6 diet supplements.
• Extra information about hydration/nutrition/morale/health benefits and consumption.
Dead
• Your colonists may die if any of their stats (hydration, nutrition, morale or health) reach a value of 0.
*The rest of your colonists won't like their colleagues dying...
Colony Ranks
• Raise your colony levels to become a Influential city! But beware, your colonists will demand better services as long as the colony progress.
* This feature comes as a preinstalled mod.
Tons of new items
• More vegetables, juices and concentrate. Taste a delicious garlic juice :)
• Fruits
• Fruit juices
• Fungi for food or their medical properties.
• Comfort items to improve your residential buildings services.
• Diet supplements and medicines, and the active ingredients to craft them.
• New special items of type "vestige": XXI civilization remains, obtained in very rare cases after recycling processes.
Char sheet redesign
• Char sheets will display residential information and its effect on colonist.
• An action bar with 4 options is available for colonists:
1. Open colonist's organization chart.
2. Open colonist's residence panel.
3. Assign a new type of residence target for a colonist.
4. Expel colonist.
• Char sheet window now will display a helmet with the char's profile (top left) to allow drag & drop operations. E.g.: Drag&drop a char from its char sheet on an Org. chart or a module in the residential panel to move his residence, etc.
Production changes:
Greenhouse and Botany lab have new productions for the new vegetables, fruits and fungi.
You can now send your ships for fungi extraction.
Organic Waste Recycling blueprint disappeared in favor of the new service blueprints for the residential buildings.
Miscel
• Maintenance workshops will pause if the building to maintain is already at 100% level.
• Similar behavior for the Service & Comfort blueprints which will stop if their values are already at 100% level.
• Available colonists icon (left-screen panel) will appear yellow when there are new colonists available to awake that were not checked.
• Added day/cycle info for the Log notifications.
• Blueprint nodes will display now their current production instead of the blueprint name. E.g.: "Tomato Farming" instead of "Farming"
• Removed the limit of 999 for accumulated inno points.
• All Building Floating Menu buttons are now functional (this is the menu appearing when you hold left mouse on a building in the scenario). Residential buildings will display an extra button to access their Residential Panel.
*Right click on a building in scenario to display its Organization Chart.
*Right click on a residential building node to display its Residential Panel.
• Drop and item on the market icon to open the market at the page where that item is available to purchase.
• Market items available have been reduced.
• Blueprint nodes have been resized to display extra information.
• While profile "Director" keeps the same (the vocation to be a director), the profession of being in charge in a building has been renamed from Director to Supervisor.
• The amount introduced in the Food Management to refill your larder represents now the amount of days you want supplies to feed your colony instead of just the amount of items to refill your larder up to. This means, the amount of items in your larder will vary depending on your population.
*Translations are going to be disabled for some days until we re-enable them again via modding.