Aeons of Rebirth Update v1.1
Hi architects! Alongside improvements, this update is the first to bring new content to the game since it was released less than a month ago. It also includes rebalancing based on your feedback. Please keep chatting on Discord or in the Steam forums—I read everything and try to reply whenever I can.
Extra content:
One new Rebirth technology has been added, which creates a ring around your Homeworld.
Gas planets now have a unique property: they create a ring around the first eligible planet they connect to via a trade route. Be smart and connect them to your most valuable assets! Also, gas planets can not have alien inhabitants anymore.
Three new achievements have been added for the most hardcore players.
Balancing:
Rebirths now require a minimum amount of Black Matter. This minimum increases depending on your current Aeon.
Klendato will always spawn within the first 42 planets of a game, to prevent its hunt from dragging on too long.
No Alien planet will appear before the third Aeon (Expansion). This means there are no longer any Alien planets in the demo version.
The local market is slightly less efficient
Trade route information:
Sensor and Destroyer purchases now require only a single click on their large button.
The Delete button is now more clearly labeled.
Autobuys:
The autobuy button now supports three digits for trade routes, meaning it can display details up to 1,000 trade routes.
Autobuy triggers now display a small floating icon on the map, so you know where a planet or trade route has been automatically upgraded.
Added an extra tutorial explaining the Infinite button.
Save file management and menus:
Campaign mode and Endless mode now use separate save files, so you can play both at the same time. You can delete them individually.
You can return to the welcome screen without quitting the game to change play mode.
Fixed various problems when loading large saves.
Influence and tourism:
Tourism area per planet is now clearer when selecting a planet.
Planets now indicate whether they generate tourism (connected) or not (former Aliens).
Trade route information now displays how much influence they carry.
Tourism range upgrade in science is now capped at 25 levels (1000 light years for your homeworld) and the cost increases with each level.
End-game improvements:
Trade route length is capped at 1,000 light years.
Prevent planets from spawning too far away from others after extensive exploration.
Cap the maximum exploration cost.
“Infinite habitability” is now closer to infinity.
Misc and bug fixes:
In the Science panel, when a technology type has reached its max level, you can still see its current status.
Former Alien planets now have a tag in their information panel.
Added an extra post-Rebirth tutorial, in case you haven’t clicked the Infinite button yet.
It’s now possible to zoom out 50% further.
Planet information shows a specific tag when connected through Wormhole technology.
Fixed the tutorial getting stuck if you don’t follow its instructions.
Removed an inappropriate demo tutorial from the full game.
As usual, I hope you will enjoy discovering new planets, and don't forget to rate the game!
