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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 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 Core Invention docs needed to learn technologies has been greatly reduced.

• There is a new production available in the programming labs to analyze docs with a 50% probability to produce Invention Docs.

• There is a new production available in the Corps building to transformn an Invention Core Doc into any other colored Core Doc.

• There is a new Cosmos-Technology (Invention) available to directly craft Core Invention Docs in your Corporation Buildings at a cost of 10 colored docs.

• Cryptography technology is no longer a core technology and becomes a conventional one.



• Treatment Plant, Pumping Tower, Dome Grid and Zeppelin infra techs are no longer default techs and become core.

• The cost to develop Influence of the same color than the Corp Building is now 2 Investigation Docs and not 1. The is now a 2% probability to produce a Core Invention doc in the process (there was no probability before).

• Cosmos Corp now starts with 2 recyclers and 1 sanitarian instead of 3 recyclers.

• The chance to find seeds sending your ships for “Flora” (any kind of seed) has been greatly reduced (from a 48% chance to find any to a 20%).

• Affinity reputation benefit has been reduced from 1 point daily to 0.5

• We have made a bit more benevolent the Ships’ Risk Of Accident algorithm. But you may expect here a few new tweaks before release.

• The Market sold prices have been halved.

• The market level of supply will vary now depending on the difficulty level, where:
Low difficulty level will bring more ítems available than in previous version.
Mid and high will bring the same.
At Ultra difficulty, only those ítems costing influence in the previous version will be available.

• Healing pack contains now 100 Apple juice instead of 100 Orange Juice.

• We have reduced the necesary gold to produce generator parts (amplifier q3 and accumultar q4) in favor of other metals like copper and tin.

• The chance to produce food-dishes in superior quality has been greatly increased.

• Ships’ radars production multiplier and risk of accident have been slightly reduced.

• For each 10 units above the average hydration/nutrition/morale a -1 penalty will be applied. This way a colonist with 90 (-4) hydration will be harder to maintain at that level than another at 50.

Miscel

• The Resource Guide has been updated to the latest version.

• When finishing all the tutorials, a message will invite you to do the campaign, as the next logical step for learning PA.

• To speed it up, during the tutorials, Pressing ESC or Clicking on the tutorial panel will move to next step when you aren’t required to do any action.

• During the campaign, the contextual info telling the player that clicking on the quest tracking will show detailed info and help to complete it is now displayed twice instead of just on start.

Bugs
• Colonists skills were not developing properly by experience.

• Infinite production selector was wrongly getting disabled under some circumstances while opening new windows like item split.

• SuperComputers may trigger an additional invention doc for buildings on same platform using a Reasearch Doc as input, however, they were triggering this also when the Research Doc was an output.

• Energy Panel will now display in orange text the selected energy mode.
*Note, by clicking on it you can set your own name for each energy mode.

• Tutorials and Campaigns were –wrongly- doing auto-save.

• The text shown from the tutorial 2 to 6, at the begining and the end of them, was the one from the tutorial 1.

• Production lists were being wrongly ordered AZ.


What is next:

For the next weeks we will still add a few new features like a score panel, some tool to help managing the inventory and a new reward to the Diplomacy system.
But mostly we will be listening to the feedback and focus on balancing and balancing, in order to prepare the final release.

As always, thanks for your interest in Project Aura ;)
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Pixel Quality Games
www.projectaura.com
Twitter: @ProjectAuraGame
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