• New shortcut: In the scenario, right click on a building to open its Org Chart.
Balancing
• Disassembling gadgets have now a slightly higher ratio to find silver, gold and platinum scraps. • Refining for all metals raised from 10 to an average of 50 • New production added: Refining Platinum • Core Accumulators decreased production output. • Generator components after Q3 may require silver, gold (also platinum ingots for the core level) in the assembly process. Their prices have also increased accordingly:
• Solved an issue where if a building with Auto-search production set was started manually may stop production during its check. • Sometimes a "ghost" item appeared at inventory, becoming unusable.
Others
- Loading time to launch the game has been reduced.
• New shortcut: In the scenario, right click on a building to open its Org Chart.
Balancing
• Disassembling gadgets have now a slightly higher ratio to find silver, gold and platinum scraps. • Refining for all metals raised from 10 to an average of 50 • New production added: Refining Platinum • Core Accumulators decreased production output. • Generator components after Q3 may require silver, gold (also platinum ingots for the core level) in the assembly process. Their prices have also increased accordingly:
• Solved an issue where if a building with Auto-search production set was started manually may stop production during its check. • Sometimes a "ghost" item appeared at inventory, becoming unusable.
Others
- Loading time to launch the game has been reduced.
•French, German and Portuguese-Brazil languages available (they are still in beta). Special thanks to all the users contributing to the game with translations and specifically for the tables to: Esthare: French translation. Matriplex: German translation. Anlauf: Portuguese-Brazil translation. VolusRus: Russian translation. (implementation still pending in our side) !!! *By now it is possible to change the game language only from the game launcher window (the one appearing just after game loaded).
New features:
•Permanently fire a colonist (send back to VR) from the char sheet is now possible.
GUI:
•New Window: Replace Colonist It is possible now to replace a colonist also for specific profiles. You can access this window through the Criogenization Room Window. •Construction Window now will show the blueprint you can use with your selected building+module. This way, in combination with Resource Windows (F2), you can check each building productions before building it. •Resource Window will now show additional information about energy, maintenance cost and the estimated sell price for the production you are querying. •Characters listed in the Criogenization Room Window that won't be available much longer will now display a red arrow to inform about it. •Added new button to auto-arrange Inventory items. It is at the lower left hand corner of your Inventory. • Item context-description (info displayed hovering mouse over items) now show also the exact amount of units owned. E.g.: You may see at inventory you have 250K of an item and the contextual info it will show 250.321 u. •Blueprint Window will now show an extra green detail to help identifying when lane is running. •New font -more legible- for numbers.
Key binding:
Time: Press SPACE or PAUSE keys to toggle running/pause game state. Inventory: Ctrl + click on an item to send it to the last position at Inventory. *This may be helpful in combination with the new auto arrange option. Templates Construction Window: Now you can use 'R' and arrow keys to rotate modules when designing your building templates or placing them on your platforms. (Before it was possible only via mouse wheel). *This new key combinations added to help laptop-track pad users
New Productions:
•Disassemble Wiring. (Recycling Plant) •Disassemble Reinforce Wiring. (Assembly Tunnel) *Disassemble other electronic components like batteries will be available in later patches where market system AI is implemented.
Balancing:
• Generator components crafting and prices readjusted. • Botanic Garden now allow up to 8 farmers (before it allowed just 4) *This way those going -green- don't need to fill the colony with Botanic Gardens... •Botanic Garden-Greenhouse production rescaled. •Botanic Garden-Botany Lab extraction seeds production x2. •Water desalination plants now allow up to 6 operators (before it allowed just 4) •Tomatoes suffered a high reduction in fertilizer from 2,500 to 1,500; but lane will require 800 Energy -they need lot of heating- (being 250 the usual for the rest of vegs). This change is related mostly to hard-difficulty level testings. •Omega ship default productions have been slightly increased. •Cargo ship components now are a bit more efficent. •Cabling(Wiring) won't be available at market any longer. •Core electronic components increased cost and production.
New items:
•Garbage with high content in certain metals or plastics. This way you can specialize a bit more the type of garbage your ships will go for.
high iron content garbage high aluminum content garbage high steel content garbage high titanium content garbage high e-waste content garbage high alpha plastic content garbage high beta plastic content garbage high gamma plastic content garbage
Bug solving:
•Energy is now stored correctly when saving a game (each time loading a game it was reset) •Visual bug where chars with negative morale showed its progress indicator in wrong position. • We have modified the confirmation windows behavior which may block the application under some situations before. • WASD keys won't scroll the main view when typing in a name in the save game window. •Saving game having full-stop characters now works properly. •Error messages about English translation failing should not appear any more. •Big colonies production were not being updated correctly in high speed mode (x8).
Others:
•Icons modified for garbage plastics and metals. •Items stack size increased up to 1M •New format for units: 1,000, 10,000, 1,000,000 will now be seen as 1K, 10K, 1M, etc. • Electronic component items for generator now fit correctly into their sockets at the Energy Window. •Disabled the "can't continue production..." log messages. (When Log fully implemented player will be able to decide each type of message relevance to ignore/low/med/high-notify.) •Solved an issue where some users were experiencing a global light "endarkening" while a char was being rendered in the Cryo Room and AA enabled. •We did some performance improvements for big colonies. •E-waste Garbage now will go to Electronic category on Inventory instead of Metal. •We did some performance improvements to application loading so it won't take so long to launch. (it will still improve in further updates) •Added Facebook/Twitter links to game Launcher if you wish to follow Project Aura also via social networks.
•French, German and Portuguese-Brazil languages available (they are still in beta). Special thanks to all the users contributing to the game with translations and specifically for the tables to: Esthare: French translation. Matriplex: German translation. Anlauf: Portuguese-Brazil translation. VolusRus: Russian translation. (implementation still pending in our side) !!! *By now it is possible to change the game language only from the game launcher window (the one appearing just after game loaded).
New features:
•Permanently fire a colonist (send back to VR) from the char sheet is now possible.
GUI:
•New Window: Replace Colonist It is possible now to replace a colonist also for specific profiles. You can access this window through the Criogenization Room Window. •Construction Window now will show the blueprint you can use with your selected building+module. This way, in combination with Resource Windows (F2), you can check each building productions before building it. •Resource Window will now show additional information about energy, maintenance cost and the estimated sell price for the production you are querying. •Characters listed in the Criogenization Room Window that won't be available much longer will now display a red arrow to inform about it. •Added new button to auto-arrange Inventory items. It is at the lower left hand corner of your Inventory. • Item context-description (info displayed hovering mouse over items) now show also the exact amount of units owned. E.g.: You may see at inventory you have 250K of an item and the contextual info it will show 250.321 u. •Blueprint Window will now show an extra green detail to help identifying when lane is running. •New font -more legible- for numbers.
Key binding:
Time: Press SPACE or PAUSE keys to toggle running/pause game state. Inventory: Ctrl + click on an item to send it to the last position at Inventory. *This may be helpful in combination with the new auto arrange option. Templates Construction Window: Now you can use 'R' and arrow keys to rotate modules when designing your building templates or placing them on your platforms. (Before it was possible only via mouse wheel). *This new key combinations added to help laptop-track pad users
New Productions:
•Disassemble Wiring. (Recycling Plant) •Disassemble Reinforce Wiring. (Assembly Tunnel) *Disassemble other electronic components like batteries will be available in later patches where market system AI is implemented.
Balancing:
• Generator components crafting and prices readjusted. • Botanic Garden now allow up to 8 farmers (before it allowed just 4) *This way those going -green- don't need to fill the colony with Botanic Gardens... •Botanic Garden-Greenhouse production rescaled. •Botanic Garden-Botany Lab extraction seeds production x2. •Water desalination plants now allow up to 6 operators (before it allowed just 4) •Tomatoes suffered a high reduction in fertilizer from 2,500 to 1,500; but lane will require 800 Energy -they need lot of heating- (being 250 the usual for the rest of vegs). This change is related mostly to hard-difficulty level testings. •Omega ship default productions have been slightly increased. •Cargo ship components now are a bit more efficent. •Cabling(Wiring) won't be available at market any longer. •Core electronic components increased cost and production.
New items:
•Garbage with high content in certain metals or plastics. This way you can specialize a bit more the type of garbage your ships will go for.
high iron content garbage high aluminum content garbage high steel content garbage high titanium content garbage high e-waste content garbage high alpha plastic content garbage high beta plastic content garbage high gamma plastic content garbage
Bug solving:
•Energy is now stored correctly when saving a game (each time loading a game it was reset) •Visual bug where chars with negative morale showed its progress indicator in wrong position. • We have modified the confirmation windows behavior which may block the application under some situations before. • WASD keys won't scroll the main view when typing in a name in the save game window. •Saving game having full-stop characters now works properly. •Error messages about English translation failing should not appear any more. •Big colonies production were not being updated correctly in high speed mode (x8).
Others:
•Icons modified for garbage plastics and metals. •Items stack size increased up to 1M •New format for units: 1,000, 10,000, 1,000,000 will now be seen as 1K, 10K, 1M, etc. • Electronic component items for generator now fit correctly into their sockets at the Energy Window. •Disabled the "can't continue production..." log messages. (When Log fully implemented player will be able to decide each type of message relevance to ignore/low/med/high-notify.) •Solved an issue where some users were experiencing a global light "endarkening" while a char was being rendered in the Cryo Room and AA enabled. •We did some performance improvements for big colonies. •E-waste Garbage now will go to Electronic category on Inventory instead of Metal. •We did some performance improvements to application loading so it won't take so long to launch. (it will still improve in further updates) •Added Facebook/Twitter links to game Launcher if you wish to follow Project Aura also via social networks.
New features: •4 new buildings available: Corporation Buildings For the current patch they are available to be built from start but in the next patches you will need some requisites to meet to be able to build them. •New Window: Resources Window This help window easily gives you information about production chains. Drop any item in, to check what it produces, how to produce it and where it can be produced. •Auto-sell option for blueprints. You can now destine all a blueprint production directly to market. (Everything that blueprint produces will be sold) •New Animations added to buildings (still buggy)
Key binding: F2 To access Resource Chain Window
Market: •Hold SHIFT to purchase in bulks of 25. •Hold CTRL to purchase in bulks of 100. •Hold SHIFT+CTRL to purchase in bulks of 1000.
GUI: •It is easier now to keep your larder filled with food. Simply right click a food item in the inventory, with the food window opened and it will go to the larder (Energy works the same. Inverse process is also doable). •Time indicator will show now also the current cycle in numbers.
Balance: •There was a bug calculating in wrong way workers morale, this produced incorrect values being displayed for the time estimation production values. (low morale colonies may suffer a big impact) •Delta and Omega ships slightly increased their production. (note the major change will be after technology is implemented where these ships will benefit from more available components) •Water desalination plant production has been readjusted. •Flour purchase prices decreased.
New Productions: Seaweed Farm: •Compost Seaweed (to obtain Fertilizer from seaweed) •Compost Fed Seaweed (to obtain Fertilizer from fed seaweed)
Electro Refinery: •Steel Refining.
Assembly Tunnel: •Generator amplifiers, accumulators and batteries from Q1 to Core level. *Beware they will be expensive.
Corporation Buildings: •4 new blueprints, to be used in the corporation buildings, all available in the market. •4 new items (Core Documents) to be researched in the corporation buildings. *Core Documents are necessary to upgrade technology to max level (core).
Audio: -10 new songs by the composer Stellardrone added to the in-game music. -We have started to add ambient audio for the blueprints activity. By now there is a common audio for most of the blueprints, we keep working in the rest of audios for all the activities.
Others: -Steam Offline mode available -Organization Charts visual improvements, the flows are now updated continuously, instead of per "ticks". -Added the limit of 999 units to the max amount of items you can recover in the buyback shop. E.g.: If you sell 5.000 seaweed to the market, only 999 will be there to get back. -Some messages in log have been disabled (until the log window is fully implemented). *In further patches will be possible for the player to select each type of message priority, to ignore, display it or trigger a notification. -New performance improvements and FPS stability. -Some typos corrected.
New features: •4 new buildings available: Corporation Buildings For the current patch they are available to be built from start but in the next patches you will need some requisites to meet to be able to build them. •New Window: Resources Window This help window easily gives you information about production chains. Drop any item in, to check what it produces, how to produce it and where it can be produced. •Auto-sell option for blueprints. You can now destine all a blueprint production directly to market. (Everything that blueprint produces will be sold) •New Animations added to buildings (still buggy)
Key binding: F2 To access Resource Chain Window
Market: •Hold SHIFT to purchase in bulks of 25. •Hold CTRL to purchase in bulks of 100. •Hold SHIFT+CTRL to purchase in bulks of 1000.
GUI: •It is easier now to keep your larder filled with food. Simply right click a food item in the inventory, with the food window opened and it will go to the larder (Energy works the same. Inverse process is also doable). •Time indicator will show now also the current cycle in numbers.
Balance: •There was a bug calculating in wrong way workers morale, this produced incorrect values being displayed for the time estimation production values. (low morale colonies may suffer a big impact) •Delta and Omega ships slightly increased their production. (note the major change will be after technology is implemented where these ships will benefit from more available components) •Water desalination plant production has been readjusted. •Flour purchase prices decreased.
New Productions: Seaweed Farm: •Compost Seaweed (to obtain Fertilizer from seaweed) •Compost Fed Seaweed (to obtain Fertilizer from fed seaweed)
Electro Refinery: •Steel Refining.
Assembly Tunnel: •Generator amplifiers, accumulators and batteries from Q1 to Core level. *Beware they will be expensive.
Corporation Buildings: •4 new blueprints, to be used in the corporation buildings, all available in the market. •4 new items (Core Documents) to be researched in the corporation buildings. *Core Documents are necessary to upgrade technology to max level (core).
Audio: -10 new songs by the composer Stellardrone added to the in-game music. -We have started to add ambient audio for the blueprints activity. By now there is a common audio for most of the blueprints, we keep working in the rest of audios for all the activities.
Others: -Steam Offline mode available -Organization Charts visual improvements, the flows are now updated continuously, instead of per "ticks". -Added the limit of 999 units to the max amount of items you can recover in the buyback shop. E.g.: If you sell 5.000 seaweed to the market, only 999 will be there to get back. -Some messages in log have been disabled (until the log window is fully implemented). *In further patches will be possible for the player to select each type of message priority, to ignore, display it or trigger a notification. -New performance improvements and FPS stability. -Some typos corrected.
Getting close to the beta 3 launch, today we released 2.51 version. Solving most of the bugs found in the 2.5 and adding some minor fixes and improvements detailed bellow.
2.51
New features: • Max Time speed increased to x8 (finally :D) • A Residential Block tenants, when building removed, will search for a new residential by themselves. • New visual effect added to the humans availability button showing if any colonists available. Same for market and quests. • Fast purchase button (which you can use to directly buy the mats you need to start a production in a blueprint, to build a building, etc.) will appear enabled if all -or only those you need - items displayed in a list are available.
Bugs: • Residential Blocks were not being correctly removed. • The Botanic Gardens/Industrial Kitchen were taking water from the Food Management inventory (Larder), and not the main colony inventory. • Blueprints were not finding all required items for production • Solved an issue with tuturial #2, preventing in some rare situations to awake all the colonists required. • Colonists helmets are rendered in proper position • All Particles effects now run at same speed than game speed • Alt-tabbing: Sound effects now stop when application lose focus and continue when regain focus.
Others: Improved saved games auto update functionality. Solved an issue where a player couldn't save games. Some typos reported by users have been corrected. More performance optimizations.
*While 2.51 list isn't very big, we are preparing tons of new content for the beta 3 we couldn't include yet like: 4 new buildings -initially not expected for beta 3-, corporation prestige points, ambient fx ...
Previously added in the 2.5
New features: •UI redesigned and switched to new font more readable. •Added 8 new buildings. •Economy rebalance. •Construction Menu shows now buildings organized per sectors. •Research is now producing, you will obtain invention or investigation documents which you may sell (you can't use them yet to advance technology) •Ship equipments (scanner, cargo, shield, ...) now affect ships production/costs/maintenance •Blueprints show better their status: stop/pause/play/auto/auto-search •Node blueprints show the production total cycles, you can try different setups to see the immediate effect in your production. •Production cycles will show now up to 1 decimal point. •Nodes can be auto-ordered in the Organization Chart window •Organization chart window can be resized •Dropping a node into another will link to it e.g.: Dropping a char node on a blueprint node will link the char to the blueprint automatically. •Nodes can grab children nodes from unemployed chars or inventory. Select the node/s and click the auto grab button: o Building nodes will grab a director and compatible blueprints when available. o Blueprint nodes will grab ideal or, if shift pressed, compatible worker profiles. *Versatile profile has the last priority. o Ship nodes will grab available equipment. •You can drag items directly from market into an organization chart. •Dropping an item in the market button (scren left-side bar) will open the market at the shop that item is available. •Added a button in the blueprint window to directly acquire its required mats list to purchase. If you want to acquire only those you are missing, press alt key. *Same behavior applied to building templates. •Blueprints now have also the Auto search function available (if the auto search option is set, they will restart production if available resources) •Random productions added E.g.: While recycling your garbage you may find unexpected items. E.g. 2: While you are trying to recover seeds from a vegetable you don't know how many seeds you will obtain. •Conditional productions added E.g.: Residential blocks will produce fertilizer according to their inhabitants. •Colonists will die (if low health) or leave colony (if low morale) •Innovation points are now saved and there is a limit to the amount of innovation points you can store.
Available Humans Window (cryo room): •Cryo room has been redesigned. •You can find available colonists now filtered by rank. •Limits to max available colonists to awake have been modified, now you can have up to 24 (6 of each rank). •For a modest price, it is possible to ask Vital Reserve to replace colonists available at the cryo room. •Vital Reserves may send easier higher rank colonists to the more populated colonies.
Key binding: •Hold Shift key to avoid common confirmation questions in game. E.g.: If you awake a colonist you will be asked for confirmation; if you are pressing shift it will be done without confirmation required. •Hold Shift key while clicking on a node in the Organization Chart to select that node and all its children. •Hold Shift key while dragging a node in the Organization Chart to drag also all its children. •Hold Ctrl key while selecting a node to keep adding to your selection. •Added two new keys to affect time for those keyboards without keypad: Press SHIFT +/- or SHIFT Up/Down arrow to increase/decrease game speed.
System: After creating a backup, your saved games will auto update to new versions.
Others: Desalination plants now produce salt.
Added some basic functionality to the Building Search window: -Double click on a building into the search window table to go to it in the 3d. -Right click on a building to open its Organization Chart -Left click on a building to select it. (if an organization chart is opened, it will update to the selected building).
Getting close to the beta 3 launch, today we released 2.51 version. Solving most of the bugs found in the 2.5 and adding some minor fixes and improvements detailed bellow.
2.51
New features: • Max Time speed increased to x8 (finally :D) • A Residential Block tenants, when building removed, will search for a new residential by themselves. • New visual effect added to the humans availability button showing if any colonists available. Same for market and quests. • Fast purchase button (which you can use to directly buy the mats you need to start a production in a blueprint, to build a building, etc.) will appear enabled if all -or only those you need - items displayed in a list are available.
Bugs: • Residential Blocks were not being correctly removed. • The Botanic Gardens/Industrial Kitchen were taking water from the Food Management inventory (Larder), and not the main colony inventory. • Blueprints were not finding all required items for production • Solved an issue with tuturial #2, preventing in some rare situations to awake all the colonists required. • Colonists helmets are rendered in proper position • All Particles effects now run at same speed than game speed • Alt-tabbing: Sound effects now stop when application lose focus and continue when regain focus.
Others: Improved saved games auto update functionality. Solved an issue where a player couldn't save games. Some typos reported by users have been corrected. More performance optimizations.
*While 2.51 list isn't very big, we are preparing tons of new content for the beta 3 we couldn't include yet like: 4 new buildings -initially not expected for beta 3-, corporation prestige points, ambient fx ...
Previously added in the 2.5
New features: •UI redesigned and switched to new font more readable. •Added 8 new buildings. •Economy rebalance. •Construction Menu shows now buildings organized per sectors. •Research is now producing, you will obtain invention or investigation documents which you may sell (you can't use them yet to advance technology) •Ship equipments (scanner, cargo, shield, ...) now affect ships production/costs/maintenance •Blueprints show better their status: stop/pause/play/auto/auto-search •Node blueprints show the production total cycles, you can try different setups to see the immediate effect in your production. •Production cycles will show now up to 1 decimal point. •Nodes can be auto-ordered in the Organization Chart window •Organization chart window can be resized •Dropping a node into another will link to it e.g.: Dropping a char node on a blueprint node will link the char to the blueprint automatically. •Nodes can grab children nodes from unemployed chars or inventory. Select the node/s and click the auto grab button: o Building nodes will grab a director and compatible blueprints when available. o Blueprint nodes will grab ideal or, if shift pressed, compatible worker profiles. *Versatile profile has the last priority. o Ship nodes will grab available equipment. •You can drag items directly from market into an organization chart. •Dropping an item in the market button (scren left-side bar) will open the market at the shop that item is available. •Added a button in the blueprint window to directly acquire its required mats list to purchase. If you want to acquire only those you are missing, press alt key. *Same behavior applied to building templates. •Blueprints now have also the Auto search function available (if the auto search option is set, they will restart production if available resources) •Random productions added E.g.: While recycling your garbage you may find unexpected items. E.g. 2: While you are trying to recover seeds from a vegetable you don't know how many seeds you will obtain. •Conditional productions added E.g.: Residential blocks will produce fertilizer according to their inhabitants. •Colonists will die (if low health) or leave colony (if low morale) •Innovation points are now saved and there is a limit to the amount of innovation points you can store.
Available Humans Window (cryo room): •Cryo room has been redesigned. •You can find available colonists now filtered by rank. •Limits to max available colonists to awake have been modified, now you can have up to 24 (6 of each rank). •For a modest price, it is possible to ask Vital Reserve to replace colonists available at the cryo room. •Vital Reserves may send easier higher rank colonists to the more populated colonies.
Key binding: •Hold Shift key to avoid common confirmation questions in game. E.g.: If you awake a colonist you will be asked for confirmation; if you are pressing shift it will be done without confirmation required. •Hold Shift key while clicking on a node in the Organization Chart to select that node and all its children. •Hold Shift key while dragging a node in the Organization Chart to drag also all its children. •Hold Ctrl key while selecting a node to keep adding to your selection. •Added two new keys to affect time for those keyboards without keypad: Press SHIFT +/- or SHIFT Up/Down arrow to increase/decrease game speed.
System: After creating a backup, your saved games will auto update to new versions.
Others: Desalination plants now produce salt.
Added some basic functionality to the Building Search window: -Double click on a building into the search window table to go to it in the 3d. -Right click on a building to open its Organization Chart -Left click on a building to select it. (if an organization chart is opened, it will update to the selected building).
New features: •Blueprint can be set in automatic mode now. •Production work points cost reduced. (equivalent to increase ingame speed) •Your building templates are now saved in Docs folder and they won't be overwritten by game updates after this patch.
Bugs: •Applications with Russian language in some cases not launching was solved . Special thanks to Beelain_27 and community users reporting at forums!. •Chars level info at nodes now updates properly.
Key binding: •Page Up/Down keys can be used now to increase/reduce time speed.
New features: •Blueprint can be set in automatic mode now. •Production work points cost reduced. (equivalent to increase ingame speed) •Your building templates are now saved in Docs folder and they won't be overwritten by game updates after this patch.
Bugs: •Applications with Russian language in some cases not launching was solved . Special thanks to Beelain_27 and community users reporting at forums!. •Chars level info at nodes now updates properly.
Key binding: •Page Up/Down keys can be used now to increase/reduce time speed.