Hello community! We have released a new patch for Project AURA, please, read below for the change log:
New technology: Cryptography
• Cryptography is a new technology available to program deciphering keys and unlock cipher systems and security boxes.
These are some of the items involved in this new feature:
Key: This is a deciphering key, will require an Invention document to be crafted.
Useless Key: Sometimes things go wrong in the complex process of creating deciphering keys...
Security Box: Being empty or not, it is a mystery until you manage to unlock it with a key.
Ciphered Message: An intercepted message you may decipher.
New technology: Cooking
• Unlock the Kitchen module and learn its technology available to find new recipes and upgrade your food to the max quality. For more help, check the wiki.
Improve your productions
• We have added a new type of productions (or recipes) which can be improved from 1 to 3. The higher the level, the more chances to produce an item of a superior quality. This feature only applies to cooking recipes, but some of the new buildings incoming will also implement it.
The steps are:
Learn Cooking technology in the Cosmos branch (requires a core-invention doc).
Go to Research Lab and you will see a new production available to learn seasoning recipes. *It will require: 1 Seasoning item + 1 Invention Doc
If you success in the research, the produced item is a Seasoning Recipe Upgrader which will go to your inventory. *In this process, there is also a chance to discover a new recipe based in seasoning.
Use the item (Ctrl+Right Click on it) to select a recipe to improve from the displayed list.
Steam Cloud
• We have enabled the Steam Cloud feature for Project Aura, this way your building templates and saved games will be safer and available across any computer.
Balance
• All difficulty levels have now same sale/buy ratio at the market. So an item which costs 100, will sale for 100. However it will keep being affected by offer/demand as usual. • Food hydration/nutrition/morale properties have been rebalanced. • Core invention doc ratio production has been increased from 20% to 25%.
Other Improvements and bugs solved
• New aesthetic touches to the interface to make it better looking. • New immersion details and animations to the colony. • Solved a major memory leak issue related to our audio libraries. • Other minor bugs resolved.
What is next:
In parallel, we keep working in our "macro-patch", which will include a lot of new features like the quest system, challenges for your colony, new buildings, in-game help and assistants, etc. It all, inside a more immersive environment where your social policies, Corps and other external factors start to be relevant, together with numerous surprises we won't unveil for now.
Hello community! We have released a new patch for Project AURA, please, read below for the change log:
New technology: Cryptography
• Cryptography is a new technology available to program deciphering keys and unlock cipher systems and security boxes.
These are some of the items involved in this new feature:
Key: This is a deciphering key, will require an Invention document to be crafted.
Useless Key: Sometimes things go wrong in the complex process of creating deciphering keys...
Security Box: Being empty or not, it is a mystery until you manage to unlock it with a key.
Ciphered Message: An intercepted message you may decipher.
New technology: Cooking
• Unlock the Kitchen module and learn its technology available to find new recipes and upgrade your food to the max quality. For more help, check the wiki.
Improve your productions
• We have added a new type of productions (or recipes) which can be improved from 1 to 3. The higher the level, the more chances to produce an item of a superior quality. This feature only applies to cooking recipes, but some of the new buildings incoming will also implement it.
The steps are:
Learn Cooking technology in the Cosmos branch (requires a core-invention doc).
Go to Research Lab and you will see a new production available to learn seasoning recipes. *It will require: 1 Seasoning item + 1 Invention Doc
If you success in the research, the produced item is a Seasoning Recipe Upgrader which will go to your inventory. *In this process, there is also a chance to discover a new recipe based in seasoning.
Use the item (Ctrl+Right Click on it) to select a recipe to improve from the displayed list.
Steam Cloud
• We have enabled the Steam Cloud feature for Project Aura, this way your building templates and saved games will be safer and available across any computer.
Balance
• All difficulty levels have now same sale/buy ratio at the market. So an item which costs 100, will sale for 100. However it will keep being affected by offer/demand as usual. • Food hydration/nutrition/morale properties have been rebalanced. • Core invention doc ratio production has been increased from 20% to 25%.
Other Improvements and bugs solved
• New aesthetic touches to the interface to make it better looking. • New immersion details and animations to the colony. • Solved a major memory leak issue related to our audio libraries. • Other minor bugs resolved.
What is next:
In parallel, we keep working in our "macro-patch", which will include a lot of new features like the quest system, challenges for your colony, new buildings, in-game help and assistants, etc. It all, inside a more immersive environment where your social policies, Corps and other external factors start to be relevant, together with numerous surprises we won't unveil for now.
Since the launch of the 2.95 patch we have released 11 minor patches and multiple hotfixes which have helped us to tweak the game and resolve issues reported by the community. Today, we announce the 2.95.11 version, where have been made numerous improvements which are detailed bellow:
• Platforms have been retextured and new details added.
•We have added new animations to buildings, to improve immersion and the answer to your actions in-game. *This feature will keep improving within next updates.
• We have reworked the mouse activity reading system to improve the interface responsiveness and avoid "miss-clicks".
• There are two new modules available for the Kitchen building, specialized in the cereal milling and bread baking tasks.
You will be able to prepare your first dishes in the kitchen. Put your chefs to work and provide your colony with a delicious elaborated dish reward. Furthermore, through the new Cooking technology (which will be available in the coming days), you will be able to discover new recipes or improve those you already know to raise your dishes to a superior quality.
• As you know, it is possible to convert the blueprints you programmed in your labs to those you wish to use more specifically in any of your buildings. Blueprint conversion window will add a market icon to the blueprints displayed in the list which are also available at the market, so you can easily decide to convert it or purchase from market.
Other improvements:
• Item context property (the popup appearing when mouse is over an item) will show now a border representing the item tier. From lower to higher quality: White, Green, Blue, Violet, Orange.
• The new Item split window allows you to send the new item directly to the inventory instead of manually having to place it.
• We have replaced the previous text font for a new and higher one to improve the interface readability.
• To avoid modules being accidentally removed from buildings templates in the Construction panel, we have added a rubber checkbox to activate/deactivate the remove mode.
What is next:
In parallel, we keep working in our "macro-patch", which will include a lot of new features like the quest system, challenges for your colony, new buildings, in-game help and assistants, etc. It all, inside a more immersive environment where your social policies, Corps and other external factors start to be relevant, together with numerous surprises we won't unveil for now.
Since the launch of the 2.95 patch we have released 11 minor patches and multiple hotfixes which have helped us to tweak the game and resolve issues reported by the community. Today, we announce the 2.95.11 version, where have been made numerous improvements which are detailed bellow:
• Platforms have been retextured and new details added.
•We have added new animations to buildings, to improve immersion and the answer to your actions in-game. *This feature will keep improving within next updates.
• We have reworked the mouse activity reading system to improve the interface responsiveness and avoid "miss-clicks".
• There are two new modules available for the Kitchen building, specialized in the cereal milling and bread baking tasks.
You will be able to prepare your first dishes in the kitchen. Put your chefs to work and provide your colony with a delicious elaborated dish reward. Furthermore, through the new Cooking technology (which will be available in the coming days), you will be able to discover new recipes or improve those you already know to raise your dishes to a superior quality.
• As you know, it is possible to convert the blueprints you programmed in your labs to those you wish to use more specifically in any of your buildings. Blueprint conversion window will add a market icon to the blueprints displayed in the list which are also available at the market, so you can easily decide to convert it or purchase from market.
Other improvements:
• Item context property (the popup appearing when mouse is over an item) will show now a border representing the item tier. From lower to higher quality: White, Green, Blue, Violet, Orange.
• The new Item split window allows you to send the new item directly to the inventory instead of manually having to place it.
• We have replaced the previous text font for a new and higher one to improve the interface readability.
• To avoid modules being accidentally removed from buildings templates in the Construction panel, we have added a rubber checkbox to activate/deactivate the remove mode.
What is next:
In parallel, we keep working in our "macro-patch", which will include a lot of new features like the quest system, challenges for your colony, new buildings, in-game help and assistants, etc. It all, inside a more immersive environment where your social policies, Corps and other external factors start to be relevant, together with numerous surprises we won't unveil for now.
It took a while to release this new -major- update. The amount of new features, like a brand new tech tree, has been a challenge to integrate, but we are happy with the new step in quality achieved and the amount of possibilities opened :).
Most of the work has gone -again- to the sandbox: bugs, stability and the tech-tree implementation, we have started to add, as well, macro-management tools like the production queues for the blueprints.
We have finally started to work towards the experience, introducing the first immersion element where you may decide your ideological affinity in this new adverse times. Decision which will have its consequences!
After this patch, the update frequence will be much higher, and we will be able to focus on the story and playability enrichment, with the introduction of colony threats: climate disasters, social riots, logistical challenges... quests and your assistants to help you in the beginning; and much more surprises!
Next you can see the modifications introduced in this new version:
GUI
Reworked Main Menu •Main menu has been upgraded to Beta3 look and it brings new colony activation options. Set your affinity with any of the existing Corps, choose your packing to go your own strategy.
Reworked In-game full GUI •The main GUI template has been redone. In later patches, it will allow players to setup its color and opacity.
Char sheet panel •Will indicate if the colonist got any disease. •Char skills will be shown now with a decimal point. •Stat values estimation for the next day is also displayed now.
Other Panels improved •Residential building's Tenants panel has been simplified. •Item conversion panel now allows to input the amount to transform, it required to manually go one by one before. •Inventory new category FAV: Drop on it any item you wish to have more in hand.
NEW FEATURES
Technologies •The 5 Tech Trees (Corps + XXI Knowledge) working, bringing 11 new infrastructure buildings and the 6 entertainment buildings.
Blueprint Production queues •Blueprints can now work also in queue mode. •Added "Has Mats" option to filter available productions by those you own or not the mats to be produced. •Added "Production Info" option to display information related to any selected production in the blueprint panel or queue.
Market •Develop Diplomacy Technology to access Corp. markets. While closed, they will appear with a lock icon in red on them. •The quality of the items available in the markets will depend on your colony level. •Items to buyback in the market will be reset at the start of each new day.
Reworked Colony level system •A brand new colony has a category of Experimental Colony which is the equivalent to level 1. While there is no limit on how many levels a colony can progress (just your skills), there are 10 categories a colony can achieve, bringing special bonuses like allowing for extra platforms expansion.
Other changes/features •The available space to build on outer platforms has been reduced. *In later patches, it may be usable by very developed colonies for special constructions. •Buildings construction costs have been rebalanced and some of the new buildings require now a few special items in order to be built. •Workshops require now 0 energy (they will pick it from the buildings they belong directly) so it is easy to make your energy costs calculations.
•The max speed you can play is now colony size dependent: At level 1 you can raise speed up to x12 but, this value will go decreasing as long as your colony is getting bigger.
•Workers needed for corporations reduced from 8 to 4 •Workers needed for research and programming labs reduced from 4 to 1. •Productions requiring innovation, now return the innovation points used if stopped.
---Bug fixing, tweaks everywhere and new performance improvements.
It took a while to release this new -major- update. The amount of new features, like a brand new tech tree, has been a challenge to integrate, but we are happy with the new step in quality achieved and the amount of possibilities opened :).
Most of the work has gone -again- to the sandbox: bugs, stability and the tech-tree implementation, we have started to add, as well, macro-management tools like the production queues for the blueprints.
We have finally started to work towards the experience, introducing the first immersion element where you may decide your ideological affinity in this new adverse times. Decision which will have its consequences!
After this patch, the update frequence will be much higher, and we will be able to focus on the story and playability enrichment, with the introduction of colony threats: climate disasters, social riots, logistical challenges... quests and your assistants to help you in the beginning; and much more surprises!
Next you can see the modifications introduced in this new version:
GUI
Reworked Main Menu •Main menu has been upgraded to Beta3 look and it brings new colony activation options. Set your affinity with any of the existing Corps, choose your packing to go your own strategy.
Reworked In-game full GUI •The main GUI template has been redone. In later patches, it will allow players to setup its color and opacity.
Char sheet panel •Will indicate if the colonist got any disease. •Char skills will be shown now with a decimal point. •Stat values estimation for the next day is also displayed now.
Other Panels improved •Residential building's Tenants panel has been simplified. •Item conversion panel now allows to input the amount to transform, it required to manually go one by one before. •Inventory new category FAV: Drop on it any item you wish to have more in hand.
NEW FEATURES
Technologies •The 5 Tech Trees (Corps + XXI Knowledge) working, bringing 11 new infrastructure buildings and the 6 entertainment buildings.
Blueprint Production queues •Blueprints can now work also in queue mode. •Added "Has Mats" option to filter available productions by those you own or not the mats to be produced. •Added "Production Info" option to display information related to any selected production in the blueprint panel or queue.
Market •Develop Diplomacy Technology to access Corp. markets. While closed, they will appear with a lock icon in red on them. •The quality of the items available in the markets will depend on your colony level. •Items to buyback in the market will be reset at the start of each new day.
Reworked Colony level system •A brand new colony has a category of Experimental Colony which is the equivalent to level 1. While there is no limit on how many levels a colony can progress (just your skills), there are 10 categories a colony can achieve, bringing special bonuses like allowing for extra platforms expansion.
Other changes/features •The available space to build on outer platforms has been reduced. *In later patches, it may be usable by very developed colonies for special constructions. •Buildings construction costs have been rebalanced and some of the new buildings require now a few special items in order to be built. •Workshops require now 0 energy (they will pick it from the buildings they belong directly) so it is easy to make your energy costs calculations.
•The max speed you can play is now colony size dependent: At level 1 you can raise speed up to x12 but, this value will go decreasing as long as your colony is getting bigger.
•Workers needed for corporations reduced from 8 to 4 •Workers needed for research and programming labs reduced from 4 to 1. •Productions requiring innovation, now return the innovation points used if stopped.
---Bug fixing, tweaks everywhere and new performance improvements.
Project Aura 2.9 version is almost ready and it comes plenty of new features which are going to be a game changer! Health, disasters, technology... are the most important ones, but you will find many other improvements.
*2.9 will be available in the second/third week of February.
New buildings
We introduce five new buildings, becoming available all the entertainment sources for the colony. Gather vestiges to improve your knowledge from the 21st Century to unlock them!
A new set of automatic buildings are going to be available and they will: •support other buildings. •optimize your valuable platform's space. •help you out with some needs of your colony. •not require colonists to work inside.
Technology
Based in a tech-tree system, involves technologies from the four productive sectors and Corporations, plus a special category about knowledge from the 21st Century.
New tutorials
Two new tutorials to cover the basics of the main features introduced since beta 2.0 version.
Reworked Market
Prices will be affected now by supply and demand, and special items will be available with a cost in influence.
And many other new features...
Tens of new Steam achievements, reworked colony levels and others we already talked about in previous dev blogs like disasters, health etc.
We wanted to talk also about development times:
2.9 patch has took a while since we wanted to introduce the Health system with it, which is already big by itself. However, to make it substantial, it required the Disaster system as well, which at the same time, required Technology; so this new patch really took its time. After 2.9 patch we are really close to beta3 and the final release.
Project Aura 2.9 version is almost ready and it comes plenty of new features which are going to be a game changer! Health, disasters, technology... are the most important ones, but you will find many other improvements.
*2.9 will be available in the second/third week of February.
New buildings
We introduce five new buildings, becoming available all the entertainment sources for the colony. Gather vestiges to improve your knowledge from the 21st Century to unlock them!
A new set of automatic buildings are going to be available and they will: •support other buildings. •optimize your valuable platform's space. •help you out with some needs of your colony. •not require colonists to work inside.
Technology
Based in a tech-tree system, involves technologies from the four productive sectors and Corporations, plus a special category about knowledge from the 21st Century.
New tutorials
Two new tutorials to cover the basics of the main features introduced since beta 2.0 version.
Reworked Market
Prices will be affected now by supply and demand, and special items will be available with a cost in influence.
And many other new features...
Tens of new Steam achievements, reworked colony levels and others we already talked about in previous dev blogs like disasters, health etc.
We wanted to talk also about development times:
2.9 patch has took a while since we wanted to introduce the Health system with it, which is already big by itself. However, to make it substantial, it required the Disaster system as well, which at the same time, required Technology; so this new patch really took its time. After 2.9 patch we are really close to beta3 and the final release.
After the 2.8 patch release, we keep working hard to release the 2.9 version, one more step towards the major Beta3 version. Meanwhile, here we are again to tell you about the most important upcoming features of Project Aura!
1- Health
The new health system is almost finished. We have introduced new features since the last time we showed you a sneak peek of it. Here you have a summary of the new features available for your colony management:
Doctors will be in charge to treat your colonists producing "treatments" in the infirmaries, usable later to raise your colonists stats.
New “medication productions” for the Pharmaceutical Building. These meds will be needed to eradicate certain illnesses and will require investigation -blue documents-.
Illnesses can strike at any time at your colony, so remember to be ready for this kind of eventuality, whenever it appears.
2- Disasters
Disasters are challenges that your colony will have to face from time to time. Resolving them in a satisfactory way will bring major benefits or adverse effects if failing.
3- Automatic buildings
We introduce automatic buildings, a new type of building which will:
Support other buildings.
Optimize your valuable platform's space.
Help you out with some needs of your colony.
Automatic buildings won’t take up more than a few squares of your platforms, will run on their own and will require no workers -no Org chart inside-. However, to work in such automated way you will need the Programming Labs services.
Coming soon:
We’re still polishing the upcoming modkit and all its features, wrapping up most of the basic mechanics and implementing new features to make Project Aura a more pleasant experience for more “casual” gamers.
That’s all for today's devblog. Remember to stay tuned for more info, we hope you have a happy Christmas and new year as well!
After the 2.8 patch release, we keep working hard to release the 2.9 version, one more step towards the major Beta3 version. Meanwhile, here we are again to tell you about the most important upcoming features of Project Aura!
1- Health
The new health system is almost finished. We have introduced new features since the last time we showed you a sneak peek of it. Here you have a summary of the new features available for your colony management:
Doctors will be in charge to treat your colonists producing "treatments" in the infirmaries, usable later to raise your colonists stats.
New “medication productions” for the Pharmaceutical Building. These meds will be needed to eradicate certain illnesses and will require investigation -blue documents-.
Illnesses can strike at any time at your colony, so remember to be ready for this kind of eventuality, whenever it appears.
2- Disasters
Disasters are challenges that your colony will have to face from time to time. Resolving them in a satisfactory way will bring major benefits or adverse effects if failing.
3- Automatic buildings
We introduce automatic buildings, a new type of building which will:
Support other buildings.
Optimize your valuable platform's space.
Help you out with some needs of your colony.
Automatic buildings won’t take up more than a few squares of your platforms, will run on their own and will require no workers -no Org chart inside-. However, to work in such automated way you will need the Programming Labs services.
Coming soon:
We’re still polishing the upcoming modkit and all its features, wrapping up most of the basic mechanics and implementing new features to make Project Aura a more pleasant experience for more “casual” gamers.
That’s all for today's devblog. Remember to stay tuned for more info, we hope you have a happy Christmas and new year as well!