Major Changes
Ground Formation and Template Creation Update
Ship Class Ground Force Templates
Raiders, Swarm and Invader Start Times
Change to Governor Assignment for Colonies
Bug Fixes
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‘Reassign All Admin Commands’ now reassigns admin commands, rather than planetary governors.
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Fixed bug that sometimes caused fleets to move within minimum distance during close combat.
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Fixed bug that caused weapons to malfunction even when not firing due to zero chance to hit.
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Fixed ‘Lower Shield’ button for Fleets.
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Fixed error in jump drive creation if minimum size of squadron-capable jump drive is less than 10.
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Fixed bug that sometimes prevented NPRs from firing on STO targets.
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Fixed bug that sometimes caused selection popup window to have blank check boxes
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Updating amount and accessibility in Specify Minerals now also adjusts the values for future accessibility decline.
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Fixed display order of the conditional orders list.
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If a naval admin command is deleted, any subordinate admin commands are reassigned to the top level admin command.
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Absorb orders no longer end movement.
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Fixed bug causing game freeze during system generation in random stars games.
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Fixed Sync Fire for energy weapons.
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Fixed bug that resulted in a defeated population surrendering to the largest population on the planet, rather than the attacking population.
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High Power Microwaves can now have fractional capacitors.
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Fixed a bug that caused a series of #201 errors when discovering a pre-industrial race.
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Fixed bug with ground control ranks being assigned to naval admin commands.
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Waypoints can no longer be assigned to beam fire controls.
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Normal colonies can no longer be created on gas giants or superjovians.
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Fixed a bug that could cause negative water vapour if it was being removed during terraforming.
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Fixed a bug that retained the original parent ship as owner when copying fire control assignments.
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Fixed a bug that reported alien class shield strength as their EM signature, rather than actual strength (which is signature / 30).
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Fixed a bug that prevented STO weapon range from being displayed if the population did not have at least one tracking station.
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The text for beam fire control range now displays correctly on the tactical map.
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Fixed a bug where a fleet with a contact as its ultimate destination would use Lagrange points from its starting system, rather than the contact system.
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Miscellaneous components now appear correctly as Logistics research projects.
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Restore now working correctly for retired commanders.
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Fixed display bug when renaming admin commands.
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Ground units now deleted correctly when parent colony is deleted.
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Fixed description of heavy autocannon.
Minor Changes
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Added a new Galactic Map distance display option for known stars that shows the real space distance in light years from the selected system to each of the other systems.
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Terraforming Installations changed to 50,000 cargo points.
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Shield Recharge moved after movement in sequence of play.
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Logistics Module increased from 500 to 1000 GSP and restricted to light vehicles only.
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Railguns with less than four shots will have a maximum recharge rate of: Capacitor Tech * (Shots / 4) .
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When Ground Force Training Tasks are completed without all production being used, work will begin on the next item in the queue.
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Changed ground unit cost to be rounded to 3 decimal places instead of 2.
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‘Use Roman’ checkbox on Economics window will remember state.
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Assigning tech points to a population through disassembly or download will also apply those tech points to paused research projects at other populations.
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Downloading tech or disassembling components can only take place at a population with at least operating one research facility (Research facilities * Manufacturing Efficiency * Economic Prod Modifier * Radiation Production Modifier * Political Stability * Political Status Production Mod >= 1).
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Added display option on Galactic Map for Aether Rifts.
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Changed technology naming for MSP production to reflect it is BP, rather than MSP. The description now includes both.
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Added display of wrecks options to Galactic Map. When active and at least one wreck is present, a small wreck icon and the number of wrecks is displayed to the right of the system name.
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Added an option to group wrecks in the same way as contacts on the Tactical map
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After a shipping line has built ten ships, it will no longer build small ships. After a shipping line has built twenty ships, it will only build very large ships.
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On the Naval Organization, the list of ground units for loading will be shown with unit type abbreviation and displayed by hierarchy, then by abbreviation and then by unit name.
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On the GU/Stockpile tab of the Economics window, any components that can be disassembled to gain tech knowledge will be shown in green text.
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The Fleet History tab now shows movement in reverse order, so the latest executed orders are at the top.
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Added annual MSP consumption to the Fleet window.
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Races cannot create civilian mining colonies unless they have at least one shipyard.
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Removed ‘minimal’ ground survey results.
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Missile Agility has been removed from the game. All missiles will have a manoeuvre rating of 10.
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The mineral requirements for Missile Engines have changed from 100% Gallicite to 50/50 Gallicite and Boronide. This is to slightly reduce the overall requirement of Gallicite in the game. Technobabble is that missiles have single-use engines and therefore have different build requirements than ship engines.
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Weapon failures will occur during point defence fire. Previously this only happened for offensive fire.
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Active Sensors and Missile Fire Controls split into separate projects on the Create Research Project window.
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NPR hull sizes will potentially be much larger, up to 3x the current maximum.
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NPR warships may use boosted engines.
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When using the Limited Research Administration option, the chance of military academies generating scientists will be increased from 4% to 5% (and from 8% to 10% if the Academy Commandant is a scientist).
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Significant performance improvement.
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Changed Random Ruin option on System View to allow either Random or Selected Ruin.
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Auto-refit tasks will retain the setting of the ‘Use Components’ option.
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Added extra AI code to reduce the chance of AI fleets dodging in and out of sensor range. They will remember the threat that caused them to move away.
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Added a new ‘Transit Delay’ event. This doesn’t cause an interrupt and will be used in place of the current ‘Transit Failure’ event when the reason for failure is jump shock.
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Intact components recovered from wrecks will add weapons, sensors and technology (as appropriate) to the respective Alien Class in v2.2
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Technology for spinal mounts and particle lances can be recovered from wrecks and components.
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The rate at which missile launchers recycle in hangar bays is increased by the carrier operations bonus of the carrier.
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Moved colonization cost reduction technology from Logistics to Biology.
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Beam Fire Controls for non-PD STO weapons will be reduced in range to 1x, 2x or 3x tracking range if that range is more than double the weapon range (lowest applied). This is to avoid extra cost in over-engineering STO weapons.
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All fuel storage components are now available from start, including conventional start.
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Added 0.1 ton fuel storage component which contains 100 litres.
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MSP Production technology moved from Construction/Production to Logistics.
Radiation Reduction
For v2.1, Radiation reduces at 100 per year.
In v2.2, Radiation will reduce at 100 per year or 10% of current level per year, whichever is greater.
For example, in v2.1, Radiation of 10,000 would require 100 years to reduce to zero. In v2.2, it will require 32 years.
Decontamination
A new Decontamination component has been added for ground forces. This has the same size and cost as the Xenoarchaeology component and can be mounted on medium or larger vehicles.
Each Decontamination component on a planetary surface will increase the rate of Radiation Reduction (see above post) by 0.01% per year.
For example, a formation of 100 Decontamination Vehicles, each with two Decontamination components, would increase the rate of Radiation Reduction by 2%. This formation would cost 872 BP.
A new Decontamination bonus has been added for ground forces commanders, although it is rare with only about 1 in 14 commanders having the bonus.
Ship Scrapped Event
A ‘Civilian Ship Scrapped’ Event has been added for v2.2. This will be used when shipping lines retire old ships and will not be an interrupt event.
The existing ‘Ship Scrapped Event’, which has an interrupt, will still be used for the completion of scrap tasks in player shipyards.
Fleet Deletion
In v2.1, you cannot delete a fleet that is the target of shipyard tasks. This is true whether that is deletion is manual or by detaching/tractoring the last ship.
For v2.2, this protection against deletion extends to fleets that are the specified target fleets for space station construction or fighter factory construction.
Ship Module Changes
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Large Cargo Hold is now a starting system for both conventional and TN starts.
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Cryogenic Transport development cost increased from 1000 to 2000 RP
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Added a Large Cryogenic Transport which is 5x larger than Cryogenic Transport, 4x Cost and 3x Crew.
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Large, Small and Emergency Cryogenic Transport modules are automatically researched when Cryogenic Transport is developed.
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Added a Very Large Troop Transport Bay which is 5x larger than Large Troop Transport Bay, 4x Cost and 3x Crew. Automatically researched when Troop Transport Bay is researched.
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Added a Very Large Troop Transport Drop Bay which is 5x larger than Large Troop Transport Drop Bay, 4x Cost and 3x Crew. Automatically researched when Troop Transport Drop Bay is researched.
New Logistics Orders
I’ve added two new movement orders:
Refuel Stationary Fleet
Resupply Stationary Fleet
The new orders function in the same way as Refuel from Stationary Fleet and Resupply from Stationary Supply Ship, except the tanker or supply ship is the one receiving the orders and moving to the target fleet.
Instant Build Parasites
When using the instant build option on the Miscellaneous tab of the Class window, you can now choose a new option (checkbox) entitled ‘Include Assigned Parasites’.
When this option is selected, the new ship(s) will be given a squadron and all assigned parasites will be created instantly into the hangar and assigned to the squadron. This will consume instant build points (or free if using SM mode with no build points remaining).
Instant Build Naming
When using the instant build option on the Miscellaneous tab of the Class window, you can now choose a new option (checkbox) entitled ‘Enter Ship Names’.
When this option is selected, a popup box will appear for each ship with the default name selected. You can choose to change the name at this point and that will also be reflected in the squadron name if you are also using the parasite option.
If you instant build four ships for example, then four naming popups will appear in sequence.
This popup will not appear for any assigned parasites - only for the motherships.
Refit Costs
A new section has been added to the Miscellaneous tab of the Class Design window, showing the cost of refitting to the selected class from each eligible class and also the cost of refitting from the selected class to each eligible class.
A percentage column shows the percentage of the target class cost required for the refit.
Note that the eligible class list might be different for the ‘refit from’ and ‘refit to’ lists. For example, a class of 10,000 tons could be refitted to a class of 8000 tons, as this is within the 20% tonnage restriction, but the reverse would not be true.
Empire Mining Production
I’ve updated the Empire Mining tab of the Economics window to show production per mineral per colony, in addition to the existing stockpile information. The production information will only appear after the first construction phase (after launching the game) as it is based on the construction phase calculations.
Combat Comparison
I’ve added a new tab to the Naval Organization window that allows you to view a list of all ships with combat history. The default is sorted by military tons destroyed, but there are a variety of ways to view the list. You can also include or exclude combat results by the strikegroup of each ship. Here are the results for my current campaign with the strikegroup option on and off.
Priority Order
Priority order is used in numerous ways in Aurora and it hasn’t always been consistent in terms of whether high numbers = high priority or the reverse. Therefore I have gone through the code and updated all priority ordering to use 1 as the highest. You will no longer be able to enter zero or lower as a priority, as it will automatically be stored as 1.
Just to be clear, Priority One is now the highest priority.
Default Values for new populations, ships, etc. will be set to a higher number, usually 5, making it easier for ships or populations to be made higher or lower priority then the default.
This change applies to:
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Population Importance
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Naval Admin Command Importance
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Ship Class Commander Priority
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Ship Class Point Defence Protection Priority (new for v2.2)
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Ship Class Refuel Priority
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Ship Class Resupply Priority
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Ship Class Maintenance Priority
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Ship Refuel Priority
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Ship Resupply Priority
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Fire Control PD Priority (new for v2.2)
Particle Beam Size
For v2.2, all particle beams will be 300 tons, regardless of strength.
Even though this is a straightforward change, it is worth noting separately.
Ground Formation Bonuses
Ground Formation Commanders will now apply 25% of their bonuses to any formations that are:
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Within the hierarchy that exists beneath the commander’s formation (unlimited levels).
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At the same population.
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Have their own commander.
This functions in a similar way to Naval Admin Commands. For example, if a formation had its own commander with a 20% bonus, a parent formation with a 25% bonus and a further level upwards with a 30% bonus, the total bonus would be 1.2 * 1.0625 * 1.075 = 37%.
The bonus for any ground commander will be reduced if the entire hierarchy under their command exceeds the HQ Rating of their formation (by HQ Capacity / Formation Size).
Change to Tractor Rules
This is a simple change but worth noting separately.
For v2.2, a ship (or base/station) that is tractored cannot use its engines and does not use any fuel. This makes the tractor mechanics easier to understand and easier to implement and should remove a couple of bugs and edge cases.
This also means that if a towed ship is damaged, it has no effect on movement and it will not leave the parent fleet.
Wreck Detection and Alien Salvage Events
A new ‘Wreck Detection’ event has been added. This event will trigger when a ship of another race is destroyed in the same system as a ship or deep space tracking station of the viewing race.
A new ‘Alien Salvage’ event has been added. This event will trigger when a wreck disappears in the same system as a ship or deep space tracking station of the viewing race and wasn’t salvaged by the viewing race.
Limited Events On Load
This is a small change in code terms but worth mentioning separately.
When a game loads, a maximum of 10,000 past events will be loaded, based on the most recent first. This is to avoid using up too much memory. Any non-loaded events will be deleted from the database when the game is saved.
10,000 sounds like a lot, but my current game just tried to load over two million events. It’s been very eventful ![]()























