Major Changes
Solar System Destruction Scenario
Automated Ground Force Replacements
New Spoiler Race: The Ancients
Bug Fixes
-
Create Empire button removed from Tactical Map. It was for testing and left visible by mistake.
-
Fixed display of Current Infrastructure on the summary of the Economics window.
-
Fixed deletion of standing order templates.
-
Fixed bug that prevented triggering of second or later conditional order if the fleet already has movement orders.
-
Shipyards can build ships of the same name as an existing ship if the ‘No Theme’ option is set for the class.
-
Creating fighter bombardment pods in the missile design window no longer causes an error popup.
-
All references to shipping line dividends removed.
-
Removed the possibility of using the “Join fleet and begin overhaul” on a system body - which throws an error.
-
Fixed the name changes from boat bays to small and tiny hangar bays.
-
Fixed a bug that caused separation range to increase by 1000 when previous missile was selected.
-
Fixed plasma carronade research cost progression.
-
Fixed various tech system name typos.
-
Fixed squadron list in class window to only include squadrons from the viewing race.
-
Fixed missing scrap ordnance button.
-
Fixed #3656 errors after CIWS destroys all missiles and there are CIWS yet to fire.
-
Fixed bug where ground unit is created as sensor research project if you design a unit, then open a second ground window and close it, before clicking Create.
-
Class window now correctly remembers the expanded state on the components tree views.
-
Fixed research queue numbering after project completed.
-
Removed references to LG infrastructure.
-
Fixed incorrect rounding of small commercial jump drives.
-
Civilian Mining Colonies will now appear as normal in conventional starts.
-
Additional Shipping Lines will now appear as normal in conventional starts.
-
Fixed a bug in Modify for Use that deleted components instead of converting them.
-
Object reference bug in #3822 is probably fixed.
-
Improved distribution of civilian ship types.
-
Fixed a bug that prevented shore leave on ships with less than full crews.
-
Fixed a bug that prevented shipping lines delivering infrastructure to low gravity populations.
-
CIWS will correctly report shots fired and will engage more than one salvo.
-
Fixed current class losing focus on class design window after copy or hull change.
-
Further bug fixes in v2.7.1 released on November 19th 2025
Minor Changes
-
Added options to turn off comets and comet names on the Tactical Map.
-
Added extra tooltips on game window.
-
Boarding combat will reveal alien race portraits on both sides.
-
The Small Jump Point Stabilisation Module will be researched automatically when the Jump Point Stabilisation Module 180 is researched.
-
Changed naming format of maintenance storage bays to the same as other components, with - Size as a Suffix.
-
Re-instated wealth cap of 2x annual wealth.
-
Removed picket move order, as it is a legacy order that is no longer needed.
-
Double-clicking a system body in the System View window will centre the tactical map on that body and change focus to the tactical map.
-
The ‘Assign New’ status for research projects will be carried forward into any queued project for the same scientist.
-
Extended highlighting of research projects from selected field to the research queue.
-
Added design warning to class window if the class has no cargo shuttles but does have 25k cargo capacity or 10k colonist capacity or 5k troop transport capacity.
-
Added game-level option to allow civilian mining colonies. The default is on.
Random Class from Race Theme
A new ‘Random Class from Race Theme’ checkbox has been added to the Class window. This is checked by default.
When this is checked and a new class is created, a random name for the new class will be selected from the Racial class naming theme rather than the first available name. Existing class names will still be excluded.
Civilian Ship Retirements
v2.7 should see significantly more civilian ship retirements.
Currently, there is a bug that means civilian ships are only retired if they have no orders at the moment when they are selected for retirement. For v2.7, they retain that retirement flag and will be retired when they complete their current orders. The flag is saved to the database.
Ships are selected for retirement when a new ship is built. The selection will be the oldest ship of the same type (colony ship, freighter, etc.) as the new ship within the same shipping line. Only ships constructed at least ten years previously can be selected.
Decimal Separator Fix
This version of Aurora will be fixed to GB culture settings. This means that all numbers will be displayed with a period as the decimal separator and a comma as the thousands separator. It also means dates will use a format of DD Month YYYY.
This should avoid any further issues with the local decimal separator setting.
However, whenever a user inputs a non-integer number into Aurora they will have to use the US/UK decimal separator, 12.34 rather than 12,34, or they may encounter an error.
Max Active Sensor Resolution
There is a new “Max Active Resolution” field on the Miscellaneous tab within the Ship Overview tab of the Naval Organization window. The default value for this field is 1000.
When a ship engages active sensors, it will only activate those sensors with a resolution equal to or below the Max Active Resolution.
So if a ship has sensors with resolutions of 100, 20 and 1, it can set this value so that only the resolution 20 and 1 sensors, or only the resolution 1 sensor, are activated.
Sensors above the max active resolution will not be able to detect other ships and will not have active emissions that can be detected by EM sensors. Only sensors that are in use (at or below max resolution) will be displayed on the tactical map.
Experience Events
I’ve split the Commander Experience event into four different events.
-
Scientist Experience. Also added research field to this event.
-
Administrator Experience.
-
Commander Experience. This is for naval and ground commanders with a current assignment.
-
Unassigned Experience. Naval and ground commanders without a current assignment
This change is to highlight the (usually) more important updates to scientists and administrators, while allowing players to filter out unassigned experience if required.
Academy Name Themes
There is a new ‘Academy Name Theme’ dropdown on the Governor/Misc tab of the Economics windows, containing all commander naming themes, along with a ‘Use Academy Name Theme’ checkbox. These default to no selected theme and unchecked respectively.
If an Academy Name Theme is currently selected for the population and the checkbox is checked, then any commanders produced by an Academy at that population will use the selected name theme. Otherwise, they will use the commander name themes set for the parent race.
This is to allow specific populations to represent specific ethnicities for commander naming purposes.
Rogue Planets – updated on October 4th 2025 (last Archive)
v2.6 includes larger-than-normal comets. For v2.7, these are expanded to ‘Rogue Planets’.
About around 1 in 60 comets will exceed normal size and be anything up to 2000 km in diameter. Approximately one in 250 will be anything from 2000 km to 16,000 km (Earth is 12,000).
This latter category is classed as a ‘rogue planet’ and will generally be very long-period, high eccentricity bodies. They are assumed to have been thrown out of a more conventional orbit by a close interaction with a high-gravity body. The mineral generation for rogue planets will be the same as a planet or a moon, although their orbital profile matches a comet. If the rogue planet has at least 0.4G gravity, it may have ruins. This is based on the normal ruin chance, but without the restrictions for temperature and distance.
Auto-include Lagrange Points
In v2.6 and earlier, the ‘Auto-include Lagrange Points’ checkbox on the fleet window is used to enable or disable a check for a shorter route for fleets via Lagrange Points. However, this only applies to the a single order and does not retain its status.
For v2.7, this becomes a permanent on/off flag for the fleet and will apply to all newly-generated orders, including manually applied, auto-route, standing and conditional. The only exception will be template orders, as they are already generated.
Direct-Fire Weapons
v2.7 has the following changes related to direct-fire research.
-
The Energy Weapons research field is renamed as Direct Fire Weapons.
-
The Missiles/Kinetic research field is renamed to Missiles
-
Railgun and Gauss Cannon research is moved from the old Missiles/Kinetic field into the Direct Fire Weapons field.
-
The ‘Beam Fire Control Range’ tech is renamed as ‘Fire Control Range’
-
The ‘Beam Fire Control’ research project is renamed as ‘Direct Fire Control’.
Missile Self-Targeting
In v2.6, when a missile has onboard sensors but no current target, it will use those active, thermal or EM sensors (in that order) to search for a ship target. The closest valid target is selected.
For v2.7, the target selection will be a random valid target within sensor range, weighted by chance to hit.
Meson Update
For v2.7, the armour retardation element of mesons is built into the calibre tech, rather than being a separate tech system. The starting point for armour retardation is now 40%, rather than 50%, and the rate of improvement has been increased.
The new tech levels for focal size are as follows:
-
10cm Meson Focal Size (40% AR)
-
12cm Meson Focal Size (32% AR)
-
15cm Meson Focal Size (25% AR)
-
20cm Meson Focal Size (20% AR)
-
25cm Meson Focal Size (16% AR)
-
30cm Meson Focal Size (12.5% AR)
-
35cm Meson Focal Size (10% AR)
-
40cm Meson Focal Size (8% AR)
-
50cm Meson Focal Size (6.4% AR)
-
60cm Meson Focal Size (5% AR)
-
70cm Meson Focal Size (4% AR)
-
80cm Meson Focal Size (3.2% AR)