Aurora is on version 1.13.0 C#, available at the Aurora Forums.
Contact Erik on the forum for a wiki account.
All the various updates for v7.10 are listed bellow:
Currently Moons are either listed as Terrestrial or Chunk. Aurora actually tracks five different types of Moons but I group them into two categories. For v7.10, I will display all the sub-groups instead of the summary groups. So now the possible bodies are:
- Gas Giant
- Terrestrial Planet,
- Dwarf Planet
- Terrestrial Moon
- Small Terrestrial
- Large Moon
- Small Moon
These changes will affect description on the Galactic Map, System Map and System Display
Currently, all asteroids are listed as low gravity and unsuitable for populations (except for automated mines, tracking stations, etc.) unless they use underground infrastructure or orbital habitats.
As someone pointed out on the forum, some asteroids have gravity that falls within the habitable range. This is more apparent since the human default gravity range was expanded.
Therefore in v7.10, asteroids with a gravity of at least 0.02G are treated like any other body when assessing colony cost. So now you will be able to establish normal populations on larger asteroids. They still won't have atmospheres but those could be added via terraforming.
This will also make the bioengineering of low gravity species much more useful.
Compressed Fuel Storage
Small and Tiny versions of Compressed Fuel Storage have been added. You still need the standard Compressed Fuel Storage as a pre-requisite, which can only be gained from ruins.
Select Name Window
The Class, Ship and Shipyard windows (for both new and existing construction tasks) now have a Select Name option in addition to the normal Rename. Select Name opens a window with a LOT of names from which you can choose.
There are two sections. In the first you select a Theme and see all the Class and System names. In the second you can see all ship names from each ship name category. Whichever name you click last is shown at the bottom. When you press Select, your ship or class is renamed accordingly.
In v7.1 there is a new button on the Population and Production window named 'Independence'
If you select a colony and press this, the colony will become a new independent state. For the moment, this can only be done for player races and the new state will also be a player race.
The new state will have the following knowledge from the existing state:
- Research, including race-specific technology.
- All systems and their jump points
- All gravitational and geological survey data
- Map display settings
- Rank structures
- Race theme
- Alien race information and relationship status
The new state will retain:
- All population and installations will be transferred.
- Any shipyards will be transferred, although any existing tasks will be cleared and all retooling reset.
- All existing industry tasks will be cleared.
- Any ground units (and their commanders) will be transferred
- Any teams or commanders on the surface will be transferred
- Colony governor will be transferred
- A portion of wealth will be transferred equal to the size of the population compared to the old race as a whole.
Ships in orbit are not transferred (but can be at player discretion) and no new shipping line is created (although one may appear later).
This is a little experimental so proceed with caution when using this. Backup the database first :). There is so much knowledge associated with a new race that there may be some complication that turns up that I hadn't considered. Even so, this adds a lot of flexibility to role-playing. If it works as intended then I will also add the possibility of independence due to high unrest.