I’m happy to say that Update 20 is now available! Updates generally take longer than I would prefer, but this one has been in the oven for a bit now.
Thank you all for your patience.
As you may or may not know my father had a heart attack a couple of months ago and required a quadruple bypass. It’s been a long road to recovery, but he is doing much better now.
Colonists can now be assigned up to three jobs. Job order also determines their job priority.
The colonist management screen has been completely overhauled. Colonist cards are an easy way to assign jobs, equipment and see how your colonists are doing.
Job actions now have a success chance. Hovering over an assigned job will show the success chance, which is based on the job level and that colonist’s attributes. Different jobs are affected by attributes differently.
Every time a colonist fails at an action, they have a small chance to critically fail. Critically failing at a job action may result in an ailment, injury or lost materials, depending on the action.
Success chance will increase as colonists gain more levels in that job or have their attributes increased via equipment items. When starting a new game there is always one colonist capable of all jobs to ensure you are able to progress.
All jobs now require certain minimum attributes in order to be assigned. This means that not all colonists are capable of doing all jobs. Attributes can be modified, however, by using equipment items.
Durability drains as a machine remains in operation or is operated by a colonist. If the durability drops below 5%, the machine breaks and will require repair.
The new technician job role is responsible for repairing machines. Craft-able repair kits have been added that can speed up machine repairs.
The durability meter has been removed from objects that are not applicable.
Storage containers now show a visible capacity meter and can be assigned a custom color.
The tech tree has been visually updated. New research projects have been added for repair kits and tier II equipment items.
There are a lot of tweaks, changes and additions in this update. Be sure to check out the release notes below.
Existing save games from Update 19 are expected to function correctly in Update 20. Job roles will need to be re-assigned.
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Colonists
UI
Graphics
Misc.
Fixes
The colonist management screen has been completely overhauled to include a grid of colonist cards. Each colonist card contains primary info and allows for quick changes to job roles and equipment items.
In the coming update, colonists will no longer be able to have all job roles assigned at once — players will choose up to three roles per colonist card. Job roles will be tracked in job slots, which also determine priority; manual job priority assignments have been removed.
Not all colonists will be capable of all job roles. Job roles now have minimum attribute requirements to be assigned.
Object durability is now functional and represents the condition of an object. Objects will become worn and dirty as their durability drops, and be destroyed if durability reaches zero.
Builders are responsible for repairing objects and will use repair kits, if available. Repair kits greatly speed up the repair process.
Most machines will also have a reliability attribute. Machines may take damage or break down when reliability is low. Reliability will decay slowly over time.
The new technician job role is responsible for inspecting machines and increasing their reliability. The amount of reliability a technician can restore is based on their job level. Reliability is restored by 10% per technician job level. For example a level 5 technician will only be able to restore reliability to 50% on the machines they inspect.
New research projects have been added and the tech tree has includes a visual update.
I’m working on finishing up final tweaks, and plan to have Update 20 available on the test build branch by next week. I’m very excited about all of the new changes. Certainly let me know what you think about the new content coming in Update 20.
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