Howdy Folks!
Patch Update 28.1 is now available and includes additional modding support as well as a few tweaks, changes and fixes.
Mods can now support custom artwork including 3D models and icons. There is a new mod tool available for setting up your custom artwork. A new guide covering custom artwork has been added to the Steam guides section.
A few UI tweaks have been added, but the most notable is a rework of the Add Item Order interface for crafting stations. The recipe list is now visible via icons on the left hand side instead of buried in drop downs.
Check out the release notes below for the full list of changes.
Support & Follow Mercury Fallen On
Steam | Twitter | Facebook | Discord | Merch | Patreon
Modding
UI
Misc
Fixes
Howdy Folks!
In the previous Developer Log I covered the new content coming to the game. This included additional mod support, training equipment and new game options. I had originally intended to group all of this content together for the next major update, but I’ve decided to get the additional modding support out the door first as a smaller point release.
I’m also currently considering breaking up some of the other content into smaller incremental updates. This would mean getting smaller content updates out quicker. This is not always possible as some content changes require quite a bit of additional work to support.
Update 28.1 is now available on the Test Build branch. As this is a smaller release I’m skipping the experimental branch. Mods in 28.1 can now support custom 2D and 3D artwork which means modders can now add new objects and icons to the game.
If you’re a modder and want to check out the new modding tools be sure to check out the Test Build branch. Be sure to join the Mercury Fallen discord where you can find the modding text channel to ask questions, report issues or let me know what you think.
Update 28.1 Test Build Info
https://steamcommunity.com/app/704510/discussions/3/3079873089690344890/
Modding Documentation
http://www.mercuryfallen.com/modding-guide/
About Test Build Branch
The optional Test Build branch is for testing the latest features before they go live to everyone. As it is a testing version there can be more bugs/issues than in the normal version. If using the Test Build branch, please report any issues you encounter or any feedback on new game play mechanics. Your feedback and/or reports will help to ensure the final version is the best it can be.
Support & Follow Mercury Fallen On
Steam | Twitter | Facebook | Discord | Merch | Patreon
Howdy Folks!
Hope everyone out there is doing well. A huge thanks for all the great feedback on the Stressed Out update. It’s always great to hear what you like and what you don’t. While there may still be further tweaks and additions to the content that was added so far, I wanted to cover some of the new content that is in development.
The New Game interface is getting an overhaul that will allow for more control over starting conditions and colonist selection. The new game design and options are still in development so there aren’t any pretty pictures yet. More information coming later.
Training equipment will allow you to increase your colonists muscles, athletics, smarts and train job roles.
This will include new rooms and objects so you can train up the best colonists. This is still in the design phase, but the current concept includes the ability to assign colonists for training. While colonists are assigned for training they won’t perform other tasks.
Job roles would be increased at a VR Training Station and require consumable training cards. Training cards would be craft-able items that train specific jobs.
Mods are currently limited to adding or changing xml data. While this will continue there are a new set of tools in development that will allow for visual assets.
Mercury Fallen is developed using the Unity Game engine. The Mod Tool will depend on using Unity to export visual assets. While some basic familiarity with the Unity game engine would be very helpful, I’m currently writing new documentation to cover the new tools.
The Mod Tool is only required if creating custom visual assets for your mod, but can be used to setup your mod folder and edit mod info.
If you’re creating a language mod or just game tweaks then the existing mod creation methods will remain the same. The creation of xml data is still required to define new objects and is done separately from the Mod Tool.
When the next update enters the experimental branch for testing, the Mod Tool and initial documentation will be made available at that time.
If you’re a mod developer, certainly let me know what you would like to be able to create.
Support & Follow Mercury Fallen On
Steam | Twitter | Facebook | Discord | Merch | Patreon
Howdy Folks!
How is everyone doing out there in internet land? I’m doing pretty well and I’m super excited to announce the release of the Stressed Out update. A huge thanks to everyone who provided feedback and reports during the testing phases.
The Stressed Out update is packed with new content, including new stress mechanics, overhauled quirks, a new job role and many tweaks, changes and fixes.
Colonist stress will now change over time based on stress effects instead of changing immediately. Quirks add new ways for colonists to get stressed or reduce stress.
The quirk system has been completely re-worked to allow for many new types of quirks. Existing quirks have been migrated to this new system, but new quirks such as “charming,” “like/dislike job,” “like/dislike food” and more have been added.
Quirks are now visible on the colonist management screen.
There has been little penalty for high stress in the past. Colonists still have a reduction in work speed when stress is high, but will now also have a negative reaction if stress reaches 100%.
Each colonist can receive one positive quirk, one negative quirk and stress reaction quirk. Some stress reactions can get messy.
New objects have been added for the recreation room. These new objects help colonists to relieve stress and are used when a colonist is not currently doing other tasks.
The new janitor job role has been added to clean up spills from messy colonists. Spills and puddles can appear when a colonist critically fails at certain jobs.
The new xeno mold event is a random event that generates a fast-growing alien mold in the underground facility. This mess should be cleaned up quickly to prevent it from growing out of control.
Control+clicking on a structure will put you into build mode and allow you to quickly build more of that object.
Assigned job roles are now shown on the colonist selection list when managing a roster.
The solid fuel generator can now accept different types of fuel. Allowed fuel can be toggled on the solid fuel generator interface. The biofuel pellets item, created from seeds, has been added as a secondary fuel type.
Check the release notes below for the full list of additions, changes and fixes.
Support & Follow Mercury Fallen On
Steam | Twitter | Facebook | Discord | Merch | Patreon
Quirks
Janitor Job Role
Additions
Changes
Modding
Fixes