Patch Update 31.2

Howdy Folks!

Just in time for Christmas is Patch update 31.2. This is another small update with some tweaks, changes and fixes. Let’s see what we’ve got.

Global Inventory

There are further tweaks and changes to the global inventory display including a new header, category quantities and category sorting. Additional items and categories with zero quantity will now show grayed out. Item categories will no longer show if there are zero items and show zero quantities is disabled.

Item Containers

Item containers have had a face lift. Instead of a single container graphic to represent items on the ground, there are now separate container visuals per item category. These new item category containers are also used for their respective icon in the global inventory list.

Colonists will now carry a category container based on the category with the highest amount of items for that category in their inventory. Item containers are now more visually interesting as well as provide better visual feedback.

UI Tweaks

Pinned items and colonists count on the HUD now have a cleaner appearance. Planet map display modes have been removed from the left section tab and are now shown as toggle buttons above the mini-map.

As the year comes to a close I just want to let you all know how incredibly grateful I am for all of you. Hope everyone has a fantastic holiday and an awesome new year!

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Release Notes

Changes

  • Items on the ground will now show a container for each item type.
  • Items on ground containers now have a new look per item type
  • Colonists carrying items will show a container visual based on the highest amount of items of a given item type
  • Removed planet map display modes section in left panel
  • Planet map display modes now available as toggles above mini-map
  • Updated look of pinned items
  • Updated look of colonist counts on HUD

Global Inventory List

  • Added header background and text to global inventory
  • Item category headers now show group quantity
  • Item categories now hidden if show zero quantity is disabled and the number of items in the group is zero
  • Item categories now sorted by count or name depending on selected mode
  • Items and category headers with zero quantity now show grayed out
  • Tweak to spacing/formatting

Fixes

  • Fixed: Pinned items not showing tooltip info
  • Fixed: Allowed fuel items in solid fuel generator not updating when clicking the fuel items header toggle
  • Fixed: Select ingredient window doesn’t close when deselecting station
  • Fixed: Collider issue that caused selection collider to be offset for some objects

Howdy Folks!

It’s that time of year again and I want to wish everyone a very happy and or merry holiday season! I am very thankful for all of the support you’ve given me this year.

As the year nears its end, I want to take a look back at some of the content that has been added to Mercury Fallen.

Year In Review

It’s been quite a year for Mercury Fallen. Lots of new content, tweaks, fixes and more.

The Stressed Out update brought the janitor job role as well as a complete re-work to the quirk system. Colonists were finally able to relax with the new arcade machine and dart board.

The Copy & Paste update added a bunch of new selection visuals, quality of life changes and, of course, the ability to copy and paste various settings between machines and colonists.

A brand new room was added and new objects to train attributes. The memory transfer station for transferring job skills, schedules and more were also added in the Training Update.

And finally in the latest release there was a complete overhaul to the planet map visuals and some new surface power generation structures.

What’s Next?

I’m super excited about what comes next for Mercury Fallen. In the short term I have some smaller content updates planned that will add some quality of life features, new artwork and balance tweaks to make progression a bit smoother.

Moving forward there will be further focus on surface content, a new mission system and the campaign storyline that will breathe more life into the world of Mercury Fallen.

These new features will result in additional research, new resources and mechanics. There is some fun stuff in the works and I look forward to bringing it to you all.

Thank you all so much for the amazing support and feedback. Have a wonderful Holiday and New Year!

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Howdy Folks!

Thanks for all the great feedback so far on the Energized update. With that update out the door, I’ll be focusing on some smaller updates. These updates will tweak, change and fix various aspects of the game.

The Energized update was originally intended to include the new mission system and the first chapter of story missions. The mission system and the story missions are still being worked on and will be coming in a future update.

UI Tweaks

The section buttons and global inventory have undergone some minor changes to make things a bit more compact. Further tweaks to global inventory are planned in future updates.

This update also contains some additional tweaks and a bunch of fixes. Check out the release notes below for the full list.

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Release Notes

Changes

  • Facility management section buttons going down the left side of the screen now show horizontally from the top left corner
  • Facility management windows now take up the full screen
  • Minor update to the look of the HUD inventory
  • HUD inventory now defaults to not showing item categories
  • HUD inventory now defaults to not showing items with zero quantity
  • HUD inventory now shows category icons
  • Bio-refiner renamed to Bio Refiner
  • Ore Smeltery renamed to Ore Smelter
  • Arcade Cabinet, Punching Bag, Treadmill and Reading Station now have an equipment slot
  • Data Server now has an equipment slot

Fixes

  • Fixed: Game crash when returning to main menu and then attempting to start a new game or load a save game
  • Fixed: POI locations that aren’t reachable by expedition vehicle are still able to be selected. This causes various issues with expedition logic.
  • Fixed: Haulers not hauling fuel to generators in some instances
  • Fixed: Deselecting a tile for mining while a colonist is mining that tile will cause the colonist to become stuck in that action.

Howdy Folks!

I’m super excited to announce that the Energized update is now live! This update focuses primarily on surface content with the addition of new visuals, power generation and more. This update also includes various tweaks, balances and bug fixes. A huge thank you to everyone who provided feedback during the Experimental and Test Build versions.

This update took longer than originally planned as updating the planet map visuals was rather time intensive. Moving forward from this update I’ll be focusing on some smaller updates to keep the content flowing. For now, though, let’s take a look at what is included in the Energized update!

Planet Map Visuals

The planet map artwork has been completely overhauled with new visuals for terrain, oceans, rivers, shore lines and flora. The most noticeable change is that the terrain has visual elevation and better blending between tiles. The planet map data has not changed so loading up and existing save file will show the planet map with these new visuals.

Planet Map Power

New power generation and distribution structures can now be researched and constructed. This also means that some surface side buildings now require power to function. Power can flow between your underground facility and the surface by connecting surface side power generators to the primary facility.

Misc

Three new original music tracks have been added to provide more variation. There have been various tweaks and changes under the hood including updating to Unity Engine version 2019 and migrating to .net 4.x.

The discovery and guide section formatting has been updated to look a bit better and provide better consistency between sections.

There is a lot of additional tweaks, changes and fixes so be sure to check out the release notes below for the complete list.

Thank you all for the amazing support!

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Release Notes

Planet Map Visuals

  • Updated look of terrain
  • Updated look of water and shorelines
  • Updated look of rivers
  • River biome now reduces movement speed
  • Updated or replaced most biome tile textures
  • Updated or replaced biome detail artwork(flora)
  • Added new biome detail artwork
  • Added depth of field post processing effect
  • Tweaked existing post processing effects
  • Updated look of display modes
  • Unexplored tiles now have a new look
  • Mountains no longer have visual height if unexplored
  • Elevation info refactored to better match new visual tile height
  • Tile depth info now has a different icon than elevation
  • Can now zoom in/out using camera zoom keyboard shortcuts
  • Vehicles will now take shorter paths through planet tiles where applicable
  • Optimized planet surface camera calculations. This should result in some improved performance.

Planet Map Structures

  • Added Wind Turbines
  • Added Solar Panel
  • Added Power Poles
  • Added Surface Power research

UI Tweaks

  • Updated header of discovery section content
  • Updated header of guide section content
  • Updated formatting for guide section content
  • Updated several entries in guide section

Balancing

  • Reduced build cost of vehicle bay
  • Standing Lamp and Wall Light power consumption reduced from 5 to 4
  • Night Stand power consumption reduced from 5 to 2
  • Improved Power Supply equipment bonus changed from 10% to 20% and recipe ingredients increased slightly
  • Advanced Power Supply equipment bonus changed from 25% to 40% and recipe ingredients increased slightly

Colonist Pathfinding

  • Added penalties to facility tiles to improve path finding
  • Colonists will now prefer to walk over hallway tiles when generating a path
  • Colonists are less likely to generate a path that goes through a door if applicable
  • Fixed: Colonist planning next mining target before current mining target tile has become walkable. This resulted in colonists either wandering aimlessly or bouncing between mining targets when attempting to ming a 1 tile wide tunnel.

Misc

  • Added 3 new original music tracks
  • Added guide section for surface power
  • Selecting a room floor a second time will select the underlying floor tile
  • Migrated Unity Engine to version 2019.4
  • Migrated to .net 4.x.

Modding

  • Added spawn_closet_match tag to GDPOI. When the POI is spawned it will attempt to spawn it at the closest matching tile from the facility.
  • Added spawn_natural tag to GDPOI. If false the POI will not automatically be spawned on the map. This allows for POIs to be spawned from stories and missions.
  • Updated various language strings including guide data to use CData tags
  • Language data gstr tags can now use CData tags to avoid having to escape formatting tags

Fixes

  • Fixed: Mining Platform light appearing in underground facility
  • Fixed: Robot not showing power hover icon when low or out of power
  • Fixed: Removing a pinned item/category causes pinned items to stop working in some instances
  • Fixed: Colonists can walk through Dirt/Ore wall tiles if that tile contains an item chest
  • Fixed: Sea Turtle vehicle has wrong icon/description when selected
  • Fixed: Toggle audio playing multiple times when opening craft queue recipe list
  • Fixed: Machines showing as receiving/having power even when they are not, in some instances
  • Fixed: POI locations showing enable/disable button
  • Fixed: Surface resources at deeper depths showing after loading a save game without having previously uncovered them via scanning.
  • Fixed: Non-expedition vehicles showing cancel expedition button in info panel
  • Fixed: Opened starting capsule spawning inside another stasis capsule on some seeds
  • Fixed: Unable to create expedition without setting destinations in create expedition window in some instances
  • Fixed: Info window for selecting expedition targets appears when selected an expedition that is already enroute in some instances
  • Fixed: Expeditions don’t automatically travel to destinations selected during expedition creation when expedition is ready
  • Fixed: Expeditions don’t continue towards destinations after loading a save game
  • Fixed: Colonists flagged as being on an expedition that doesn’t exist after loading a save game in some instances
  • Fixed: Colonists only refueling one generator at a time even if there are multiple haulers
  • Fixed: Colonists not refueling generators at all in some instances

Howdy Folks!

The Energized update is now ready for the final round of testing on the Test Build branch. A huge thanks for all of the feedback and bug reports from the experimental branch.

Update 31 :: Energized Test Build Info
https://steamcommunity.com/app/704510/discussions/3/3052860266928212282/

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.

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