Howdy Folks!
The Choices update was released last week and I’ve been busy working on a patch update to address some reported issues as well. A huge thank you for all the amazing feedback and support.
If you don’t already own a copy of the game be sure to grab a copy while it’s still 25% off!
Xeno mold, in its current form, replicates per piece of xeno mold. This means an exponential spread of xeno mold as each new piece of xeno mold generated determines if/when it spreads to an adjacent tile.
In a previous update I made it so that the spread would reduce and come to a stop if xeno mold was above a certain threshold. While to meant it would stop spreading too far, each piece of xeno mold removed by a janitor was quickly replaced. If you didn’t get to the xeno mold quickly and didn’t have a lot of high level janitors this meant your colonists were affectively shoveling against the tide.
I’ve made a small, but important change to the xeno mold event that should help to make it more manageable and less frustrating. Instead of allowing each piece of xeno mold to replicate, the xeno mold event now generates a xeno mold controller. This invisible controller handles the generating new pieces of xeno mold and will remove itself once a pre-defined maximum amount of xeno mold is generated. The spread is now linear instead of exponential and once the controller has finished generating xeno mold the janitors can clean it up without more taking it’s place.
There are several fixes in this patch including a fix to colonist age generation, custom names not working during crew assignment, scenario data not saving in some instances and more.
Check the release notes below for the full list of changes and fixes. Thanks for all the feedback and certainly let me know what you think of Mercury Fallen.
Support & Follow Mercury Fallen On
Steam | Twitter | Facebook | Discord | Merch | Patreon
Changes
Fixes
Howdy Folks!
I’m super excited to announce that the Choices update is now available. A huge thank you to everyone that provided feedback and bug reports on the experimental branch. The Choices update includes a completely revamped new game interface that offers greater control over how you want to play the game.
You now have far more options and control when starting a new game. Custom scenarios offer preset configurations, but you can choose custom scenario from the scenario list to have full control over game settings and starting colonists.
There are a whole bunch of new configurable game settings that control everything from plant growth speed to disabling that pesky xeno mold.
In custom scenario mode you also have full control over how many starting colonists you have. Additionally you can edit their job role levels and attributes to get the perfect start you want.
Additional Changes
While the new game interface is the primary focus of this update, there are a few other tweaks and changes that have been made.
The decorative plant pot has had a minor visual change and a new wide variant has been added.
Other changes include an improved look to colonist portrait images, new main menu background, increased lighting when zoomed in and various bug fixes.
Be sure to check out the full list of release notes below.
Mercury Fallen is now 25% during the Steam Summer Sale. It’s a great time to pick up a copy if you don’t have one. or go bug your friends to get a copy.
Check out the full list of changes and fixes in the release notes below and be sure to let me know what you think of the Choices update. Have fun out there. 🙂
Support & Follow Mercury Fallen On
Steam | Twitter | Facebook | Discord | Merch | Patreon
New Game Interface
Additions & Changes
Fixes
Howdy Folks!
The Choices is now available on the experimental branch on Steam!
This update overhauls the new game interface to provide a whole slew of new options and customization of starting colonists and inventory. There are couple of additional smaller additions as well.
Check out the experimental branch if you would like to help by providing feedback and bug reports on the latest content.
Choices Update Experimental Info & Patch Notes | What is the Experimental Branch and how do I access it?
Support & Follow Mercury Fallen On
Steam | Twitter | Facebook | Discord | Merch | Patreon
Howdy Folks!
As mentioned in the previous developer log, the upcoming Choices update will include a complete rework of the new game interface. This means a whole lot of new options when starting a new game. The new game interface will be broken down into sections that I’ll go over below.
While the previous system offered difficulty options, this new system will provide scenarios. Scenarios will affect various starting settings and crew configurations. The “Custom” scenario option will enable the ability to edit the settings and crew data in the following sections. Modders will also be able to created scenarios that will appear in the scenarios list.
This section contains the map data you may be currently familiar with, but also has a list of new settings. When in custom scenario mode these settings can be directly modified and events can even be toggled off by settings the trigger percentage to zero percent.
The starting supplies can also be directly changed in edit mode.
When in a selected scenario, colonists can be randomized to try to get more favorable values. When in custom scenario mode, however, colonists can be added, removed and have their attributes and job role levels directly modified.
This is still a work in progress, but an initial version of the new system will be coming to the experimental branch later this week or early next week.
If you haven’t seen it already there is a new feedback survey available for the Phone Home update. If you haven’t checked it out already and have a few minutes, then be sure to check it out.
Thanks for the great feedback and support everyone! Let me know what you think of the new content in development.
Support & Follow Mercury Fallen On
Steam | Twitter | Facebook | Discord | Merch | Patreon