This is definitely one of the larger updates so far for Mercury Fallen and I’m very excited to announce that Alpha 0.07 is now available on Itch.IO. Lots of great new features, changes and fixes.
With the addition of new Quirks and colonist stats it made sense to progress a bit further in that direction. Since the beginning I’ve had a job role in place for Doctor and it’s now time to get that Doctor to work.
Mercury Fallen has come a long way and there has been a lot of changes. The pre-alpha demo has been updated and is now just the alpha demo as it better reflects the current features in the game. The demo will not receive regular updates like the paid alpha, but will be updated over time as bigger changes are released.
The alpha demo has built in restrictions such as the removal of saving/loading as well as limiting the play time to 5 in-game days.
Thanks to everyone who has played the demo and the awesome growing community who have joined the development adventure. If you haven’t experienced Mercury Fallen yet then check out the demo on Itch.IO.
I’m very excited to announce the release of alpha version 0.06 which available now on Itch.IO. A large focus of this update has been related to the colonist needs, attributes and the new Quirks. There have also been various updates to other parts of the game as well. Let’s take a look at some of the new features
Now that we have some better ways to manage colonist jobs roles I wanted to start working on expanding the colonist attributes and how they effect game play. What slows me down most is usually how best to show the underlying data to the player. I’ve made some good progress on better colonist status info.
When selecting a colonist you get the info window which has a break down of all of the info and options for that colonist. The system works very well, but as more content gets added the list of UI elements keeps getting longer and longer. To help resolve that issue I’ve added tabbed sections to the colonist info panel for better organization of information.
A big reason for this was I wanted a better break down of colonist stats information and with the existing layout, that would have meant more scrolling for relevant data.
The new section is called Stats (name may change) and offers a full break down of colonist needs, attributes and a new feature called Quirks. The new stats display shows all the information on what is going on with a given colonist and with this new break down I can add in a lot more options for attribute effects. Each need has any active effects listed under it and hovering over one will show how long that effect will last in game time.
Quirks are permanent attribute effects and are added randomly when a new colonist is created. These quirks can have either a positive or negative effect on a given attribute. For example the paranoid quirk decreases the max stress of a colonist. Hovering over the various elements in the stats will display a tool tip with further information.
With this new breakdown of information and new quirks related to stress I’m working on new stress reduction furniture items. Some fun new stuff is in the works including the possible addition of new needs.
Another week and another update for Mercury Fallen. After the big fixes in the last update I wanted to focus back on new content. New in 0.05 is the colonist management screen and the ability to rename colonists.
A highly requested feature has been the ability to better manage the job roles for the colonists. With the new management screen you can now manage all of your colonists from one place. The new interface can be accessed by pressing the ‘Tab’ which is rebind-able in the settings.
Change colonist job names in both the new management screen as well as the existing info panel.
Also available in the new management interface is the ability to rename your facility. The facility name will be used for save game names.
There are, of course, some additional minor changes and bug fixes. Take a look at the release notes below for the full list of changes.
The 0.04b update for Mercury Fallen largely resolves the reported performance issues that players were having with the game which means I can return my attention to content updates. Better facility/colonist management is now back on the priority list and I’ve made some great progress this week.
0.04b is a small, but rather important, patch release that addresses the large majority of lag spikes and overall performance in the game. This version should be the final version focusing just on performance related issues, which means I can now focus on adding in great new content.
I’ve completely removed and replaced the path finding system to optimize the path finding behavior. The biggest performance issue in the game so far had been the path finding system because there are various checks that need to happen to ensure a colonist can get from one place to another. The new path finding system runs much more smoothly and greatly reduces lag spikes and hiccups on all map sizes.
After yesterdays release it was reported that there was a game breaking bug with the deconstruction tool. 0.04a has just been released to resolve this issue.