Alpha 0.05 :: Colonist Management

 

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.

 

Colonist Management

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.

Mercury Fallen Colonist Management

Rename Colonists

Change colonist job names in both the new management screen as well as the existing info panel.

Mercury Fallen Colonist Rename

Facility Renaming

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.

 

Release Notes

Updates

  • New management interface for managing colonist job roles. New interface additionally shows population information as well overall population percentage on core attributes. Toggle colonist management with ‘Tab’ key.
  • Can now rename your colonists in both the info window and new colonist management screen
  • Can now rename your facility in the new management screen.
  • Save game names use the facility name
  • Resource requirements increased for various buildable objects
  • Colonists sleep for longer periods. Sleeping on the floor is longer than sleeping in a bed.
  • Minor decrease to how long a colonist can go without sleep
  • Additional UI sounds
  • Minor UI text changes

Fixes

  • Colonist will no longer eat at a table that hasn’t been constructed yet
  • Fixed issue with starting stasis capsules facing structures
  • Colonists no longer show carried items when performing other actions such as sleeping
  • Fixed issue with some wall corners showing the wrong room material
  • Power/Water consumption on game HUD now correctly shows if you are over capacity
  • Selected object info window will now properly show when clicking an object for a second time after pressing escape to close the window

Alpha 0.04b :: Finding A Path

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.

0.04b available now in Itch.IO

Release Notes

Updates

  • New path finding system to improve overall performance
  • Robot starting age adjusted
  • Reduced the amount of scattered stasis capsules and damaged robots on new maps
  • Colonists should walk a bit more directly to a work position

 

Fixes

  • Additional fixes to resolve issues with colonist getting stuck while hauling items
  • Minor UI optimizations to improve performance
  • Colonists should no longer get stuck in beds
  • Colonists should walk through closed doors less frequently
  • Mining/deconstruction tool canceled when clicking a build category
  • Mining/deconstruction tool canceled when clicking global storage
  • Placing a new object no longer opens the info window for the floor below it
  • Colonists stuck in walls should automatically get unstuck.
  • Colonist will stop data recovery if computer station loses power or is disabled

 

Alpha 0.04 :: Optimizations Round 1

A huge thank you for all the support and great feedback. I’ve managed to fix up various issues as well as further improve performance. This is the first batch of fixes to help improve performance and overall stability in the game. While this is mostly a bug fix release there are a couple of new features and improvements. Alpha 0.04 now available over on Itch.IO.

 

Read more “Alpha 0.04 :: Optimizations Round 1”

Mercury Fallen Gets Played

Mercury Fallen has recently had some great Let’s Play videos posted on YouTube showing off the game play. This has lead to an influx of attention and feedback which helps to make Mercury Fallen even better. Keep all that feedback coming and a big thank you to all who have supported Mercury Fallen so far.

There is still a lot to be worked on and improved and I’m always excited to see people having fun playing the game.

GrayStillPlays

Petard

Alpha 0.02 Released

Alpha 0.02 is now available on Itch.IO and with it comes a lot of great new features and improvements. I got slowed down by a few critical things that were important to get in there such as the new game settings window. I’m trying to ensure future updates are a bit quicker. If you don’t yet have a copy of Mercury Fallen it’s currently on sale through the end of June!

Read more “Alpha 0.02 Released”

Developer Log #16 :: Robots & Job Roles

Mercury Fallen development never stops and I’ve been working on adding robot workers and other new features. Robot worker have always been part of the original plan for Mercury Fallen and I’m excited to finally start adding them in.

 

Robot Workers

Robot workers are cute and cuddly mechanized workers that will do your bidding while your human colonists focus on more important tasks. Worker robots function similar to human colonists, but are not able to do all the tasks a human colonist can.

Mercury Fallen - Robot Worker

I’m still working on implementation, but the plan is for robots to consume power at charge stations. They don’t require food or happiness, but make for great miners and builders.

Job Roles

A highly requested feature and something I’ve been working on is the ability to choose multiple professions instead of just one per colonist. Professions are being replaced with Job Roles which function similar to professions, but you can now select multiple job roles such as having a colonist that can do both mining and building.

A new job role also comes in to play with hauling. This allows you to toggle on/off the ability for colonists to haul items to storage that are left on the floor. This may be a task best suited for your new robot workers.

Colonist Colors

Since professions are being replaced and professions previously had unique colonist outfits I’ve switched control over to the player. Manage job roles and set custom colonist colors to manage your colonists how you want.

Mercury Fallen - Custom Colonist Colors