Thank you all for the amazing support. I mentioned in my previous developer log that my father was in the hospital after having a heart attack. He is now post heart surgery and recovery is going well.
This has understandably slowed down development a bit, but I’m still working on some new features as well.
I’m currently adding an action success chance to job roles. This will add more challenge and variety as each job role, and it’s relevant actions, will have a chance to succeed or fail. Success chance is based on the jobs level as well as colonist attributes. A colonist with a low success chance for a job will be slower at that job as they will fail more. Each time a colonist fails there is also a small chance for them to critically fail.
Critical failure will result in various bad things happening depending on the action. For example, if a colonist critically fails at construction then the object being constructed is destroyed, losing the materials put into it in the process.
New positive and negative icons will appear above the colonist as they perform actions. This helps to show their work speed as well as how often they succeed or fail.
Colonist success chance will also be affected by stress. Higher stress will decrease their over all success chance.
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Howdy Pioneers!
Update 18 is now available, with many additions, changes, fixes and performance tweaks. A big thank you to to everyone who provided feedback on the test build.
View your entire facility with the new facility minimap. The minimap shows your facility, camera view area and colonists. You can now quickly navigate to different areas by clicking on the minimap. Speed and overlay controls have been updated and shifted to new positions on the screen to accommodate the new minimap interface.
The robot recycler finally lets you scrap robots you no longer need and get some resources back. The robot info panel now has a recycle button which will instruct the robot to be recycled. The robot will seek out the first available robot recycler and be recycled.
A new save game interface has been added that allows you to create a new save game, overwrite an existing game and name your saved games. An auto save feature has also been added. By default, the game will auto save every 10 minutes, but this can be adjusted or turned off in settings. The Quit To Main Menu save confirmation has been removed, as the game will now generate an auto save when returning to the main menu.
I’ve made minor tweaks to various UI elements, but the most notable are the changes to the color picker and main menu interface. The color picker has a new look and many more color choices. The main menu has been updated and has a Continue button, which will load the latest saved game.
Thanks to your support I’ve been able to hunt down and fix various bugs that affect colonist behavior and more. Several tweaks have been added to improve performance during the later part of the game. Keep those bug reports coming! 🙂
Follow Mercury Fallen development on:
Twitter: https://twitter.com/mercuryfall
Facebook: https://www.facebook.com/mercfall/
Website: http://www.mercuryfallen.com
Discord: https://discord.gg/WdndeXx
Additions
Changes
Fixes
I’ve been listening to your feedback and working on a smaller update to add and improve various things. Thanks for the great feedback and bug reports. Be sure to check out the Update 17 survey if you haven’t already.
A highly requested feature has been the addition of a minimap. A new minimap will be added to the lower right side of the screen. Speed and overlay controls have been updated and shifted to accommodate the new minimap interface. The minimap shows your facility, camera view area, colonists and you can click it to quickly move the camera to a location on the map.
The robot recycler will finally let you scrap robots you no longer need when you want to get some resources back. The robot info panel will now have a recycle button which will instruct the robot to be recycled. The robot will seek out the first available robot recycler and be recycled.
A new save game interface has been added that allows you to create a new save game, overwrite an existing game and name your saved games. A new auto save feature is being added. By default it will auto save every 10 minutes, but this can be adjusted or turned off in settings.
I’ve made minor tweaks to various UI elements, but the most notable are the changes to the color picker and main menu interface. The color picker has a new look and many more colors. The main menu has been updated and now has a Continue button which will load the latest saved game.
Thanks to your support I’ve been able to hunt down and fix various bugs that affect colonist behavior and more. Keep those bug reports coming! 🙂
I’m developing more surface content, but it won’t be ready by Update 18. Some of my future plans include vehicle automation, surface expeditions for colonists, surface construction and more.
Update 18 is well underway and should be available in the Test Build branch on Steam soon. Thank you all for the great support!
Follow Mercury Fallen development on:
Twitter: https://twitter.com/mercuryfall
Facebook: https://www.facebook.com/mercfall/
Website: http://www.mercuryfallen.com
Discord: https://discord.gg/WdndeXx
Howdy Pioneers,
Update 17 is now available and there are many additions, changes and fixes. A huge thanks for the great feedback from all of you who checked out the Test Build!
So much has changed that it was time for a new Mercury Fallen trailer.
Walls, doors and dirt have been updated to add more detail and better match the rest of the game. There have been additional tweaks to color balance and a reduction in the screen bloom effect.
The craft queue system has been overhauled and there is a new option to “Craft If below X amount” when adding items to the craft queue. This will ensure colonists are only crafting new materials if below the specified amount.
Colonists, machines and vehicles can now have equipment items installed/equipped to improve them in various ways. The new equipment items can be crafted, but some advanced equipment items can only be found in item chests. New research projects have been added to unlock equipment items that can be crafted at the tech printer. A new guide topic for equipment has been added under the basics section.
Two new vehicles have been added that allow for travel over water. The Whale Miner and Wasp are improved versions of the D.O.G.E and Beetle Miner with increased base stats.
The discovery interface has been updated and now shows discovery items as a list. Discoveries will no longer show until they are found and new discoveries will be highlighted until clicked. The discovery group headers show the percentage of items found so that you know if you’ve completed a group.
A new system for place-able wall objects is being introduced. The first new item is the wall light with more to follow in later updates.
There are various changes to resource gathering and usage. Item chests have increased resource loot. Mineral chests have a chance to include Rutile and Unrefined Gold. Surface biome ore generation has been tweaked to increase Rutile chance. Less Green Algae is needed in recipes that require it.
Let me know what you think of the new content in the General Discussion Forum.
Found a bug or reporting an issue? Please post in the Bug Reports Forum.
Follow Mercury Fallen development on:
Twitter: https://twitter.com/mercuryfall
Facebook: https://www.facebook.com/mercfall/
Website: http://www.mercuryfallen.com
Discord: https://discord.gg/WdndeXx
Check out the all the additions, changes and fixes in the release notes below.
Additions
UI Changes
More Changes
Fixes
The next update is progressing very well and I wanted to cover some additional details of what to expect in Alpha 0.17.
As mentioned in a previous developer log, I’ve been working on adding equipment that can be installed/equipped to affect colonists, machines and vehicles. This has taken a bit longer then expected, but the end result will offer a wide range of upgrade possibilities. Originally, equipment was planned for vehicles, but with improvements to some core systems, I’m able to add equipment items that can also affect vehicles, colonists and objects.
Some time ago, I created an attribute system for colonists. Attributes function as a container for a data value and effects. An effect object modifies the attribute data value, such as quirks, ailments and general positive/negative effects. Attributes were later tacked on to vehicles in a less than ideal way. Objects/machinery didn’t use attributes at all.
I have now revamped this system to allow colonists, vehicles and objects to use attributes in a more consistent manner. This means that equipment can target these attributes to allow for boosts to everything, instead of just vehicles.
Many types of equipment will be made available in Alpha 0.17, with more planned for future updates. Objects, vehicles and colonists will now have equipment slots. Equipment items must be found, or crafted, and then installed. In the case of objects/machines, the equipment will be picked up and installed by a builder after it’s been assigned. Vehicle equipment will require that the vehicle is docked and, once assigned, will be installed by an engineer at the vehicle assembly station.
Equipment selection will only show available equipment for the selected target. For example, a Power Efficiency item can’t be equipped by a human colonist.
Hover vehicles are being added which allow for traversal over water. These new vehicles will need some additional research and surface materials.
Alpha 0.17 is coming along very well and I hope to release it into the Test Build branch soon. A huge thanks for all the support and feedback!
Follow Mercury Fallen development on:
Twitter: https://twitter.com/mercuryfall
Facebook: https://www.facebook.com/mercfall/
Website: http://www.mercuryfallen.com
Discord: https://discord.gg/WdndeXx
Howdy Pioneers!
This week, I started working on something slightly unexpected. While it is on the to-do list, it wasn’t originally planned for the next content update. But it rose up quickly on the priority list, as it was required in order to do some of the other planned features.
When I started developing Mercury Fallen, the art style was a bit more simple. As I’ve added new objects, however, that art style has become more detailed. This has left some of the early art in the game looking out of place. Updating the walls required updating the base model, remapping all the pieces and creating completely new art for each room wall type. This took a few days to do, but I’m very happy with the result.
The other reason for updating the walls is to allow for objects that can be placed on a wall. The previous wall models used a collision box that encapsulated the entire wall tile. This meant that anything attached to the wall couldn’t be selected, as it was inside the collision boundaries of the wall itself. All the wall models have been updated with a custom collider, so that objects placed on a wall can be easily selected.
An additional challenge was coming up with an intuitive placement system for wall objects. The final result is an object snapping system that allows you to hover the wall object over a wall side, and the object automatically rotates itself to the proper side.
The first new wall object is the wall light. These are a great way to add light without taking up floor space. Additional wall objects are also in development.
In addition to the graphics and decoration updates, I’m also working on various fixes. One big issue is that colonists can get into an endless loop of eating raw potatoes in some instances. To combat this, and generally improve on how colonists eat, colonists will now grab and eat multiple food items at a time to reduce their hunger below the threshold of being hungry enough to eat. This should improve colonists’ overall efficiency, and ensure they aren’t constantly eating.
Thanks for all the great feedback and support!
Follow Mercury Fallen development on:
Twitter: https://twitter.com/mercuryfall
Facebook: https://www.facebook.com/mercfall/
Website: http://www.mercuryfallen.com
Discord: https://discord.gg/WdndeXx
Howdy Pioneers!
Alpha 0.16 is now live on Steam, bringing new content, changes and fixes. A huge thanks for the great feedback from all of you who checked out the Test Build!
The new Geothermal generator can be placed atop thermal vents and provides 2,000W of power. Thermal vents can be found while digging out the underground facility. While thermal vents are part of world generation, they will also appear in existing saved games.
The coal generator will no longer consume fuel if there are no machines drawing power from it.
I’ve made various improvements to tool-tip information, including a research progress meter to the lower game HUD. This new research meter also functions as a button for quick access to the tech tree.
Colonist job roles now show the work speed bonus in its tool-tip. The work speed for a colonist action is based on its associated job level and that colonists base work speed.
Builders now bring build materials to multiple objects, if resources are available, before starting construction. This greatly improves construction efficiency and decreases the number of times a colonist runs back and forth for materials.
Haulers better determine what to pickup and haul to storage and will no longer carry more than their carry capacity.
In Alpha 0.15, I increased the resource requirements for many recipes across the board. This change made sense for recipes that process raw materials into refined materials, but not for recipes that use the refined materials. After reviewing recipe requirements, I’ve reduced the resource requirements for various recipes that use refined material to improve content progression and enjoyment.
Let me know what you think of the new content in the General Discussion Forum.
Found a bug or reporting an issue? Please post in the Bug Reports Forum.
Be sure to follow Mercury Fallen development on:
Twitter: https://twitter.com/mercuryfall
Facebook: https://www.facebook.com/mercfall/
Website: http://www.mercuryfallen.com
Discord: https://discord.gg/WdndeXx
Check out the all the changes/fixes in the release notes below.
Features
Changes
Fixes
Alpha 0.16 is now available on the Test Build branch on Steam. There are a bunch of great new additions, changes and fixes. Notable changes include new geothermal power generation, improved construction and hauling behavior, UI improvements and more. If you’re interested in helping test this new version, check out the link below.
For more information about the 0.16 Test Build, including release notes:
https://steamcommunity.com/app/704510/discussions/3/1732089092447281294/
Alpha 0.15 is now available on Steam! This update took longer than previous updates, and longer than I would have preferred, but there are a lot of great new features, updates and fixes. I’m especially excited about the planet exploration content.
Colonists can now research and build an operations center and map table which allows for remote viewing of the planet surface. There are many new discoveries and resources to be found and exploited.
Remotely controlled vehicles allow for surface exploration, biome scanning and resource harvesting.
The Distance Operated Geo Explorer, or D.O.G.E, will allow colonists to scan biomes for new discoveries and resource information, while the Beetle Miner will allow for resource extraction and hauling.
The Comm Officer has been fired and the new Biologist job position has been added. The Biologist will be responsible for tackling fish-related tasks.
Many new discoveries and research projects have been added for unlocking new, and some existing, content. Alien Flora/Fauna will now need to be discovered by scanning surface biomes before they can be researched and grown.
There have been many tweaks and changes to existing craft recipes and construction material requirements. Construction and mining times have been reduced. Colonists will no longer die quite as quickly from starvation. There have been some minor graphics changes, and the camera zoom distance has been increased. These are just some of the changes.
For the full list of additions, changes and fixes, see the release notes below.
For the latest updates and information, be sure to follow Mercury Fallen in the following ways:
Twitter: https://twitter.com/mercuryfall
Facebook: https://www.facebook.com/mercfall/
Website: http://www.mercuryfallen.com/
Discord: https://discord.gg/WdndeXx
Additions
Changes
Fixes
Alpha 0.15 is now available on the Test Build branch!
While the main feature of Alpha 0.15 is the new planetary exploration/mining, there are a lot of other additions and changes.
Some of the new changes in Alpha 0.15 include new surface exploration/mining, new research and discoveries, additional raw resources, new recipes, new objects, various fixes and performance improvements. If you’re interested in helping test Alpha 0.15 please click the link below for additional details.
For more information about the 0.15 Test Build, including release notes:
https://steamcommunity.com/app/704510/discussions/3/1743346190274134560/