Alpha 0.14.5 patch update is now live on Steam! This is a smaller update to fix and improve various elements of Mercury Fallen while development continues on the planetary exploration content update.
The updated new game interface offers new map sizes. Map sizes are now 80×80 (Small), 100×100 (Normal) and 150×150 (Large).
The global inventory display now has a background and additional options. You can choose to view in list or category mode, toggle the display of items with zero quantity and sort alphabetically or by quantity.
Tiles marked for mining and deconstruction are now visually distinct.
Notifications are no longer hidden behind open info windows, but instead will slide out with and show to the left of info windows. Edge scrolling now works on the right screen edge with an open info window and diagonal edge scrolling at the corner of the screen now works as well. The screen panel on the medi-bed will now light up when a doctor is treating a patient.
Thank you everyone for the feedback and excitement regarding the planetary exploration content update. Be sure to follow/join on Twitter, Facebook and Discord for the latest development information and screenshots. Check out the full release notes below for all the changes and fixes.
Twitter: https://twitter.com/mercuryfall
Facebook: https://www.facebook.com/mercfall/
Discord: https://discord.gg/WdndeXx
Changes
Fixes
Alpha 0.14.5 is now available on the Test Build branch. This is a “small” update/patch while work continues on the planetary exploration update. The planetary exploration update is coming along very well, but more development time is still needed.
Some of the new changes in Alpha 0.14.5 include new mining/deconstruction selection graphics, updated map sizes, HUD inventory options, colonist priority improvements, updated UI elements and more. See the release notes below for the full list of changes and fixes.
For information about accessing the Test Build branch click the link below:
http://steamcommunity.com/app/704510/discussions/3/2381701715712468002/
Changes
Fixes
As many of you know, my current focus is to build the foundations for planetary exploration. In the last two developer logs, I covered how the planet surface is generated and a bit about vehicles and resource discovery. There has been a lot more progress on vehicle construction which I will cover here.
Surface exploration will require vehicles that need to be researched and constructed. Vehicle templates are created using the vehicle designer.
There are different vehicle types that determine various base attributes of a vehicle, such as its speed, cargo space, battery capacity, the number of passengers it can accomodate, and more. Additionally, you can apply various equipment and upgrades which will further increase the capabilities of your vehicle.
Different types of vehicles, equipment and upgrades will need to be discovered/researched before they can be used. Different parts will determine the build/upgrade cost of your vehicle.
Engine
The engine affects the vehicle speed and power drain.
Sensors
Sensors affect both analyzing speed as well as visibility range. Visibility range is the number of tiles around the vehicle that will be uncovered when the vehicle is moving.
Exterior
While I plan for various uses for exterior equipment, the initial release will allow for mining lasers to be attached so that ore resources can be mined on the surface.
Upgrade Modules
Each vehicle type has a fixed amount of upgrade slots. Many different types of upgrades will become available to increase various vehicle attributes.
Once a vehicle template is created, it’s available for construction in the vehicle assembler, which is built in the assembly room. After the vehicle has been constructed it’s visible in the vehicle bay. Vehicle templates can later be updated in the vehicle designer allowing for existing vehicles to be upgraded based on its template.
You can access the vehicle bay by clicking your primary facility on the planet map. You can then embark a vehicle from your list of created vehicles. This involves choosing the colonists that will ride in the vehicle as well as any items you want to take with you. Once the vehicle is ready, you can select it and choose where it will go. Vehicles will uncover parts of the map as they move around.
While some details are still in development, and may change, the current plan is that vehicle distance will be limited by food and power. Each vehicle has solar panels, which allow the vehicle to recharge should it run out of battery power. When transporting human colonists, you will need to bring food, which will denote how much time, in days, the vehicle can be out before colonists will start dying of starvation. I do plan to allow for robots as passengers, which will not require food. Robots, however, are not able to do all the things a human colonist can.
The initial release of surface exploration is expected to include uncovering your surroundings, analyzing and harvesting resources. Analyzing resources will take time and better sensors/upgrades added to your vehicle will decrease this time.
While there is still a lot of work left to do, development is coming along very well. I can’t provide a definite timeline, but I will say that there are at least several more weeks’ worth of development work ahead to build up the content for the next update. I greatly appreciate your patience, as this update will take longer than the previous ones that I’ve released. In the meantime, what are your thoughts on vehicles and planetary exploration? I look forward to hearing your feedback.
Hope everyone is having a great time at or watching E3! Some great stuff is being announced. In Mercury Fallen news, I’ve been working hard on the implementation of planetary exploration and resource gathering.
In the previous developer log, I covered the procedural generation that creates the planet’s surface. The surface map also contains many resources, such as ores, flora and fauna, and there will be new resources found only in certain biomes on the map, in varying degrees of abundance.
The initial focus on the surface will, of course, be to explore your surroundings to find and analyze resource nodes. While icons will show the basic resource type, you’ll need to analyze resources to find out specifically what they are and how much is there.
Exploration on the surface is done using vehicles. Vehicles will require colonists to operate, but are directly controlled by the player. New biomes, areas and resources will need to be uncovered before they can be used. Different types of vehicles will be required to navigate some areas such as oceans and mountains.
I’m developing the foundation of planetary exploration, which means that when planetary exploration is released it is only the start of even more content to come. There are various features I I have planned for surface and underground game play that are too big to pack into a single update, so I’m working to divide up the new content in manageable releases, as I’ve done with previous updates.
Vehicle construction is performed in the assembly room with the new vehicle assembler, coupled with a surface-level vehicle bay used to assign colonists to vehicles and where vehicles must return to be upgraded.
You’ll be able to choose the vehicle type and the equipment that goes in it. Vehicle slots will allow you to customize cargo space, seats, engine, utilities and more. The vehicle type will determine the basic look and attributes, as well as what, and how many, slots it has.
For those that are interested, I’ve set up a Discord server where players can meet to chat about Mercury Fallen. There are some great people already there, and I’ll be there, when I’m not busy creating new content. 😉
Alpha 0.14.3 is out of the test build branch and now live on Steam. This is a small update while I continue development of the next big content update.
The craft queue and robot assembler interfaces will now show available ingredients highlighted in green and unavailable ingredients highlighted in red.
As objects get constructed they will now dissolve in. This has the benefit of looking cool and illustrating the build progress.
Thank you all for the awesome feedback and support. Keep an eye out for future developer logs where I’ll cover progress on the new planetary exploration features in development.
Be sure to follow Mercury Fallen on Facebook / Twitter for the latest news and updates:
Facebook: https://www.facebook.com/mercfall/
Twitter: @mercuryfall
As mentioned in the last dev log I’m focusing work on the planetary exploration/expansion system. In the mean time I’ll be pushing out some smaller updates/patches. These smaller updates will add, improve and fix various things while I continue work on the next major content update. Alpha 0.14.3 is now available on the Test Build branch and has some great updates/fixes.
For more information about the 0.14.3 test build, including release notes:
https://steamcommunity.com/app/704510/discussions/3/1693795812290118689/
What is the Test Build branch?
https://steamcommunity.com/app/704510/discussions/3/2381701715712468002/
Alpha 0.14.2 is out of testing and now available on Steam. This patch update addresses a couple of bugs, but also adds the ability to change the order of objects in the construction build queue.
The new Set High Priority button in an objects build info window will set the object to be first in the build queue. Other objects may still get built first if materials are not available for the object. Further improvements to managing the build queue are expected in future update.
Alpha 0.14.2 is another small patch update to fix a couple things, but also adds the ability to change the order of objects in the construction build queue. Alpha 0.14.2 Test Build is now available on Steam.
The new Set High Priority button in an objects build info window will set the object to be first in the build queue. Other objects may still get built first if materials are not available for the object. Further improvements to managing the build queue are expected in future update.
For more information about the 0.14.2 test build, including release notes:
https://steamcommunity.com/app/704510/discussions/3/1696046342851980237/
What is the Test Build branch?
https://steamcommunity.com/app/704510/discussions/3/2381701715712468002/
Alpha 0.14.1 is a small patch update to fix and tweak a few things and is now available now Steam. The most notable change in this update is that colonist death notifications now reference the cause of death. Additionally I made some tweaks to the tech tree and the food quality of sushi to better balance food production. The inability to complete the “Refine Structure Resin” tutorial task has been fixed.
Check the release notes below for all the changes/fixes.
I am very excited to announce that Mercury Fallen Alpha 0.14 is now available on Steam! Alpha 0.14 brings a of new build-able objects, recipes, research, UI improvements and more. A huge thanks to the testers that provided bug reports and feedback during the Test Build phase.
A Bio-Lab room has been added as well as an algae farm, aeroponics farm and aquarium for growing various new crops. The aeroponics farm allows for faster growth and greater output for new and existing plant crops. You can also grow and harvest fish in the aquarium for food and bio-waste. Green algae is used as a food ingredient as well as an ingredient in plant nutrients required by the aeroponics farm.
With the addition of more botany/biology related tasks, the bio-refiner is now used by the engineer and not the botanist to better balance job tasks.
The research interface has been completely rebuilt as a visual tech tree. New research projects have also been added to unlock some of the new recipes/machines.
9 new food/meal recipes have been added as well as the cafeteria room. The cafeteria is now the place to put eating tables as well as food dispensers for meal storage. The fridge is for raw food ingredients only.
The food processor is required to turn some raw food ingredients into usable items for cooking. Meals no longer completely deplete the hunger meter, as the hunger meter is now based on nutrition and satiation values. Satiation is the percentage the hunger meter will deplete when a meal is consumed. Nutrition is added as an attribute that reduced how quickly the colonist will get hungry again. Nutrition decays over a few in-game hours.
The early game is a bit more challenging given the new food values, as colonists will generally eat low quality foods more often. Lower quality foods such as cooked potatoes are not very filling compared to high quality meals such as a hearty fish sandwich. To assist with early game play, the starting supply chest now contains emergency rations, which are non-craftable, but make for a very filling starting food supply.
Various production machines now have colonist rosters which allow players to manage which colonists can operate each machine. Colonists will only work at machines with an empty roster or a machine that has their name on the roster.
Colonist Portraits are now visible in the colonist info window and colonist management interface. Portraits are dynamic and will update when you set colonist outfit colors.
Check the full release notes below for all the new content, change and fixes added in Alpha 0.14.