Alpha 0.14.5 Now Live!

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.

New Game Interface

Mercury Fallen :: New Game UI

The updated new game interface offers new map sizes. Map sizes are now 80×80 (Small), 100×100 (Normal) and 150×150 (Large).

 

HUD Inventory

Mercury Fallen :: HUD Inventory

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.

 

Mining/Deconstruction Highlight

Mercury Fallen :: Selection Highlight

Tiles marked for mining and deconstruction are now visually distinct.

 

Additional Improvements

Mercury Fallen :: Notifications

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

 

 

 

Release Notes

Changes

  • Added: New option buttons for the HUD Inventory list. Can now sort alphabetically and by quantity. Can toggle list/category view and hide items that have zero quantity.
  • Changed: HUD Inventory panel now has a background. Background opacity increases when moused over.
  • Changed: New game interface window elements have been rearranged and updated.
  • Changed: New game map sizes are now 80×80, 100×100 and 150×150
  • Changed: Added new background on various floating windows such as in game menu and load game.
  • Changed: Notification icons now slide out to the left of an open info window instead of being hidden behind it.
  • Changed: Reduced the amount of ore contained in deep mining tiles.
  • Changed: Mining and Deconstruction tile highlight are now visually different each other.
  • Changed: More noticeable work speed increase from colonist job levels.
  • Changed: Camera edge scrolling now works with info window open on right screen edge.
  • Changed: Fixed a couple of typos and updated some object descriptions.
  • Changed: Various colonist action costs updated to better behave with assigned job priorities.
  • Changed: Medi-bed screen now lights up when in use by a doctor.
  • Changed: Optimized various model textures for better performance.

Fixes

  • Fixed: Disabled objects not disabled after loading save game. This fix will only apply to new save games.
  • Fixed: Multiple item chests spawning on top of each other
  • Fixed: Lock cursor to screen stops working after tabbing away from the game and returning.
  • Fixed: Water Pump/Power Generator providing resource if conduit under generator isn’t built yet.
  • Fixed: Colonist not using crop fields if aeroponic farms are placed, but there is no available plant nutrient.
  • Fixed: Camera Edge scrolling not working diagonally when moving mouse to the corner of the screen.

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/

Release Notes

Changes

  • Added: New option buttons for the HUD Inventory list. Can now sort alphabetically and by quantity. Can toggle list/category view and hide items that have zero quantity.
  • Changed: HUD Inventory panel now has a background. Background opacity increases when moused over.
  • Changed: New game interface window elements have been rearranged and updated.
  • Changed: New game map sizes are now 80×80, 100×100 and 150×150
  • Changed: Added new background on various floating windows such as in game menu and load game.
  • Changed: Notification icons now slide out to the left of an open info window instead of being hidden behind it.
  • Changed: Reduced the amount of ore contained in deep mining tiles.
  • Changed: Mining and Deconstruction tile highlight are now visually different each other.
  • Changed: More noticeable work speed increase from colonist job levels.
  • Changed: Camera edge scrolling now works with info window open on right screen edge.
  • Changed: Fixed a couple of typos and updated some object descriptions.
  • Changed: Various colonist action costs updated to better behave with assigned job priorities.
  • Changed: Medi-Bed screen now lights up when in use by a doctor.
  • Changed: Optimized various model textures for better performance.

Fixes

  • Fixed: Disabled objects not disabled after loading save game. This fix will only apply to new save games.
  • Fixed: Multiple item chests spawning on top of each other
  • Fixed: Lock cursor to screen stops working after tabbing away from the game and returning.
  • Fixed: Water Pump/Power Generator providing resource if conduit under generator isn’t built yet.
  • Fixed: Colonist not using crop fields if aeroponic farms are placed, but there is no available plant nutrient.
  • Fixed: Camera Edge scrolling not working diagonally when moving mouse to the corner of the screen.

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.

Vehicles

Surface exploration will require vehicles that need to be researched and constructed. Vehicle templates are created using the vehicle designer.

Mercury Fallen :: 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.

Vehicle Bay & Embarking

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.

Exploring The Surface

Mercury Fallen :: Surface Exploration

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.

 

Planetary Resources

Mercury Fallen :: Planet Resources

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

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

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.

 

Mercury Fallen Discord Server

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. 😉

https://discord.gg/WdndeXx

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.

Mercury Fallen :: Craft Queue

The craft queue and robot assembler interfaces will now show available ingredients highlighted in green and unavailable ingredients highlighted in red.

 

Mercury Fallen :: Construction Effect

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

Release Notes

  • Added: Can now toggle UI by pressing F10. Key can be remapped in settings.
  • Added: Objects being built now dissolve in to show build progress.
  • Changed: Objects no longer flicker on/off when getting power for the first time when running multiple generators.
  • Changed: Craft queue and robot assembler interfaces now outline available ingredients in green and unavailable ingredients in red.
  • Changed: Minor improvement to performance to decrease memory usage.
  • Fixed: Power/water generators still showing positive output when disabled.
  • Fixed: Output bonus on aeroponics farm not showing as percentage

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.

 

Mercury Fallen :: Build Qeue

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.

 

Release Notes

  • Changed: Object construction window now outlines available materials in green and unavailable materials in red.
  • Changed: Added Set High Priority button to object construction interface. This set’s the object to be first place in the build queue. Other objects may still be built first if materials are not available for the object.
  • Fixed: Colonist stuck in place if at high stress and unable to reach a built chair/bench.
  • Fixed: Incorrect text for Ate Raw Food attribute effect in colonist needs section

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.

Mercury Fallen :: Build Qeue
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.

 

Release Notes

  • Changed: Colonist death notification now references cause of death
  • Changed: Starving effect renamed to Starvation
  • Changed: Clicking the colonist portrait in the colonist info window will set the camera to follow the colonist, if not already being followed
  • Changed: Aquarium now has a colonist roster.
  • Changed: Starting supply chest now has 20 emergency rations instead of 10.
  • Changed: Food Processing research is now after Biology research
  • Changed: Sushi now has a higher food quality.
  • Fixed: Refine structure resin tutorial task not completing after refining structure resin.
  • Fixed: Colonist not spawned with 100% health if random quirk affects maximum health value.
  • Fixed: Can still move camera by moving cursor to the bottom edge of the screen when facility management interface is open.
  • Fixed: Cooked potatoes has wrong name in research interface tool-tip

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.

Preview Video

 

Bio-Lab

Mercury Fallen :: Bio-Lab

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.

Research Tech Tree

Mercury Fallen :: Research

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.

Cafeteria & Food Dispensers

Devlog #32 :: Cafeteria

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.

Meals & Food Processing

Mercury Fallen :: Food Processor

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.

Colonist Rosters

Devlog #32 :: Roster Management
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

Devlog #32 :: Colonist Portaits

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.

 

Release Notes

Changes
  • Added: Aeroponics Farm for the advanced growing of crops. Aeroponics farm requires power, water and plant nutrient item to grow crops, but provides bonus to crop output and reduced grow time.
  • Added: Algae Farm for growing and harvesting microalgae. Green algae is used in some food recipes and is a requirement for making plant nutrients.
    Added: Aquarium for growing and harvesting fish. Aquarium generates bio-waste which is collected when harvesting grown fish. Biowaste is an ingredient for plant nutrients.
  • Added: Fish Tank decoration item.
  • Added: Food Processor for processing some raw food ingredients for cooking.
  • Added: Food Dispenser storage container for storing meals.
  • Added: Bio-Lab floor/room
  • Added: Cafeteria floor/room. The eating table and new food dispenser now require this room. Recreation room still exists, but serves little purpose for now until future updates.
  • Added: Thorn Wheat Crop/Item
  • Added: Tangle Fruit Crop/Item
  • Added: Sponge Stalk Crop/Item
  • Added: Arrow Head Fungus Crop/Item
  • Added: Emergency Ration meal item. This item is not craftable. Only found in the starting supply chest and food chests.
  • Added: 9 new meal/food recipes
  • Added: Plant Nutrient which is made at the bio-refiner.
  • Added: Food Item Satiation. This is how much of the hunger meter is filled when a food item is consumed.
  • Added: Food Item Nutrition. This will decrease how quickly the hunger bar fills. Nutrition is added as an attribute effect to hunger from some food items. Nutrition bonus will decay naturally over time.
  • Added: New research window with visual tech tree. New interface is now integrated into the facility management screen [tab]
  • Added: New Colonist Roster to various production machines. This allows players to set which colonists can operate that machine/object. Colonists will work at machines that either have an empty roster or a machine/object with a roster that contains their name.
  • Added: New research topics to unlock additional room, machines and recipes.
  • Added: Object icon shows in object info window
  • Added: Colonist portrait shows in colonist info window
  • Added: Colonist portrait in colonist management interface.
  • Added: Roster Management section in guide
  • Added: Robots section in guide
  • Added: Button on main HUD button bar to open discovery interface
  • Added: Button on main HUD button bar to open game guide.
  • Added: New starting tutorial to open starting supply chest by elevator.
  • Changed: Fridge now only stores raw food items. Meals are stored in the new food dispenser.
  • Changed: Fridge storage limit increased from 400 to 450
  • Changed: Food Items no longer fully deplete a colonists hunger, but is now based on satiation and nutrition values. Additional information found in the guide under colonist needs.
  • Changed: Food quality is determined by satiation + nutrition. Colonists will eat the best quality food first.
  • Changed: Colonists will get hungry more often
  • Changed: Colonists will receive the starving affect only after hunger has stayed at max for 3 in-game hours.
  • Changed: Crop fields now show crop output amount
  • Changed: Re-ordered various research topics
  • Changed: Several research topics have been rebalanced to take more or less time to research
  • Changed: Facility Management button on main HUD button bar changed to Colonists.
  • Changed: Research button now opens new research tech tree.
  • Changed: Cook Station now uses less water
  • Changed: Clone Chamber uses slightly less water
  • Changed: Medical Cabinet now restricted to medbay floor
  • Changed: Updated existing crop/plant icons
  • Changed: Reduced reflectivity of metal walls to reduce light hot spots
  • Changed: Medical room wall light color now pink
  • Changed: Game now runs in background
  • Changed: Updated various tooltip text
  • Changed: Updated various guide entries to include more details.
  • Changed: Items in HUD inventory list now show a tooltip when hovering over the item.
  • Changed: Camera movement is now limited to map area.
  • Changed: Increase to camera zoom out distance.
  • Changed: Minor increase to camera angle limits.
  • Changed: Build menu now shows objects power/water output where applicable.
  • Changed: Build materials in build menu now show red/green outlines to indicate if the items are available.
  • Changed: Increased font size of starting tutorial description text.
  • Changed: Manual now called Guide
  • Changed: Organics chest now has a chance to contain plant nutrients
  • Changed: Food chests now have a chance to contain emergency rations
  • Changed: Bio-Refiner recipes now require the engineer job role instead of the botanist.

 

Fixes
  • Fixed: Robot Assembler not animating correctly if loading a save game that had the robot assembler in mid construction.
  • Fixed: Robot Assembler still constructing if lost power
  • Fixed: Selected objects for deconstruction selecting non-destructive object if multiple objects occupy the same tile. This would lead to a stuck colonist attempting to deconstruct an object that can’t be deconstructed.
  • Fixed: Facility management section button sound effects not being affected by the volume settings.
  • Fixed: Game unpauses when closing game menu even if already paused
  • Fixed: Low scroll sensitivity in some dropdown lists
  • Fixed: Incorrect scrollbar graphic in some dropdown lists
  • Fixed: Camera still edge scrolls with facility management interface open
  • Fixed: Objects with positive decor still providing decor bonus if disabled or not connected to required resources.
  • Fixed: Guide scroll bar not resetting to top when changing guide sections.
  • Fixed: Loot Chests can be seen inside dirt/ore walls when in power/water display mode.
  • Fixed: Colonist priority not being calculated correctly for final job cost. This caused colonists to not always do the highest priority task.
  • Fixed: Colonist not eating lower quality food if best quality food exists and can’t be reached.
  • Fixed: Research station progress text not updating as research is performed

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