Hope everyone is having a great new year so far. I have some big plans for 2019. First up is an update that focuses on bringing initial mod support to Mercury Fallen.
The next update will add in official support for XML mods that can tweak existing content or add new content such as additional languages. Mods that add new artwork and Steam Workshop support are currently being investigated, but may not make it into this update. This is only the beginning, and further support will be added in future updates.
A Test Build will be available next week for those who want to test mod support. Your feedback will be very helpful in identifying what the community wants and needs. Additional information and guides will be made available for those interested in creating or using mods.
While mod support is the major focus of Update 19, I’ve also added new display modes for the surface map. The Discovered Biomes display mode shows discovered biomes in green and undiscovered biomes in red. This will help explorers track down missing biomes.
Additionally there are display modes for temperature, moisture and elevation. While these tile attributes are not critical at the moment, they will play a part in some of the planned content in development.
What type of mods do you want to see? If you’re interested in creating mods for Mercury Fallen, please reach out and let me know the types of mods you want to create. Thank you all for a great 2018 and I look forward to creating some exciting new content in 2019!
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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:
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Website: http://www.mercuryfallen.com
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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
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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:
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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
Howdy Pioneers!
Alpha 0.17 development is in the internal testing stage, before it heads over to the Test Build branch. Aside from all the other new content discussed in the previous developer logs, I wanted to show the new vehicles that are coming as well.
Two new vehicles are being added that can travel over water. The Wasp and Whale Miner are improved versions of the D.O.G.E and Beetle Miner. Their base stats have been boosted, and with the coming equipment system, can be further increased to speed up mining, scanning, movement speed and more.
Alpha 0.17 is scheduled to come to the Test Build branch next week for those interested in helping test the latest version.
Follow Mercury Fallen development on:
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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:
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Website: http://www.mercuryfallen.com
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Howdy Pioneers!
A huge thanks for all the support and feedback. There are a lot of things on my to-do list, but I wanted to go over some of the targeted content for the next update and beyond.
The discoveries interface is undergoing a bit of a face lift. I added quite a few new discovery items in Alpha 0.15, and I plan to add quite a few more. I’m updating the interface to be a bit cleaner and more functional.
Discovery items will be listed on the left, grouped by category. Categories can be opened and closed to more easily find discovery items you’re looking for. New discoveries will be highlighted in yellow so they are also easier to find. Category headers will show the category’s completion percentage, as discovery items will no longer show until they’ve been found. The category percentage will indicate whether more discoveries are available, or if the category is completed.
Something that has been on my to-do list for a while is improving the craft queue system. The current system doesn’t offer much control, and its operation is confusing to some new users. The updated craft queue system will allow you to manage item orders.
Item orders can be setup to craft a certain number of items, or only to craft the item if there are fewer than a certain number of the item available. Instead of setting an item to infinite quantity, as in the previous system, you can set how many you want to keep in stock. If there are more items than the desired number you’ve set, the colonists won’t craft the item again until the inventory drops below the set number. Item orders can also be paused and resumed at any time.
The sequence that items are crafted in still uses the round-robin method. Colonists will craft one of the first item, then one of the second item, and so on, until all item orders are complete.
While working on the vehicle system for planetary exploration, I had planned to add vehicle upgrades. While that plan has not changed, the scope of it has increased to allow for a wider range of upgrade items. This new system will allow the creation and discovery of equipment items that can be installed into vehicles, colonists and machines to affect them in various ways. Machine equipment, for example, can’t be equipped by a colonist.
Vehicle equipment will offer improvements such as faster movement speed, faster mining, the ability to cross water/mountains and more. Equipment for objects will affect power consumption, decor rating, double output for craft stations and more. Colonist equipment will improve various attributes.
I’m still hammering out the details of how this system will integrate into the game. I’ve made some good progress and this will add many more items to craft and find.
A big item on the to-do list is to add more exploration opportunities to the surface map. Points of interest, or POIs, will be locations on the map that can be further investigated. POIs will need to be scanned by a DOGE and, in various cases, will need to be further investigated by an expedition party of colonists. POI investigations will function as mini stories/events that will offer the player a choice about how to handle them. The results will be positive or negative, depending on the player’s expedition party and choices.
This is a system I’m very excited about, as it will add more story content, as well as more ways to get rare loot and discoveries.
Game events will add more flavor with positive and negative colonist and world events that are randomly triggered. This is something I’ve been wanting to add to the game for a long time, but I wanted to avoid completely random events that they player may find frustrating. Events can affect the world, such as crop disease, or affect a specific colonist, such as a stress reduction for a given time.
I’m very excited about the new content in development. Some of the features mentioned above won’t make it into Alpha 0.17, but there is some great content coming. Be sure to let me know what you think of the new content in development.
Follow Mercury Fallen development on:
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Website: http://www.mercuryfallen.com
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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 0.15 was a big update and, now that I’ve fixed its critical issues, I’ve hit the ground running on more content. Various additions, changes and improvements are on the way. Let’s take a look.
Thermal vents have been added to the underground map and can be tapped for power. The new Geothermal Generator can be placed on top of a thermal vent and will generate 2,000W of power without requiring fuel. There are a limited amount of thermal vents, depending on map size.
Thermal vents will be spawned in existing saved games as well.
A new research progress meter has been added to the HUD next to the power/water meters. Now you’ll see at a glance what is being researched and its progress. This new meter is also a button to open the research tree.
Various tool-tips have been updated to provide more information and clarity. The job tool-tip, for example, will show the work speed bonus provided to each job based on the job level.
The beetle miner will get a new drop off items action. This allows you to drop off materials, to the adjacent facility, from the miner’s inventory without having to dock the vehicle.
I’ve taken a deep dive into the AI code to improve various behaviors and optimize how colonists determine actions. Builders will now collect and deliver items to multiple objects before performing construction. This greatly improves construction efficiency as it reduces colonists going back and forth collecting construction materials for each object.
In addition to adding new content, I’m always working to resolve existing issues. Many fixes are already in place for the next update, such as the missing wheat thorn discovery, vehicles still moving despite being out of power, vehicle camera tracking and more.
Thank you all for the awesome feedback and support!
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
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