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Mercury Fallen News

Experimental Branch Now Available!

Howdy Folks!

There are a lot of changes and additions coming in Update 25 and some of these changes are ready for feedback/testing on the Experimental Branch on Steam!

The Experimental Branch includes some of the changes and additions in development for Update 25. The Experimental Branch will be updated as more content is ready for feedback/testing.

Update 25 Experimental Info
https://steamcommunity.com/app/704510/discussions/4/2250056952644620721/

What is the Experimental Branch and how do I access it?
https://steamcommunity.com/app/704510/discussions/4/1869497660774052612/

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Developer Log #57

Howdy Folks!

Hope everyone is healthy and staying safe. Since the release of the Farming & Harming update I’ve been working hard on the next batch of content. The next update will primarily focus on changes to surface content. The first batch of changes will be coming to the Experimental branch soon.

Expeditions

The word on the street is that expeditions require too much micro management and become a bit of a chore. To resolve this, points of interest will be chosen during expedition creation. The expedition team will automatically travel to each POI and back to the facility to dock. A notification will appear each time the expedition team has arrived at a POI with an expedition report.



I’m also experimenting with changing the food requirement to use separate expedition supply items that provide travel rations. The amount of travel rations required would depend on the total travel distance and the amount of passengers.

Points Of Interest

Points Of Interest are getting updated to provide more up front information regarding what is required and a risk assessment. This will allow for better choices when settings up an expedition.

POI generation will no longer use the Comm Station and radar towers, but instead become visible as you uncover the surface.

Surface Resources

Harvest-able surface resources will no longer be infinite or mine-able on any tile. Surface resources can be scanned for and, once detected, will appear in explored areas.

Experimental Branch

I’m working to bring the first batch of changes to the Experimental Branch soon. For those interested, this will be a great way to help test and provide feedback on the many additions and changes.

Thanks for all the great feedback and stay safe!

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Patch Update 24.3

Howdy Folks!

Update patch 24.3 is now available to address some reported issues. Thanks for all the great feedback.

Development has started on Update 25 which will focus on improvements to various planet surface content including expeditions, construction and points of interest. Keep an eye out for the next developer log where I'll go over some of the changes in development.

Update 24 Feedback Survey
Be sure to check out the Update 24 feedback survey, if you haven't already, and let me know what you think of the new content and what is to come.
https://www.surveymonkey.com/r/NXN9QCQ

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Release Notes
  • Green Algae & Blue Twin Fin discoveries now generated if the associated item is caught in the water trap. Seed/egg items are still required in order to plant/place for production.
  • Exposed several world gen values to xml data in world_generators.xml
  • Fixed: Drop Harvest On Ground setting not saving loading
  • Fixed: Multiple biologists delivering bait and harvesting from water trap at the same time

Patch Update 24.2

Howdy Folks!

Thanks for the great feedback on Update 24! I've found a bit of a critical issue with the new game event system that was causing it to stop running events after the first time it attempted to trigger one. This meant that events generally weren't being triggered very much. They would trigger once after starting a game or loading a save game and then never again.

This should now be fixed and events should occur more often. I've also fixed up some notification issues related to available research. Check the release notes for all the changes/fixes.

Update 24 Feedback Survey
Be sure to check out the Update 24 feedback survey and let me know what you think of the new content and what is to come.
https://www.surveymonkey.com/r/NXN9QCQ

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Release Notes
  • Research data now pre-loads the items that it unlocks to increase performance when browsing the research window and calculating available research
  • Fixed: Research button/window showing available research even though the category for the research hasn’t been unlocked yet
  • Fixed: Research button on main HUD not updating available research count when discoveries are made in some cases
  • Fixed: Game version info on main menu showing on top of mod manager window in some cases
  • Fixed: Game events not properly resetting after a run attempt. This caused events to stop occurring after the first attempt. Events should be more common now.

Patch Update 24.1

Howdy Folks!

Thanks for all the great feedback on the Farming & Harming update. This small patch update includes some additions and fixes such as cave worms, conduit highlighting, missing arrowhead fungus seeds and more.

Conduit Highlighting

I’ve added a small, but useful, feature which will show icons for nearby power and water conduits when placing objects.

This is a helpful way to see where your conduits are during placement without having to double check the conduit view mode.

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Release Notes
  • Added Cave Worm item which is produced at the Water Trap
  • When placing objects, power and water icons will appear on the ground to show nearby power and water conduits
  • Arrowhead Fungus research no longer requires bio-samples to unlock
  • Fish Flakes recipe can now use cave worm as an ingredient
  • Blue fish and green algae now have a lower chance of being generated at water traps
  • Increase to the amount of received bio-samples from some expeditions
  • Door, damaged door and elevator now provide structure support against caveins
  • Fixed: Arrowhead Fungus wild plant not producing seeds when harvested. This is a random chance and won’t occur every harvest.