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Mercury Fallen News

Developer Log #47 :: Colonist Management

Colonist Management Interface

The colonist management screen has been completely overhauled to include a grid of colonist cards. Each colonist card contains primary info and allows for quick changes to job roles and equipment items.

Maximum Job Roles

In the coming update, colonists will no longer be able to have all job roles assigned at once -- players will choose up to three roles per colonist card. Job roles will be tracked in job slots, which also determine priority; manual job priority assignments have been removed.

Job Role Requirements

Not all colonists will be capable of all job roles. Job roles now have minimum attribute requirements to be assigned.

Durability & Reliability

Object durability is now functional and represents the condition of an object. Objects will become worn and dirty as their durability drops, and be destroyed if durability reaches zero.

Builders are responsible for repairing objects and will use repair kits, if available. Repair kits greatly speed up the repair process.

Most machines will also have a reliability attribute. Machines may take damage or break down when reliability is low. Reliability will decay slowly over time.

The new technician job role is responsible for inspecting machines and increasing their reliability. The amount of reliability a technician can restore is based on their job level. Reliability is restored by 10% per technician job level. For example a level 5 technician will only be able to restore reliability to 50% on the machines they inspect.

Tech Tree

New research projects have been added and the tech tree has includes a visual update.

I'm working on finishing up final tweaks, and plan to have Update 20 available on the test build branch by next week. I'm very excited about all of the new changes. Certainly let me know what you think about the new content coming in Update 20.

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Developer Log #46 :: Critical Failure

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.

Job Role Success Chance


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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Developer Log #45

Update 19 brought Steam Workshop support for translations and mods. There are some great mods already available. While I do plan to add further support for modding, I’m currently working on some new content and features.

Storage Containers

Storage containers are being updated to support custom colors as well as visual capacity meters. This affects the storage container, food dispenser and the fridge.

Events

Pseudo-random and conditional events are in development. While there will be some random events, the events will mostly be tied to conditional factors and colonist story events.

Conditional factors such as hungry colonists, low fuel, high stress, etc may trigger events to occur that will affect colonists and/or the environment in positive or negative ways.

Colonist story events are random events that will allow you to make a direct choice in what happens. A colonist may make a specific request, find something or have an idea on how to improve something. How you decide to handle these events will allow for further positive or negative effects.

Objectives

The tutorial system was designed as a general getting started guide. My plan is to expand the tutorial system into a more robust objectives/mission system. This new system will still offer initial objectives to help new players get started, but will have further objectives as you progress in the game.

The goal is to offer both optional/minor objectives as well as story objectives.

Expedition Stories

The larger project in development, and planned since the beginning, is the creation of expedition stories. New points of interest (POI) on the planet map will be explore-able with colonists. Exploring a POI will offer additional player choices. The result will depend on the colonists that are brought and the choices you make. POI locations will be a new way of gaining additional discoveries, rare items, resources and more.

On A Personal Note

I generally do my best to keep my business and personal existence separate, but development has been slowed down a bit recently do to a personal event.

My father is currently in the hospital after having multiple heart attacks. Further medical complications have also arisen and now it’s just a waiting game to see how he improves

Given there isn’t much I can do at this point, working on Mercury Fallen helps keep me distracted and, mostly, lowers my stress.



Development continues and I look forward to your thoughts on some of these new features.

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Update 19 :: Hot Fix

Howdy Pioneers!

A hot fix for Update 19 has just been uploaded to fix a game breaking issue with the new planet map display modes. The planet map interface was no longer functioning after installing the map display modes equipment item in the map table after loading a saved game.

This should now be fixed. My apologies for any inconvenience and keep that feedback coming. :)

Update 19 :: Welcome To The Workshop

Howdy Pioneers!

Update 19 is now live! A big thank you to those that helped test the new mod system. A special thank you to Ellmite for helping track down a lot of hard coded language strings and the first translation mod on the Steam Workshop.

Mods

Official Mod integration is here and supports translations and gameplay tweaks. The Steam Workshop has been integrated into the new Mod Manager interface. Mod creators can upload their mod to the workshop and users can subscribe to mods on the Workshop for use in their game.

Want to create a mod for Mercury Fallen? Check out the Modding Guide.

Planet Map Display Modes


A new piece of equipment can be crafted and installed into the Map Table to to unlock display modes. The new display modes visualize data for discovered biomes, temperature, elevation, moisture and available resources.

Localization Support

Part of the focus of adding mod support is to enable the creation and usage of language translations. While the core game includes English, the Steam Workshop is available for players to create and use language mods for additional languages.

If using a language mod be sure to change the active language in settings after the mod is enabled in the Mod Manager. A German Translation of the game is available on the Workshop with more languages to follow.

If you’re interested in translating the game, please check out the Language Translation Guide.


Release Notes


Additions

  • Added mod support for loading/managing user created mods
  • Added Steam Workshop support
  • Added Mods button to main menu to open Mod Manager interface
  • Added Language setting. English is the only default option, but supports user language mods.
  • Added display modes to surface map interface. Must install new craftable equipment item in map table.


Changes
  • Game now pauses when Steam Overlay is open
  • Updated look of in game menu
  • Small UI Scale setting is a little bigger
  • Large UI Scale setting is a little smaller
  • Can now cancel vehicle construction in Vehicle Assembly Station
  • Enable/Deconstruct buttons on object panel now icon buttons with tooltips
  • Warning icons over objects are centered over object instead of offset in some instances
  • Changed how water is generated in when starting a new map


Fixes

  • Fixed: Selected colonists in roster no longer selected when opening roster management list
  • Fixed: UI HUD inventory item names overlap when wrapped to a second line
  • Fixed: Broken/Missing language string references for various UI elements
  • Fixed: Vehicle/Facility info panel still showing when changing from planet map to another tab on the facility management screen.
  • Fixed: Major lag spikes related to power/water conduits
  • Fixed: Minor lag spikes related to minimap updates